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Monster Junkie
Celestial Stag

http://www.enworld.org/forum/genera...converting-oriental-adventures-creatures.html

Celestial Stag
Medium Aberration (Extraplanar)
Hit Dice: 3d8+9 (22 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Gore +5 melee (2d6+1)
Full Attack: Gore +5 melee (2d6+1) and 2 hooves +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death throes
Special Qualities: Damage reduction 5/slashing or piercing, darkvision 60 ft., light vulnerability, regeneration 1, tomb-tainted
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 12, Dex 18, Con 17, Int 10, Wis 12, Cha 9
Skills: Bluff +3, Hide +4*, Intimidate +4, Listen +3, Spot +3
Feats: Multiattack, Persuasive
Environment: Tarterian Depths of Carceri
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment: —

This creature resembles a nightmarish deer, one formed completely of greenish ooze.

Celestial stags are mysterious entities that have escaped the prison plane of Carceri to inhabit deep, underground mines on the Material Plane. Celestial stags desperately seek the light of the sun, which will end their tortured existence. Miners often encounter celestial stags when unearthing a new underground cavern. The alien creatures attempt to parley, barter, bribe, and even torture miners in their quest to reach the surface.

Should a celestial stag find its way to the surface, it briefly flashes a look of satisfaction before exploding into a pool of foul-smelling, liquid pestilence.

Celestial stags are 5 feet long and 2 feet tall at the shoulder, weighing over 100 pounds.

Celestial stags speak Common.

COMBAT

Celestial stags fight much like a natural stag, goring with its antlers and stamping with its hooves.

Amorphous (Ex): A celestial stag is not subject to critical hits. It cannot be flanked. Because of its jellylike substance, a celestial stag is able to slip through spaces that otherwise could accommodate only a Tiny or smaller creature.

Death Throes (Ex): When killed, a celestial stag explodes in a burst of liquid pestilence that deals 1d6 points of acid damage to anything within 5 feet (Reflex DC 14 half). Additionally, a creature damaged by the acid must succeed on a DC 14 Fortitude save or become infected with slimy doom. The save DC is Constitution-based.

Regeneration (Ex): Cold deals normal damage to a celestial stag.

Light Vulnerability (Ex): Spells with the light descriptor and those that deal extra damage to light-sensitive creatures (such as searing light) deal lethal damage to a celestial stag. For purposes of determining damage for such spells, treat the celestial stag as if it were a light-sensitive undead creature. Exposing a celestial stag to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape, exposing nearby creatures to its death throes.

Tomb-Tainted (Ex): Although an aberration, a celestial stag is harmed by positive energy and healed by negative energy. It is treated as undead for purposes of spells and effects that treat undead differently (such as searing light or holy water). A celestial stag may be turned as if it were an undead creature with +2 turn resistance.

Skills: *A celestial stag has a +12 racial bonus on Hide checks made in areas of shadowy illumination.

Originally appeared in Dragon Magazine #26 (1979).
 
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Shade

Monster Junkie
Carpet Snake

http://www.enworld.org/forum/general-monster-talk/258155-converting-greyhawk-monsters-7.html

Carpet Snake
Small Magical Beast
Hit Dice: 3d10 (16 hp)
Initiative: +7
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +3/-3
Attack: Bite +7 melee (1d2–2 plus poison)
Full Attack: Bite +7 melee (1d2–2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Camouflage, darkvision 60 ft., low-light vision, meld into carpet, scent
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 6, Dex 17, Con 11, Int 3, Wis 12, Cha 3
Skills: Balance +11, Climb +11, Hide +11, Listen +5, Move Silently +9, Spot +5, Swim +6
Feats: Ability Focus (poison), Improved Initiative, Weapon Finesse (B)
Environment: Any
Organization: Solitary or nest (2-20)
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: 4-5 HD (Small); 6-9 HD (Medium)
Level Adjustment: —

The rug is patterned with the likenesses of serpents. Suddenly, the serpents begin to writhe!

Carpet snakes are magical serpents capable of altering their physical composition in order to blend with a rug or carpet. Although originally created by magical means, carpent snakes now breed true, reproducing in a manner similar to normal snakes.

Carpet snakes will live in any rug ar carpet, or, if nothing suitable is available, may live in clothing or other fabric. They appear to be woven dirctly into the article, and close examination reveals nothing of their true nature.

In its dormant state, a carpet snake can exist up to one year without feeding. During this time, it is completely dormant and does not eat, sleep, or breathe. Any food that has been ingested is absorbed slowly, sustaining it over a long period. A single rat can sustain a carpet snake up to six months.

Carpet snakes become active on command of a master or when sensing the presence of prey. Once trained (see below), they can be taught to recognize up to five masters and four simple commands. They will never attack their masters, and will generally attack anything that moves unless halted by a master's command. Carpet snakes will allow themselves to be rolled up or folded in a rug for ease of transport if their master commands it.

When a clutch of eggs is laid, the female snake generally remains in snake form to guard them. Most breeding takes place in controlled environments, such as a nursery established by an evil being. When carpet snakes breed spontaneously, their masters generally move the female and her eggs to protected quarters.

Carpet snakes are 4 to 6 feet long and weigh 8 to 15 pounds. Carpet snakes always have red scales and black eyes. In carpet form, they may be coiled, twisted, or straight. They appear to be simply part of the fabric, and maintain whatever shape they held when they converted to carpet form. If a carpet snake is killed, it collapses into a pile of fibrous red dust. The dust may not reform and is useless. Carpet snakes have a lifespan of up to 50 years.

Carpet snakes cannot speak, but understand Common.

COMBAT

When a carpet snake senses motion upon its carpet, it grows active and attacks. It can sense the presence of a master and will not become active unless commanded to do so. A carpet snake that has been reduced to one-third or less of its hit points will generally try to merge with a carpet.

Camouflage (Ex): Since a carpet snake looks like a woven pattern in carpet form, it takes a DC 20 Spot check to notice it. Anyone with ranks in Craft (weaving or rugmaking) can use one of those skills instead of Spot to notice the snake. In addition, while it is emerging from the carpet, the carpet snake receives a +20 circumstance bonus to Hide and Move Silently checks.

Meld into Carpet (Su): A carpet snake can enter a rug or carpet large enough to hold its length as a standard action. While inside the carpet, any other designs shift and alter to accommodate the image of the carpet snake that appears where it has merged. A carpet snake is aware of its surroundings using its tremorsense ability. Carpet snakes that have melded with a carpet do not require sustenance for up to a year, but a carpet snake may choose to leave its carpet at any time. This process requires two full rounds.

Minor physical damage to the carpet does no damage to the carpet snake, but damage significant enough that the snake's image cannot fit in the rug expels the snake immediately, dealing 2d6 points of damage to the snake and dazing it for 1 round. Destroying the carpet completely expels the snake as above and kills it instantly unless it succeeds on a DC 20 Fortitude save. A typical rug has hardness 0, 2 hp per 5x5 ft square, and takes normal damage from slashing weapons, fire, and acid, half damage from piercing weapons, electricity, and sonic energy, quarter damage from cold, and no damage from bludgeoning weapons.

Poison (Ex): Bite, Fortitude DC 13; initial and secondary damage 1d6 Constitution. The save DC is Constitution-based.

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Training a Carpet Snake
A carpet snake may be trained to recognize a master and take simple commands. To be trained, a carpet snake must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). The trainer becomes one of the snake's recognized masters. Training a friendly carpet snake requires a Handle Animal check, adding +5 to the DCs since it is a magical beast.

Carpet snake eggs and young are worth 300 gp on the open market. Professional trainers charge 600 gp to train a carpet snake.

Originally appeared in WGA1 - Falcon's Revenge (1990).
 
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Shade

Monster Junkie
Lomendur, Quark

http://www.enworld.org/forum/genera...nversion-thread-supernatural-familiars-8.html

Lomendur, Quark
Tiny Outsider (Chaotic, Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 16
Base Attack/Grapple: +3/-5
Attack: Light pick +8 melee (1d2/x4)
Full Attack: Light pick +8 melee (1d2/x4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Spell-like abilities
Special Qualities: Alternate form, damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to petrification and poison, low-light vision, resistance to acid 5 and fire 5
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 13
Skills: Bluff +7, Diplomacy +3, Disguise +3 (+5 acting), Hide +17, Intimidate +3, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)
Feats: Flyby Attack, Weapon Finesse
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic neutral
Advancement: 4–6 HD (Tiny)
Level Adjustment: — (Improved Familiar)

This creature resembles a tiny, silver-skinned humanoid with unearthly beauty. Its glittering wings resemble those of a butterfly, although their coloration and pattern changes periodically. Its tangled, fuzzy harir resembles a dandelion gone to seed.

Lomendur are lesser beings of neutrality that often serve as familiars to spellcasters of similar alignment.

Quarks hail from the Ever-Changing Chaos of Limbo. Quarks despise restraint and order, acknowledge no rules or conventions, and they keep promises only if it pleases them to do so.

A quark stands a little over 2 feet tall and weighs 7 pounds. Its wings change pattern and color daily or even hourly.

Lomendur speak Common, Celestial, and Infernal.

A quark can be aquired as a familiar with the Improved Familiar feat, beginning at 7th level if the character is of neutral good alignment.

COMBAT

In combat, quarks use their alternate forms to the best advantage, particularly in aerial forms where it they can benefit from Flyby Attack.

Alternate Form (Su): A quark can assume the form of any Small or smaller animal.

Spell-Like Abilities: At will—detect chaos, detect evil, detect good, detect law, speak with animals, tree shape; 1/day—confusion (DC 15). Caster level 6th. The save DCs are Charisma-based.

Once per week a quark can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

Originally appeared in Dragon Magazine #86 (1984).
 
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Shade

Monster Junkie
Skleros

http://www.enworld.org/forum/genera...cial-conversion-thread-moldvays-undead-2.html

Skleros
Medium Undead
Hit Dice: 2d12 (13 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +2 natural, +2 heavy wooden shield), touch 12, flat-footed 14
Base Attack/Grapple: +2/+5
Attack: Longsword +6 melee (1d8+3/19-20) or claw +5 melee (1d4+3) or javelin +4 ranged (1d6+3)
Full Attack: Longsword +6 melee (1d8+3/19-20) or 2 claws +5 melee (1d4+3) or javelin +4 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Martial training
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +0, Ref +2, Will +4
Abilities: Str 17, Dex 15, Con —, Int —, Wis 12, Cha 8
Skills: —
Feats: Improved Initiative (B), Power Attack, Quick Draw, Weapon Focus (longsword)
Environment: Any
Organization: Solitary or troop (3-24)
Challenge Rating: 1
Treasure: Combat gear only
Alignment: Always neutral evil
Advancement: 3-6 HD (Medium), 7-12 HD (Large), 13-20 HD (Huge)
Level Adjustment: —

This skeletal humanoid carries a longsword and shield, and seems to know how to use them.

Skleros are specialized skeletons animated from the remains of trained fighters. Although mindless, they retain some of their martial training, making them more formidable than a typical skeleton.

Large skleros are often created from ogres and hill giant remains.

Skleros stand 5 to 6 feet tall and weigh 50 pounds.

COMBAT

Skleros fight much like living fighters, wielding their weapons with great skill. As mindless undead, skleros are unable to comprehend strategy, and only use tactics if a master instructs them to do so.

Martial Training (Ex): Skleros were talented fighters in life, and retain the martial training they once possessed. Skleros possess the base attack bonus of a fighter of their level, and qualify for feats as if they were fighters of a level equal to their Hit Dice. Despite being mindless, a skleros gains feats as if it had an Intelligence score, and gains bonus feats as a fighter of a level equal to its Hit Dice. They are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Originally appeared in Dragon Magazine #138 (1988).
 
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Shade

Monster Junkie
Well Spirit, Greater

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-29.html

Well Spirit, Greater
Huge Elemental (Extraplanar, Water)
Hit Dice: 13d8+39 (97 hp)
Initiative: +2
Speed: 40 ft. (8 squares), swim 60 ft.
Armor Class: 20 (-2 size, +2 Dex, +10 natural), touch 10, flat-footed 18
Base Attack/Grapple: +9/+22
Attack: Slam +12 melee (2d10+5/19-20)
Full Attack: 2 slams +12 melee (2d10+5/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Drown, improved grab, spell-like abilities
Special Qualities: Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to electricity, regeneration 5, vulnerability to fire
Saves: Fort +11, Ref +8, Will +12
Abilities: Str 21, Dex 14, Con 17, Int 20, Wis 23, Cha 22
Skills: Diplomacy +24, Knowledge (arcana) +21, Knowledge (nature) +21, Knowledge (the planes) +21, Listen +22, Sense Motive +22, Spot +22, Survival +6 (+8 in aboveground natural environments, +8 on other planes), Swim +13
Feats: Improved Bull Rush, Improved Critical (slam), Iron Will, Lightning Reflexes, Power Attack
Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Usually neutral
Advancement: Huge 14-19 HD (Huge); 20-39 HD (Gargantuan)
Level Adjustment: —

This towering, watery creature has a vaguely humanoid shape. The waters that make up its form churn and roil.

Well spirits are elemental creatures of nearly godlike intellect. Similar in many ways to water weirds, well spirits are not soothsayers, but do possess the ability to grant wishes of mortals.

Most well spirits are neutral. The rare good-aligned well spirits refuse to grant evil wishes, unless forced to do so under duress. Evil well spirits attempt to pervert the interpretation of the recipient's wish to further evil endeavors. All well spirits, regardless of alignment, view greedy individuals with contempt, and will attack those that attempt to take their treasure.

Greater well spirits reach 30 feet tall and weigh up to 18,000 pounds.

Greater well spirits speak Aquan, Auran, Common, Draconic, Ignan, and Terran.

COMBAT

A well spirit attacks by slamming an opponent with its wavelike arms, then attempting to draw it into the rushing waters of its body.

Drown (Su): A well spirit can draw a held opponent into its fluid body with a successful grapple check. Victims trapped inside the well spirit must succeed on a DC 19 Fortitude save each round or drown (see Water Dangers in the DMG for the effects of drowning) unless they can breathe water. A well spirit is not considered grappled while drowning a victim. A Huge well spirit can drown up to 2 Large, 8 Medium, 32 Small or 128 Diminutive smaller creatures.

A trapped victim can attack the well spirit or make additional grapple checks to escape its grasp. The character cannot cast spells with a verbal component or use any other item or ability that requires speech. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, a well spirit must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to drown its victim.

Regeneration (Ex): Cold and fire deal normal damage to a well spirit.

Spell-Like Abilities: 1/day—grant up to three wishes (to non-well spirits only). Caster level 13th.

Skills: A well spirit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Originally appeared in Dragon Magazine #42 (1980).
 
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Monster Junkie
Temperament

http://www.enworld.org/forum/genera...thread-finishing-off-giants-their-kin-41.html

Temperament
Huge Undead
Hit Dice: 21d12+84 (220 hp)
Initiative: +2
Speed: 50 ft. (10 squares), swim 40 ft.
Armor Class: 27 (–2 size, +2 Dex, +17 natural), touch 10, flat-footed 25
Base Attack/Grapple: +15/+37
Attack: Greatsword +27 melee (4d6+21/19–20 plus 2d6 electricity) or slam +27 melee (1d6+14 plus 2d6 electricity) or dark jolt +15 ranged touch (5d12 electricity plus 1 negative level)
Full Attack: Greatsword +27/+22/+17 melee (4d6+21/19–20 plus 2d6 electricity) or 2 slams +27 melee (1d6+14 plus 2d6 electricity) or dark jolt +15 ranged touch (5d12 electricity plus 1 negative level)
Space/Reach: 15 ft./15 ft.
Special Attacks: Black lightning, create spawn, dark jolt, shock, spell-like abilities
Special Qualities: Cloudform, damage reduction 15/magic, darkvision 60 ft., immunity to electricty and cold, low-light vision, unholy toughness
Saves: Fort +7, Ref +15, Will +17
Abilities: Str 39, Dex 14, Con —, Int 16, Wis 20, Cha 19
Skills: Climb +38, Concentration +24, Intimidate +28, Listen +29, Spot +29, Swim +22
Feats: Awesome Blow, Cleave, Combat Reflexes, Epic Reflexes, Improved Bull Rush, Improved Sunder, Lightning Reflexes, Power Attack
Environment: Warm mountains
Organization: Solitary
Challenge Rating: 15
Treasure: Standard coins; double goods; standard items
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: —

This giant resembles a well-formed human of enormous proportions. Its skin is the deep black of a thunderhead just before an electrical storm. Blue sparks and lightning bolts dance along its body, while larger lightning bolts several yards in length shoot forth from its mouth and empty eyesockets.

Temperaments are undead storm giants that have become walking thunderstorms of destruction. Most arise from starvation brought on by the destruction of their nearby environment, causing their crops to fail and hunting to grow sparse. If other creatures were responsible for this devastation, the temperament becomes an unstoppable force of vengeance. They often attack their former kin and allies to deny them the pleasures of life. Temperaments reside in the same locales they did while living, usually castles built on mountain peaks or underwater.

Temperaments are the most solitary of all undead giants, accompanied only by the lesser spawn they create. These spawn are mostly ignorned unless the temperament needs them for an assault or defense of itself or its lair.

Temperaments are about 21 feet tall and weigh about 12,000 pounds.

Temperaments speak Giant.

COMBAT

Temperaments channel electricity through their fists and metal weapons. Against ranged foes, temperaments may release negative-energy infused lightning bolts or strike single targets with an energy-draining dark jolt.

Black Lightning (Su): A temperament may choose to infuse its electricity-based spell-like abilities with negative energy. It must declare this intention before making the attack. Victims take half electricity damage and half negative energy damage.

Cloudform (Su): A temperament may assume the form of a crackling thunderhead. This functions as a wind walk spell, but the temperament cannot take other creatures with it, and it cannot increase its speed to greater than 60 feet. A temperament may remain in cloudform for as long as it desires. While in cloudform, the temperament loses its natural and manufactured weapon attacks, but retains its dark lightning attack.

Create Spawn (Su): Any giant slain by a temperament's dark lightning attack becomes a temperament in 1d4 rounds. Any humanoid slain by a temperament becomes a lesser temperament (see below) in 1d4 rounds. Spawn are under the command of the temperament that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Dark Jolt (Su): As a standard action, a temperament may target a single creature within 60 feet with a jolt of blue lightning fused with negative energy. If the temperament succeeds on a ranged touch attack, the victim suffers 5d12 points of electricity damage. Additionally, living creatures hit by a temperament's dark jolt gain one negative level. The DC is 24 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the temperament gains 5 temporary hit points.

Shock (Ex): A temperament generates so much electricity that its mere touch deals additional electricity damage. Temperaments' metallic weapons also conduct this electricity.

Spell-Like Abilities: 1/day—call lightning (DC 17), chain lightning (DC 20); 2/day—control weather, levitate. Caster level 20th. The save DCs are Charisma-based.

Unholy Toughness (Ex): A temperament gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.

Skills: A temperament has a +8 racial bonus on Intimidate checks. A temperament has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Storm Temperaments ignore all weight penalties for gear carried when swimming.

Lesser Temperaments
When non-giants are drained of all energy by a temperament, they become a lesser temperament. These entities do not possess the black lightning, create spawn, or spell-like abilities of their creator.

Lesser Temperament
Medium Undead
Hit Dice: 10d12+40 (105 hp)
Initiative: +4
Speed: 50 ft. (10 squares), swim 40 ft.
Armor Class: 26 (+4 Dex, +12 natural), touch 14, flat-footed 22
Base Attack/Grapple: +7/+13
Attack: Greatsword +13 melee (2d6+9/19–20 plus 1d6 electricity) or slam +13 melee (1d3+6 plus 1d6 electricity) or dark jolt +11 ranged touch (3d6 electricity plus 1 negative level)
Full Attack: Greatsword +13/+8/+3 melee (2d6+9/19–20 plus 1d6 electricity) or 2 slams +13 melee (1d3+6 plus 1d6 electricity) or dark jolt +11 ranged touch (3d6 electricity plus 1 negative level)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dark jolt, shock
Special Qualities: Cloudform, damage reduction 10/magic, darkvision 60 ft., immunity to electricty and cold, low-light vision, unholy toughness
Saves: Fort +3, Ref +9, Will +12
Abilities: Str 23, Dex 18, Con —, Int 16, Wis 20, Cha 19
Skills: Climb +19, Concentration +13, Intimidate +17, Listen +18, Spot +18, Swim +27
Feats: Combat Reflexes, Improved Sunder, Lightning Reflexes, Power Attack
Environment: Warm mountains
Organization: Solitary
Challenge Rating: 9
Treasure: Standard coins; double goods; standard items
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: —

Dark Jolt (Su): As a standard action, a lesser temperament may target a single creature within 60 feet with a jolt of blue lightning fused with negative energy. If the temperament succeeds on a ranged touch attack, the victim suffers 3d6 points of electricity damage. Additionally, living creatures hit by a lesser temperament's dark jolt gain one negative level. The DC is 19 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the temperament gains 5 temporary hit points.

Originally appeared in Dragon Magazine #254 (1998).
 
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Shade

Monster Junkie
Composite Mummy, Typhonic Beast

http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-45.html

Composite Mummy, Typhonic Beast
Large Undead
Hit Dice: 16d12+48 (152 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
Base Attack/Grapple: +8/+18
Attack: Slam +15 melee (1d8+7 plus mummy scourge) or was scepter +17 melee (2d6+11/x3 plus mummy scourge plus 1 Con)
Full Attack: 2 slams +15 melee (1d8+7 plus mummy scourge) and bite +10 melee (1d8+3 plus mummy scourge); or was scepter +17/+12 melee (2d6+11/x3 plus mummy scourge plus 1 Con) and bite +10 melee (1d8+3 plus mummy scourge)
Space/Reach: 10 ft./10 ft.
Special Attacks: Change shape, despair, improved grab, mummy scourge, rebuke undead (+3, 2d6+19, 16th), spell-like abilities, summon leucrotta, summon weapon, unholy power
Special Qualities: Damage reduction 10/–, darkvision 60 ft., undead traits, unholy toughness, vulnerability to fire
Saves: Fort +5, Ref +9, Will +13
Abilities: Str 25, Dex 15, Con —, Int 12, Wis 16, Cha 17
Skills: Diplomacy +10, Hide +7*, Jump +15, Knowledge (religion) +20, Listen +22, Move Silently +13, Sense Motive +21, Spot +22, Survival +6*
Feats: Ability Focus (despair), Ability Focus (mummy scourge), Combat Reflexes, Lightning Reflexes, Power Attack, Track (B), Weapon Focus (was scepter)
Environment: Any
Organization: Solitary, family (1-2 plus 2-4 mummies), pack (1-2 plus 4-12 leucrotta plus 4-8 mummies), or divine council (3d4 composite mummies of various types)
Challenge Rating: 10
Treasure: Double standard
Alignment: Usually chaotic evil
Advancement: 17–24 HD (Large); 25-48 HD (Huge)
Level Adjustment: —

A mummified giant, half again as tall as a human, bears the head of an unknown creature, with a curved snout and square ears. Its hide and wrappings are dark black.

Composite mummies are specialize mummies created from the most dedicated servants of deities associated with mummification. Typhonic beast composite mummies are most often associated with Set, the Egyptian god of storms, chaos and the desert.

Typhonic beast composite mummies stand 12 feet tall and weigh 500 pounds.

Composite mummies speak any languages they knew in life (usually Common).

COMBAT

In an instant, a typhonic beast composite mummy can call forth a large wooden scepter which it wields like a warhammer.

Change Shape (Su): A typhonic beast composite mummy can assume the shape of a leucrotta* as a standard action.

*The leucrotta is found in City of Splendors: Waterdeep and Monsters of Faerûn. If you don't have access to that book, simply use the statistics for a lion.

Despair (Su): At the mere sight of a composite mummy, the viewer must succeed on a DC 23 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based.

Mummy Scourge (Su): Supernatural disease—slam, Fortitude DC 23, incubation period 5 rounds; damage 1d6 Str, 1d6 Con, and 1d6 Cha. The save DC is Charisma-based.

Unlike normal diseases, mummy scourge continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Mummy scourge is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy scourge must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate mummy scourge, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy scourge can be magically cured as any normal disease.

An afflicted creature who dies of mummy scourge shrivels away into sand and dust that blow away into nothing at the first wind.

Rebuke Undead (Su): A typhonic beast composite mummy can rebuke and command undead as a 16th-level cleric. A typhonic beast composite mummy can make up to six rebuke attempts per day.

Spell-Like Abilities: At will—protection from law; 1/day—unholy blight (DC 17). Caster level 16th. The save DCs are Charisma-based.

Summon Leucrotta (Sp): Once per day, a typhonic beast composite mummy can automatically summon 1d4+1 leucrotta*. This ability is the equivalent of a 7th-level spell.

*The leucrotta is found in City of Splendors: Waterdeep and Monsters of Faerûn. If you don't have access to that book, simply use the statistics for a lion.

Summon Weapon (Su): A typhonic beast composite mummy can be armed in an instant by magically summoning a was scepter. This functions as a +1 wounding warhammer. The was scepter also exposes anyone struck to the typhonic beast composite mummy's mummy rot ability. When separated from the mummy, the weapon vanishes. A typhonic beast composite mummy can summon or dispel its own weapon as a free action.

Unholy Power (Su): A composite mummy gains its Charisma bonus to all attack rolls and grapple checks.

Unholy Toughness (Ex): A composite mummy gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.

Skills: Composite mummies have a +2 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Typhonic beast composite mummies have a +4 racial bonus on Jump checks. *Typhonic beast composite mummies have a +4 racial bonus on Survival checks when tracking by scent. *A typhonic beast composite mummy's racial bonus on Hide checks improves to +8 in areas of darkness.

Originally appeared in Polyhedron #31 (1986).
 
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Shade

Monster Junkie
http://www.enworld.org/forum/genera...nversion-thread-supernatural-familiars-9.html

Yugoloth, Nalg
Tiny Outsider (Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: 17 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 15
Base Attack/Grapple: +3/+6
Attack: Bite +8 melee (1d4+1 plus poison)
Full Attack: Bite +8 melee (1d4–1 plus poison) and 2 claws +3 melee (1d3–1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Attach, blood drain, poison, spell-like abilities
Special Qualities: Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, low-light vision, resistance to acid 10
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Skills: Hide +17, Intimidate +8, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)
Feats: Blind-Fight, Weapon Finesse
Environment: Bleak Eternity of Gehenna, Gray Wastes of Hades, and Tarterian Depths of Carceri
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 4–6 HD (Tiny)
Level Adjustment: — (Improved Familiar)

This creature resembles a gaunt, nearly skeletal humanoid with a mottled dirty pink hide. Its arms end in clawed hands, while its froglike legs terminate in two-toed, webbed feet. Dull black coarse hair sparsely covers its body. Its baleful yellow eyes glare above a foxlike muzzle filled with sharp teeth.

Nalgs are lesser yugoloths that often serve as familiars to spellcasters of similar alignment.

Nalg are to the yugoloths as imps and quasits are to devils and demons. Collectively, these three minor fiends are known as burzugdur. Like the imp and quasit, the nalg cares nothing for the master it serves. It performs as a familiar partly out of fear and partly because of its lust for power. A nalg strives to bring woe to others and power to itself.

A nalg stands 2 feet tall and weighs 6 pounds.

Nalgs speak Abyssal, Draconic, and Infernal.

A nalg can be aquired as a familiar with the Improved Familiar feat, beginning at 7th level if the character is of neutral evil alignment.

COMBAT

A nalg prefers to bite as soon as possible in melee, allowing it to drain blood and possibly blind its adversary.

A nalg's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Alternate Form (Su): A nalg can assume another form at will as a standard action. Each nalg can assume one or two forms from the following list: stirge, Tiny viper, weasel, or horsefly (see below).

Horsefly Form:
Initiative: +3
Speed: Fly 50 ft. (10 squares)(perfect)
Armor Class: 21 (+8 size, +3 Dex), touch 21, flat-footed 18
Base Attack/Grapple: +3/-18
Attack: Bite +17 melee (1-5)
Full Attack: Bite +17 melee (1-5)
Special Attacks: —
Special Qualities: Low-light vision, scent
Space/Reach: 1/2 ft./0 ft.
Abilities: Str 1, Dex 17, Con 10

Attach (Ex): If a nalg hits with a bite attack, it may choose to latch onto the opponent’s body. An attached nalg is effectively grappling its prey. The nalg loses its Dexterity bonus to AC and has an AC of 15, but holds on with great tenacity. Nalgs have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached nalg can be struck with a weapon or grappled itself. To remove an attached nalg through grappling, the opponent must achieve a pin against the nalg.

Blood Drain (Ex): A nalg drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the nalg 's appetite has been sated, the nalg detaches and seeks a new target.

Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage blindness 1d4 rounds. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-Like Abilities: At will—detect good, detect magic, invisibility (self only); 1/day—silent image (DC 13). Caster level 6th. The save DC is Charisma-based.

Once per week a nalg can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

Originally appeared in Dragon Magazine #86 (1984).
 
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Shade

Monster Junkie
Spider, Barrel

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-10.html

Spider, Barrel
Large Vermin
Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+10
Attack: Bite +5 melee (1d8+4)
Full Attack: Bite +5 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Hiss, rend armor
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 17, Dex 15, Con 14, Int —, Wis 10, Cha 2
Skills: Climb +11, Hide +2, Jump +13, Spot +8
Feats: —
Environment: Any land and underground
Organization: Solitary or colony (2–8)
Challenge Rating: 3
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 5–7 HD (Large); 8–15 HD (Huge)
Level Adjustment: —

This horse-sized spider is covered with a pale yellow film of hairs. Its pedipalps are greatly extended, giving the appearance of an extra pair of legs.

Barrel spiders are not true spiders. These giant arachnids are more closely related to solifugids (or sun spiders).

A barrel spider is about 8 feet in diameter.

COMBAT

A barrel spider attempts to bite prey, using its powerful chelicerae to rip apart armor to get at the softer flesh within. If cornered, a barrel spider will hiss loudly to stun and deafen its assailants.

Hiss (Ex): A cornered barrel spider can hiss loudly. All creatures in a 15-foot radius must succeed on a DC 14 Fortitude save or be stunned for 1d2 rounds. A creature who fails its first save must make a second DC 14 Fortitude save or be deafened for 2d4 rounds after the stunning effect ends. The save DCs are Constitution-based.

Rend Armor (Ex): If a barrel spider hits with its bite attack, its chelicerae pull apart any armor worn by its foe. This attack deals 2d8+8 points of damage to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.

Skills: Barrel spiders have a +4 racial bonus on Hide checks, a +8 racial bonus on Climb and Spot checks, and a +10 racial bonus on Jump checks. A barrel spider can always choose to take 10 on Climb checks, even if rushed or threatened. Barrel spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

Originally appeared in Dragon Magazine #67 (1982).
 
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Shade

Monster Junkie
http://www.enworld.org/forum/genera...l-conversion-thread-finishing-off-fey-21.html

Dogai
Medium Outsider (Native)
Hit Dice: 5d8+15 (37 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Base Attack/Grapple: +5/+6
Attack: Claw +6 melee (1d4+1)
Full Attack: 2 claws +6 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Change shape, damage reduction 5/good or piercing, darkvision 60 ft., spell resistance 12
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 12, Dex 14, Con 16, Int 9, Wis 11, Cha 15
Skills: Bluff +6, Concentration +11, Disguise +6, Hide +10, Intimidate +10, Listen +10, Move Silently +10, Spot +10
Feats: Alertness, False Pretenses
Environment: Any warm land and underground
Organization: Solitary or pair
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic, usually evil
Advancement: By character class
Level Adjustment: +5

This humanoid woman has hideous features, long, skinny legs, and huge ears. Its head swivel, swivels unnaturally, and its limbs bend backwards.

Dogai are evil shapeshifters distantly related to rakshasa. They generally assume the appearance of beautiful young women to deceive humanoids, often impersonating a man’s wife to seduce him.

Although deceptive and mischievous, dogai are not terribly bright, and are easily outwitted. This leads dogai to often prey on children. They also frustrate humanoids by making crops fail, scaring fish away from nets, and other indirect tactics.

A closer look at a dogai reveals that the palms of its hands are where the backs of the hands would be on a human. While this doesn't detract from the creature's manual dexterity, it makes a dogai look very disturbing to those unfamiliar with the creature. The dogai's comically oversized ears are so large that rumors suggest the creatures use one as a bed, and the other as a blanket.

A dogai is about the same height and weight as a human.

Dogai speak Abyssal, Common, and Undercommon.

COMBAT

Dogai do not enjoy combat, preferring to cause mischief in other ways. If forced into battle, it lashes out with its claws until it can escape.

Change Shape (Su): A dogai can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a dogai loses its claw attacks (although it often equips itself with weapons and armor instead). A dogai remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the dogai reverts to its natural form when killed. A true seeing spell reveals its natural form.

Spell-Like Abilities: At will—minor image (DC 14), prestidigitation; 3/day—charm person (DC 13), scare (DC 14); 1/day—diminish plants. Caster level 5th. The save DC is Charisma-based.

Originally appeared in Dragon Magazine #29 (1979).
 
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