Creature Catalog new 3.5 conversions

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BOZ

Creature Cataloguer
Cerberus

http://www.enworld.org/showthread.php?t=69718

Cerberus (Guardian of Hades)
Huge Outsider (Evil, Extraplanar)
Hit Dice: 45d8+540 (742 hp)
Initiative: +11
Speed: 60 ft (12 squares)
Armor Class: 40 (-2 size, +3 Dex, +29 natural), touch 11, flat-footed 37
Base Attack/Grapple: +45/+66
Attack: Bite +57 melee (3d6+13/19-20)
Full Attack: 3 bites +57 melee (3d6+13/19-20)
Space/Reach: 15 ft/10 ft
Special Attacks: Petrifying gaze, poison, rend, spit, trip
Special Qualities: Blindsight 240 ft, damage reduction 10/epic, darkvision 120 ft, eternal vigilance, fast healing 20, immunity to mind-affecting effects, keen senses, petrification, and poison, resistance to acid 10, cold 10, electricity 10, fire 10, scent, spell resistance 27
Saves: Fort +36, Ref +31, Will +36
Abilities: Str 36, Dex 16, Con 34, Int 24, Wis 26, Cha 20
Skills: Balance +43, Bluff +35, Climb +33, Diplomacy +39, Disguise +5 (+7 acting), Hide +43, Intimidate +55, Jump +55, Knowledge (arcana) +55, Knowledge (religion) +55, Knowledge (the planes) +55, Listen +66, Move Silently +41, Search +55, Sense Motive +64, Spot +66, Survival +36* (+38 following tracks, +38 on other planes), Swim +41, Tumble +43
Feats: Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Power Attack, Track, Weapon Focus (bite)
Epic Feats: Dire Charge, Epic Reflexes, Epic Skill Focus (Listen), Epic Skill Focus (Spot), Epic Will, Superior Initiative

Environment: Gray Waste of Hades
Organization: Solitary
Challenge Rating: 21
Treasure: None
Alignment: Always neutral evil
Advancement: ---
Level Adjustment: ---

This giant black canine is monstrously huge. It has three large, constantly drooling mastiff heads that breathe out rank, dead breath.

Cerberus never shirks his duty to the god Hades, as guardian to the gates of the Olympian Underworld. He is almost always found there when on his home plane, although his master does occasionally allow him to roam other planes freely. He will always allow dead people to enter the gates, but living people must present a tasty treat as a bribe to get him to let them enter. He will not allow any being, alive or dead, to leave the underworld. If Cerberus is killed and therefore sent to the Underworld, Hades simply allows him to leave and journey back to the land of the living.

Due to his master Hades' magics, Cerberus is unmatched in his guardianship ability. He cannot be magicked away from his post by any force, nor can he be tricked away by any means, magical or otherwise.

Cerberus speaks Common, Undercommon, Infernal, and Abyssal.

Cerberus is 30 feet long, and weighs 15 tons.

COMBAT
Cerberus will normally not engage in combat unless attacked first. He will fight to the death against anyone who attacks him or anyone who tries to leave the underworld without Hades' command. He can bite with any or all of his three heads, but he will often sacrifice one attack to spray his spittle, or all three to petrify a dangerous foe.

Cerberus's natural weapons are treated as evil-aligned and epic for the purpose of overcoming damage reduction.

Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude DC 37 negates. The save DC is Charisma-based. Cerberus can affect only a single target per round as a standard action, and those merely looking at him are not affected. Cerberus must use all three of his heads, and cannot use his gaze attack that round if he makes a spit attack or bite attack with at least one of his heads.

Poison (Ex): Contact, Fortitude DC 44, initial and secondary damage 3d6 Con. The save DC is Constitution-based.

Rend (Ex): If Cerberus hits a single opponent with at least two bite attacks, he latches onto the opponent's body and tears the victim apart. This attack automatically deals an extra 6d6+19 points of damage.

Spit (Ex): Cerberus can spit a stream of powerful poisonous spittle from his middle head at a target. He makes a ranged touch attack with a range increment of 30 feet.

Trip (Ex): When Cerberus hits with a bite attack he can attempt to trip his opponent (+21 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 Cerberus.

Eternal Vigilance (Su): Cerberus cannot be forcibly moved or removed by any magical means; all such attempts fail. It is possible to use physical means to move him, such as pushing him, but he can simply walk back to his post as soon as he is able.

Keen Senses (Ex): Cerberus sees four times as well as a human in low-light conditions and twice as well in normal light. He also has darkvision with a range of 120 feet.

Skills: Cerberus has a +8 racial bonus on Sense Motive checks.

*Cerberus has a +4 racial bonus on Survival checks when tracking by scent.

Originally found in the first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz), and Legends and Lore (1990).
 
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BOZ

Creature Cataloguer
Actaeon

http://www.enworld.org/showthread.php?t=73262

Actaeon
Large Fey
Hit Dice: 11d6+22 (60 hp)
Initiative: +4
Speed: 40 ft (4 squares)
Armor Class: 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13
Base Attack/Grapple: +5/+13
Attack: Spear +9 melee (2d6+4/x3) or gore +8 melee (2d8+4)
Full Attack: Spear +9/+9 melee (2d6+4/x3) and gore +3 melee (2d8+2)
Space/Reach: 10 ft/10 ft
Special Attacks: Breath weapon, spell-like abilities
Special Qualities: Arboreal alacrity, camouflage, damage reduction 5/cold iron, low-light vision, wild empathy
Saves: Fort +5, Ref +11, Will +8
Abilities: Str 18, Dex 18, Con 15, Int 12, Wis 13, Cha 13
Skills: Concentration +12, Handle Animal +13, Hide +14*, Intimidate +13, Jump +8, Knowledge (nature) +15, Listen +10, Move Silently +14*, Ride +6, Search +8, Spot +10, Survival +6 (+8 following tracks, +8 aboveground)
Feats: Alertness, Endurance (b), Power Attack, Track, Weapon Focus (spear)

Environment: Temperate forest
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +5

This amazingly tall, powerfully built humanoid has the head, antler rack, and a pair of lower legs of an elk. The rest of its body is humanlike, though covered in shaggy brown fur.

The actaeon is a solitary protector and hero of the woodlands and the creatures that live there. It is sometimes referred to as an "elk centaur," although in reality its appearance is more similar to that of a minotaur than a centaur.

Actaeons are part of a woodland "fraternity" that includes centaurs, treants, and other fey creatures such as dryads. They are something like folk heroes to the other inhabitants of the forest, who treat them with awe and respect. Actaeons will often work with druids to preserve the safety of the woods, and many an actaeon has become a druid as well.

Actaeons collect small hoards of treasure in well-hidden locations, like hollow tree trunks or beneath rocks. They collect coins and jewels to trade for tools, and food when it becomes scarce.

An actaeon stands 9 feet tall and weighs about 550 pounds.

An actaeon speaks Sylvan, and some actaeons can speak Common.

COMBAT
An actaeon is a formidable combatant, with a number of special tricks and powers. An actaeon will hide among the trees, practically invisible, and watch intruders in the forest. Anything that wantonly slays innocent woodland creatures, or defiles the woods in any way enrages the actaeon, which springs out of hiding to surprise its foes and exact vengeance upon them.

An actaeon carries a selection of wood and bone spears with it, and is quite capable of wielding them in conjunction with its antlers. An actaeon will use its polymorphing breath to dispatch enemies quickly and decisively, or if needed, summon woodland creatures to assist it.

Breath Weapon (Su): 10-foot cube, cloud of warm greenish mist lasting 1 round, three times per day, baleful polymorph (caster level 11th, forest animals only), Fortitude DC 17 negates. The save DC is Constitution-based.

Spell-Like Abilities: 1/day - summon nature's ally VI. Caster level 11th.

Arboreal Alacrity (Su): When making a full attack action, an actaeon may make one extra attack with any manufactured weapon it is holding. The attack is made using the creature's highest attack bonus with that weapon.

Camouflage (Ex): An actaeon can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the actaeon has a +6 racial bonus on the check (as well as a +2 synergy bonus from its ranks in Handle Animal).

Skills: An actaeon has a +4 racial bonus on Knowledge (nature) and Survival checks.

* An actaeon has a +8 racial bonus on Hide and Move Silently checks made in forested areas.

ACTAEONS AS CHARACTERS
Most actaeons are druids, rangers, or barbarians. An actaeon cleric has access to two of the following domains: Animal, Knowledge, Plant, or Protection.

Originally found in Dungeons & Dragons Master Set (Frank Mentzer, 1983), Dungeons & Dragons Rules Cyclopedia (1991), and Mystara Monstrous Compendium Appendix (1994).
 
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BOZ

Creature Cataloguer
Cantobele

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

Cantobele
Medium Magical Beast
Hit Dice: 2d10+4 (13 hp)
Initiative: +4
Speed: 30 ft (6 squares), climb 30 ft
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +2/+5
Attack: Claw +5 melee (1d4+3)
Full Attack: 6 claws +5 melee (1d4+3) and bite +3 melee (2d4+1) and tail slap +3 melee (1d6+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Improved grab, pounce, rake 1d4+1, spell-like abilities
Special Qualities: Darkvision 60 ft, immunity to blinding, immunity to cold, low-light vision, scent, superior stability, tongues, voice imitation
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 16, Dex 18, Con 15, Int 12, Wis 12, Cha 13
Skills: Balance +12, Bluff +4, Climb +11, Hide +11, Listen +4, Move Silently +7, Spot +4
Feats: Improved Overrun (b), Multiattack

Environment: Any forest and marsh
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: ---

This great cat has six legs, and a sleek, heavily muscled frame covered with thick, double-coated fur and a long mane. Its long, broad tail has very short fur and ends in a tuft of long, black hairs. Its startlingly human eyes display an unusually high intelligence.

The cantobele is a predator that uses deception to trick its victims. A cantobele hides in underbrush, using its magical abilities and its naturally soft, high-pitched feminine voice to lure and deceive prey. The creature's name is derived from the strange, beautiful ringing sound it makes after making a kill, like the chorus of chiming bells. This intelligent creature hoards treasure for use in bargaining with other intelligent creatures.

Cantobeles live in deserted, humid areas with much plant growth, particularly swamplands and forested ravines. A cantobele's fur and mane color changes depending on its habitat and the season, ranging from gray-white to tawny, though dark and intense colors denote youth. Its eyes are usually brown or mauve.

A cantobele is from 7-9 feet long and can weigh anywhere from 250-700 pounds.

COMBAT
A cantobele can attack with all six legs and its powerful fangs in the same round. It can attack with its tail, but it prefers to use the tail for balance when attacking with all of its claws. A cantobele's favorite attack is to spring out of hiding and pounce, where it has the advantage of making multiple rake attacks on a single target.

Improved Grab (Ex): To use this ability, a cantobele 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 cantobele charges a foe, it can make a full attack, including four rake attacks.

Rake (Ex): Attack bonus +5 melee, damage 1d4+1.

Spell-like Abilities: At will - detect thoughts (DC 13); 2/day - ice storm; 1/day - misdirection (DC 13). Caster level 6th. The save DCs are Charisma-based.

Immunity to Blinding (Ex): A cantobele has an inner eyelid that filters out bright light, preventing it from being blinded or dazzled by magical or natural light.

Superior Stability (Ex): A cantobele always succeeds on Balance checks in any type of natural terrain. A cantobele need not make Climb checks on any surface except sheer walls and cliffs. Sheer and horizontal surfaces reduce a cantobele's speed by half. It retains its Dexterity bonus to Armor Class while climbing and opponents get no special bonus to their attacks against it.

Tongues (Su): A cantobele can speak with any creature that has a language, as though using a tongues spell (caster level 6th). This ability is always active.

Voice Imitation (Ex): A cantobele can mimic any voice it has heard, anytime it likes. Listeners must succeed on a DC 12 Will save to detect the ruse. The save DC is Charisma-based.

Skills: A cantobele has a +4 bonus on Hide checks, and a +8 bonus on Balance checks, thanks to its tail.

Cantobeles have a +8 racial bonus on Climb checks. A cantobele can always choose to take 10 on Climb checks, even if rushed or threatened.

Originally found in Dragon Magazine #89 (“Creature Catalog”, September 1984, Ed Greenwood), and Monstrous Compendium MC11 - Forgotten Realms Appendix II (1991).
 
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BOZ

Creature Cataloguer
Vagabond

http://www.enworld.org/showthread.php?t=106747

Vagabond
Medium Outsider (Incorporeal, Native, Psionic)
Hit Dice: 12d8 (54 hp)
Initiative: +4
Speed: Fly 80 ft (perfect) (16 squares)
Armor Class: 21 (+4 Dex, +7 deflection), touch 21, flat-footed 17
Base Attack/Grapple: +12/---
Attack: Incorporeal touch +16 melee touch (power) or power +16 ranged touch (power)
Full Attack: Incorporeal touch +16 melee touch (power) or power +16 ranged touch (power)
Space/Reach: 5 ft/5 ft
Special Attacks: psionics
Special Qualities: Create likeness, darkvision 60 ft, detect vagabond, immunity to mind-affecting effects, incorporeal traits, inhabit host, reanimate corpse, wild empathy
Saves: Fort +8, Ref +12, Will +14
Abilities: Str ---, Dex 19, Con 10, Int 20, Wis 23, Cha 25
Skills: Bluff +22, Concentration +15, Diplomacy +26, Disguise +7 (+9 acting), Gather Information +22, Handle Animal +22, Intimidate +24, Knowledge (psionics) +20, Listen +21, Psicraft +20, Search +20, Sense Motive +21, Spot +21, Survival +6 (+8 following tracks), Use Magic Device +22
Feats: Negotiator, Power Penetration, Psionic Affinity, Psionic Endowment, Psionic Meditation

Environment: Any land, underground, and aquatic
Organization: Solitary
Challenge Rating: 10 or as host (see below)
Treasure: None
Alignment: Often neutral
Advancement: By character class (as psion)
Level Adjustment: ---

A vagabond is a solitary, enigmatic creature of an inexplicable nature. This wanderer exists as a disembodied life force with the ability to take the physical form other creatures. The true nature and origin of the vagabonds are mysteries. They seem to be most often found on the Material Plane, gathering information for their own secret purpose.

A vagabond has a powerful mentality, though its incorporeal form provides limited means at best of interacting with the physical world. It has an array of psionic powers, though it cannot make use of these unless it has a body. A vagabond will wander alone until it finds a suitable form to exist as. Vagabonds can sense each another's presence, and will avoid others of their kind if possible.

A vagabond will seek out a corporeal form shortly after arriving on the Material Plane. A vagabond generally knows nothing about the world of mortals, but will select a form that it believes will allow it to learn the most information. A vagabond can take on an empty vessel either by finding a fresh corpse to return to life, or by forming a corporeal body from psionic ectoplasm. Such a vessel begins as a small inky blob on the ground that quickly enlarges into three dimensions, fills out, and forms finer details. (These methods of gaining a body result in the vagabond merging with a vessel; see template below.) A vagabond can also inhabit a willing living creature. In this form, the vagabond does not really control its host, but can make strong suggestions to get what it wants.

Regardless of what form a vagabond takes, and how, its behavior will be awkward at best. It has no knowledge of its form's speech, conduct, customs, or expectations. The vagabond gains the abilities of the form it has chosen, but has access to none of the memories or skills of the creature. Vagabonds are thus typically very inquisitive, even about mundane or personal details. A vagabond will often feel more comfortable with a less intelligent form, where its ignorance will be less obvious. A vagabond will willingly accompany intelligent creatures, and will relish the opportunity to do so.

COMBAT
A vagabond will not fight anything while in incorporeal form, and an incorporeal vagabond cannot use its psionic powers. Vagabonds have an affinity for powers that let them communicate and learn information, powers that allow them to change their form or travel in difficult terrain, and powers that allow them to attack and psionically defend themselves. Vagabonds never have psychokinetic powers, though.

When attacked, a vagabond will use whatever abilities to which it has access in order to defend itself or retreat as best possible. When a vagabond takes on a permanent vessel, a body it has created or resurrected, it surrenders its incorporeal state in favor of something that can more easily interact with the world around it. If a vagabond's vessel is slain, the vagabond returns to an incorporeal state and departs from the area, never to return.

Psionic Powers: A vagabond manifests powers as a psion (telepath) of 12th level. The save DCs are Intelligence-based.
Typical Psion Powers Known (power points 156): 1st - call to mind, detect psionics, empathy, empty mind, mind thrust (DC 16), mindlink, missive, skate; 2nd - ego whip (DC 17), id insinuation (DC 17), mass missive, read thoughts (DC 17), thought shield; 3rd - psionic blast (DC 18); 4th - correspond, psionic dimension door, psionic divination, schism; 5th - catapsi (DC 20), mind probe (DC 20), psionic plane shift, psychic crush (DC 20), tower of iron will; 6th - aura alteration.

Create Likeness (Su): A vagabond can recreate the form of any living corporeal creature it has observed. This likeness functions in all ways as if it were a standard version of the chosen creature. It cannot take the form of a construct, undead, or a powerful unique creature (such as an archdevil), nor can it create the likeness of a creature with class levels. It takes a full round to form the body, at which point the vagabond merges permanently with it. If the body is killed, it is completely destroyed and the vagabond becomes incorporeal again.

Detect Vagabond (Ex): A vagabond can detect the presence of another vagabond at a range of up to a mile, regardless of whether the other vagabond has taken a corporeal form or not.

Immunity to Mind-Affecting Effects (Ex): A vagabond is immune to mind-affecting effects that are not psionic in nature.

Inhabit Host (Su): A vagabond can bond with any willing, living host with an Intelligence score of 1 or greater. A bonded host gains access to the vagabond's skills and feats, as well as its psionic powers (although the host cannot do anything with these powers which the vagabond will not allow). In exchange, the host shares half of any earned experience points with the vagabond.

A vagabond and its host are in constant telepathic contact so long as the bond lasts. The vagabond cannot force its host to do anything, although it can use skills like Bluff, Diplomacy, and Intimidate on the host to get what it wants. Either the vagabond or the host can end the bond at any time.

If a vagabond inhabits a creature that has its own power points, the two creatures combine their power points to make up their reserve. The vagabond and host creature can use these power points to manifest any powers that either has. The manifester levels of the vagabond and host remain the same, so the manifester level for any power used is dependent on which creature is using the power. If the bond between the vagabond and its host ends, the two creatures divide up the remaining power points evenly (if either has died, the survivor retains all the power points), up to each creature's normal maximum.

Reanimate Corpse (Su): A vagabond can restore a semblance of life to a deceased creature instantaneously by entering and merging permanently with it. It can raise a creature that has been dead for no longer than twelve days. The body is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points).

While this effect closes mortal wounds and repairs lethal damage, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by the vagabond.

The subject's soul does not return to the body while a vagabond inhabits it. If the body is killed while a vagabond inhabits it the vagabond can never use that body again, and any spell that restores life to a dead creature (such as raise dead or resurrection) will return a creature's soul to its body as normal.

Constructs, elementals, outsiders, and undead creatures can't be raised by a vagabond.

Wild Empathy (Ex): This power works like the druid's wild empathy class feature, except that the vagabond has a +6 racial bonus on the check.

Vagabond Gem: A vagabond can psionically create a special gem from ectoplasm, which it can give to any creature that has helped it achieve its mission. The bearer can use word of recall 3/day. The sanctuary is chosen at the time the vagabond creates the gem. The vagabond can create a gem as a standard action, without meeting the prerequisites or expending any components.
Strong conjuration; ML (at least 11th); Craft Universal Item, word of recall; Price - (gift from vagabond only).


CREATING A VAGABOND VESSEL
"Vagabond vessel" is an acquired template that can be added to any living, corporeal creature with an Intelligence score of 1 or more (referred to hereafter as the base creature).
A vagabond vessel uses all the base creature’s statistics and special abilities except as noted here.

Special Attacks: A vagabond vessel retains all the extraordinary special attacks of the base creature and also gains the following attacks.
- Psionic Powers: A vagabond vessel manifests powers as a psion (telepath) of 12th level. The save DCs are Intelligence-based.
Special Qualities: A vagabond vessel retains all the extraordinary special qualities of the base creature and also gains the following qualities.
- Immunity to mind-affecting effects that are not psionic in nature.
- Detect Vagabond (Ex): A vagabond vessel can detect the presence of another vagabond at a range of up to a mile, regardless of whether the other vagabond has taken a corporeal form or not.
- Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the vagabond vessel has a +6 racial bonus on the check.
- Senses (Ex): The vagabond vessel sees and hears everything that the base creature is able to.
Abilities: Strength, Dexterity, and Constitution are same as the base creature, but Intelligence is 20, Wisdom is 23, and Charisma is 25.
Skills: A vagabond vessel has skill points equal to 15 x (8 + Int modifier [minimum 1]). Its class skills are Bluff, Concentration, Diplomacy, Gather Information, Handle Animal, Intimidate, Knowledge (psionics), Listen, Psicraft, Search, Sense Motive, Spot, and Use Magic Device, as well as any skills that were class skills for the base creature.
Feats: A vagabond has 5 feats.

Environment: Any, usually same as base creature.
Organization: Solitary.
Challenge Rating: HD 4 or less, as base creature +2; HD 5 to 10, as base creature +4; HD 11 or more, as base creature +6.
Alignment: The vagabond retains its original alignment.
Level Adjustment: ---


SAMPLE VAGABOND VESSEL
Vagabond Vessel Girallon
Large Magical Beast (Psionic)
Hit Dice: 7d10+14 (52 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 16 (–1 size, +3 Dex, +4 natural), touch 12, flat-footed 15
Base Attack/Grapple: +7/+17
Attack: Claw +12 melee (1d4+6)
Full Attack: 4 claws +12 melee (1d4+6) and bite +7 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Psionics, rend 2d4+9
Special Qualities: Darkvision 60 ft., detect vagabond, immunity to mind-affecting effects, low-light vision, scent, senses, wild empathy
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 22, Dex 17, Con 14, Int 20, Wis 23, Cha 25
Skills: Bluff +22, Concentration +15, Diplomacy +26, Disguise +7 (+9 acting), Gather Information +22, Handle Animal +22, Intimidate +24, Knowledge (psionics) +20, Listen +21, Psicraft +20, Search +20, Sense Motive +21, Spot +21, Survival +6 (+8 following tracks), Use Magic Device +22
Feats: Negotiator, Power Penetration, Psionic Affinity, Psionic Endowment, Psionic Meditation
Environment: Warm forests
Organization: Solitary or company (5-8)
Challenge Rating: 10
Treasure: None
Alignment: (as vagabond)
Advancement: 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment: ---

Girallons are savage, magical cousins of the gorilla. They are aggressive, bloodthirsty, highly territorial, and incredibly strong.

When moving on the ground, a girallon walks on its legs and lower arms. An adult girallon is about 8 feet tall, broad-chested, and covered in thick, pure white fur. It weighs about 800 pounds.

Combat

A vagabond vessel girallon behaves quite differently from others of its kind. It prefers to avoid combat, and when engaged relies on its psionic powers before resorting to melee assaults.

Psionic Powers: A vagabond vessel girallon manifests powers as a psion (telepath) of 12th level. The save DCs are Intelligence-based.

Typical Psion Powers Known (power points 156): 1st - call to mind, detect psionics, empathy, empty mind, mind thrust (DC 16), mindlink, missive, skate; 2nd - ego whip (DC 17), id insinuation (DC 17), mass missive, read thoughts (DC 17), thought shield; 3rd - psionic blast (DC 18); 4th - correspond, psionic dimension door, psionic divination, schism; 5th - catapsi (DC 20), mind probe (DC 20), psionic plane shift, psychic crush (DC 20), tower of iron will; 6th - aura alteration.

Rend (Ex): A vagabond vessel girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+12 points of damage.

Detect Vagabond (Ex): A vagabond vessel girallon can detect the presence of another vagabond at a range of up to a mile, regardless of whether the other vagabond has taken a corporeal form or not.

Senses (Ex): The vagabond sees and hears everything that the girallon is able to.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the vagabond vessel girallon has a +6 racial bonus on the check.

Skills: A vagabond vessel girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
 
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BOZ

Creature Cataloguer
Creeping Pit

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

Creeping Pit
Large Ooze
Hit Dice: 6d10+30 (63 hp)
Initiative: -5
Speed: 30 ft (6 squares)
Armor Class: 4 (-1 size, -5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +4/+11
Attack: ---
Full Attack: ---
Space/Reach: 10 ft/5 ft
Special Attacks: Entrap
Special Qualities: Astral vortex, blindsight 60 ft, dualplanar, immunity to magic, immunity to weapon damage, ooze traits, portal, two-dimensional
Saves: Fort +7, Ref -3, Will -3
Abilities: Str 17, Dex 1, Con 20, Int -, Wis 1, Cha 1
Skills: ---
Feats: ---

Environment: Underground
Organization: Solitary
Challenge Rating: 04
Treasure: Standard
Alignment: Always neutral
Advancement: 7-18 (Large)
Level Adjustment: ---

When you get too close to the black, circular spot on the floor, it begins moving towards you.

The extremely rare phenomenon that is a creeping pit is created when a bag of devouring (see Dungeon Master's Guide page 274) is placed within a portable hole. This opens a rift to the Astral Plane in the same manner as when a bag of holding is placed within a portable hole, except that the rift remains open for a whole hour. When the rift closes, the bag of devouring is not destroyed, but instead becomes a creeping pit.

A creeping pit has the same dimensions and appearance as a portable hole. The inside of a creeping pit is a nondimensional space just as a portable hole, and contains air and whatever items are dropped into it. Unlike a portable hole, a creeping pit cannot be picked up or folded up. A creeping pit is 6 feet wide, but it has no real substance.

COMBAT
A creeping pit commonly continues to hunt in the general area in which it was created. It can move freely over any fairly level surface, and can travel up and down ramps (but not stairs) and under doors. A creeping pit attacks any living creatures that come within 30 feet, by sliding under their feet and causing them to fall in. A creeping pit will subsequently attack any creature that escapes from inside of it.

Any unattended object smaller than itself that the pit moves under will fall in, so sometimes there are items inside a pit when a creature falls in. If there is sufficient garbage at the bottom of a pit to break a creature's fall, the creature may be unharmed when it falls in. Conversely, if any dangerous objects are at the bottom of a pit, falling creatures may take additional damage instead. Objects such as ladders or lengths of rope within a pit may be used to aid a creature in climbing back out again. Filling a creeping pit completely with objects prevents it from entrapping opponents, and makes it easy to walk over.

Most spells and weapon attacks do not affect a creeping pit. Opening another extra-dimensional hole inside a creeping pit will reactivate the rift that originally created it, thus destroying it.

Entrap (Ex): A creeping put can move into other creatures' spaces as a standard action, affecting as many as it can cover. Opponents can make attacks of opportunity against the pit, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 16 Reflex save or be entrapped; on a success, they are pushed back or aside (opponent's choice) as the pit moves forward. There must be available floor space to which a potential victim can jump in order to even try to avoid the pit. Entrapped creatures take 1d6 points of falling damage for every size category the pit is above Medium. Entrapped creatures can escape from a creeping pit on a successful DC 15 Climb check. The save DC is Strength-based.

Astral Vortex (Su): Certain magical effects that originate within the creeping pit create a vortex to the Astral Plane for one hour. Such effects include those that open an interdimensional rift, such as a gate spell, or that open a nondimensional space, such as a bag of holding. All creatures and objects inside the creeping pit when the vortex forms, as well as any unattended objects within 10 feet of the pit during the hour, are immediately pulled into the vortex and drawn into the Astral plane. All creatures within a 10-foot radius of the creeping pit during this hour must succeed on a DC 18 Reflex save or be drawn to the Astral Plane. The item or spell that creates the effect is immediately destroyed, and the creeping pit is destroyed at the end of the hour. The save DC is Constitution-based.

Dualplanar (Ex): The bulk of a creeping pit's body resides on the Astral Plane, but the outer edge of its opening exists on the Material Plane. Creatures that are stuck on the Material Plane find it difficult but not impossible to target the creeping pit. Because the monster is dual-planar and therefore exists partially on the Material Plane, its foes on the Material Plane can attack the creature as if it had cover, and so it gains a +4 bonus to Armor Class and a +2 bonus on Reflex saves.

Immunity to Magic (Ex): A creeping pit is immune to any spell or spell-like ability that allows spell resistance.

Portal (Su): Once per hour, any attended objects inside a creeping pit are transported to the Astral Plane. Creatures inside the creeping pit must succeed on a DC 18 Will save or be transported to the Astral Plane as well. The save DC is Constitution-based.

Two-Dimensional (Ex): Creeping pits are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a pit and walk into it are automatically entrapped. In conditions of poor illumination, the DC rises to 20.

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

Creature Cataloguer
Ma Yuan

http://www.enworld.org/showthread.php?t=69718

Ma Yuan ("killer of the gods")
Colossal Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 50d8+750 (975 hp)
Initiative: +12
Speed: 60 ft (12 squares), fly 60 ft (good), swim 60 ft
Armor Class: 50 (-8 size, +4 Dex, +44 natural), touch 6, flat-footed 46
Base Attack/Grapple: +50/+83
Attack: Claw +60 melee (4d6+17)
Full Attack: 4 claws +60 melee (4d6+17) and bite +58 melee (6d6+8) or by weapon
Space/Reach: 30 ft/30 ft
Special Attacks: Smite divinity
Special Qualities: Blindsight 500 ft, damage reduction 20/epic, darkvision 60 ft, fast healing 10, immortal, immunity to fire, resistance to acid 20, cold 20, electricity 20, and sonic 20, spell resistance 39, telepathy 1000 ft, true seeing
Saves: Fort +42, Ref +31, Will +32
Abilities: Str 45, Dex 18, Con 40, Int 20, Wis 20, Cha 25
Skills: Climb +47, Gather Information +58, Intimidate +60, Jump +40, Knowledge (history) +30, Knowledge (religion) +58, Knowledge (the planes) +58, Listen +58, Search +58, Sense Motive +58, Spot +58, Survival +58, Swim +55, Tumble +57, Use Magic Device +60
Feats: Awesome Blow, Cleave, Combat Expertise, Combat Reflexes, Dodge, Epic Prowess, Great Cleave, Great Smiting, Improved Bull Rush, Improved Initiative, Mobility, Multiattack, Power Attack, Spring Attack, Superior Initiative, Track, Whirlwind Attack

Environment: Any evil-aligned plane
Organization: Solitary
Challenge Rating: 27
Treasure: Standard plus Stone Talisman of the God-Killer
Alignment: Always chaotic evil
Advancement: ---
Level Adjustment: ---

This monstrous reptilian humanoid horror stands as tall as a high tower. Its scaly head has a ridged crest running down to its back, and it has three equally spaced eyes set in its savage visage. Its four large arms end in menacing claws, and it wears only a malevolent stone charm hanging from around its neck.

Ma Yuan is an ancient evil, growing in power, who seeks to destroy all deities. He has given himself the title, "Killer of the Gods." He has met with some success so far, having killed at least 10 minor gods, but none of any significance as of yet. He learns more and more about his chosen foes with every victory. Ma Yuan may succeed in his goal, or his goal may be the death of him. The existence of Ma Yuan prevents complacency among the gods.

Ma Yuan is 70 feet tall, and weighs close to 400,000 pounds.

Ma Yuan speaks Abyssal, Celestial, and Infernal.

COMBAT
Ma Yuan uses his powerful mind just as much as his physical might in a confrontation. His magical talisman allows him to form practically any weapon he desires, and he loves to change the stone charm into a deity's favored weapon to humiliate his opponent.

Ma Yuan's natural weapons, as well as any weapons he wields, are treated as chaotic-aligned, evil-aligned, and epic for the purpose of overcoming damage reduction.

Smite Divinity (Su): Three times per day, Ma Yuan can make a normal melee attack to deal an extra 100 points of damage against a foe with a divine rank of 0 or higher. (This includes 50 points for his Hit Dice, doubled by the Great Smiting epic feat.)

Immortal (Ex): Ma Yuan is naturally immortal and cannot die from natural causes. He does not age, and does not need to eat, sleep, or breathe. Ma Yuan is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), polymorphing, petrification, or any form-altering attack. Ma Yuan is not subject to death from massive damage, energy drain, ability drain, or ability damage.

True Seeing (Su): Ma Yuan continuously uses true seeing as the spell (caster level 20th).

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

Stone Talisman of the God-Killer (Major Artifact): Ma Yuan possesses a small, triangular piece of stone that possesses great power. It is rumored to contain the essences of gods he has slain. Once per round, as a free action, Ma Yuan can change the stone into any form of weapon (simple, martial, or exotic), as a standard action. Ma Yuan may form the weapon of any special material (such as adamantine, cold iron, or silver) in order to defeat an opponent's damage reduction. Ma Yuan is always treated as proficient in the weapon type chosen, and the weapon is always sized for a Colossal creature. Ma Yuan may return the weapon to its talisman form as a free action.

Ma Yuan may assign an enhancement bonus and special abilities to the weapon as he wishes. Ma Yuan's weapon cannot have a modified bonus higher than +7 (see Dungeon Master's Guide p. 221-222). If Ma Yuan selects a ranged weapon that requires ammunition, the talisman creates whatever ammunition is appropriate for that weapon, which disappears in one round. Additionally, the weapon always performs as if it had the bane quality against a foe with a divine rank of 0 or higher.

Originally found in the first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz).
 
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BOZ

Creature Cataloguer
Tybor

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

Tybor
Medium Magical Beast
Hit Dice: 10d10+20 (75 hp)
Initiative: +4
Speed: 120 ft (24 squares)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +10/+12
Attack: Claw +12 melee (2d4+2)
Full Attack: 2 claws +12 melee (2d4+2) and beak slash +10 melee (3d6+4)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities, spells
Special Qualities: Darkvision 60 ft, low-light vision, spell resistance 24, swift glide, telepathy 100 ft
Saves: Fort +9, Ref +11, Will +7
Abilities: Str 14, Dex 18, Con 15, Int 18, Wis 18, Cha 19
Skills: Balance +6, Concentration +15, Hide +10, Jump +40, Knowledge (arcana) +17, Listen +11, Move Silently +10, Spellcraft +19, Spot +11, Tumble +17
Feats: Dodge, Eschew Material Components, Spell Focus (Illusion), Spell Penetration

Environment: Temperate and warm plains
Organization: Solitary
Challenge Rating: 13
Treasure: 10% coins; 50% goods; standard items
Alignment: Usually neutral
Advancement: 11-20 HD (Medium); 21-30 HD (Large)
Level Adjustment: +5

This large, brightly-colored flightless bird is covered in orange feathers with a sprinkling of green color. Its head is blue, with red around the edges, and a bridge of green above the beak. The bird also has a purple crown and tail.

A tybor is a large avian with astounding magical abilities and remarkable intelligence. These gentle herbivores prefer to live a life of solitude, guiding and protecting normal birds in the wild. Male tybors are extremely shy and hide from the world, and females only travel alone.

Tybors are notable for the abilities they can command when needed. One of the more unusual features of the tybor is the fact that when they run at top speed, they seem to float above the ground without actually touching it.

It is rumored that the feathers of a tybor can confer magical powers if plucked from a live tybor. Also, a tybor nest often contains eggs, which are worth 7,000 gp on the open market. However, a tybor will defend the nest until death and lets no one near.

A tybor is 6-7 feet tall, and weighs about 300 pounds.

Tybors speak their own language, as well as Auran and Draconic.

COMBAT
Mostly, tybors prefer to be left alone, but will defend themselves and their eggs. A tybor prefers to use its spellcasting ability in combat, or to avoid combat, whenever possible.

A tybor's beak is a +3 magic weapon.

Spell-Like Abilities: 4/day - haste, slow (DC 19). Caster level 10th. The save DCs are Charisma-based.

Spells: A tybor can cast arcane spells as a 20th-level sorcerer (6/7/7/7/7/6/6/6/6/6; save DC 14 + spell level or 15 + spell level for illusion spells). Typical Spells Known: 0 - dancing lights, daze, detect magic, flare, ghost sound, mage hand, light, prestidigitation, read magic; 1st - color spray, feather fall, grease, mage armor, obscuring mist; 2nd - detect thoughts, glitterdust, mirror image, resist energy, shatter; 3rd - displacement, lightning bolt, nondetection, protection from energy; 4th - confusion, greater invisibility, hallucinatory terrain, rainbow pattern; 5th - animal growth, baleful polymorph, hold monster, mirage arcana; 6th - greater dispel magic, mislead, repulsion; 7th - greater teleport, mass invisibility, prismatic spray; 8th - antipathy, maze, prismatic wall; 9th - foresight, mass hold monster, prismatic sphere. The save DCs are Charisma-based.

Swift Glide (Ex): When moving its full base land speed, a tybor floats several inches off the ground. This allows a tybor to move unhindered through slick or dangerous terrain. A tybor may even run over the surface of water. This ability lasts as long as the tybor continues to move at its full base land speed. A tybor must move at least 20 feet in a straight line before it begins to glide.

Originally found in Dragon Magazine #61 ("Dragon's Bestiary," May 1982, Jeff Brandt).
 
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BOZ

Creature Cataloguer
Nawidnehr (Sharkwere)

http://www.enworld.org/showthread.php?t=106747

Nawidnehr
Huge Magical Beast (Aquatic, Shapechanger)
Hit Dice: 12d10+36 (102 hp)
Initiative: +6
Speed: 30 ft (6 squares), swim 60 ft
Armor Class: 22 (+2 Dex, +10 natural), touch 12, flat-footed 20
Base Attack/Grapple: +12/+26
Attack: Bite +17 melee (5d4+9/19-20)
Full Attack: Bite +17 melee (5d4+9/19-20)
Space/Reach: 15 ft/10 ft
Special Attacks: Bleeding wounds, improved grab, roar, song, swallow whole
Special Qualities: Amphibious, blindsense 30 ft, change shape, damage reduction 10/cold iron or magic, darkvision 60 ft, keen scent, low-light vision, shark empathy
Saves: Fort +11, Ref +10, Will +6
Abilities: Str 23, Dex 15, Con 17, Int 15, Wis 14, Cha 16
Skills: Bluff +16, Disguise +18 (+20 acting)*, Hide +9, Intimidate +5, Listen +9, Move Silently +9, Spot +9, Swim +14
Feats: Blind-Fight, Improved Critical (bite), Improved Initiative, Stealthy, Weapon Focus (bite)

Environment: Temperate and warm aquatic
Organization: Solitary or school (1 nawidnehr plus 3-5 sharks)
Challenge Rating: 13
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment: ---

This shark is of enormous size, and its coloration is unusual due to the stripes and speckles of complex color. Its eyes seem to flash with menace.

The nawidnehr (NAH-widd-near), also called a sharkwere or roaring shark, is a great oceanic predator that can assume humanoid forms. This monster has an insatiable desire to kill and destroy, and uses its shapeshifting ability to pursue prey on land, and insinuate itself into an unsuspecting group of humanoids for a surprise attack. A nawidnehr will pose as a fisherman, marooned sailor, or friendly native to attract victims.

In its natural form, a nawidnehr resembles a great white shark, though its coloration varies depending on its environment. Sharkweres in cooler waters tend towards dark blue with dots or bands of grey or muddy yellow, though some are brown overall with red and tan speckles. Warm water sharkweres tend towards brighter colors such as blue-green or yellow, with yellow or white spots or stripes. Regardless, all nawidnehrs have pale underbellies that are a lighter shade of their body color.

A nawidnehr speaks Common. Most know two or more other languages, generally Dwarven, Elven, or Halfling, depending on which races are prevalent in the coastal regions near their feeding grounds.

A nawidnehr is 30 feet long in shark form and weighs 14 tons.

COMBAT
Nawidnehrs live to fight, kill, and eat, and are on the hunt every waking moment. In shark form, a nawidnehr usually begins combat by issuing a roar. Sometimes, it instead lunges at swimmers from below to surprise them. Its jagged teeth and powerful jaws tear away huge chunks of flesh, leaving wounds that often cause victims to bleed to death.

A nawidnehr can assume the form of any humanoid creature they have seen, either gender. A nawidnehr in humanoid form usually begins a fight with its haunting song. A nawidnehr then leaps into the see, dragging cowering victims with it, where the sharkwere has the distinct advantage.

Nawidnehrs and weresharks hate each other with a passion, and each will attack the other on sight.

Bleeding Wounds (Ex): A wound from a nawidnehr's bite attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple bite wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application of any cure spell or other healing spell (heal, mass heal, and so on).

Improved Grab (Ex): To use this ability, a nawidnehr 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 on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom or can try to swallow the foe the following round.

Roar (Su): A nawidnehr in its natural form can loose a thunderous roar every 1d4 rounds. All creatures except nawidnehrs within a 50-foot cone must succeed on a DC 19 Fortitude save or be stunned for 2d4 rounds. This is a sonic effect. The save DC is Constitution-based.
Song (Su): A nawidnehr in humanoid form can sing a haunting song. All creatures except nawidnehrs within 50 feet must succeed on a DC 19 Will save or be cowering for 1d4+4 rounds. This is a sonic, mind-affecting effect. The save DC is Charisma-based.

Swallow Whole (Ex): A nawidnehr can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the nawidnehr's digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 20 points of damage to the nawidnehr's digestive tract (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge nawidnehr's gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Amphibious (Ex): Although nawidnehrs breathe by means of gills, they can survive indefinitely on land.

Blindsense (Ex): A nawidnehr can locate creatures underwater within a 30-foot radius. This ability works only when the nawidnehr is underwater.

Change Shape (Su): A nawidnehr can assume the shape of any humanoid, monstrous humanoid, or giant of Huge or smaller size. In shark form, a nawidnehr cannot use its song ability. In humanoid form, a nawidnehr cannot use its bite attack, roar, or swallow whole ability.

A nawidnehr remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but a nawidnehr revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in human form.

*When using its change shape ability, a nawidnehr gains a +10 circumstance bonus on Disguise checks.

Keen Scent (Ex): A nawidnehr can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Shark Empathy (Ex): In any form, a nawidnehr can communicate and empathize with normal or dire sharks. 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."

Skills: A nawidnehr 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 found in Monstrous Arcana: The Sea Devils (1997, Skip Williams).
 
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BOZ

Creature Cataloguer
Incubus

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

Demon, Incubus
Medium Outsider (Chaotic, Extraplanar, Evil, Tanar'ri)
Hit Dice: 8d8+16 (52 hp)
Initiative: +2
Speed: 40 ft (8 squares), fly 60 ft (average)
Armor Class: 22 (+2 Dex, +10 natural), touch 12, flat-footed 20
Base Attack/Grapple: +8/+13
Attack: Claw +14 melee (2d4+5 plus energy drain)
Full Attack: 2 claws +14 melee (2d4+5 plus energy drain)
Space/Reach: 5 ft/5 ft
Special Attacks: energy drain, spell-like abilities, summon tanar'ri
Special Qualities: damage reduction 10/cold iron or good, darkvision 90 ft, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 16, telepathy 100 ft, tongues
Saves: Fort +8, Ref +8, Will +8
Abilities: Str 20, Dex 15, Con 15, Int 10, Wis 14, Cha 21
Skills: Bluff +19, Concentration +9, Diplomacy +7, Disguise +13* (+15 acting), Escape Artist +9, Hide +10, Intimidate +16, Jump +9, Knowledge (any one) +8, Listen +18, Move Silently +9, Search +8, Spot +18, Use Rope +2 (+4 bindings), Survival +2 (+4 following tracks)
Feats: Persuasive, Power Attack, Weapon Focus (claws)

Environment: Infinite Layers of the Abyss
Organization: Solitary or pair (1 incubus and 1 succubus)
Challenge Rating: 8
Treasure: No coins; standard goods; standard items
Alignment: Always chaotic evil
Advancement: 9-16 HD (Medium)
Level Adjustment: +6

This creature is an exceptionally handsome man, with a large frame and chiseled features, dressed in finery. Though mostly human, he has small horns on the sides of his forehead, and a large pair of bat wings on his back, and his hands ends in sharp talons.

The incubus is the male counterpart to the tempting succubus. Incubi are far less common than succubi, but they sometimes pair up to add the physical might of the incubus to the succubus' magical power. Incubi like to travel to the Material Plane to tempt female mortals. Incubi and succubi do not mate to perpetuate their kind.

An incubus is 6-7 feet tall in its natural form and weighs about 175-200 pounds.

Incubi speak Abyssal, Celestial, and Draconic.

COMBAT
While a succubus is not normally a combatant, an incubus exists to fight. These deadly melee combatants make up for their lesser magical capabilities without needing to trick a victim into surrendering itself.

An incubus's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Energy Drain (Su): Living creatures hit by an incubus's claw attack gain one negative level. The DC is 19 for the Fortitude save to remove a negative level. The save DC is Charisma-based.

Spell-Like Abilities: At will – detect good, ethereal jaunt (self plus 50 pounds of objects only), greater teleport (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration). Caster level 8th. The save DCs are Charisma-based.

Summon Tanar'ri (Sp): Once per day, an incubus can attempt to summon 1 vrock with a 20% chance of success. This ability is the equivalent of a 3rd?-level spell.

Tongues (Su): An incubus has a permanent tongues ability (as the spell, caster level 12th). Incubi usually use verbal communication with mortals.

Skills: Incubi have a +8 racial bonus on Listen and Spot checks.

*While using his alter self ability, a incubus gains a +10 circumstance bonus on Disguise checks.

Originally found in Dragon Magazine #54 ("Dragon's Bestiary," October 1981, Craig Stenseth).
 
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BOZ

Creature Cataloguer
Faedorne

http://www.enworld.org/showthread.php?t=73262

Faedorne
Medium Fey (Extraplanar)
Hit Dice: 9d6 (31 hp)
Initiative: +4
Speed: 30 ft (6 squares)
Armor Class: 14 (+4 Dex), touch 14, flat-footed 10
Base Attack/Grapple: +4/+4
Attack: +1 silver dagger +9 melee (1d4/19-20)
Full Attack: 2 +1 silver daggers +9 melee (1d4/19-20)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities, spells, summon silver warrior
Special Qualities: Low-light vision, mistress of illusion, resolve, superior clairvoyance
Saves: Fort +3, Ref +10, Will +9
Abilities: Str 11, Dex 18, Con 10, Int 19, Wis 17, Cha 20
Skills: Concentration +12, Diplomacy +19, Knowledge (arcana) +16, Knowledge (history) +14, Knowledge (nature) +14, Knowledge (the planes) +16, Listen +13, Sense Motive +13, Spellcraft +18 (+20 scrolls), Spot +13, Survival +3 (+5 other planes, +5 aboveground), Use Magical Device +15 (+17 scrolls)
Feats: Greater Spell Focus (illusion), Spell Focus (illusion), Two-Weapon Fighting, Weapon Finesse

Environment: The Shining Isles
Organization: Solitary
Challenge Rating: 10
Treasure: Standard plus spellbook and 2 +1 silver daggers
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +4

This appears to be a female elf, though her features are longer and thinner than an average elf and stunningly beautiful.

The faedornae are magical beings that live on eldritch islands far above the earth, gathering other neutral beings of great courage around them. Faedornae embody many of the same ideals as do elves, but only rarely make themselves known to elves. A faedorne will subtly guide an elven hero on an important quest and provide aid in times of danger, but never personally interfere directly.

A faedorne has increased magical powers on her Shining Isle, and will be reluctant to leave it.

Faedornae are the same height as elves, though they weigh slightly less.

A faedorne speaks Elven.

COMBAT
A faedorne is loath to enter combat with intelligent beings, but is more than capable of defending itself if need be. A faedorne will summon silver warriors to defeat or drive off attackers, while using her spells to subdue the opponents or escape.

Spell-Like Abilities: At will - silent image (quickened, DC 23). Caster level 12th. The save DCs are Charisma-based.

Spells: A faedorne can cast arcane spells as a 12th-level wizard. Typical Wizard Spells Prepared (4/5/5/5/4/3/2; save DC 14 + spell level or 16 + spell level for illusion spells): 0 – detect magic, light, ghost sound, read magic; 1st – charm person, comprehend languages, mage armor, protection from evil, shield; 2nd – detect thoughts, invisibility, mirror image, protection from arrows, see invisibility; 3rd – displacement, fly, haste, lightning bolt, major image; 4th – greater invisibility, hallucinatory terrain, polymorph, rainbow pattern; 5th – mirage arcana, summon monster V, teleport; 6th – antimagic field, permanent image. The save DCs are Intelligence-based.

Summon Silver Warrior (Sp): A faedorne can automatically summon 1d6 silver warriors at will to serve her needs. Summoned silver warriors remain for 24 hours (or until dismissed), at which point they vanish unless she immediately re-summons them. Silver warriors summoned by a faedorne are treated as if she had the Augment Summoning feat (gaining a +4 enhancement bonus to Strength and Constitution).

Mistress of Illusion (Ex): Faedornae have a +5 racial bonus on the save DCs of all illusion spells or spell-like abilities they use while on their Shining Isle.

Resolve (Ex): A faedorne has a +4 morale bonus to Will saves while on its Shining Isle.

Superior Clairvoyance (Su): Three times per day, a faedorne can use a powerful form of clairaudience/clairvoyance, which functions as the spell (caster level 25th), except that the faedorne may use it to view any location on the Material Plane, regardless of her current location.

THE SHINING ISLES
Each faedorne lives on her own extraplanar Shining Isle. A Shining Isle is a finite plane, clearly bounded on all sides by the Material Plane. Traveling from the Material Plane to a Shining Isle is as simple as stepping onto or off the Isle's land - no magic is required. The planar boundary of a Shining Isle is an invisible, incorporeal dome surrounding the actual floating island. From ground level, a Shining Isle is only visible at night, and is indistinguishable from a star.

Getting to a Shining Isle is difficult, because it is many miles above the ground. A magnificent, magical silver ship exists to bring a being from the ground to the Isle in the sky, if the faedorne wishes. Each Isle has its own special ceremony that must be performed to summon the ship, a high-prowed vessel of gleaming silver. A field of force surrounds the ship, preventing anyone or anything from coming aboard or leaving. Any being that walks towards the ship is instantly teleported aboard; any beings that is not welcome on the Isle by the will of the faedorne is not teleported and cannot board the ship. The ship itself contains no goods or items and propels itself, sailing smoothly into the sky until it reaches the Shining Isle. While docked on the Isle, the force field is lowered, allowing free passage between the ship and land.

The magical nature of a Shining Isle prevents dispel magic, fly, and levitate spells and effects from functioning within its boundaries. Each faedorne is mystically bound to her Isle, and vice versa, the magic of the Isle strengthening her magic.

FAEDORNE AS CHARACTERS
A faedorne's favored class is wizard.

Originally found in module O2 - Blade of Vengeance (1984, Jim Bambra), AC9 - Creature Catalogue (1986), and DMR2 - Creature Catalog (1993).
 
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