Creature Catalog new 3.5 conversions

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Shade

Monster Junkie
Epadrazzil

http://www.enworld.org/showthread.php?t=78935&page=18&pp=30

Epadrazzil
Large Magical Beast (Extraplanar)
Hit Dice: 4d10+4 (26 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13
Base Attack/Grapple: +4/+12
Attack: Claw +7 melee (1d6+4 plus paralysis)
Full Attack: 2 claws +7 melee (1d6+4 plus paralysis)
Space/Reach: 10 ft./10 ft.
Special Attacks: Entrapment, paralysis
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, low-light vision, painted camouflage, painting, two-dimensional healing
Saves: Fort +4, Ref +7, Will +2
Abilities: Str 19, Dex 18, Con 12, Int 4, Wis 12, Cha 7
Skills: Spot +11
Feats: Improved Initiative, Skill Focus (Spot)
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Any
Advancement: 5-12 HD (Large)
Level Adjustment: -

The painting on the wall is a precise mirror image of the room in which you stand. Suddenly, the paint seems to stretch and swirl, and a two-dimensional, brownish-gray, scaled, apelike creature leaps out, disproportionately large arms stretching towards you.

An epadrazzil is a beast native to an unnamed two-dimensional plane. Its origins are unknown, but it appears to have both apelike and reptilian features.

Epadrazzils only appear on the Material Plane when summoned and bound to guardianship of a room through a special arcane ritual (see below).

An epadrazzil stands 6 feet tall and weighs 50 pounds.

Epadrazzils do not speak, but understand the commands of their summoners.

COMBAT

An epadrazzil initially attacks a single opponent with both its attacks, seeking to entrap the creature in its painting. If the initial opponent is not captured, it attempts to paralyze multiple opponents before seeking to entrap another victim.

Entrapment (Su): It an epadrazzil hits the same opponent with both claw attacks in a single round, it may immediately make a grapple check as a free action without provoking attacks of opportunity. If the check succeeds, the victim is carried into the painting and is placed in a state of suspended animation unless its succeeds on a DC 13 Fortitude save. This functions as the temporal stasis spell, except the victim can also be released by destroying the painting. The save DC is Constitution-based.

Painted Camouflage (Ex): While within its painting, an epadrazzil appears to be nothing more than pigment on canvas. A DC 20 Spot check is required to notice that the epadrazzil is actually a creature.

Painting: The epadrazzil is bound to a special painting created as part of the ritual used to call it. The painting is an exact mirror image of the room in which it hangs. Should any creature other than the spellcaster who bound the epadrazzil (or other designated creatures) enter the room, the epadrazzil immediately appears and attacks. The epadrazzil retreats into the painting once the room is cleared of any unauthorized creatures.

The painting has damage reduction 5/magic, 10 hit points and hardness 5. While within the painting, the epadrazzil cannot be harmed. If the painting is destroyed, the epadrazzil returns to its home plane and does not return.

A successful DC 20 Knowledge (Arcana) check reveals that destroying the painting returns the epadrazzil to its home plane and releases any entrapped characters.

Paralysis (Ex): A creature hit by an epadrazzil's claw attack must succeed on a DC 13 Fortitude save or be paralyzed for 2d4 rounds rounds. The save DC is Constitution-based.

Two-Dimensional Healing (Su): An epadrazzil has fast healing 2 while within its painting.

Bind Epadrazzil
Conjuration (Calling) [see text]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels); see text
Target: One epadrazzil
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell calls an epadrazzil from its two-dimensional home plane and binds it to a special painting. The epadrazzil is confined to this painting unless its services are required. It will not leave the room upon which its painting is based. If the painting is somehow removed from the room without the epadrazzil being slain, the epadrazzil is instantly transported back into the painting and will not leave it until it is restored to its original location. Should the painting be destroyed, the epadrazzil is immediately freed and returns to its home plane.

The epadrazzil that appears shares the same alignment as the spellcaster who summoned it. A calling spell used to call a chaotic, evil, good, or lawful creature is a spell of that type.

It is believed that higher-level versions of this spell exist to call greater epadrazzils.

Material Component: A special painting (worth at least 5,000 gp) which creates a mirror image of the room in which it is to be placed.

Originally appeared in Dungeon Magazine #2 (1986).
 
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Shade

Monster Junkie
Batibat

http://www.enworld.org/showthread.php?t=199651&page=11&pp=30

Batibat
Large Fey
Hit Dice: 6d6+24 (45 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+12
Attack: Slam +7 melee (1d6+5)
Full Attack: 2 slams +7 melee (1d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dream haunting, rend 2d6+10, spell-like abilities
Special Qualities: Damage reduction 5/cold iron, invisibility, low-light vision, sunlight vulnerability, talisman
Saves: Fort +6, Ref +7, Will +7
Abilities: Str 20, Dex 13, Con 19, Int 10, Wis 12, Cha 17
Skills: Bluff +12, Climb +13, Diplomacy +9, Disguise +3 (+5 acting), Hide +6, Intimidate +14, Move Silently +6, Sense Motive +10, Sleight of Hand +12
Feats: Persuasive, Power Attack, Stealthy
Environment: Any forests
Organization: Solitary
Challenge Rating: 4
Treasure: Double coins, double goods (gems and jewelry), no items (except talisman)
Alignment: Always chaotic neutral
Advancement: 7-18 HD (Large)
Level Adjustment: -

This muscular, hairy humanoid has dark skin and a dark beard, and is clad in a loincloth. Two short ivory tusks jut upwards from its lower jaw, while a pair of shorter fangs curve downward.

The batibat is a mischievous, forest-dwelling fey. It belongs to a group of fey often referred to as a Filipino demons. Like its cousins the agta and pugot, it prefers to dwell in tall trees, such as banyans and mangroves. It often designates one such tree its "home tree", and resides there for as long as the tree lives.

A batibat is 8-10 feet tall and weighs 500 to 700 pounds. Skin coloration varies from light brown to coal black.

Batibats speak Common and Sylvan.

COMBAT

Although the batibat possesses the ptoent ability to invade the dream's of sleeping creatures, it only does so if greatly provoked. Generally, a dire threat to its home tree is enough to warrant such an attack.

Dream Haunting (Su): Batibats can visit the dreams of individuals by using their talismans to become ethereal, then hovering over the creature. Once a batibat invades someone’s dreams, it rides on the victim’s back until dawn. The sleeper suffers from tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating the batibat.

Rend (Ex): If a batibat hits with both slam attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+10 points of damage.

Spell-Like Abilities: At will--invisibility (self only). Caster level 6th. A batibcan use etherealness at will (caster level 16th) so long as it possesses its talisman (see below).

Sunlight Vulnerability (Ex): A batibat is dazzled in natural sunlight and cannot use any of its spell-like or supernatural abilities while within the area.

Talisman (Su): A batibat bears a talisman that is the source of its strength. If taken or otherwise obtained from the batibat, the batibat suffers 1d4 points of Strength damage, which is then transferred to the recipient as an enhancement bonus to Strength for 24 hours. If taken after its death, the bearer gains a +4 enhancement bonus to Strength for 24 hours. A batibat that loses this talisman can no longer use etherealness until it is recovered.

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

Originally appeared in Imagine Magazine #25 (1985).
 
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Shade

Monster Junkie
Silislithis (Sea Drake)

http://www.enworld.org/showthread.php?t=213663

Silislithis (Sea Drake)
Large Dragon (Aquatic)
Hit Dice: 13d12+39 (123 hp)
Initiative: +5
Speed: 40 ft. (8 squares), swim 40 ft., fly 150 ft. (poor)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +13/+20
Attack: Bite +16 melee (1d10+3)
Full Attack: Bite +16 melee (1d10+3) and 2 claws +13 melee (1d8+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Spit water stream
Special Qualities: Amphibious, darkvision 60 ft., immunity to paralysis and sleep, low-light vision
Saves: Fort +11, Ref +11, Will +9
Abilities: Str 17, Dex 12, Con 16, Int 4, Wis 12, Cha 12
Skills: Listen +19, Search +4, Spot +19, Survival +10, Swim +11
Feats: Alertness, Improved Initiative, Lightning Reflexes, Multiattack, Weapon Focus (bite)
Environment: Oceans and coastal shorelines
Organization: Solitary or family (3-9)
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 14-20 HD (Large), 21-26 HD (Huge)
Level Adjustment: -

This horse-sized draconic creature is sleek and supple. A bony frill flanks each side of its head. Its tiny, close-set scales range in coloration from various shades of blue, aquamarine, and green. Its large finlike wings are a shade lighter. It sports, webbed toes, and both a dorsal and ventral fin on its long tail.

The silislithis, or “sea drake” uses powerful strokes from its great wings to propel its sleek body through the water at great speeds with supple grace.

Silislithi cannot speak, but if properly trained can be taught to obey commands in a spoken language.

An silislithis's body is 12 feet long, half of which is its tail. Its wingspan is about 10 feet. A silislithis weighs between between 1,250 and 1,500 pounds.

COMBAT

In water, a silislithis usually attacks first with its bite and, if successful, follows up with claw attacks. (The silislithis swims with its legs pressed close to the sides of its body, as this streamlining allows the creature to move faster through the water.) On land, it uses all three attacks in a single round, usually targeted against a single foe.

Spit Water Stream (Ex): Silislithi can fill their throat bladders with sea water, then compress the bladder to shoot a high-speed stream of water at opponents. This is a 20-foot line that deals 5d4 points of damage (Reflex DC 19 half). A silislithis can refill its throat bladder as a full round action. The save DC is Constitution-based.

The attack is ineffective underwater, but the bladder is put to a different use in that environment - by closing off its esophageal valve, the bladder’s contents can be forced through two vents just behind the creature’s wings. This allows the silislithis to jet backward as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. The save DC is Constitution-based.

Skills: A silislithis 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.

Rivislithis

The rivislithis, or river drake, is a freshwater version of the sea drake, able to breathe both air and fresh water (but not sea water, just as the silislithis cannot breathe fresh water). The rivislithis’ coloration tends more toward the greens and grays, and it lacks the silislithis’ cold resistance, but is otherwise indistinguishable from its ocean-dwelling cousin.

Originally appeared in Dragon Magazine #260 (1999).
 
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Shade

Monster Junkie
Lizardfolk, Geckonid

http://www.enworld.org/showthread.php?t=216619

Lizardfolk, Geckonid
1st-Level Rogue
Medium Humanoid (Reptilian)
Hit Dice: 1d6 (3 hp)
Initiative: +4
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (+4 Dex), touch 14, flat-footed 10
Base Attack/Grapple: +0/-1
Attack: Short sword +4 melee (1d6-1/19-20) or shortbow +4 ranged (1d6/x3)
Full Attack: Short sword +4 melee (1d6-1/19-20) or shortbow +4 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +1d6, wallcrawling, wall fighter
Special Qualities: Hold breath, low-light vision, trapfinding
Saves: Fort +0, Ref +7, Will -2
Abilities: Str 9, Dex 19, Con 10, Int 10, Wis 7, Cha 8
Skills: Climb +11, Hide +8*, Jump +13, Move Silently +12
Feats: Weapon Finesse
Environment: Warm forests or urban
Organization: Solitary, gang (2-8), or tribe (2-20 plus 2 rogues of 3rd–6th level and 1 rogue or wizard leader of 4th–10th level)
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +1

This reptilian humanoid resembles a gecko, with soft scales of varying hues. Its large, bulbous eyes bulge from either sides of its face. Its short, slender limbs end in suction-cupped fingers and toes, and its tail is short and stubby.

Geckonids are among the friendliest of the lizardfolk. Driven by insatiable curiosity, they often wander into urban areas. Most are thieves, stealing not out of greed but out of curiosity and for their own amusement.

Although generally friendly, cheerful, and polite, geckonids have odd mannerisms and look at things differently than most humanoids. They enjoy harmless pranks and bizarre jokes.

Geckonids form small villages in steaming jungles and forests, where they form communal tribes. They hunt birds, small animals, and insects, avoiding larger predators with their great speed and ability to climb. Geckonids avoid wide, open spaces where they cannot easily flee.

A geckonid is usually 5 to 7 feet tall with soft scales of green, blue, red, and brown. Its tail is short and stubby. A lizardfolk can weigh from 200 to 250 pounds.

Geckonids speak Draconic.

The geckonid rogue presented here had the following ability scores before racial adjustments: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8.

Combat

Geckonids prefer to avoid combat, but if drawn into it, they try to stay close to walls to take advantage of their wall fighter ability.

Keen Sight (Ex): Geckonids have excellent vision thanks to their two independently focusing eyes. Their eyesight is so keen that they can spot a moving object or creature, even if it is invisible or ethereal. Only by remaining perfectly still can such objects or creatures avoid their notice.

Wallcrawling (Ex): A geckonid need not make Climb checks to traverse a vertical or horizontal surface (even upside down). It retains its Dexterity bonus to Armor Class while climbing and opponents get no special bonus to their attacks against it.

Wall Fighter (Ex): As long as a geckonid is adjacent to a square that contains terrain features the geckonid could climb, such as a wall or a tree, it gains a +3 dodge bonus to AC.

Skills: Geckonids have a +4 racial bonus on Move Silently checks and a +10 racial bonus on Jump checks. It also has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. If it is wearing no armor, or other cloth that cover most of his body, it gains a +5 racial bonus on Hide checks thanks to its chameleon skin.

Geckonids As Characters
Most geckonids are rogues, although some urban geckonids become wizards. Geckonid clerics worship Semuanya. A geckonid cleric has access to two of the following domains: Animal, Plant, Water, and Scalykind.

Geckonid characters possess the following racial traits.

  • -2 Strength, +6 Dexterity, -2 Constitution, -2 Wisdom.
  • Medium size.
  • A geckonid's base land speed is 30 feet. It also has a climb speed of 30 feet.
  • Weapon and Armor Proficiency: A geckonid is automatically proficient with simple weapons and shields.
  • Low-light vision.
  • Special Attacks (see above): Wallcrawling, wall fighter.
  • Special Qualities (see above): Keen sight.
  • Automatic Languages: Common, Draconic. Bonus Languages: Goblin, Gnoll, Orc.
  • Favored Class: Rogue.
  • Level adjustment +1.

Tokays

Tokays are ruder, crueler, taller cousins of geckonids. The loud croak of a tokay sounds like a dog's bark. A tokay stands almost 6 feet tall, with gray-dotted pink scales.

Tokays use the geckonid statiscs with the following changes:

Attack: Short sword +4 melee (1d6-1/19-20) or bite +4 melee (1d4-1) or shortbow +4 ranged (1d6/x3)
Full Attack: Short sword +4 melee (1d6-1/19-20) and bite -1 melee (1d4-1) or shortbow +4 ranged (1d6/x3)
Alignment: Usually neutral, often evil

Tokay as Characters
  • Natural attacks: Bite (1d4)

Originally appeared in Dragon Magazine #268 (2000).
 
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Shade

Monster Junkie
Lizardfolk, Iguanid

http://www.enworld.org/showthread.php?t=216619

Lizardfolk, Iguanid
1st-Level Warrior
Medium Humanoid (Reptilian)
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft., swim 30 ft.
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Claw +1 melee (1d4) or spear +1 melee (1d8/x3) or javelin +3 ranged (1d6)
Full Attack: 2 claws +1 melee (1d4) and tail -1 melee (1d4); or spear +1 melee (1d8/x3) and tail -1 melee (1d4); or javelin +3 ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Detachable tail, hold breath, iguanid traits, low-light vision
Saves: Fort +1, Ref +5, Will +0
Abilities: Str 11, Dex 15, Con 12, Int 7, Wis 10, Cha 8
Skills: Balance +6, Climb +8, Handle Animal +1, Jump +8, Swim +8
Feats: Multiattack
Environment: Any warm land
Organization: Solitary, band (14-32 plus one third-level druid shaman per 10 individuals plus 1d6 giant lizards), or tribe (30-60 plus one 3rd-level druid shaman per 10 individuals plus one 5th-level druid shaman per 30 individuals and one 7th-level druid shaman plus 1d6 giant lizards)
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

This reptilian humanoid resembles an iguana. Tall and thin, its hands and feet end in long talons. Its scales are bright green, and large frills adorn its head and throat.

Iguanids are a prolific, adaptable breed of lizardfolk. Generally peaceful, iguanids prefer to spend their time sunning themselves or sitting with others of their kind in quiet contemplation.

Iguanids fall into several tribes. The tree-dwellers are the most common, with long tails and bright green scales. They make their homes in treetop villages in hot jungles. Since they excel at climbing, they need not use bridges or ladders to connect the buildings. The rock tribes live in cliffs, crags, and deserts, building simple hut communities or dwelling in a network of caves. They have dull gray or born scales, and sport stronger limbs and shorter tails. Island iguanids (see below) live in huts along rocky shores or in air-filled underwater caverns.

Iguanid society is based upon their veneration of nature. They reflect their worship in their body decoration as well as taboos, holidays, and other religious observances. Druids, called shamans, lead the loose theocracy that governs a tribe.

Iguanids do not get along with most other lizardfolk, but tolerate the geckonids. Different tribes of iguanids coexist peacefully. During mating season, however, the males become aggressive, although they rarely hurt or kill each other. Most contests for a female's attention incorporate wrestling, head-bobbing, and loud croaking.

Iguanids are hunter-gatherers, eating mostly fruits and vegetables, supplementing this diet with eggs, small animals, and insects.

An iguanid is usually 6 to 7 feet tall with scales varying with their environment. Its tail is used for balance and is 3 to 4 feet long. An iguanid can weigh from 200 to 250 pounds. Although they wear little clothing, iguanids decorate their bodies with paint, tattoos, jewelery, and other adornments. The face paint of an iguanid indicates its social status.

Iguanids speak Draconic.

The iguanid warrior presented here had the following ability scores before racial adjustments: Str 11, Dex 13, Con 12, Int 9, Wis 10, Cha 8.

Combat

Iguanids avoid combat unless their homes or young are endangered, at which point they simply swarm their foes and hope to succeed with sheer numbers.

Detachable Tail (Ex): An iguanid may choose to lose its tail to gain a +5 bonus on a single Escape Artist or Grapple check to escape a grapple. The tail regrows in 10 days, and during this time the iguanid loses its racial bonuses to Balance and Jump checks and cannot use the detachable tail ability.

Hold Breath: An iguanid can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Skills: Iguanids have a +2 racial bonus on Handle Animal checks. Because of their tails, iguanids have a +4 racial bonus on Jump and Balance checks. Iguanids have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. An iguanid 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.

Iguanids As Characters
Most iguanids are warriors, and most leaders are druids. Iguanid clerics worship Semuanya. An iguanid cleric has access to two of the following domains: Animal, Plant, Water, and Scalykind.

Iguanid characters possess the following racial traits.

  • +2 Dexterity, -2 Intelligence.
  • Medium size.
  • An iguanid's base land speed is 30 feet. It also has a climb speed of 20 feet and a swim speed of 30 feet.
  • Weapon and Armor Proficiency: An iguanid is automatically proficient with simple weapons and shields.
  • Low-light vision.
  • Natural Weapons: 2 claws (1d3) and bite (1d4).
  • Special Qualities (see above): Detachable tail, hold breath.
  • +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
  • +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
  • Automatic Languages: Common, Draconic. Bonus Languages: Goblin, Gnoll, Orc.
  • Favored Class: Druid.
  • Level adjustment +1.

Island Iguanids

Island iguanids make their homes on rocky shores. Their heavy, lumpy bodies and heads are covered in hard, brownish-green scales. They have the Aquatic subtype and the amphibious special quality. They are otherwise identical to standard iguanids.

Originally appeared in Dragon Magazine #268 (2000).
 
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Shade

Monster Junkie
Fumarandi (Smoke Drake)

http://www.enworld.org/showthread.php?t=213663

Fumarandi (Smoke Drake)
Medium Dragon
Hit Dice: 11d12+11 (82 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 150 ft. (poor)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +11/+17
Attack: Bite +13 melee (1d10+2)
Full Attack: Bite +13 melee (1d10+2) and 2 claws +11 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blow smoke cloud
Special Qualities: Darkvision 60 ft., immunity to fire, paralysis and sleep, low-light vision
Saves: Fort +8, Ref +7, Will +8
Abilities: Str 15, Dex 11, Con 13, Int 4, Wis 13, Cha 12
Skills: Hide +14, Listen +17, Spot +17
Feats: Alertness, Hover, Improved Initiative, Multiattack
Environment: Any temperate land
Organization: Solitary
Challenge Rating: 7
Treasure: Double standard, but gems only
Alignment: Usually neutral
Advancement: 12-15 HD (Medium), 16-22 HD (Large)
Level Adjustment: -

The eyes of this pony-sized dragon glow like burning embers. Its overlapping scales are the color of charcoal, while its claws and backward curving twin horns are black. A black tongue the color of charred wood flickers frequently out of its mouth, like that of a snake or a lizard. Its whole body shimmers like hot coals.

One of the smaller of the greater drakes, the fumarandi, or smoke drake, is nonetheless a formidable and fearsome-looking opponent. The fumarandi gives off a shimmer of heat, although the creature is not uncomfortable to the touch and can be ridden safely without fear of burning one’s saddle, boots, or clothes.

Fumarandi cannot speak, but if properly trained can be taught to obey commands in a spoken language.

A fumarandi's body is 8 feet long, half of which is its tail. Its wingspan is about 8 feet. A fumarandi weighs between between 800 and 1,000 pounds.

COMBAT

Fumarandi habitually start an attack by blowing smoke at their opponents, then rushing in for a claw/claw/bite routine. It prefers targeting a single opponent and usually sticks with that opponent until it is slain or the fumarandi is driven away.

Blow Smoke Cloud (Ex): The smoke drake is named not only for its coloration but also after one of its special attack forms. Once every three rounds, the creature can expel a 20 ft cone of smoke from its nostrils at opponents. Victims caught in a fumarandi’s smoke cloud must make a Fortitude save each round (DC 15, +1 for each additional round) or spend the round coughing and choking. Victims who fail the Fort save two consecutive rounds take 1d6 points of nonlethal damage, as per the rules for smoke effects in the DMG. The fumarandi is immune to the effects of its own smoke cloud (and to those of others of its race). Unless in a closed environment (like the back of a cave), the smoke cloud dissipates in 3 rounds, and it is dispersed in 1 round by strong or stronger wind (including that caused by gust of wind and similar spells).

Originally appeared in Dragon Magazine #260 (1999).
 

Shade

Monster Junkie
Moon Man

http://www.enworld.org/showthread.php?t=211853&page=5&pp=30

Moon Man
1st-Level Warrior
Medium Humanoid (Moon Man)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +1/+0
Attack: Dagger +0 melee (1d4-1/19-20) or electric rifle +3 ranged (1d8 electricity)
Full Attack: Dagger +0 melee (1d4-1/19-20) or electric rifle +3 ranged (1d8 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Moon man traits
Saves: Fort +0, Ref +4, Will +1
Abilities: Str 9, Dex 13, Con 10, Int 16, Wis 13, Cha 8
Skills: Appraise +5 (+7 electrical items), Climb +3, Craft (weaponsmithing) +5 (+7 electrical items), Intimidate +1, Jump +3, Knowledge (arcana) +5 (+7 electrical items), Swim +3
Feats: Weapon Focus (electric rifle)
Environment: Lunar underground
Organization: Solitary, cluster (2-12), or theocracy (30-50 plus three 3rd-level clerics)
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +0

The man before you has pale blue skin, its muscles and blood vessels clearly visible beneath the surface. Its long arms end in three-fingered hands, and its small legs feature two-toed feet.

Survivors of an advanced civilization from a planet that is no more, moon men now reside in caverns on the moon's surface.

Moon men are ruled by councilors known as "science priests", who preach from and protect the ancient tomes of their race. Within these tomes lies a wealth of technological information regarding the use of electricity.

A typical moon man stands around 6 feet tall and weighs 150 pounds. Clothing varies based on a moon man's role in society.

Moon men speak their own language and most are intelligent enough to pick up at least one additional language.

The moon man warrior presented here had the following ability scores before racial adjustments: Str 9, Dex 13, Con 10, Int 12, Wis 11, Cha 8.

Combat

Moon men prefer to utilize their electrical rifles rather than engage in hand-to-hand combat.

Moon Men As Characters

Most moon men are warriors, and most leaders are clerics. Moon man clerics are know as "science priests". They do not worship a specific deity, instead simply worshiping technology. A moon man cleric has access to two of the following domains: Artifice, Creation, Knowledge, and Weather.

Moon man characters possess the following racial traits.

  • +4 Intelligence, +2 Wisdom.
  • Medium size.
  • A moon man's base land speed is 30 feet.
  • Weapon Familiarity: Moon men treat electric rifles as martial weapons, rather than exotic weapons.
  • Skills: A moon man has a +2 racial bonus on Appraise, Craft, Disable Device, Knowledge, and Use Magic Device checks related to devices that utilize electricity.
  • Automatic Languages: Moon Man. Bonus Languages: Common, Draconic, Koline.
  • Favored Class: Cleric.
  • Level adjustment +0.

Moon Men Equipment

Electric Rifle: This exotic ranged weapon has a range increment of 150 feet and a maximum range of 450 feet. It deals 1d8 points of electricity damage. Electric rifles fire 100 times before they need to be reloaded and have a rate of fire equal to the attacker's number of attacks. Reloading is a standard action.

Electricity Pack: This small pack fits snugly into the butt of an electric rifle. It powers the rifle for one hundred shots.

Originally appeared in Polyhedron Magazine #74 (1992).
 
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Shade

Monster Junkie
Colfel

http://www.enworld.org/showthread.php?t=66479&page=38&pp=30

Colfel
Medium Magical Beast (Extraplanar)
Hit Dice: 7d10+21 (59 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +7/+9
Attack: Gore +9 melee (1d8+2 plus energy drain) or claw +9 melee (1d4+2 plus energy drain)
Full Attack: Gore +9 melee (1d8+2 plus energy drain) or 2 claws +9 melee (1d4+2 plus energy drain) and bite +7 melee (1d6+1 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain, powerful charge
Special Qualities: Darkvision 60 ft., fire antithesis, immunity to cold, low-light vision, negative energy affinity, resilience, vulnerability to fire, vulnerability to light
Saves: Fort +12, Ref +9, Will +6
Abilities: Str 15, Dex 11, Con 17, Int 13, Wis 11, Cha 13
Skills: Balance +2, Intimidate +11, Jump +4, Listen +5, Spot +5, Tumble +10
Feats: Improved Natural Attack (gore), Multiattack, Power Attack
Environment: Negative Energy Plane
Organization: Solitary, group (3-10) or voidpack (20-50)
Challenge Rating: 7
Treasure: Double standard
Alignment: Always neutral evil
Advancement: 8-14 HD (Medium); 15-21 HD (Large)
Level Adjustment: -

The flesh of this black, slimy, furless quadruped looks gangrenous. Starlike white pupils dot its midnight black eyes, and a pair of sharp prongs tips its nose. A row of spikes runs down its knobby back.

Colfel are unusual creatures native to the Negative Energy Plane. Intelligent predators, they feed on both life energy and matter. Colfel consider brown mold a delicacy, and often nurture patches of the fungus for both food and protection.

On other planes, colfel lurk in the deepest, darkest parts of forests and jungles, or in subterranean areas. They venture on the surface only at night, for light causes them great pain.

A colfel is about 6 feet long and stands 3 feet tall at the shoulders. It weighs around 300 pounds.

Colfel speak Abyssal and Infernal.

A colfel can be summoned via a summon monster VII spell.

COMBAT

Colfel are pack hunters, ganging up on a single foe while seeking to gain flanking positions.

Energy Drain (Su): Living creatures hit by a colfel's natural attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the colfel gains 5 temporary hit points.

Fire Antithesis (Su): If a colfel approaches within 5 feet of a nonmagical flame, the fire is immediately extinguished and the colfel suffers damage based upon the size category of the fire: Fine (1), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (2d6), Huge (3d6), Gargantuan (4d6), Colossal (6d6).

Negative Energy Affinity (Ex): A colfel is affected by cure spells and inflict spells as if it were an undead creature.

Powerful Charge (Ex): When a colfel charges, its gore attack deals 2d8+4 points of damage.

Resilience (Ex): A colfel is unusually resilient, granting it a +4 racial bonus on all saving throws.

Vulnerability to Light (Ex): A colfel takes 1 point of damage per round of exposure to natural sunlight. It also takes 1d6 points of damage per spell level from spells or effects with the light descriptor. It always suffer the greater amount of damage versus light spells that deal greater damage to certain creature types (such as searing light or sunburst).

Originally appeared in Dragon Magazine #56 (1981).
 
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Shade

Monster Junkie
http://www.enworld.org/showthread.php?t=73265&page=11&pp=30

Gingwatzim, Tim
Tiny Elemental (Air)
Hit Dice: 2d8+4 (15 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 40 ft. (perfect)
Armor Class: 16 (+2 size, +2 Dex, +2 deflection), touch 16, flat-footed 14
Base Attack/Grapple: +1/-9
Attack: Touch +3 melee (1 Str)
Full Attack: Touch +3 melee (1 Str)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Strength damage
Special Qualities: Alternate forms, darkvision 60 ft., elemental traits, telepathy 100 ft.
Saves: Fort +2, Ref +5, Will +0
Abilities: Str 6, Dex 15, Con 14, Int 1, Wis 10, Cha 3
Skills: Listen +1, Hide +10, Move Silently +5, Spot +1
Feats: Flyby Attack, Weapon Finesse (B)
Environment: Ethereal Plane
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Usually neutral
Advancement: See text
Level Adjustment: -

A two-foot-diameter blue sphere of light floats in the air.

Tim gingwatzims in their natural form are blue air spheres with a diameter of 2 feet. Tims can barely understand even the simplest of commands, and as such are often bound to entryways or physically restricted areas. They can be bound into the form of an animal, plant, or vermin of up to Tiny size. In object form, they can be only mundane weapons.

A tim gingwatzim is 2 feet in diameter.

Tim gingwatzims cannot speak but can communicate telepathically, although their low intelligence hampers their ability to communicate anything but the most basic concepts.

Tim gingwatzims can be summoned and bound with a summon monster I spell.

COMBAT

A tim gingwatzim guards an area in its natural form. In its animate form, it usually pretends to be a pet, familiar, or advisor of its controller, depending upon its form. In its object form, a tim gingwatzim can be wielded by its controller or another being to whom it is given.

Alternate Forms (Su): Conjured gingwatzims are assigned two additional forms by the magic of the spell that calls them. The animate and object forms are chosen and fixed when the gingwatzim is called and cannot be changed unless the creature is returned to the Ethereal Plane. The gingwatzim can assume one of its other forms or return to its natural form as a free action once per round. Due to the tim's low intellect, its controller usually orders it to remain in one particular form.

In the form of another creature, the gingwatzim retains its own ability scores and other abilities, and its deflection bonus becomes a natural armor bonus. It gains none of the assumed form's ability scores or abilities in any way, and retains the immunities of its elemental type. Armor class and skill bonuses based on size (such as Hide) use the new form's size instead of the gingwatzim's normal size.

In object form, a gingwatzim cannot move itself or deal Strength damage using its touch attack ability, and it loses its deflection bonus. When it takes the form of a weapon, a tim may only take the form of a masterwork or mundane weapon, and cannot consist of special materials such as mithral or cold iron.

Originally appeared in C3-Lost Island of Castanamir (1984).
 
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Shade

Monster Junkie
Ghazneth, Boldovar the Mad

http://www.enworld.org/showthread.php?t=66479&page=36&pp=30

Ghazneth, Boldovar the Mad
Medium Outsider (Evil, Ghazneth, Native)
Hit Dice: 13d8+91 (149 hp)
Initiative: +6
Speed: 60 ft. (12 squares), fly 90 ft. (average)
Armor Class: 25 (+6 Dex, +9 natural), touch 16, flat-footed 19
Base Attack/Grapple: +13/+19
Attack: Bite +19 melee (1d6+6) or bastard sword +19 melee (1d10+6/19-20)
Full Attack: Bite +19 melee (1d6+6) and 2 claws +17 melee (1d4+3) or bastard sword +19/+14/+9 melee (1d10+6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Expend magic, weapon familiarity
Special Qualities: Absorb magic, damage reduction 15/cold iron, darkvision 60 ft., expend magic, rejuvenation
Saves: Fort +15, Ref +14, Will +12
Abilities: Str 23, Dex 23, Con 24, Int 16, Wis 14, Cha 21
Skills: Bluff +21, Diplomacy +11, Disguise +5 (+7 acting), Gather Information +7, Intimidate +23, Knowledge (arcana) +19, Knowledge (history) +19, Knowledge (local) +19, Knowledge (nobility and royalty) +19, Listen +18, Search +19, Sense Motive +18, Spellcraft +21, Spot +18, Survival +2 (+4 following tracks)
Feats: Cleave, Hover, Iron Will, Multiattack, Power Attack
Environment: Cormyr and surrounding lands
Organization: Solitary or band (Boldovar and 1-5 other ghazneths)
Challenge Rating: 13
Treasure: Double coins, double goods (gems and jewelry), no items
Alignment: Chaotic evil
Advancement: -
Level Adjustment: -

A squat man with a mane of spiky hair and batlike wings runs nude. His his huge nose is red and veined, his mouth contains but four yellowed fangs, and his red tongue wags from his mouth.

Once a raving king of Cormyr, Boldovar became a ghazneth 1,120 years ago when he fell from the top of Faerlthann's Keep. Known also as Boldovar the Dark, this ghazneth delights in spreading terror and insanity throughout Cormyr. He lusts after women and turns them against their husbands, and frightens childrens with his hideous appearance.

Boldovar is 5 feet tall and weighs 200 pounds.

Boldovar speaks Common and Chondathan.

COMBAT

Boldovar relishes combat, generally wielding exotic or improvised weapons. If no weapon is handy, he simply rends foes with his teeth and talons.

Absorb Magic (Su): A ghazneth can ready an action to absorb spells or spell-like abilities as a rod of absorption, although the ghazneth is stunned for one round for each level that it absorbs. In addition, a ghazneth can absorb charges from charged magical items, absorbing one charge per round of contact. A charge grants as many levels as appropriate to the effect (for example, a charge from a wand of magic missile gives 1 level, but a charge from a wand of fireball gives 3 levels). Charges of non-spell effects grant one level for every two caster levels of the effect (rounded up). The charges are forever lost to the magic item, as if they had been used normally.

Ghazneths may also spend one hour to discharge a permanent magical item (or one with daily charges) completely, rendering it a mundane item. This ability requires continuous contact. The ghazneth gains 10 spell levels per spell level of each effect of the magic item (or 1/2 the caster level of the effect, rounded up).

A ghazneth may store one level for each year of its age. At approximately 1,120 years of age, Boldovar can hold up to 1,120 levels.

Expend Magic (Su): Boldovar may expend stored magic to utilize the following powers.

Deeper Darkness (Su): Create a circle of magical darkness 112 feet in diameter (as the spell deeper darkness).

Delusion (Su): After a successful melee touch, force the target to make a DC X Will save or suffer 6 points of Wisdom damage and suffer the effects of an insanity spell. The save DC is Charisma-based.

Detect Magic (Su): Boldovar continuously detects all magic (as the detect magic spell) within 112 miles. This ability drains one stored magic level per day.

Fast Healing (Su): Boldovar may expend one stored magic level to gain fast healing 10 for 10 minutes.

Misinformation (Su): Boldovar continuously causes all beings within 112 yards to misinterpret all events, conversation, etc, in the worst possible light. This ability uses one stored magic level per hour.

Illusion (Su): Cast one level worth of spells from the Illusion school. For example, Boldovar can cast a 3rd level Illusion by expending 3 stored levels of magic.

Rejuvenation (Su): Ghazneths are not destroyed through simple combat: When a ghazneth is reduced to 0 hp, it immediately heals as many hit points as possible through its remaining magic levels. If it has no magic levels remaining, the ghazneth lies dormant for 2d10 hours and then absorbs a level of magic directly from the Weave, at which point it heals itself. Even the most powerful spells are usually only temporary solutions. Typically, there is a unique means to destroy a given ghazneth. The exact means varies and may require a good deal of research to discover (a DC 15 + ghazneth's CR Knowledge (history) check).

Weapon Familiarity (Ex): Boldovar treats all exotic weapons as martial weapons for the purpose of proficiency. Since outsiders are proficient with all martial weapons, Boldovar is also proficient with all exotic weapons.

Originally appeared in Dragon Magazine Annual #4 (1999).
 
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