Creature Catalog new 3.5 conversions

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BOZ

Creature Cataloguer
Welcome, folks! This thread exits to showcase the new 3.5E conversions for the Creature Catalog. These monsters came from various discussion threads, and each monster will have a link posted to the appropriate thread. This thread will be closed, but feel free to comment on any creature posted here in the appropriate discussion thread.
 

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BOZ

Creature Cataloguer
Rapper

http://www.enworld.org/forums/showthread.php?t=66479

Rapper
Medium Undead (Dwarf)
HD: 4d12 (26 hp)
Initiative: +2
Speed: 25 ft (5 squares)
AC: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +2/+5
Attack: Heavy pick +5 melee (1d6+3/20/x4 plus disorient) or slam +5 melee (1d6+3 plus disorient)
Full Attack: Heavy pick +5 melee (1d6+3/20/x4 plus disorient) or slam +5 melee (1d6+3 plus disorient)
Space/Reach: 5 ft/5 ft
Special Attacks: Disorient, rapping
Special Qualities: Damage reduction 5/silver, dwarf traits, immunity to cold, invisibility, undead traits
Saves: Fort +1 Ref +3 Will +4
Abilities: Str 16 Dex 15 Con --- Int 10 Wis 10 Chr 13
Skills: Appraise +4, Climb +6, Escape Artist +5, Hide +7, Jump +6, Listen +3, Profession (miner) +4, Spot +3
Feats: Ability Focus (rapping), Power Attack

Environment: Underground
Organization: Solitary or gang (1-4)
Challenge Rating: 4
Treasure: Standard coins, double items, standard goods
Alignment: Always neutral evil
Advancement: 5-12 HD (Medium)
Level Adjustment: ---

The source of the tapping appears to be a dwarf, with pale skin that you can almost see through and soulless eyes. It wears filthy, dust-covered rags and carries a well-worn heavy pick.

A rapper is an undead dwarf, believed to be a cursed thief or assassin who died in the act of attempting to steal something. Rappers appear to be pale-skinned dwarves with semi-translucent skin, dressed in rags. They usually carry weapons or tools of the mining trade. These beings typically inhabit old mines and caverns, preferably underground. They guard their victims’ remains, hiding the bodies and magic items under rubble or elsewhere in the lair.

COMBAT
When a rapper is aware of a victim in his tunnels, he will hide invisibly in a small corner and rap against the tunnel walls with his tools or weapons. They wait patiently there, driving their victims insane and luring them to their doom.

If the rapper is discovered and attacked, it responds in a wild, demented manner. It howls and shrieks loudly as it attacks, trying to draw other monsters to fight the characters so that it can make its escape.

Disorient (Su): A creature struck by any of the rapper’s melee attacks (slam or manufactured weapons) must make a Will saving throw (DC 13) or become totally lost and unable to find its way for 24 hours. During this time the character will be unable to tell directions and must be led by hand or by force. It is considered to automatically fail all Survival checks to determine direction or to track a creature, and it cannot find its way out of a maze or similar spell. The save DC is Charisma-based.

Rapping (Su) Rappers can make a constant, rhythmic tapping sound with their tools or weapons. This sound carries in a 120-foot radius throughout underground corridors and rooms. The noise is never very loud, but is annoying to listen to and will increase the DC of Listen checks by +5. Use of this ability is a standard action, and rappers can keep up their tapping for an infinitely long duration.

After listening to this tapping sound for an hour, a humanoid victim must make a Will saving throw (DC 15), or develop monomania. Characters that have not yet contracted monomania must roll another Will save after every consecutive hour of hearing the rapping. This is a sonic mind-affecting effect. The save DC is Charisma-based.

A character with monomania will seem absolutely normal until presented with an interesting idea, goal, or similar purpose. The character must roll another Will save (DC 15) or become obsessed with the accomplishment of this purpose, thinking of nothing else until he accomplishes this fixed end, even becoming hostile to anyone not fully cooperating with this goal. Once this goal is accomplished, the character becomes uninterested in any sort of undertaking, becoming lethargic and bored with everything. Whenever a character with monomania does not have a purpose to fixate on (either because he has not had one yet, or has accomplished the one he had), he will need to roll a Will save every time he encounters a new possible goal or become obsessed with this new goal.

Characters suffering from monomania may also develop kleptomania if they fail an additional Will save (DC 13). Such a character feels an uncontrollable urge to steal any small objects available. An afflicted creature will secretly attempt to pocket small items, regardless of the item’s worth, at every available opportunity. The character must make a Sleight of Hand check (or a simple Dex check, if he does not have that skill) at a –4 penalty, due to the overpowering compulsion to steal immediately. The victim cannot control this impulse and will lie to gain an opportunity to steal or to avoid being caught.

Monomania and kleptomania can be cured with a single remove curse spell.

Dwarf Traits (Ex): Rappers possess the following racial traits.
• A rapper’s land speed is 25 feet. However, rappers can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
• Stonecunning: This ability grants a rapper a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A rapper who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a rapper can use the Search skill to find stonework traps as a rogue can.. A rapper can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Rappers have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
• Weapon Familiarity: Rappers treat dwarven waraxes and dwarven urgoshes (see Chapter 7 of the Player’s Handbook) as martial weapons, rather than exotic weapons.
• Stability: Rappers are exceptionally stable on their feet. A rapper has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
• +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
• +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
• +2 racial bonus on Appraise checks that are related to stone or metal items.
• +2 racial bonus on Craft checks that are related to stone or metal.

Invisibility (Sp): Rappers can become invisible, as the invisibility spell, twice per day for a total of 6 minutes each time.

Originally found in Dragon Magazine #58 (“The Gods of the Dwarves,” February 1982, Roger Moore).
 
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BOZ

Creature Cataloguer
Feral Slasher

http://www.enworld.org/forums/showthread.php?t=66584

Feral Slasher
Small Magical Beast
HD: 2d10+4 (15 hp)
Initiative: +5
Speed: 60 ft (12 squares)
AC: 18 (+1 size, +5 Dex, +2 natural), touch 16, flat-footed 13
Base Attack/Grapple: +2/-3
Attack: Claw +8 melee (1d4-1) or bite +8 (1d6-1)
Full Attack: Bite +8/+6 melee (1d6-1) and 2 claws + 6 melee (1d4-1)
Space/Reach: 5 ft/5 ft
Special Attacks: Feral fury
Special Qualities: Darkvision 60 ft, low-light vision, scent
Saves: Fort +6 Ref +9 Will -1
Abilities: Str 8 Dex 21 Con 14 Int 2 Wis 8 Chr 14
Skills: Listen +1, Spot +2
Feats: Multiattack (B), Weapon Finesse

Environment: Any land and underground
Organization: Solitary or pair
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: ---

This slavering, hairy beast looks somewhat like a miniature hyena, but its razor-sharp teeth and the crazed look in its eyes hint at something much more feral. Standing on its hind legs, it almost looks like a small gnoll.

The feral slasher is a furry little killing machine. This savage beast resembles a miniature hyena with oversized hind legs. It can stand on its hind legs, making it look more fearsome than one would expect from something so small. This mammalian carnivore lives for little else besides eating.

A feral slasher is 3 feet tall at the shoulders and weighs around 40 pounds.

COMBAT
This beast relies on its blinding speed and ferocity to terrify its prey. This dull-witted creature will attack anything entering its territory, regardless of the size of its victim. It is very slow to respond to the unexpected, and may not react to a change in the situation until the following round. A feral slasher will usually choose one target, and continue to attack with powerful jaws and razor-sharp claws until the prey is killed, or kills the slasher.

Feral Fury (Ex): Any creature struck by the feral slasher's natural attacks must succeed on a Will save (DC 13) or become panicked for two rounds. If the first save was successful, the victim must then make another Will save (DC 13) or be stunned for one round. After the first successful attack from a feral slasher, that victim is immune to this effect for the remainder of the encounter. The save DC is Charisma-based.

Originally found in module C3 - The Lost Island of Castanamir (1984, Ken Rolston).
 
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BOZ

Creature Cataloguer
Hyaenodon

http://www.enworld.org/forums/showthread.php?t=67093

Hyaenodon
Large Animal
Hit Dice: 5d8+20 (42 hp)
Initiative: +3
Speed: 50 ft (10 squares)
AC: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+13
Attack: Bite +8 melee (1d8+6)
Full Attack: Bite +8 melee (1d8+6)
Space/Reach: 10 ft/5 ft
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +8 Ref +7 Will +2
Abilities: Str 22 Dex 17 Con 18 Int 2 Wis 13 Chr 6
Skills: Hide +4*, Listen +5, Spot +4
Feats: Alertness, Run, Track (B)

Environment: Warm plains and deserts
Organization: Solitary or pack (2-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: ---

This immense canine resembles a giant hyena, but its fur is golden like a lion's. Its piercing gaze and drooling leer add to its feral appearance.

The hyaenodon is a large hunter and scavenger of the Pleistocene era that resembles the modern hyena. The name is a misnomer though, as the two beasts are not actually related at all. This carnivore has markings similar to hyenas, but the dominant coloration is more tawny. Its shaggy coat usually has brown and black stripes or spots. Though they probably have more in common with cats than canines, their behavior and temperament are very similar to that of hyenas.

Gnolls often use a pack of hyaenodons as guard animals for their lair.

A hyaenodon is about 8 feet long and weighs around 750 pounds.

COMBAT
Hyaenodons fight in a similar manner to hyenas, attacking foes with their savage bites. Packs of hyaenodons are satisfied to devour one Medium sized prey every day. Their size allows them to take on larger prey such as buffalo, oxen, and even elephants. Hyaenodons fear fire, and if struck with open flame they will retreat to tend to their wounds.

Trip (Ex): A hyaenodon that hits with its bite attack can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hyaenodon

Skills: * Hyaenodons have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.

Originally found in the first edition Monster Manual (1977, Gary Gygax), Monstrous Compendium MC1 (1989), and Monstrous Compendium Annual Two (1995).
 
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BOZ

Creature Cataloguer
Iron Man

http://www.enworld.org/forums/showthread.php?t=66584

Iron Man
Small Construct
HD: 4d10+10 (28 hp)
Initiative: +4
Speed: 30 ft (6 squares)
AC: 25 (+1 size, +4 Dex, +10 natural), touch 15, flat-footed 21
Base Attack/Grapple: +3/+2
Attack: Slam +7 melee (1d10+3)
Full Attack: Slam +7 melee (1d10+3)
Space/Reach: 5 ft/5 ft
Special Attacks: Breath weapon
Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft, immunity to magic, low-light vision
Saves: Fort +1 Ref +2 Will +1
Abilities: Str 17 Dex 18 Con --- Int --- Wis 11 Chr 1
Skills: ---
Feats: ---

Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Small); 9-12 HD (Medium)
Level Adjustment: ---

What first appeared to be a 3-foot tall statue of an armored figure begins to move, revealing it to be a little automaton.

The iron man is essentially little more than a miniature iron golem. It even looks like a replica of a normal golem, and could be confused easily as a statue or a fake golem. An iron man is only 3 feet tall, and weighs 1250 pounds.

COMBAT
An iron man functions in combat in the same way as an iron golem, though it is less formidable. It is much faster however, and is able to fit into smaller spaces that a regular-sized golem would have trouble with.

Breath Weapon (Su): 5-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d2 Con, secondary damage 1d6 Con, Fortitude DC 12 negates. The save DC is Constitution-based.

Immunity to Magic (Ex): An iron man is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals electricity damage slows an iron man (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron man hit by a fireball gains back 6 hit points if the total damage is 18 points. An iron man gets no saving throw against fire effects.

An iron man is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

CONSTRUCTION
An iron man’s body is sculpted from 1,250 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 2,500 gp. Assembling the body requires a DC 13 Craft (armorsmithing) check or a DC 13 Craft (weaponsmithing) check.

CL 16th; Craft Construct (see page 303 in the 3.5 Monster Manual), cloudkill, geas/quest, limited wish, polymorph any object, caster must be at least 16th level; Price 25,000 gp; Cost 15,000 gp + 900 XP.

Originally found in module C3 - The Lost Island of Castanamir (1984, Ken Rolston).
 
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BOZ

Creature Cataloguer
Ghuuna (template)

http://www.enworld.org/forums/showthread.php?t=66479

Ghuuna

Ghuuna are related to gnolls in much the same way that lycanthropes are related to other types of humanoids. However, ghuuna are a modified type of quasi-lycanthropy created by the demon lord Yeenoghu that affects only gnolls, causing them to shapechange into a hyaenodon form.

In humanoid form, ghuuna appear to be bulky gnolls. In this form they typically shun armor and usually carry swords as weapons, but this varies per individual. In hyaenodon form, ghuuna can deliver a crushing bite that inflicts a condition called "ghuunism" among their peers in the same manner that lycanthropy is spread.

Ghuuna sometimes live among and work with gnolls. Only gnoll shamans and strong chieftains have more clout in a gnoll band than ghuuna do. Female ghuuna are nearly the only respected females in a gnoll band. Ghuuna keep slaves as gnolls do. They rarely intentionally infect other gnolls, considering their condition as a point of pride.

Ghuuna speak Gnoll.


SAMPLE GHUUNA

Here is an example of a ghuuna using a gnoll as the base creature and a hyaenodon as the base animal.

Ghuuna, Gnoll Form
Medium Humanoid (Gnoll, Shapeshifter)
HD: 2d8+2 plus 5d8+20 (58 hp)
Initiative: +0
Speed: 30 ft (6 squares)
AC: 17 (+3 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 17
Base Attack/Grapple: +4/+6
Attack: Battleaxe +3 melee (1d8+2/X3) or shortbow +1 ranged (1d6/X3)
Full Attack: Battleaxe +3 melee (1d8+2/X3) or shortbow +1 ranged (1d6/X3)
Space/Reach: 5 ft/5 ft
Special Attacks: ---
Special Qualities: Alternate form, damage reduction 5/cold iron or magic, darkvision 90 ft, hyena empathy, immune to silver, low-light vision, scent
Saves: Fort +8 Ref +4 Will +1
Abilities: Str 15 Dex 10 Con 13 Int 8 Wis 13 Chr 8
Skills: Hide +3, Listen +5, Spot +6
Feats: Alertness, Iron Will (B), Power Attack, Run, Track (B)

Environment: Warm plains
Organization: Solitary, pack (2-5 plus 1-2 hyenas or 1 hyaenodon per ghuuna), or band (1-10 ghuuna plus 10-100 gnolls)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4


Ghuuna, Hyaenodon Form
Large Humanoid (Gnoll, Shapeshifter)
HD: 2d8+2 plus 5d8+25 (58 hp)
Initiative: +3
Speed: 50 ft (10 squares)
AC: 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
Base Attack/Grapple: +4/+16
Attack: Bite +11 melee (1d8+8)
Full Attack: Bite +11 melee (1d8+8)
Space/Reach: 10 ft/5 ft
Special Attacks: Disease, ghuunism, trip
Special Qualities: Alternate form, damage reduction 5/cold iron or magic, darkvision 90 ft, hyena empathy, immune to silver, low-light vision, scent
Saves: Fort +12 Ref +7 Will +3
Abilities: Str 27 Dex 16 Con 21 Int 8 Wis 13 Chr 8
Skills: Hide +6*, Listen +5, Spot +6
Feats: Alertness, Iron Will (B), Power Attack, Run, Track (B)

Environment: Warm plains
Organization: Solitary, pack (2-5 plus 1-2 hyenas or 1 hyaenodon per ghuuna), or band (1-10 ghuuna plus 10-100 gnolls)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4

This bulky humanoid is much taller than a human. It has gray skin, a furry body, and a hyena-like with a reddish-gray mane. A savage intensity burns in its eyes.

Ghuunas in gnoll form are larger than average gnolls, and tend to intimidate their lesser cousins. This sample ghuuna stands 8 feet tall and weighs 350 pounds.

COMBAT
In animal form, ghuuna attack foes with their savage bite, trying to infect them with disease. In either form, ghuuna fight like a pack, using numbers to their advantage.

Alternate Form (Su): A ghuuna can assume the form of a hyaenodon.

Disease (Ex): Red ache; bite, Fortitude DC 15, incubation period 1d3 days, damage 1d6 Strength. The save DC is Constitution-based. Humanoids with the gnoll subtype are unaffected by this disease; instead, they are subject to ghuunism (see below).

Ghuunism (Su): Any humanoid with the gnoll subtype hit by a ghuuna's bite attack in animal form must succeed on a DC 15 Fortitude save or contract ghuunism. If the victim’s size is not within one size category of the ghuuna the victim cannot contract ghuunism from that ghuuna. Unlike lycanthropes and the curse of lycanthropy, afflicted ghuuna can pass on ghuunism.

Hyena Empathy (Ex): Communicate with hyenas, dire hyenas, and hyaenodons, and a +4 racial bonus on Charisma based checks against hyenas, dire hyenas, and hyaenodons.

Trip (Ex): A ghuuna that hits with its bite attack can attempt to trip the opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hyaenodon

Skills: *In hyaenodon form, a ghuuna has a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.




CREATING A GHUUNA
“Ghuuna” is an acquired template that can be added to any humanoid with the gnoll subtype (referred to hereafter as the base creature). Becoming a ghuuna is very much like multiclassing as an animal and gaining the appropriate Hit Dice.

Size and Type: The base creature’s type does not change, but the creature gains the shapechanger subtype. The ghuuna takes on the characteristics of a hyaenodon (referred to hereafter as the base animal).
A ghuuna uses either the base creature’s or the base animal’s statistics and special abilities in addition to those described here.

Hit Dice and Hit Points: Same as the base creature plus those of the base animal. To calculate total hit points, apply Constitution modifiers according to the score the ghuuna has in each form.

Speed: Same as the base creature or base animal, depending on which form the ghuuna is using.

Armor Class: The base creature’s natural armor bonus increases by +2 in both forms.

Base Attack/Grapple: Add the base attack bonus for the base animal to the base attack bonus for the base creature. The ghuuna’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the ghuuna’s form.

Attacks: Same as the base creature or base animal, depending on which form the ghuuna is using.

Damage: Same as the base creature or base animal, depending on which form the ghuuna is in.

Special Attacks: A ghuuna retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below.
A ghuuna spellcaster cannot cast spells with verbal, somatic, or material components while in animal form.
Disease (Ex): Red ache—bite, Fortitude DC 15, incubation period 1d3 days, damage 1d6 Strength. The save DC is Constitution-based. Humanoids with the gnoll subtype are unaffected by this disease; instead, they are subject to ghuunism (see below).
Ghuunism (Su): Any humanoid with the gnoll subtype hit by a ghuuna's bite attack in animal form must succeed on a DC 15 Fortitude save or contract ghuunism. If the victim’s size is not within one size category of the ghuuna the victim cannot contract ghuunism from that ghuuna. Unlike lycanthropes and the curse of lycanthropy, afflicted ghuuna can pass on ghuunism.

Special Qualities: A ghuuna retains all the special qualities of the base creature and the base animal, and also gains those described below.
Alternate Form (Su): A ghuuna can shift into animal form as though using the polymorph spell on itself, though its gear is not affected, it does not regain hit points for changing form, and only the specific animal form indicated for the ghuuna can be assumed. It does not assume the ability scores of the animal, but instead adds the animal’s physical ability score modifiers to its own ability scores.
Changing to or from animal form is a standard action. A slain ghuuna reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Ghuunas find this ability difficult to control (see Lycanthropy as an Affliction, 3.5 Monster Manual page 178).
Damage Reduction (Ex): A ghuuna in any form has damage reduction 5/cold iron or magic.
Darkvision (Ex): A ghuuna has darkvision at a range of 90 feet in any form.
Hyena Empathy (Ex): In any form, ghuuna can communicate and empathize with normal hyenas, dire hyenas, or hyaenodons. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”
Immunity to Silver (Ex): A ghuuna takes no damage from silver weapons of any type.
Low-Light Vision (Ex): A ghuuna has low-light vision in any form.
Scent (Ex): A ghuuna has the scent ability in any form.

Base Save Bonuses: Add the base save bonuses of the base animal to the base save bonuses of the base creature.

Abilities: All ghuuna gain +2 to Wisdom. In addition, when in animal form, a ghuuna's physical ability scores improve as follows: Str +12, Dex +6, and Con +8.

In addition, a ghuuna may also gain an additional ability score increase by virtue of its extra Hit Dice.

Skills: A ghuuna gains skill points equal to (2 + Int modifier, minimum 1) per hit dice (5) of its animal form, as if it had multiclassed into the animal type. (Animal is never its first Hit Die, though, and it does not gain quadruple skill points for any animal Hit Die.) Any skill given in the animal’s description (Hide, Listen, and Spot) is a class skill for the ghuuna’s animal form. In any form, a ghuuna also has any racial skill bonuses of the base creature and of the base animal. In hyaenodon form, a ghuuna has a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.

Feats: Add the base animal’s feats (Alertness, Run, Track) to the base creature’s. If this results in a ghuuna having the same feat twice, the ghuuna gains no additional benefit unless the feat normally can be taken more once, in which case the duplicated feat works as noted in the feat description. This process may give the ghuuna more feats than a character of its total Hit Dice would normally be entitled to; if this occurs, any “extra” feats are denoted as bonus feats.

It’s possible that a ghuuna cannot meet the prerequisites for all its feats when in humanoid form. If this occurs, the ghuuna still has the feats, but cannot use them when in humanoid form. A ghuuna receives Iron Will as a bonus feat.

Environment: Same as either the base creature or base animal.

Organization: Solitary, pack (2-5 plus 1-2 hyenas or 1 hyaenodon per ghuuna), or band (1-10 ghuuna plus 10-100 gnolls).

Challenge Rating: By class level or base creature, +3.

Treasure: Standard.

Alignment: Usually chaotic evil.

Advancement: By character class.

Level Adjustment: Same as the base creature +3. In addition, a ghuuna’s character level is increased by the number of racial Hit Dice the base animal has (5).


Originally found in Dragon Magazine #89 (“Creature Catalog”, September 1984, Tomas Willis).
 
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BOZ

Creature Cataloguer
Colchiln

http://www.enworld.org/forums/showthread.php?t=66584

Colchiln
Small Outsider (Evil, Extraplanar)
Hit Dice: 4d8+8 (26 hp)
Initiative: +3
Speed: 25 ft (5 squares)
Armor Class: 16 (+1 size, -1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +4/+5
Attack: Claw +10 melee (2d4+5)
Full Attack: 2 claws +10 melee (2d4+5)
Space/Reach: 5 ft/5 ft
Special Attacks: ---
Special Qualities: Darkvision 60 ft, damage reduction 5/cold iron or good, fearless, spell resistance 15
Saves: Fort +6 Ref +3 Will +5
Abilities: Str 21 Dex 9 Con 14 Int 6 Wis 12 Chr 4
Skills: Climb +7, Hide +11, Listen +7, Move Silently +14, Spot +7, Survival +8
Feats: Improved Initiative, Power Attack

Environment: Any evil-aligned plane
Organization: Solitary, pair, or legion (2-16)
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral evil
Advancement: 5-8 HD (Small); 9-12 HD (Medium)
Level Adjustment: +4

This four-foot tall bipedal creature is bloated and has scaled ebony skin. Its arms end in four-fingered claws, and its lidless white eyes bulge out of its head. A red forked serpent’s tongue darts out of its toothless maw.

The colchiln are strange little fiends that exist to serve and follow powerful evil beings. Many scholars assume that colchiln are somehow created from the lesser planar beings known as larva, though whether night hags, yugoloths, or some other master makes them is a mystery. They are sometimes sent to the Material plane to assist and aid demons, devils, and other fiends. They are usually found among major concentrations of evil, such as underground mountain caves that extend far into the earth, as well as deep dungeons where they aid in abominable rites to evil horned gods. Colchiln are incapable of creative and independent thought, but have a good memory and always explicitly follow the orders their masters give them. Colchiln most often serve as soldiers in subterranean wars, being mixed into legions of other evil beings.

A colchiln is a biped with black, scaly skin. Its serpentine tongue is sensitive to things that its skin doesn’t feel, and usually hang out of its mouth as the creature walks. Both hands have four fingers each with claws as hard as metal.

The colchiln is 4 feet tall and weights 60 pounds.

COMBAT
Colchiln prefer to ambush their enemies, and attack from surprise. They are surprisingly strong for such small creatures, and their claws are iron-hard (or hard as adamantine in larger specimens). They are very clumsy, but always try to attack their foes for the maximum amount of damage that they can deal. They are truly fearless and always fight to the death.

Fearless (Su): A colchiln is immune to fear, magical and otherwise.

Skills: A colchiln is surprisingly subtle in its movements, and receives a +6 racial bonus to Move Silently checks.

Originally found in module WG5 - Mordenkainen's Fantastic Adventure (1984, Robert J. Kuntz and Gary Gygax).
 
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BOZ

Creature Cataloguer
Alcor

http://www.enworld.org/forums/showthread.php?t=66479

Alcor
Medium Humanoid (Reptilian)
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: 25 ft (5 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Claw +4 melee (1d3+1); or longspear +3 melee (1d8+1); or dart +4 ranged (1d4+1)
Full Attack: Tail slap +4 melee (3d4+1); or 2 claws +4 melee (1d3+1) and bite +2 melee (1d4+1); or longspear +3 melee (1d8+1); or dart +4 ranged (1d4+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Downhill charge, tail sweep
Special Qualities: Arctic adaptation, skiing
Saves: Fort +2 Ref +5 Will +0
Abilities: Str 13 Dex 15 Con 13 Int 4 Wis 8 Chr 10
Skills: Balance +7, Jump +8, Listen +1
Feats: Multiattack, Weapon Finesse

Environment: Cold hills and mountains
Organization: Solitary, pair, or band (2-8)
Challenge Rating: 2
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

This tall humanoid looks like a cross between a powerfully built human and a pale-scaled lizard. Its most distinguishing feature is its large, flat tail.

The alcor is distantly related to lizardfolk, and has adapted itself to life in a frigid climate. The alcor is sometimes known as “the skier” due to its ability to balance on its tail and glide down snow-covered hills. Alcors otherwise only walk for short distances or if navigating flat terrain or going uphill.

Most alcors are not very bright, and concern themselves primarily with finding food. A few groups of alcor are of superior intelligence to their common cousins (Int 9), and have learned to fashion crude weapons from sharp stones and wood. These two types of alcor do not generally cooperate with or live near each other, but they will combine forces briefly against a common enemy.

An alcor is usually 6 to 7 feet tall with white or pale blue scales. It can stand and balance on its large, flat tail which is 3 to 4 feet long, and nearly 2 feet wide. An alcor can weigh from 200 to 250 pounds.

Alcors speak Draconic.

COMBAT
An alcor charges headlong into combat, attacking with its razor-sharp claws and bite. Its strong tail also makes an effective weapon for knocking foes off their feet, but this attack can only be used when the alcor is not skiing on it. If it knocks down an opponent, it will focus on that target and ignore all others while it is still down.

Most alcor tribes do not use weapons, but a few groups have learned the art of weaponry. These alcor usually carry javelins or darts to throw at their enemies before closing. A favored tactic of these smarter alcor is to charge downhill at their foes with a spear. They usually drop the spear after the charge and jump to attack with their claws.

Downhill Charge (Ex): When an alcor makes a charge while skiing downhill, its attack deals double damage in addition to the normal benefits and hazards of a charge.

Tail Sweep (Ex): This special attack allows an alcor to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 5 feet, extending from an intersection on the edge of the alcor’s space in any direction. Creatures within the swept area are affected if they are Large or smaller. A tail sweep allows for a Trip Attack without provoking an attack of opportunity. Rather than making an opposed Strength check, any affected creatures can attempt a Reflex save to avoid the Trip (DC 12). Successfully avoiding the Trip does not allow for the opponent to make a Trip Attack of their own.

Arctic Adaptation (Ex): An alcor does not need to make Fortitude saves to avoid taking nonlethal damage in conditions between 40 degrees and -20 degrees. In conditions of extreme cold (below -20 degrees) they must make Fortitude saves like any other creature, but gain a +4 racial bonus on this save.

Skiing (Ex): By balancing itself on its large, flat tail, the alcor can glide rapidly across snow and ice while moving downhill. It can move as a run (x4) on slight grades (less than 45 degrees) or as a run (x5) on severe grades (45 degrees or more).

Skills: Because of their tails, alcors have a +4 racial bonus on Jump and Balance checks.

ALCORS AS CHARACTERS

An alcor's favored class is barbarian, and alcor leaders tend to be barbarians or druids. Alcor clerics can choose two of the following domains: Animal, Plant, and Water.

Alcor characters possess the following racial traits.

- +2 Strength, +4 Dexterity, +2 Constitution, - 6 Intelligence, -2 Wisdom.
- Medium size.
- An alcor's base land speed is 25 feet.
- Racial Hit Dice: An alcor begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +1, and Will +1.
- Racial Skills: An alcor's humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Balance, Jump, and Listen. An alcor receives a +4 racial bonus to Jump and Balance checks.
- Racial Feats: An alcor's humanoid levels give it two feats.
- +3 natural armor bonus.
- Natural Weapons: Tail slap (3d4), 2 claws (1d4), and bite (1d4).
- Special Attacks (see above): Downhill charge, tail sweep.
- Special Qualities (see above): Arctic adaption, skiing.
- Automatic Languages: Common and Draconic. Bonus Languages: ?.
- Favored Class: Barbarian.
- Level Adjustment +1.

Originally found in Dragon Magazine #101 ("Creature Catalog III," September 1985, Michael Persinger).
 
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BOZ

Creature Cataloguer
Bulezau

http://www.enworld.org/forums/showthread.php?t=68207

Demon, Bulezau
Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 9d8+63 (103 hp)
Initiative: -1
Speed: 25 ft (5 squares)
Armor Class: 21 (-1 size, -1 Dex, +13 natural), touch 8, flat-footed 21
Base Attack/Grapple: +9/+21
Attack: Huge morningstar +16 melee (3d6+12/x2) or gore +16 melee (2d8+8/19-20/x2)
Full Attack: 2 claws +16 melee (1d4+8), and gore +14 melee (2d8+4/19-20/x2) and tail +14 melee (1d3+4); or Huge morningstar +16/+11 melee (3d6+12/x2) and gore +14 melee (2d8+8/19-20/x2) and tail +14 melee (1d3+4)
Space/Reach: 10 ft/5 ft (might use reach weapons?)
Special Attacks: Battle frenzy, head butt, spell-like abilities, summon tanar’ri
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 16, telepathy 100 ft.
Saves: Fort +15 Ref +5 Will +7
Abilities: Str 26 Dex 8 Con 24 Int 8 Wis 13 Chr 13
Skills: Climb +18, Concentration +17, Intimidate +13, Jump +20, Listen +11, Search +9, Spot +11, Survival +11 (+13 when following tracks)
Feats: Great Fortitude, Improved Critical (gore), Multiattack, Power Attack

Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, gang (3-4), or squad (6-12)
Challenge Rating: 8
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: +X

The creature looks like an incredibly tall, powerfully muscled human, yet very thin, its flesh filthy and diseased. The creature is covered with patches of wiry bristles over battered, boil-covered skin. Its feet are clawed, and it has a long, bristly, serpentine tail with a clump of iron-hard spines at its end. Its horns and head are more ramlike, and its mouth is filled with small, needle-sharp fangs. It carries a massive morning star of wicked design.

Bulezau are some of the toughest tanar’ri to fight in the front lines of the Blood War. They are built for fighting, and are usually used as heavy infantry or to lead assaults. They are strong and fearless, and are too stupid and stubborn to give up. Their strength and intensity make up for their lack of common sense somewhat, and this is what tanar’ri leaders respect in them. They are quarrelsome and impatient, and likely to get into lethal fights with each other, or anyone else for that matter. Only a powerful tanar’ri of higher status can keep bulezau in line, and even then only at the promise of a greater battle.

Bulezau live for fighting, and consider all other activities a waste of time. They cannot be used as sentries or scouts, and lack any ability at stealth. If a bulezau sees a foe, it charges to attack immediately, and it is always on the lookout for enemies and potential enemies. Though difficult to control, they are very good at what they do. They commit themselves completely to battle and cannot be held back once they get going. Tanar’ri commanders respect this sort of rare loyalty and enthusiasm for combat, even if it is in the form of uncontrollable bloodlust. A good commander uses bulezau as a violent distraction while sending out more subtle demons to do their work.

One rumor suggests that the demon lord Baphomet created these demons, and their resemblance to minotaurs helps back up this claim. It may even be that he bred minotaurs with other demons to create them. It’s been reported that Baphomet does keep a squadron of loyal bulezau as personal guards.

A bulezau stands over 7 feet tall and weighs about 700 pounds. It resembles a gaunt and skeletal minotaur.

Bulezau speak a gutteral, animalistic form of Abyssal. They don’t like when another creature cannot understand their speech.

COMBAT
Bulezau are born and bred for fighting, and are likely to go berserk once they’re in a fight. They can deal out an impressive amount of damage for a lesser demon, but their greatest weakness is their lack of brainpower. They tend to ignore things that a commander respects in a solder, such as strategy, discipline, and even common sense. Powerful demons can control them with promises and threats, but not for long. Bulezau have a bitter rivalry with vrocks, and encounters between the two almost always break out into a fight, unless there are other enemies nearby to deal with. Bulezau are often armed with Huge tridents, morning stars, or some type of polearm.

A bulezau’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.

Battle Frenzy (Ex): A bulezau can work itself into a battle frenzy similar to the barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus to Will saves, -2 AC penalty). Every round that it is in combat, there is a 25% non-cumulative chance that the bulezau enters into a frenzy, and this chance is 75% in any round that the bulezau suffers damage without hitting an opponent. The frenzy lasts until either the bulezau or its opponents are dead, or it has not been involved in melee combat for 5 rounds or more, and the bulezau feels no ill effects afterwards.

Head Butt (Ex): If a bulezau scores a critical hit with its gore attack, it may immediately make a free bull rush attack. This does not provoke an attack of opportunity, and the bulezau does not need to move with the target. In addition, the bulezau gains a +4 bonus on the opposed Strength check to push back the defender, as if it possessed the Improved Bull Rush feat. The target must also make a Fortitude saving throw (DC 15) or be stunned for 1d3 rounds. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. The save DC is Wisdom-based.

Spell-Like Abilities: At will—cause fear (DC 12), command (DC 12), darkness, fog cloud (DC 13), greater teleport (self plus 50 pounds of objects only), see invisibility; 1/day—shout (DC 15). Caster level 7th. The save DCs are Charisma-based.

Summon Tanar'ri (Sp): Once per day a bulezau can attempt to summon 3d4 dretches or 1d3 rutterkins with a 25% chance of success. This ability is the equivalent of a 4th-level spell.

Originally found in Planescape Monstrous Compendium Appendix II (1995, Rich Baker).
 
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BOZ

Creature Cataloguer
Tyrg

http://www.enworld.org/forums/showthread.php?t=66584

Tyrg
Medium Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +3
Speed: 50 ft (10 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/+8
Attack: Bite +9 melee (1d12+3)
Full Attack: Bite +9 melee (1d12+3) and 2 claws +3 melee (1d4+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Howl, improved grab, pounce, rake 1d4+3, trip
Special Qualities: Darkvision 60 ft, low-light vision, scent
Saves: Fort +4 Ref +4 Will +1
Abilities: Str 16 Dex 17 Con 15 Int 6 Wis 12 Chr 10
Skills: Hide +7, Listen +7, Move Silently +14, Spot +12
Feats: Alertness, Track (B), Weapon Focus (bite)

Environment: Any mountains, hills, and forest
Organization: Pair, pack (3-5) or pride (6-12 plus 1-4 young)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: +X

This creature resembles both a great cat and a wild dog. Its fur is mostly white, with splotches of gray, black and tan all over. Its stance is like that of a cat, but when it bears its fangs, its powerful jaws reveal a set of massive dog-like teeth.

A tyrg, also known as the spotted hound, appears to be a cross between a canine and a feline. It guards like a watchdog, and stalks like a tiger. Tyrgs are aggressive predators and not particularly friendly, and are very wary of humanoids approaching them. As such, scholars know very little about tyrgs, and are not even sure how to tell males from females. They have no natural enemies, but are sometimes preyed upon by monsters even nastier and hungrier than they are. They also have no natural allies, even among related species, and treat everything they meet on an individual basis.

Tyrg prefer to lair in caves or deep holes in the ground. They appear to roam the wilderness in nomadic, roving packs like wild dogs, settling and raising cubs for a few seasons or years before moving on. Female tyrgs do most of the hunting and foraging while the males guard the lair, as with big cats. Males test each others’ strength and power to reestablish or reorganize the ruling hierarchy. Prides are as a majority male and ruled by the strongest male, and young tyrgs will join with the adults to defend the lair.

Despite this creature’s standoffishness, if a humanoid were somehow able to befriend a tyrg, it would make an excellent companion and watchdog.

A tyrg is 6 to 9 feet long and 3 feet tall at the shoulder, and usually weighs 450-650 lbs.

COMBAT
A tyrg will usually begin a fight by howling, then attacking the shaken opponents with its vicious bite. Tyrgs will pounce at any available opportunity, and even take advantage of prone opponents with a rake attack.

Howl (Su): A tyrg can emit a fierce howl, once per round as a free action, which causes all beings that hear it to be shaken for three rounds. The effects of the howl are not cumulative. The victim cannot be affected by the howl again until the effects of the last howl have worn off. There is no saving throw for this effect, though creatures of more than 10 Hit Dice are immune to it. This is a sonic, mind-affecting effect.

Improved Grab (Ex): To use this ability, a tyrg must hit with its bite 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 rake.

Pounce (Ex): If a tyrg charges a foe, it can make a full attack, including (two rake attacks).

Rake (Ex): Attack bonus +8 melee, damage 1d4+3.

Trip (Ex): A tyrg that hits with its bite attack can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the tyrg.

Skills: A tyrg receives a +8 racial bonus to Move Silently checks, and a +4 racial bonus to Hide, Listen, and Spot checks.

Originally found in module WG5 - Mordenkainen's Fantastic Adventure (1984, Robert J. Kuntz and Gary Gygax), and Monstrous Compendium MC5 - Greyhawk Appendix (1990).
 
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