Creature Catalog new 3.5 conversions

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Shade

Monster Junkie
Tin Man

http://www.enworld.org/showthread.php?p=3824835#post3824835

Tin Man
Medium Construct
Hit Dice: 6d10+20 (53 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 Dex, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +4/+8
Attack: Slam +8 melee (1d6+4) or battleaxe +8 melee (1d8+4/x3)
Full Attack: 2 slams +8 melee (1d6+4) or battleaxe +8 melee (1d8+4/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Construct traits, darkvision 60 ft., deactivation, immunity to magic, low-light vision, nigh indestructible, reflective surface, seize
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 18, Dex 8, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any land
Organization: Solitary, pair, or gang (3-4)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: -

The humanoid-shaped automaton before you appears to be covered in shiny tin. It carries a battleaxe.

A tin man is a type of golem. Once activated using the specific command word, a tin man always speaks when spoken to, but it has no brain and offers only random comments or answers to any questions.

A tin man stands 6 feet tall and weighs 500 pounds.

COMBAT

A tin man is a straightforward combatant, approaching the nearest opponent and slamming with its fists or slashing with an axe until it or the opponent has stopped moving.

Deactivation (Ex): A tin man is encoded with a specific command word (such as "Zihweeg") which immediately renders it inert. This same command word reactivates the tin man if it is immobilized due to deactivation (but not due to damage).

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

Any spell with cold or water descriptor deals no damage but causes the golem to seize up (see seize).

Nigh Indestructible (Su): When reduced to 0 or fewer hit points by non-fire sources, a tin man is not destroyed, merely immobilized. Only fire can cause sufficient structural damage to destroy a tin man.

Reflective Surface (Ex): The tin man's shiny surface deflects all rays, lines, cones, and even magic missile spells. Check for reflection before rolling to overcome the creature’s spell resistance. Roll 1d8 to determine the direction of the reflection, with 1 being straight back at the source of the effect and 2 through 8 counting clockwise around the tin man. Any target in the path of the reflection must succeed at an appropriate saving throw for the effect (if one is allowed) or suffer the full effect.

Seize (Ex): A tin man is immune to cold damage, but if it is targeted by or caught within the area of a cold or water-based effect (such as being struck by a frost weapon, a ray of frost, or within the area of a sleet storm) will cause the tin man to seize up and become immobile in 1d4 rounds. A tin man in temperatures less than 32 degrees F or exposed to water equivalent to a rainstorm or greater will also render it immobile in 1d4 rounds. A full round spent oiling the tin man’s joints will allow it to move freely again.

Construction

The materials involved in the construction of a tin golem's body are inexpensive (400 gp), but the actual crafting of the body is more difficult. To craft the body requires a DC 20 Craft (armorsmithing) or a DC 20 Craft (weaponsmithing) check. The body is then infused with with magial energies and components that turn the inanimate metal into a construct.
CL 5th; Craft Construct, bull's strength, grease, misdirection, caster must be at least 5th level; Price 6,400 gp; Cost 3,400 gp + 240 XP.

Originally appeared in I11: Needle (1987).
 
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Shade

Monster Junkie
Forest Linnorm

http://www.enworld.org/showthread.php?p=3805668#post3805668

Forest Linnorm
Huge Dragon
Hit Dice: 11d12+66 (137 hp)
Initiative: +0
Speed: 60 ft. (12 squares), fly 60 ft. (good), swim 30 ft.
Armor Class: 25 (-2 size, +17 natural), touch 8, flat-footed 25
Base Attack/Grapple: +11/+28
Attack: Bite +18 melee (2d6+13)
Full Attack: Bite +18 melee (2d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon, crush 2d8+13, ferocity, sound imitation, spell-like abilities, spells, sticks to snakes
Special Qualities: Blindsense 60 ft., damage reduction 10/magic, immunity to disease, paralysis, and sleep, keen senses, spell resistance 24, water breathing
Saves: Fort +13, Ref +7, Will +11
Abilities: Str 28, Dex 10, Con 23, Int 10, Wis 18, Cha 18
Skills: Bluff +18, Concentration +20, Diplomacy +8, Disguise +4 (+6 acting), Hide -8*, Intimidate +20, Listen +18, Sense Motive +18, Spot +18
Feats: Cleave, Flyby Attack, Power Attack, Snatch
Environment: Temperate or warm forests
Organization: Solitary
Challenge Rating: 13
Treasure: Double coins, 50% goods, 50% items
Alignment: Usually chaotic evil
Advancement: 12-22 HD (Huge); 23-33 HD (Gargantuan)
Level Adjustment: -

This great serpent's scales is mottled green and brown. Its wide head is clearly draconic, and caustic liquid drips from its maw.

More bestial than most linnorms, the forest linnorm is nevertheless as egotistic and cruel as its more intelligent brethren. Forest linnorms are cunning tricksters, using illusions and their ability to mimic animal's voices to lure prey to their ambushes.

Forest linnorms are highly territorial, claiming an overgrown area of forest of 100 square miles as its own, only allowing another forest linnorm within it to mate. A male always enters a female's territory, leaving as soon as mating is complete. A forest linnorm hatchling resembles a large green lizard, bearing four weak legs which atrophy as it ages until they are gone. The female allows the hatchlings to remain only until their legs begin to disappear.

Although they prefer temperate climes, forest linnorms can survive in extremely warm or cold forests as well. They spend their time wrapped around the bases of trees and undergrowth, their camouflaged bodies nearly indistiguishable from roots and trunks. Their greatest natural enemies are forest-dwelling giants who hunt them for their hides.

Forest linnorms hate beauty and enjoy destroying it. Their hoards consist of the broken remains of jewelery, art objects, and fine items strewn about large piles of coins. Although ominvorous, linnorms prefer to hunt creatures they view as beautiful, such as great stags and giant eagles. Humans are the favored prey of forest linnorms, as the linnorms view them as the epitome of beauty, and therefore things that must be defiled and destroyed.

Forest linnorms speak Draconic and Abyssal.

COMBAT

A forest linnorm uses its illusions and natural stealth to set ambushes and draw prey near. It opens with its breath weapon, attempting to weaken powerful opponents, then enters melee. Forest linnorms fight witha primal ferocity, considering no adversary dangerous enough to force its retreat.

Breath Weapon (Su): 90-foot line of caustic liquid, once every 1d4 rounds; damage 12d4 acid, Reflex DC 21 half. Additionally, a creature damaged by the breath weapon must succeed on a DC 21 Fortitude save or a random limb is withered. Withered legs force a subject to fall prone while at the same time reducing the subject's land speed to 5 feet. Withered arms make it impossible for the subject to use objects or cast spells with somatic components. A withered limb can be restored to normal by a successful dispel magic or similar effect, with a dispe check DC equal to the linnorm's breath weapon DC. The save DC is Constitution-based.

Crush (Ex): A flying linnorm can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the linnorm's body. Each creature in the affected area must succeed on a DC 24 Reflex save or be pinned, automatically taking 2d8+13 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the linnorm chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round. The save DC is Strength-based.

Ferocity (Ex): A forest linnorm is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Sound Imitation (Ex): A forest linnorm can mimic the sound of injured animals, anytime it likes. Listeners must succeed on a DC 19 Will save to detect the ruse. The save DC is Charisma-based.

Spells: A forest linnorm can cast arcane spells as a 12th-level sorcerer, preferring spells of the illusion school.

Typical Sorcerer Spells Known:
0 (6/day) -- acid splash (+9 ranged touch), detect magic, dancing lights, flare (DC 14), ghost sound (DC 14), open/close, read magic, tough of fatigue (+18 melee touch, DC 14), ventriloquism
1st (7/day) -- animate rope, color spray (DC 15), disguise self, silent image (DC 15), ventriloquism (DC 15)
2nd (7/day) -- blur, invisibility, mirror image, misdirection (DC 16), see invisibility
3rd (7/day) -- deep slumber (DC 17), displacement, major image (DC 17), wind wall
4th (7/day) -- greater invisibility, phantasmal killer (DC 18), rainbow pattern (DC 18)
5th (5/day) -- mirage arcana (DC 19), persistent image (DC 19)
6th (3/day) -- permanent image (DC 20)

Spell-Like Abilities: At will -- fly, hide from animals (DC 15); 3/day -- plant growth, spike growth (DC 17), tree stride, warp wood (DC 16). Caster level 12th. The save DCs are Charisma-based.

Sticks to Snakes (Sp): A forest linnorm can turn up to two dead branches or other long slender pieces of wood (arrow shafts, sticks, staffs, and so on) into Huge vipers. The object is entitled to a DC 17 Will save to avoid transformation. Any snakes created by this spell do not attempt to harm the linnorm, and the linnorm can control their actions telepathically as a free action. Left to their own devices, the snakes attack whomever or whatever is near them, but while the linnorm controls them they can perform any stunt or action they are physically capable of doing. When reduced to 0 hit points or less, the snakes revert to their original, undamaged form.

Water Breathing (Ex): A forest linnorm can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills: A forest linnorm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action when swimming, provided it swims in a straight line. *They have a +4 racial bonus on Hide checks when in forest environments. This bonus on Hide checks increases to +8 when the linnorm is immobile.

Originally appeared in Dragon #182 (1992) and MCA1.
 
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Shade

Monster Junkie
Air Elemental, Miniature

http://www.enworld.org/showthread.php?t=73328&page=8&pp=40

Miniature Air Elemental
Tiny Elemental (Air, Extraplanar)
Hit Dice: 1d8 (4 hp)
Initiative: +8
Speed: Fly 40 ft (perfect)(8 squares)
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +0/-10
Attack: Slam +6 melee (1d3-2)
Full Attack: Slam +6 melee (1d3-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Damage reduction 10/magic, darkvision 60 ft, elemental traits
Saves: Fort +0, Ref +6, Will +0
Abilities: Str 6, Dex 19, Con 10, Int 1, Wis 11, Cha 11
Skills: Hide +12, Listen +2, Spot +2
Feats: Flyby Attack, Improved Initiative (B), Weapon Finesse (B)
Environment: Elemental Plane of Air
Organization: Solitary or pack (2-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Tiny)
Level Adjustment: -

A two-foot-tall whirlwind flies rapidly toward you.

Once considered a mere myth, miniature elementals are now occasionally found on the Material Plane. Although their origin is unknown, it is speculated that they were once part of larger elementals that broke free and now roam with a will of their own. Unlike most elementals, miniature elementals resist any attempts to summon them, and no known spells have been successful in this endeavor. It has been theorized that they are either too small to be noticed or that the larger elementals they broke from are caught in the summons instead.

A miniature air elemental is 2 feet tall and weighs less than a pound. It understands Auran but cannot speak.

COMBAT

A miniature air elemental simply blows forth, slamming its body into enemies.

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

Monster Junkie
Earth Elemental, Miniature

http://www.enworld.org/showthread.php?t=73328&page=8&pp=40

Miniature Earth Elemental
Tiny Elemental (Earth, Extraplanar)
Hit Dice: 1d8+4 (8 hp)
Initiative: +8
Speed: 20 ft (4 squares)
Armor Class: 16 (+2 size, +4 natural), touch 12, flat-footed 16
Base Attack/Grapple: +0/-7
Attack: Slam +3 melee (1d4+1) or pebbles +2 ranged (1d3+1)
Full Attack: Slam +3 melee (1d4+1) or pebbles +2 ranged (1d3+1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Pebbles
Special Qualities: Damage reduction 10/piercing or bludgeoning, darkvision 60 ft, earth glide, elemental traits
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 13, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Skills: Hide +8, Listen +2, Spot +2
Feats: Point Blank Shot (B), Toughness
Environment: Elemental Plane of Earth
Organization: Solitary or pack (2-8)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Tiny)
Level Adjustment: -

A two-foot chunk of rock tumbles toward you.

Once considered a mere myth, miniature elementals are now occasionally found on the Material Plane. Although their origin is unknown, it is speculated that they were once part of larger elementals that broke free and now roam with a will of their own. Unlike most elementals, miniature elementals resist any attempts to summon them, and no known spells have been successful in this endeavor. It has been theorized that they are either too small to be noticed or that the larger elementals they broke from are caught in the summons instead.

A miniature earth elemental is 2 feet tall and weighs 40 pounds. It understands Terran but cannot speak.

COMBAT

A miniature earth elemental attacks by simply slamming its entire body into an adversary or by hurling small pebbles broken free from its own body.

Earth Glide (Ex): A miniature earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing miniature earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Pebbles (Ex): A miniature earth elemental can launch bits of stone at its opponents. These small stones have a maximum range of 30 feet (no range increment) and deal 1d3+1 points of bludgeoning damage on a successful hit.

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

Monster Junkie
Fire Elemental, Miniature

http://www.enworld.org/showthread.php?t=73328&page=8&pp=40

Miniature Fire Elemental
Tiny Elemental (Fire, Extraplanar)
Hit Dice: 1d8 (4 hp)
Initiative: +6
Speed: 30 ft (6 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-10
Attack: Slam +4 melee (1d3-2)
Full Attack: Slam +4 melee (1d3-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft, elemental traits, immunity to fire, vulnerability to cold
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 6, Dex 15, Con 10, Int 4, Wis 11, Cha 11
Skills: Hide +10, Listen +2, Spot +2
Feats: Dodge, Improved Initiative (B), Weapon Finesse (B)
Environment: Elemental Plane of Fire
Organization: Solitary or pack (2-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Tiny)
Level Adjustment: -

A small ball of fire rolls toward you.

Once considered a mere myth, miniature elementals are now occasionally found on the Material Plane. Although their origin is unknown, it is speculated that they were once part of larger elementals that broke free and now roam with a will of their own. Unlike most elementals, miniature elementals resist any attempts to summon them, and no known spells have been successful in this endeavor. It has been theorized that they are either too small to be noticed or that the larger elementals they broke from are caught in the summons instead.

A miniature fire elemental is 2 feet in diameter and weighs less than a pound. It understands Ignan but cannot speak.

COMBAT

A miniature fire elemental simply rolls its body into the opposition.

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

Monster Junkie
Water Elemental, Miniature

http://www.enworld.org/showthread.php?t=73328&page=8&pp=40

Miniature Water Elemental
Tiny Elemental (Extraplanar, Water)
Hit Dice: 1d8+4 (8 hp)
Initiative: +8
Speed: 20 ft (4 squares), swim 60 ft.
Armor Class: 16 (+2 size, +1 Dex, +3 natural), touch 13, flat-footed 15
Base Attack/Grapple: +0/-8
Attack: Slam +2 melee (1d4)
Full Attack: Slam +2 melee (1d4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft, elemental traits, water resiliency
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 10, Dex 12, Con 13, Int 4, Wis 11, Cha 11
Skills: Hide +9, Listen +2, Spot +2, Swim +8
Feats: Toughness
Environment: Elemental Plane of Water
Organization: Solitary or pack (3-18)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Tiny)
Level Adjustment: -

A two-foot-diameter blob of water bounces toward you.

Once considered a mere myth, miniature elementals are now occasionally found on the Material Plane. Although their origin is unknown, it is speculated that they were once part of larger elementals that broke free and now roam with a will of their own. Unlike most elementals, miniature elementals resist any attempts to summon them, and no known spells have been successful in this endeavor. It has been theorized that they are either too small to be noticed or that the larger elementals they broke from are caught in the summons instead.

A miniature water elemental is 2 feet in diameter and weighs 15 pounds. It understands Aquan but cannot speak.

COMBAT

A miniature water elemental either bounces or swims into foes, battering them with its body.

Water Resiliency (Ex): A miniature water elemental has a +2 racial bonus on saving throws against spells and effects with the water descriptor or originating from a creature with the water subtype.

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

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

Monster Junkie
Conjurer Puppet

http://www.enworld.org/showthread.php?p=3837925#post3837925

Conjurer Puppet
Small Construct
Hit Dice: 7d10+10 (48 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
Base Attack/Grapple: +5/-1
Attack: Hat +8 ranged (special) and/or wand +8 ranged touch (2d6 electricity)
Full Attack: Hat +8 ranged (special) and wand +8 ranged touch (2d6 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hats
Special Qualities: Berserk, construct traits, darkvision 60 ft., immunity to electricity, low-light vision
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 6, Dex 14, Con -, Int 6, Wis 11, Cha 14
Skills: Disguise +5, Hide +6, Spot +4, Listen +3
Feats: Dodge, Mobility (B), Point Blank Shot, Shot on the Run
Environment: Any land
Organization: Solitary, pair, or gang (3-4)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Small)
Level Adjustment: -

This appears to be an intricate ventriloquist's dummy, about two feet tall, made of wood, brass, and steel, dressed in a cloth costume. Its hand holds a short wand, and it wears a very notable oversized, floppy hat. It begins to move on its own.

A conjurer puppet is a deadly construct created from dark lore found in the Libram of Constructs, an infernal tome.

A conjurer puppet stands just over 2 feet tall and weighs 20 pounds.

COMBAT

Unless it goes berserk, a conjurer puppet will obey its creator's orders to the best of its ability. Left to its own devices, it will attempt to land hats on as many opponents as possible, striking those that resist with blasts from its wand.

Berserk (Ex): When a conjurer puppet enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the puppet goes berserk. The uncontrolled puppet goes on a rampage, attacking the nearest living creature or blasting some object smaller than itself with its wandstrike if no creature is within reach, then moving on to spread more destruction. The puppet's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the puppet, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the puppet to reset the puppet's berserk chance to 0%.

Hats (Su): A conjurer puppet can throw its hat as a ranged attack with a maximum range of 30 feet and a range increment of 10 feet. A conjurer puppet can create another hat as a free action, but cannot create more than six hats per day.

A creature struck by a conjurer puppet's hat must succeed on a DC 15 Will save or suffer one of the following effects, determined randomly by rolling 1d4.

1: Victim is blinded.
2: Victim is fascinated by the conjurer puppet.
3: Victim collapses into gales of manic laughter, falling prone. The victim can take no actions while laughing, but is not considered helpless. After the effect ends, it can act normally. A creature with an Intelligence score of 2 or lower is not affected.
4: Victim attacks nearest creature (for this purpose, a familiar counts as part of the subject's self).

All effects last 1d4+1 rounds. The save DC is Charisma-based. A hat disappears after the effect expires, or if the target successfully saves against the effect. Otherwise, another creature can spend a full-round action that draws attacks of opportunity to remove the hat from an affected victim. This immediately frees the victim from the hat's effect, and the hat dissappears instantly.

A creature can only be affected by one hat at a time. A second attempt automatically misses. Conjurer puppets will not attempt to target a victim with a second hat while the other is still present.

Wandstrike (Ex): A conjurer puppet can strike with its wand as a swift action. The wandstrike deals 2d6 points of electricity (no save) with a successful range touch attack. Its maximum range is 30 feet with no range increment.

Construction

The secrets to creating a conjurer puppet are found in the Libram of Constructs, an evil tome thats origins can be traced to the Nine Hells of Baator. Rumor has it that the book always finds its way into the hands of a powerful lawful evil wizard, as a reward for services to the baatezu.

The materials involved in the construction of a conjurer puppet's body are inexpensive (500 gp), but the actual crafting of the body is more difficult. To craft the body requires a DC 25 Craft (Woodworking) or a DC 25 Profession (Puppeteer) check. A dark ritual is performed that transforms the lifeless doll into a construct.

CL 12th; Craft Construct, animate objects, blindness/deafness, confusion, hideous laughter, lightning bolt, caster must be at least 12th level; Price 5,000 gp; Cost 1,000 gp + 180 XP.

*Note: Casting limited wish as an additional prerequisite eliminates the berserk ability from the conjurer puppet.

Originally appeared in Dungeon #14 (1988).
 
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Shade

Monster Junkie
Yale

http://www.enworld.org/showthread.php?p=3837916#post3837916

Yale
Large Animal
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: 60 ft. (12 squares)
Armor Class: 13 (–1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Gore +4 melee (1d8+3)
Full Attack: Gore +4 melee (1d8+3) or 2 hooves +4 melee (1d4+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pivoting gore
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +2, Will +2
Abilities: Str 17, Dex 12, Con 12, Int 2, Wis 13, Cha 4
Skills: Hide +1, Jump +15, Listen +4, Spot +4
Feats: Alertness, Endurance
Environment: Temperate plains or forests
Organization: Solitary or herd (2-8)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–6 HD (Large); 7-9 HD (Huge)
Level Adjustment: -

This creature looks like a elk, but sports a boarlike head with four-foot-long ivory horns growing from above its brow. Other than its brown head, the rest of its hide is dull black.

Yale are herbivores that graze in small herds. Their flesh is considered a delicacy among elves, who consider it a rite of passage to defeat a yale with only a longsword, pitting sword against horns.

A yale is around 8 feet long, stands 5 feet at the shoulder, and weighs 550-650 pounds

COMBAT

A yale will aggressively defend itself if threatened.

Pivoting Gore (Ex): The yale is able to pivot its head to bring its horns to bear against multiple opponents. As a full attack action, it can strike a single opponent with both horns or two adjacent opponents with a single horn. Either way, make a single attack roll. If a single opponent is hit, it takes damage from both horns. If a critical hit is threatened, only one confirmation roll is made.

Originally found in Dragon Magazine #101 (1985).
 
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Shade

Monster Junkie
Moon Roc

http://www.enworld.org/showpost.php?p=3836701&postcount=589

Moon Roc
Gargantuan Animal
Hit Dice: 18d8+126 (207 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 17 (–4 size, +2 Dex, +9 natural), touch 8, flat-footed 15
Base Attack/Grapple: +13/+37
Attack: Talon +21 melee (2d6+12)
Full Attack: 2 talons +21 melee (2d6+12) and bite +19 melee (2d8+6)
Space/Reach: 20 ft./15 ft.
Special Attacks: -
Special Qualities: Breathless, fast healing 3, flight, immunity to fire and damaging light effects, low-light vision
Saves: Fort +18, Ref +13, Will +9
Abilities: Str 34, Dex 15, Con 24, Int 2, Wis 13, Cha 11
Skills: Hide –3, Listen +10, Spot +14
Feats: Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover
Environment: Warm mountains
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 19–32 HD (Gargantuan); 33–54 (Colossal)
Level Adjustment: --

This massive brown bird glides through the lunar skies without flapping its wings.

Almost too big to be believed, rocs are huge birds of prey that dwell in warm mountainous regions and are known for carrying off large animals (cattle, horses, even elephants).

Moon rocs are similar in size and plumage to the earthly variety, usually 30 feet long with 80-foot wingspans and weighing 8,000 pounds.

Combat

Moon rocs fight like their terrestrial cousins, swooping in to snatch Medium or larger prey.

Breathless (Ex): Moon rocs do not breathe, so they are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poisons).

Fast Healing (Ex): A moon roc heals only if it is within an area with greater than shadowy illumination or with a temperature greater than 50 degrees. Additionally, any effect with the light descriptor that deals damage (such as searing light), or any effect that deals fire damage, also triggers the moon roc's fast healing for that round.

Flight (Su): Although a moon roc possesses wings, it can fly by means of magic. This effect cannot be dispelled.

Immunity to Damaging Light Effects (Ex): A moon roc is immune to any effect with the light descriptor that deals damage (such as searing light), and such an effect triggers its fast healing ability for that round.

Skills: Rocs have a +4 racial bonus on Spot checks.
 
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Shade

Monster Junkie
Phaze Troll

http://www.enworld.org/showpost.php?p=3839476&postcount=977

Phaze Troll
Medium Giant
Hit Dice: 5d8+20 (42 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +3/+7
Attack: Halberd +7 melee (1d10+6/x3) or claw +7 melee (1d4+4)
Full Attack: Halberd +7 melee (1d10+6/x3) or 2 claws +7 melee (1d4+4) and bite +2 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend 2d4+6
Special Qualities: Darkvision 120 ft., low-light vision, phazing, regeneration 3, scent, spell-like abilities
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 19, Dex 16, Con 19, Int 10, Wis 9, Cha 6
Skills: Listen +7, Spot +7
Feats: Iron Will, Track
Environment: Any land or underground
Organization: Solitary, gang (1-3), or with other types of trolls
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +5

This troll stands only five feet tall, but its frame is thick with corded muscle. Its deep blue skin is stiff and leathery, covered in knobby lumbs, and a mane of unkempt purple hair spills from its head. Unlike most trolls, it stands fully upright and wields a vicious polearm.

Phaze trolls mutated from standard trolls due to long-term exposure to raw or wild magic areas or Underdark radiation. This exposure resulted in a greater intellect and innate magical powers, but also stunted their growth.

Since most phaze trolls are sterile, their numbers are small. A phaze troll remians with the troll tribe that spawned it, often rising to leadership of the tribe due to its greater intellect and innate abilities. The few phaze trolls capable of breeding true seek out other phaze trolls to propogate their race.

Phaze trolls are voracious carnivores, and quickly deplete the wildlife of an area due to their insatiable depredations.

Phaze troll blood is sometimes used in the manufacture of regenerative and mind-affecting magic itmes, while their bones are coveted for magical items employing illusions or planar travel.

A phaze troll stands 5 feet and weighs 400 pounds, regardless of gender, and can live for up to 150 years. Skin tone ranges from deep blue to violet to black, and a phaze troll's hair is usually blue or purple.

Phaze trolls speaks Giant and Undercommon.

COMBAT

Phaze trolls strike with either their claws and teeth or with a melee weapon, usually a two-handed polearm to maximize the benefits of their great strength. A phaze troll often uses mirror image before entering battle, and uses its phazing ability to gain tactical advantage or to retreat if opponents seem to overcome its regeneration.

Phazing (Sp): A phaze troll can instantly transfer itself from its current location to any other spot within range (640 ft.). This ability works exactly like the dimension door spell except that the phaze troll may take any remaining actions in the current round. The phaze troll can use this ability up to four times per day. (caster level 6th).

Spell-Like Abilities: 4/day - mirror image. Caster level 6th.

Phaze Troll Characters

Despite their often magical origins and spell-like abilities, phaze trolls are incabable of using arcane magic. However, they seem to have an innate knack for psionics, and some become psions, usually selecting the disciplines of psychometabolism, psychokinesis, or psychoportation.

Originally found in Dragon Magazine #199 (1993).
 
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