Creature Catalog new 3.5 conversions

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Monster Junkie
Radiance Mephit

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

Radiance Mephit
Small Outsider (Fire, Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/-1
Attack: Claw +5 melee (1d3)
Full Attack: 2 claws +5 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon mephit
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 10, Dex 15, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +8, Hide +12, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +8, Spot +6, Use Rope +2 (+4 with bindings)
Feats: Dodge, Weapon Finesse
Environment: Elemental Plane of Fire and Positive Energy Plane
Organization: Solitary, gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard
Advancement: 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: +3 (cohort)

This winged creature has a reflective, silvery skin and thin prismatic wings. Its face bears large black eyes and a wide mouth.

Radiance mephits come from the Elemental Plane of Fire and the Positive Energy Plane. They are constantly distracted and forgetful, and are prone to non sequitors.

A radiance mephit is about 4 feet tall and weighs about 1 pound.

Radiance mephits speak Common and Ignan.

COMBAT

Radiance mephits fight by biting and clawing or by using their color spray ability. If not directly attacked, they often lose interest in combat and wander off after some distraction.

Spell-Like Abilities: 1/hour—color spray (DC 13) as the spell cast by a 3rd-level sorcerer. Caster level 6th. The save DC is Charisma-based.

Fast Healing (Ex): A radiance mephit heals only if in contact with areas of strong light (greater than shadowy illumination).

Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of succes. Roll d%. On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.

Originally found in Planescape Monstrous Compendium One (1994).
 
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Shade

Monster Junkie
Ghoul Frog

http://www.enworld.org/showthread.php?t=201507

Ghoul Frog
Small Animal
Hit Dice: 1d8+3 (7 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +0/-4
Attack: Tongue +2 ranged (1d4) or bite +0 melee (1d3)
Full Attack: Tongue +2 ranged (1d4) or bite +0 melee (1d3)
Space/Reach: 5 ft./5 ft. (15 ft. with tongue)
Special Attacks: Flash, poison
Special Qualities: Low-light vision
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 10, Con 16, Dex 15, Int 1, Wis 12, Cha 7
Skills: Hide +8, Move Silently +4
Feats: Ability Focus (blinding flash)
Environment: "any fresh water"
Organization: Solitary, pair, or pack (2-8)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)?
Level Adjustment: -

The skin of this dog-sized frog is translucent, and its skeleton, musculature, and organs are clearly visible. Its eye sockets appear hollow, and its skin glows with a faint luminescence.

Despite their appearance, ghoul frogs are living amphbians. They got their moniker from their zombielike appearance, and are also occasionally called "skull frogs" or "zombie frogs".

The eerie glow of a ghoul frog is simply bioluminesce designed to attract night-flying insects, the frog's favored prey.

Ghoul frogs are nocturnal, burying themselves in the mud at the bottom of ponds or lakes during daylight hours. This is also where ghoul frogs hide their eggs. Upon hatching, the tadpoles share their parents' transparency, but not their bioluminscence.

Because of their appearance, ghoul frogs are sometimes mistaken for will-o'-wisps. Some spellcasters use powdered ghoul frog skin as a material component in light spells, but whether it provides any measurable benefit is unclear.

A ghoul frog is 2-3 feet long and weighs 5 pounds.

COMBAT

Ghoul frogs prey almost entirely on insects. If threatened, they emit their blinding flashes and attempt to escape. Their bitter flesh nauseates most natural predators.

Flash (Ex): Once every 1d10 rounds, a ghoul frog can emit a blinding flash of light. Any creature within 30 feet must make a DC 15 Fortitude save or be blinded for 1d4 rounds. Ghoul frogs are immune to the flash of other ghoul frogs. The save DC is Constitution-based.

Poison (Ex): Ingested, Fortitude DC 13, initial damage nauseated for 1d10 minutes, secondary damage nauseated for 1d4 hours. The save DC is Constitution-based.

Skills: A ghoul frog has a +8 racial bonus on Hide and Jump checks. It also 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 Dragon #247 (1998).
 
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Shade

Monster Junkie
Desert Cyclops

http://www.enworld.org/showthread.php?t=73328&page=7

Cyclops, Desert
Large Giant
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +4/+12
Attack: Falchion +7 melee (2d6+6/18-20) or slam +7 melee (1d4+4) or rock +3 ranged (2d6+4)
Full Attack: Falchion +7 melee (2d6+6/18-20) or slam +7 melee (1d4+4) or rock +3 ranged (2d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing, truth-telling gaze
Special Qualities: Low-light vision, rock catching
Saves: Fort +8, Ref +2, Will +2
Abilities: Str 19, Dex 11, Con 17, Int 8, Wis 10, Cha 8
Skills: Climb +7, Jump +7, Spot +3
Feats: Ability Focus (truth-telling gaze), Cleave, Power Attack
Environment: Any desert
Organization: Solitary, hunting party/clan (2-6)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +3

This giant is roughly human in appearance and about the size of an ogre, though a bit thinner. Its most distinctive characteristic is its single bright blue eye, which seems to pierce straight into your soul.

The desert cyclops is a large, roughly human shaped giant with sandy-colored, sometimes rough, skin and a single large eye. While the dress and overall appearance of desert cyclops can vary a great deal, their eyes are almost always a light blue and quite striking.

Many humans hate and fear the desert cyclops because the cyclops's eye can be quite unnerving, as it seems to stare, unblinking, into an unguarded soul. As a result, few desert cyclops live among humans; they tend to keep to themselves in the desert.

One oddity is that desert cyclops like to flavor their food with sand, though it is unknown whether sand is a dietary requirement.

A desert cyclops is 8 to 10 feet tall and weighs over 500 pounds.

COMBAT

A desert cyclops prefers to enter melee as quickly as possible once it is committed to fighting. Usually it will attack with its fist or else with a large two-handed weapon.

Rock Throwing (Ex): Rocks thrown by a cyclops have a range increment of 120 feet (240 feet with the Far Shot feat).

Truth-Telling Gaze (Su): A desert cyclops's gaze is the equivalent of a discern lies spell (Will DC 16 negates) with a range of 30 feet. The save DC is Charisma-based and includes a +2 racial bonus.

Originally found in Al-Qadim: The Genie's Curse, p. 51. (1994).
 
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Shade

Monster Junkie
Lightning Mephit

http://www.enworld.org/showthread.php?p=3792688#post3792688

Mephit, Lightning
Small Outsider (Air, Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +6
Speed: 30 ft (6 squares), fly 90 ft (average)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +3/-1
Attack: Claw +4 melee (1d3)
Full Attack: 2 claws +4 melee (1d3)
Space/Reach: 5 ft/5 ft
Special Attacks: Lightning bolt, summon mephit
Special Qualities: Damage reduction 5/magic, darkvision 60 ft, electrical healing, light aura
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 10, Dex 16, Con 11, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)
Feats: Improved Initiative, Weapon Finesse
Environment: Elemental Plane of Air and Positive Energy Plane
Organization: Solitary (1), gang (2-4 mephits of mixed types), or mob (5-12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: +3 (cohort)

This winged creature looks like a miniature human with jagged bolts of black electricity forming its limbs and torso. Bulbous white hands and feet seem to large for its body, and its earless head sheds light. The smell of ozone follows the creature.

Lightning mephits are swift, energetic, and inquisitive beings. Their speech mimics their movement--very fast and erratic.

A lightning mephit is about 4 feet tall and weighs about 1 pound.

Lightning mephits speak Common and Auran.

COMBAT

Lightning mephits would rather befriend a stranger that battle them. If drawn into combat, a lightning mephit uses its lightning bolts as often as possible.

Electrical Healing (Su): Whenever a lightning mephit would take damage from electricity (if it were not immune to electricity damage), it instead heals that amout of damage. It can be healed by electrical effects from other lightning mephits; however, it cannot gain hit points beyond its usual maximum.

Light Aura (Su): a lightning mephit constantly sheds light as a torch. This light is extinguished when the mephit dies. The lightning mephit cannot suppress this ability, nor can it be dispelled. However, any darkness that can counter the 0th level spell Light also suppresses this aura, as long as the mephit remains in the area of darkness.

Lightning Bolt (Su): 3 times a day, a lightning mephit can throw a small bolt of lightning that deals 3d6 electricity damage with a successful ranged touch attack. After its initial three bolts have been exhausted, the mephit can cast hurl additional bolts by taking 2 hp of damage each time.

Summon Mephit (Sp): Once per day, a lightning mephit can attempt to summon another lightning mephit, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%. On a failure, no creature answers the summons that day. A lightning mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.

Originally found in Planescape Monstrous Compendium One (1994).
 
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Shade

Monster Junkie
Gem Hylem

http://www.enworld.org/showthread.php?t=199651&page=3

Gem Hylem
Diminutive Construct
Hit Dice: 8d10 (44 hp)
Initiative: +5
Speed: Fly 50 ft. (10 squares)(perfect)
Armor Class: 22 (+4 size, +5 Dex, +3 natural), touch 19, flat-footed 17
Base Attack/Grapple: +6/-
Attack: Electricity ray +16 ranged touch (3d6 electricity)
Full Attack: Electricity ray +16 ranged touch (3d6 electricity)
Space/Reach: 1 ft./0 ft.
Special Attacks: Electricity ray, spell-like abilities
Special Qualities: Construct traits, damage reduction 10/magic and bludgeoning, darkvision 60 ft., immunity to electricity, low-light vision, spell resistance 18
Saves: Fort +2, Ref +7, Will +2
Abilities: Str 1, Con -, Dex 20, Int 4, Wis 11, Cha 15
Skills: Concentration +11, Hide +17
Feats: Dodge, Mobility, Weapon Focus (ray)
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: A single gemstone worth 5,000 gp
Alignment: Always neutral
Advancement: 9-12 HD (Diminuitive)
Level Adjustment: -

A flawless gemstone spins furiously in the air.

Hylems are constructs, similar to golems, but rather than being crafted to resemble living things, they simply retain their original forms. A gem hylem resembles a perfect example of a gem of their kind.

A gem hylem is 2-6 inches long and weighs less than a pound.

COMBAT

A gem hylem follows its creator's orders as faithfully as possible. Since they have a modicum of intelligence, gem hylems can use a degree of tactics. Left to its own devices, a gem hylem peppers foes with electricity rays, flying out of reach of opposition. It employs confusion or fear on opponents that seem resistant to electricity or that can harm it.

Electricity Ray (Su): Once per round as a standard action, a gem hylem make fire an electricity ray to a range of 60 feet with no range increment.

Spell-Like Abilities: At will--confusion (DC 16), fear (DC 16), light, mirage arcana (DC 17). Caster level 10th. The save DCs are Charisma-based.

CONSTRUCTION

A gem hylem is crafted from a single gem of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 15 Craft (gemcutting) check.

CL 14th; Craft Construct, cause fear, confusion, fabricate, light, mirage arcana, caster must be at least 14th level; Price 40,000 gp; Cost 25,000 gp + 1,600 XP.

VARIANT GEM HYLEMS

If you are using the gem dragons from Monster Manual II in your campaign, the following variant powers are available to gem hylems based on the same gemstones as these dragons. Replace the mirage arcana spell-like ability with the following spell-like ability based on type:

Amethyst: telekinesis (DC 17)
Crystal: charm monster (DC 16)
Emerald: greater invisibility
Sapphire: wall of stone (DC 17)
Topaz: control winds (DC 17)

Construction: Variant gem hylems replace mirage arcana with their granted spell-like ability as a prerequisie spell.

Originally found in Imagine Magazine #19 (1984).
 
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Shade

Monster Junkie
Acid Blob

http://www.enworld.org/showthread.php?t=73328&page=7

Acid Blob
Small Ooze
Hit Dice: 3d10+9 (25 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 13 (+1 size, -1 Dex, +3 natural), touch 9, flat-footed 16
Base Attack/Grapple: +/-1
Attack: Slam +4 melee (1d4+2)
Full Attack: Slam +4 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid
Special Qualities: Blindsight 60 ft., ooze traits, split
Saves: Fort +4, Ref +0, Will -4
Abilities: Str 14, Dex 8, Con 16, Int -, Wis 1, Cha 1
Skills: -
Feats: -
Environment: Any underground
Organization: Solitary or pack (2-8)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Small)
Level Adjustment: -

A 3-foot-diameter blob of green goo bounces along the ground.

These small blobs live in dark, subterranean places, and are composed of acidic goo. They are usually green, but darker varieties have been reported. Acid blobs are scavengers, and will consume anything except stone. However, they prefer organic matter, and will pursue living targets until death or lunch. Unlike many of its ilk, acid blobs do not move on the wall or ceiling; they just hop along the ground.

These small blobs are usually found in groups, since new acid blobs are created by separating from their host and then joining together. This is a purely instinctual occurrence since the blobs have no intelligence.

Acid blobs range from 2 to 3 feet in diameter.

COMBAT

Acid blobs attack instinctually, simply slamming whatever opponent is closest.

Acid (Ex): An acid blob's acid is not strong enough to continue burning flesh after its strike, but metals are in great danger. A metal weapon that strikes an acid blob dissolves immediately unless it succeeds on a DC 14 Reflex save. The save is Constitution-based.

An acid blob's touch deals 14 points of damage per round to metal objects, but the blob must remain in contact with the object for 1 full round to deal this damage.

Split (Ex): Slashing and piercing weapons deal no damage to an acid blob. Instead the creature splits into two identical blobs, each with half of the original’s current hit points (round down). A blob with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Originally found in Al-Qadim: The Genie's Curse, p. 47. (1994).
 
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Shade

Monster Junkie
Mineral Mephit

http://www.enworld.org/showthread.php?p=3818851#post3818851

Mephit, Mineral
Small Outsider (Earth, Extraplanar)
Hit Dice: 3d8+6 (19 hp)
Initiative: -2
Speed: 30 ft. (6 squares), fly 40 ft. (average)
Armor Class: 15 (+1 size, –2 Dex, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +3/+3
Attack: Claw +8 melee (1d3+4)
Full Attack: 2 claws +8 melee (1d3+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Damage reduction 5/slashing or bludgeoning, darkvision 60 ft., fast healing 1, gas immunity, passwall
Saves: Fort +4, Ref +1, Will +3
Abilities: Str 18, Dex 7, Con 13, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +4, Hide +8, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +4, Spot +6, Use Rope –2 (+0 with bindings)
Feats: Power Attack, Toughness
Environment: Elemental Plane of Earth and Positive Energy Plane
Organization: Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: +3 (cohort)

This thickly-built winged creature glitters with flecks of mica. It is completely odorless.

Mineral mephits are avaricious, considering themselves the guardians of all treasures, even that belonging to other creatures. They are as suspicious as they are greedy, and are self-righteous in their dealings with other creatures.

A mineral mephit is about 5 feet tall and weighs about 120 pounds.

Mineral mephits speak Common and Terran.

COMBAT

Like most mephits, mineral mephits use their claws, implementing their breath weapon when it is available.

Breath Weapon (Su): Once every 1d4 rounds, 10-foot cone of glitterdust (as the spell, Caster Level 3rd, Reflex DC 13 half). The save DC is Constitution-based and includes a +1 racial bonus.

Fast Healing (Ex): A mineral mephit heals 1 hp per round while it is in contact with stone or gems. Gems used in this way are slowly consumed, permanently losing 10 gp of their base value per round until the mephit is at full health or the gem is destroyed.

Gas Immunity (Ex): A mineral mephit is immune to any gas or cloud effect that deals damage. Stinking Cloud, Cloudkill, and related effects have no effect on the mephit. Obscuring Mist, Fog Cloud, and similar effects that deal no damage but limit range of sight and spotting distance have a normal effect on mineral mephits.

Passwall (Su): A mineral mephit can move through stone walls with ease. The use of this ability is limited to walls 1 ft thick or less. A mineral mephit cannot end its round inside a wall.

Summon Mephit (Sp): Once per day, a mineral mephit can attempt to summon an earth mephit or another mineral mephit, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%. On a failure, no creature answers the summons that day. A mineral mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.

Originally found in Planescape Monstrous Compendium One (1994).
 
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Shade

Monster Junkie
Manggus

http://www.enworld.org/showthread.php?t=73266&page=9

Manggus (Greater Spirit)
Large Fey (Cold, Shapechanger)
Hit Dice: 8d6+24 (52 hp)
Initiative: -1
Speed: 40 ft. (8 squares)
Armor Class: 21 (-1 size, -1 Dex, +11 natural, +2 deflection), touch 10, flat-footed 21
Base Attack/Grapple: +4/+13
Attack: Maul +8 melee (2d8+7/x3) or bite +8 melee (2d6+7)
Full Attack: Maul +8 melee (2d8+7/x3) and bite +3 melee (2d6+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Change shape, detect thoughts, spell-like abilities
Special Qualities: Damage reduction 10/cold iron, immunity to cold, low-light vison, unearthly grace, vulnerability to fire
Saves: Fort +9, Ref +7, Will +8
Abilities: Str 21, Dex 8, Con 16, Int 15, Wis 10, Cha 15
Skills: Bluff +15*, Diplomacy +17, Disguise +13* (+15 acting), Hide +2, Intimidate +17, Move Silently +3, Sense Motive +11, Listen +11, Spot +11
Feats: Improved Natural Attack (Bite), Great Fortitude, Persuasive
Environment: Cold plains
Organization: Solitary or pair
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 9-12 HD (Large)
Level Adjustment: +6

This hideous humanoid stands as tall as an ogre. Wrinkled folds of loose skin hang from its body. Two long fangs curve upward towards its eyes, while another pair juts down past its chin. Its bloodshot eyes weep drops of blood.

A manggus is a malevolent fey shapeshifter that terrorizes human settlements and feeds upon the residents. It relies on deception and disguise to infiltrate these settlements, using its powers to take a leadership position. Once in power, it demands offerings and living sacrifices. If it cannot convince the humans to offer it tribute, a manggus instead stalks the fringe of the community, picking off travelers or assaulting outlying homes. A manggus will quickly move on to a new community if its ruse is exposed or if food becomes scarce.

When a manggus takes a mate, it mates for life. Other than this union, manggi typically avoid others of their kind, as greater numbers increase their chances of being revealed to their prey.

A manggus stands 8 to 10 feet tall and weighs 450 to 550 pounds.

COMBAT

In its natural form, a manggus typically wields a great maul and bites with its oversized fangs. However, a manggus prefers to fight in the shape of a more powerful creature. Regardless of its form, a manggus fights fiercely in the first few rounds of combat as long as it retains the upper hand, but if the fight turns against it, a manggus flees or surrenders if those options are available. Otherwise, it fights to the death.

Change Shape (Su): A manggus can assume the shape of any Medium, Large, or Huge creature. The creature’s hit dice cannot exceed twice the manggus’ hit dice. The new form must be a creature that the manggus has personally seen. In a different form, the manggus loses its natural attacks, but gains all extraordinary and supernatural abilities of the new form. A manggus can remain in a form until it chooses to assume a new one. A change in form cannot be dispelled, but a manggus reverts to its natural form when killed. A true seeing spell or ability reveals its natural form. If the manggus takes fire damage from any source, it is immediately forced back into its natural form.

Detect Thoughts (Su): A manggus can continuously use detect thoughts as the spell (caster level 8th; Will DC 16 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Spell-like abilities: At will--comprehend languages; 3/day--cause fear (DC 13), contagion (+8 melee touch, DC 16). Caster level 8th. The save DCs are Charisma-based.

Unearthly Grace (Su): A manggus adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.

Skills: *When using its change shape ability, a manggus gains a +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.

Originally found in The Horde Campaign Setting (1990).
 
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Shade

Monster Junkie
Sollux

http://www.enworld.org/showpost.php?p=3807768&postcount=1090

Sollux, 10th-level Fighter
Medium Outsider (Native)
Hit Dice: 10d10+20 (75 hp)
Initiative: +7
Speed: 20 ft. (4 squares) in full plate armor, base speed 30 ft.
Armor Class: 27 (+1 Dex, +4 natural, +9 armor, +3 shield), touch 11, flat-footed 26
Base Attack/Grapple: +10/+14
Attack: +1 fire outsider bane longsword +16 melee (1d8+7/17-20) or composite short bow +13 ranged (1d6/x3)
Full Attack: +1 fire outsider bane longsword +16/+11 melee (1d8+7/17-20) or composite short bow +13/+8 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., forged, immunity to illusions, see invisibility
Saves: Fort +10, Ref +7, Will +6
Abilities: Str 19, Dex 17, Con 14, Int 14, Wis 15, Cha 15
Skills: Climb +17, Handle Animal +15, Knowledge (the planes) +15, Ride +18, Survival +2 (+4 on other planes)
Feats: Cleave, Combat Expertise, Dodge, Improved Critical (longsword), Improved Initiative (B), Mobility, Power Attack, Spring Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack
Environment: Any warm land or underground
Organization: Solitary, crusade/lance (2-6), or brotherhood (10-50)
Challenge Rating: 11
Treasure: Standard (see text)
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +2

The warrior standing before you looks like a muscular, crimson-skinned human standing over seven feet tall. His bright yellow hair hangs in braids from beneath his helm. His eyes glow with brilliant red-tinged yellow with intense blue irises. His well-polished weaponry hint at martial discipline. His red-gold plate armor bears an emblem of a blazing sun and his large steel shield sheds magical illumination.

Sollux are distant relatives of the efreet. Unlike their genie kin, sollux reside on the Material Plane in areas of great heat. They often lair in active volcanoes, heat vents, and hot deserts.

The bulk of sollux society remains in their lairs, hidden from the rest of the world and secure in their inhospitable demense. However, a number of sollux join the Brotherhood of the Sun, a knightly order dedicated to finding and eradicating efreet on the Material Plane. Known as Brothers of the Sun (regardless of gender), these knights train constantly, becoming accomplished fighters. They wear red-gold plate armor and carry magic weapons, usually longswords, spears, daggers, and a projectile weapon. Their shields are enchanted to shed light. Brothers of the Sun are nearly unanimously lawful neutral.

Sollux enjoy a good meal, but only eat food that is piping hot.

Sollux stand just over 7 feet tall and weigh 180 to 240 pounds. Males and females are almost identical in size.

The sollux presented here had the following ability scores before racial adjustments and level-based ability score increases: Str 15, Dex 10, Con 8, Int 13, Wis 10, Cha 12. This sample sun brother possesses the following equipment (factored into the statistics above): +1 full plate armor, +1 heavy steel shield with continual flame, +1 fire outsider bane longsword, cloak of resistance +1, composite shortbow with 20 arrows, and one slaying arrow (fire outsiders).

COMBAT

Sollux are generally even-tempered and have a somewhat friendly outlook toward other creatures. This does not extend to efreet, however, which they will attack on sight. Sollux have a very martial culture, and fight with great skill and tactics.

Forged (Ex): A sollux gains a +1 bonus on all saving throws against heat and fire spells and effects. This bonus increases by +1 for every five additional levels the sollux attains.

See Invisibility (Su): As the see invisibility spell, always active, caster level 10th.

Challenge Rating: Sollux with levels in NPC classes have a CR equal to their character level. Sollux with levels in PC classes have a CR equal to their character level +1.

Sollux as Characters

Sollux possess the following racial traits.

  • +4 Strength, +6 Dexterity, +6 Constitution, +4 Wisdom, +2 Charisma.
  • Medium size.
  • Sollux base land speed is 30 feet.
  • Darkvision out to to 60 feet.
  • Racial Feats: Sollux gain Improved Initiative as a bonus feat.
  • Racial Skills: Knowledge (the planes) is always a class skill for sollux.
  • +4 natural armor bonus.
  • +1 racial bonus on saving throws against spells and spell-like abilities.
  • +2 morale bonus on attack rolls, saving throws, skill checks, and ability checks against efreet.
  • Immunity illusions.
  • Forged (Ex): A sollux gains a +1 bonus on all saving throws against heat and fire spells and effects. This bonus increases by +1 for every five additional levels the sollux attains.
  • See Invisibility (Su): As the see invisibility spell, always active, caster level equals character level.
  • Automatic Languages: Common, Ignan. Bonus Languages: Auran, Celestial, and Infernal.
  • Favored Class: Fighter.
  • Level adjustment +2.

Originally found in X2: Castle Amber and later in MC Mystara Appendix.
 
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Shade

Monster Junkie
Lesser Cetus

http://www.enworld.org/showthread.php?p=3821388#post3821388

Cetus, Lesser
Gargantuan Dragon (Aquatic)
Hit Dice: 13d12+91 (175 hp)
Initiative: +0
Speed: 10 ft. (2 squares), swim 50 ft.
Armor Class: 20 (-4 size, +14 natural), touch 6, flat-footed 20
Base Attack/Grapple: +13/+36
Attack: Gore +24 melee (3d6+14/19-20) or tail slap +20 melee (2d8+11)
Full Attack: Gore +24 melee (3d6+14/19-20) or tail slap +20 melee (2d8+11)
Space/Reach: 20 ft./15 ft.
Special Attacks: Improved grab, magic strike (tusks only), swallow whole
Special Qualities: Darkvision 60 ft., immunity to disease, paralysis, petrification, and sleep, low-light vision
Saves: Fort +15, Ref +8, Will +7
Abilities: Str 32, Dex 10, Con 24, Int 6, Wis 8, Cha 8
Skills: Listen +15, Search +14, Move Silently +16, Spot +15, Survival +15, Swim +35
Feats: Blind-fight, Cleave, Improved Critical (gore), Power Attack, Weapon Focus (gore)
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 10
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 14-26 HD (Gargantuan); 27-39 HD (Colossal)
Level Adjustment: -

This body of this massive, thick-bodied sea serpent is covered in tightly packed scales with concentric rings of blue-green and dark red. Its head has both canine and serpentine features, and a pair of ivory tusks, nearly ten feet long, jut from its lower lip, curving upward and outward. A pair of vestigial fins match the blood-red crest atop its head.

Lesser ceti are aquatic relatives of dragons. Although they are called "lesser", no greater ceti exist. Legends tell that they are somehow related to a legendary sea monster known as Cetus, but the truth to their origin is unknown.

Lesser ceti are solitary creatures, only coming together to briefly mate. A female lesser cetus buries her clutch of 1 to 4 eggs deep beneath sandy beaches. picking desolate and isolated areas when possible. She then abandons the eggs.

When the sprawl of civilization creates a shortage of suitable egg-laying locales, or when humanoids begin digging up large numbers of ceti eggs, an instinctive directive leads all the world's ceti to congregate. This congregation of ceti descends upon the fringes of civlization and launches a massive offensive to eradicate the civilization. The ceti attack from all sides, if possible, preferring to attack islands, peninsulas, or inlets.

Although they can subsist on anything like most dragons, the prefer flesh. Lesser ceti compete with aquatic dragons, sea serpents, dragon turtles, kraken, and the greatest sharks for prey and territory. They must also contend with giant crocodiles and sea turtles that dig up their eggs.

Ceti tusks are highly valuable, fetching 4,000 gp or more from interested buyers, for use in the creation of magic items involving ivory (such as the ivory goats figurines of wondrous power).

A lesser cetus is 60 feet or more in length and weighs upwards of 45,000 pounds.

Lesser ceti speak Draconic.

COMBAT

A lesser cetus is a straightforward combatant, goring with its massive tusks or lashing with its powerful tail. The tusks are a +3 magic weapon, though their power fades if removed from the cetus.

Improved Grab (Ex): To use this ability, a lesser cetus 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 attempt to swallow the foe the following round.

Swallow Whole (Ex): A lesser cetus can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+11 points of crushing damage plus 8 points of acid damage per round from the lesser cetus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 18). Additionally, the lesser cetus's interior is resilient, having damage reduction 5/adamantine. Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out. A Gargantuan lesser cetus's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

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

Originally appeared in Dragon Magazine #248 (1998).
 
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