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Shade

Monster Junkie
Ahuizotl (Maztican)

http://www.enworld.org/showthread.php?t=73266&page=18&pp=30

Ahuizotl (Maztican)
Huge Magical Beast (Aquatic)
Hit Dice: 10d10+40 (95 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 21 (–2 size, +1 Dex, +12 natural), touch 9, flat-footed 20
Base Attack/Grapple: +10/+26
Attack: Bite +16 melee (3d6+8) or tail slap +16 melee (1d12+12)
Full Attack: Bite +16 melee (3d6+8) and 2 claws +14 melee (1d6+8) or tail slap +16 melee (1d12+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Aquatic rake, breath weapon, breathweird
Special Qualities: Amphibious, darkvision 60 ft., low-light vision
Saves: Fort +11, Ref +8, Will +4
Abilities: Str 27, Dex 12, Con 19, Int 9, Wis 12, Cha 10
Skills: Appraise +3, Hide -5*, Listen +6, Move Silently +3, Spot +6, Survival +4, Swim +16
Feats: Alertness, Multiattack, Stealthy, Track
Environment: Warm aquatic
Organization: Solitary or colony (2-5)
Challenge Rating: 9
Treasure: No coins; double goods; double items
Alignment: Usually chaotic neutral
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Level Adjustment: -

What appears to be a giant crocodile covered in featherlike blue-green scales stands on its long rear legs. The water that drips from its massive maw seems to move with a life of its own.

Dangerous aquatic predators native to Maztica, ahuitzotls are often found in the same territories as other crocodilians. Their superior strength and intellect generally allow them to drive off their less advanced cousins.

Although they are amphibious, they prefer to remain in water, particularly fresh water. They frequently inhabit cetays (water-filled sinkholes) and terrorize local natives, demanding sacrifices of food and treasure to appease them.

Ahuizotls are solitary, forming short unions to mate and raise young. Females lay a clutch of 1d4 eggs that hatch in roughly 12 weeks. The parents fiercely protect the eggs and young, until they reach maturity and become fully grown in one year. At this point, the mates part ways or turn on each other.

An ahuizotl is about 18 feet long with a 9-foot tail. It weighs 3,500 to 4,000 pounds.

Ahuizotls speak Common and Draconic.

COMBAT

Ahuizotls attack prey with their sharp front claws, powerful jaws, and strong tails. If it feels threatened, or is rampaging, an ahuizotl utilizes its breath weapon and the resulting breatweirds to wreak havoc on its adversaries.

Aquatic Rake (Ex): An ahuizotl that gets a hold can make two rake attacks (+x melee) with its rear claws for 1d4+4 damage each. An ahuizotl can only use this ability when fighting in or under water.

Breath Weapon (Su): Three times per day, an ahuitzotl may breath a 15-foot line of water as a standard action. This deals 1d6 points of bludgeoning damage (DC X Ref half). The water then immediately becomes a breathweird, which remains for 5d4 rounds, even if the ahuitzotl is slain or leaves the area. An ahuitzotl may have more than one breathweird present at a time. Advanced ahuitzotls have more powerful breathweirds (breathweird Hit Dice equal to 1/3 ahuitzotl's Hit Dice).

Breathweird
Small Elemental (Water)
Hit Dice: 3d8+3 (16 hp)
Speed: 30 ft. (6 squares), swim 90 ft.
AC: 17 (+1 size, +6 natural), touch 11, flat-footed 17
BAB/Grapple: +2/+12
Full Attack: Slam +5 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drown
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., elemental traits, resistance to fire 5, vulnerability to cold and water effects
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +3, Swim +10
Feats: Combat Reflexes, Power Attack

Drown (Ex): To use this ability, a breathweird must hit an opponent of Medium size or smaller with its slam 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 draws the victim into its fluid body. The victim is at risk of drowning (see Water Dangers in the DMG for the risks and effects of drowning). A trapped victim can attack the breathweird or make additional grapple checks to escape its grasp. The character cannot cast spells with a verbal component or use any other item or ability that requires speech. If other characters use slashing or piercing weapons to attack the breathweird while it is holding a victim, those attacks have a 25% chance of hitting the trapped character, and they do no harm to the breathweird. While holding a victim, the breathweird continues to attack with its pseudopods, dealing slam damage to other characters. Breathweirds have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

Vulnerability to Cold and Water Effects (Ex): A control water spell forces a breathweird to release a trapped character if it fails a Fortitude save. An attack that deals cold damage slows a breathweird (as the slow spell) for 3 rounds, with no saving throw.

Skills: Breathweirds have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.

Skills: An ahuizotl 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. *An ahuizotl gains a +4 racial bonus on Hide checks when in the water. Further, an ahuizotl can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Originally appeared in Monstrous Compendium 13 (1992).
 
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Shade

Monster Junkie
Jaleeda Bird

http://www.enworld.org/showthread.php?t=73265&page=12&pp=30

Jaleeda Bird
Large Magical Beast
Hit Dice: 8d10+16 (43 hp)
Initiative: +3
Speed: 40 ft. (8 squares), fly 60 ft. (average)
Armor Class: 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +8/+18
Attack: Claw +13 melee (1d8+6)
Full Attack: 2 claws +13 melee (1d8+6) and bite +11 melee (1d12+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, terror cry
Special Qualities: Darkvision 60 ft., low-light vision, madness
Saves: Fort +8, Ref +9, Will +4
Abilities: Str 22, Dex 17, Con 15, Int 5, Wis 8, Cha 14
Skills: Jump +10, Listen +6, Spot +7
Feats: Flyby Attack, Multiattack, Power Attack
Environment: Any temperate or warm land
Organization: Solitary or terror (2-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

This hideous monstrosity combines the features of an ape and an eagle with nightmarish results. It towers over 8 feet tall, and its great wings span to nearly 30 feet. Its jagged yellow beak is filled with apelike teeth, and its feat end in large talons. Its entire body is covered in thick black fur and brown and white feathers. It stares with deep-set red eyes that flicker with madness.

Developed by a mad spellcaster using a process similar to that which resulted in the owlbear, jaleeda birds are ravenous, cruel, and all completely insane.

Jaleeda birds make their nests atop lowly crags or high in the branches of tall trees. They covet treasure, particularly shiny objects, and line their nests with such prizes.

Jaleeda birds mate for life, with the females laying up to a half dozen eggs every six months. The first hatchling devours all the remaining eggs, then lives with its parents until the next clutch hatches, then departs to make its own nest.

Jaleeda birds are omnivores, preferring the flesh of monkeys and large birds. They often dine upon the softened remains of those they've snatched and tossed from great heights.

A jaleeda bird is 8 to 9 feet tall with a 30-foot wingspan. It weighs 650 pounds. Jaleeda birds have a lifespan of 50 years.

Jaleeda birds speak their own language, which combines caws and wing gestures.

COMBAT

Jaleeda birds terrorize any creature that enters their territory, releasing a shrill shriek that sounds like a wounded ape to scatter foes. They then wildly plunge on the opponents, preferring to target those who are panicked by their cries. Jaleeda birds often snatch foes in their talons and drag them through treetops and along the sides of mountains before tossing the victims to their deaths.

Improved Grab (Ex): To use this ability, a jaleeda bird must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. A jaleeda bird can carry 346 pounds as a light load (and thus still fly).

Madness (Ex): Jaleeda birds use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to all mind-affecting effects. A jaleeda bird cannot be made sane by any means short of a wish or miracle spell.

Terror Cry (Ex): At will as a standard action, a jaleeda bird can screech horribly, causing all creatures with 5 or less HD within a 120 ft radius to make a DC 16 Will save or be panicked for 1d6 rounds. Creatures with more than 5 HD are shaken instead for the duration. Any creature that successfully saves is immune to the terror cry of that jaleeda bird for the next 24 hours. The save DC is Charisma based.

Skills: A jaleeda bird has a +2 racial bonus on Listen and Spot checks.

Originally appeared in Monstrous Compendium 13 (1992).
 
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Shade

Monster Junkie
Mansalauan

http://www.enworld.org/showthread.php?t=199651&page=14&pp=30

Mansalauan
Small Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 50 ft. (good)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +1/+9
Attack: Tongue +4 melee (1d4) or talons +4 melee (1d4)
Full Attack: Tongue +4 melee (1d4); or talons +4 melee (1d4) and 2 slams -1 melee (1)
Space/Reach: 5 ft./5 ft. (10 ft. with tongue)
Special Attacks: Attach, blood drain, disease
Special Qualities: Bloodscent, darkvision 60 ft., low-light vision
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 10, Dex 15, Con 12, Int 1, Wis 12, Cha 6
Skills: Hide +7, Listen +2, Move Silently +3, Spot +2
Feats: Weapon Finesse
Environment: Warm forests
Organization: Solitary or cloud (2-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small), 3 HD (Medium)
Level Adjustment: -

The creature appears a jumble of hawk, bat, lizard, and monkey. Its body is roughly monkey-shaped, with a small pair of arms that end in hands. Its reptilian head sports glowing eyes that resemble gemstones, while its long tail is a cluster of fine, silky hair. A pair of hawklike wings sprout from its back, and its legs end in oversize talons. A long tongue flickers from its mouth.

A mansalauan is an aerial predator found in warm forests and jungles, where it hunts anything of its size or smaller with reckless abandon. A mansalauan is not opposed to attacking larger creatures, for it feeds primarily on blood, and need only attach for a short while before it is sated.

A mansalauan is 2 feet long and weighs 5 pounds.

COMBAT

A mansalauan typically dives on the nearest opponent and attempts to latch on with its talons. It then pierces the victim's neck with a swift strike of its sharp tongue, then sucks blood while pummelling and grabbing with its apelike arms.

Attach (Ex): If a mansalauan hits with its tongue attack, it pierces the victim's flesh and latches onto the opponent’s body. An attached mansalauan is effectively grappling its prey. The mansalauan loses its Dexterity bonus to AC and has an AC of 11, but holds on with great tenacity. Mansalauans have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached mansalauan can be struck with a weapon or grappled itself. To remove an attached mansalauan through grappling, the opponent must achieve a pin against the mansalauan.

If a mansalauan begins its turn with its tongue attached, it can try to attach its talons with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the mansalauan gets a +2 circumstance bonus if both its tongue and talons were attached at the beginning of the opponent's turn.

Blood Drain (Ex): A mansalauan drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Additionally, the victim is susceptible to the mansalauan's disease (see below). Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the mansalauan's appetite has been sated, the mansalauan detaches and seeks a new target.

Bloodscent (Ex): A mansalaun can detect fresh blood at ranges of up to a mile by sampling the air with its sensitive tongue. It can detect wounded, living creatures (except those that do not bleed, such as elementals) as if it possessed the scent ability.

Disease (Ex): A mansalauan spreads blinding sickness when it successfully drains blood. Fortitude DC 11, incubation period 1d3 days, damage 1d4 Strength. Each time the victim takes 2 or more damage from the disease, he must make another Fortitude save or be permanently blinded. The save DC is Constitution-based.

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

Monster Junkie
Lizardfolk, Malpheggi

http://www.enworld.org/showthread.php?t=216619&page=5

Lizardfolk, Malpheggi
Medium Humanoid (Reptilian)
Hit Dice: 1d8+1 (5 hp)
Initiative: -1
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 14 (-1 Dex, +5 natural) or 16 (-1 Dex, +5 natural, +2 heavy shield), touch 9, flat-footed 14 or 16
Base Attack/Grapple: +1/+3
Attack: Claw +3 melee (1d3+2) or battleaxe +3 melee (1d8+2/x3) or light crossbow +0 ranged (1d8/19-20)
Full Attack: 2 claws +3 melee (1d3+2) or battleaxe +3 melee (1d8+2/x3) or light crossbow +0 ranged (1d8/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Water breathing
Saves: Fort +1, Ref -1, Will +0
Abilities: Str 15, Dex 9, Con 12, Int 9, Wis 10, Cha 8
Skills: Balance +3, Jump +6, Survival +2, Swim +14
Feats: Power Attack
Environment: Temperate marshes
Organization: Gang (2–3), band (6–10 plus 50% noncombatants plus 1 leader of 3rd–6th level), or tribe (30–60 plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level)
Challenge Rating: 1
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

This fine-scaled reptilian humanoid as webbed feet and foreclaws. It wears a harness bristling with weapons, and carries a battleaxe and shield.

Malpheggi lizardfolk are survivors and mercenaries, selling their skills as scouts and aquatic commandos to the highest bidder. They are fiercely territorial, and know their swamps extremely well, able to take advantage of every natural obstacle. Cunning and suspicious, Malpheggi lizardfolk generally trust only their own kind, requiring years for members of other races to earn their trust.

The Malpheggi lizardfolk are always ruled by a Queen. In all other respects, geners are treated equally.

Although Malpheggi lizardfolk eschew clothing, they do wear baldrics, belts, and harnesses to hold sheathes and pouches for their weapons and possessions. They also carry shields. Malpheggi lizardfolk prefer axes, swords, hammers, spears, javelins, tridents, nets and crossbows.

A Malpheggi lizardfolk stands 6 to 7 feet tall with yellow, black, or any shade of green scales, and rarely, albino. Its tail is used for balance and is 3 to 4 feet long. A Malpheggi lizardfolk can weigh from 125 to 200 pounds.

Malpheggi lizardfolk speak Draconic and Common. Their names are short and sibilant, able to easily be hissed.

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

Combat

Malpheggi lizardfolk prefer guerrilla tactics, using their terrain to great advantage. Since they can breathe water as freely as air, they can lie in wait beneath the surface of the swamp, striking at opportune times to cull the numbers of their opposition.

Water Breathing (Ex): A Malpheggi lizardfolk can breathe underwater indefinitely and can freely use its spells and other abilities while submerged.

Skills: Malpheggi lizardfolk have a +2 racial bonus on Survival checks. Because of their tails, Malpheggi lizardfolk have a +4 racial bonus on Jump and Balance checks. A Malpheggi lizardfolk 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.

Malpheggi Lizardfolk As Characters
Most iguanids are warriors, and most leaders are rangers. Malpheggi lizardfolk clerics worship Ka. A Malpheggi lizardfolk cleric has access to two of the following domains: Animal, Knowledge, Protection, Scalykind.

Malpheggi lizardfolk characters possess the following racial traits.

  • +2 Strength, -2 Dexterity.
  • Medium size.
  • A Malpheggi lizardfolk's base land speed is 30 feet. It also has a swim speed of 30 feet.
  • Weapon and Armor Proficiency: A Malpheggi lizardfolk is automatically proficient with simple weapons and shields.
  • Low-light vision.
  • +5 natural armor bonus.
  • Natural Weapons: 2 claws (1d3).
  • Special Qualities (see above): Water breathing.
  • +2 racial bonus on Survival checks.
  • Because of their tails, Malpheggi lizardfolk have a +4 racial bonus on Jump and Balance checks.
  • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
  • Favored Class: Ranger.
  • Level adjustment +1.

Originally appeared in Hollow World Boxed Set (1990).
 
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Shade

Monster Junkie
Magistar

http://www.enworld.org/showthread.php?t=211853&page=7

Magistar
Gargantuan Outsider (Native)
Hit Dice: 14d8+70 (133 hp)
Initiative: +1
Speed: 5 ft. (1 square)
Armor Class: 21 (-4 size, +1 Dex, +14 deflection), touch 21, flat-footed 20
Base Attack/Grapple: +14/+24
Attack: Spell +8 melee or spell +11 ranged
Full Attack: Spell +8 melee or spell +11 ranged
Space/Reach: 20 ft./20 ft.
Special Attacks: Magic flare, spell school mastery
Special Qualities: Immunity to weapon damage, living gate, rejuvenation, telepathy 1 mile, vulnerabilities
Saves: Fort +14, Ref +10, Will +16
Abilities: Str 6, Dex 13, Con 20, Int 18, Wis 25, Cha 25
Skills: Concentration +22, Diplomacy +26, Intimidate +24, Knowledge (arcana) +21, Knowledge (history) +21, Knowledge (the planes) +21, Listen +24, Search +21, Sense Motive +24, Spellcraft +26 (+28 scrolls), Spot +24, Survival +7 (+9 following tracks, +9 on other planes), Use Magic Device +24 (+26 scrolls)
Feats: Greater Spell Focus, Greater Spell Penetration, Skill Focus (Spellcraft), Spell Focus, Spell Penetration
Environment: Any
Organization: Solitary
Challenge Rating: 15
Treasure: No coins; no goods; triple items (all associated with magistar's school of magic)
Alignment: Usually neutral
Advancement: 15-28 HD (Gargantuan); 29-42 (Colossal); 43+ (Colossal+)
Level Adjustment: -

A massive, whirling vortex of magical energy flickers before you.

Magistars are intelligent, living embodiments of various schools of magic. Their origins are unknown. To date, no one has ever encountered a magistar linked to the universal school, though all others are known to exist. It is believed that only one magistar of a given school resides on a particular plane at one time.

Magistars live a quite existence, quietly contemplating the effects of their school of magic on their current plane. Information of new spells, magic items, and events liked to their specific school is a source of pride to them. Despite all this, most magistars are relatively secretive of their given school, as it is a key to their personality.

Magistars also function as living gates to other planes. Each magistar links to but one plane, and passage is one-way for those who travel through them. They guard passage through their living gates jealously, often requiring information, spells, or items associated with their specific school of magic in exchange.

Abjuration magistars are sensible and cautious, sometimes appearing cowardly or even paranoid to other creatures. Their living gates often link to a chaotic good plane.

Conjuration magistars are short-tempered and overbearing. They appear insulting to other creatures, and expect would-be travelers of their living gates to grovel and flatter them. Their living gates often link to chaotic evil planes.

Divination magistars are introspective and inquisitive, and are careful negotiators. They nearly always request information in exchange for passage through their living gates (which often lead to lawful good planes), and they follow any agreement for passage to the letter.

Enchantment magistars are self-centered, vain, and often over-confident. They are fond of bards, and will exchange passage for a near-virtuoso performance or oration. They expect praise, so playing to their vanity is a successful tactic. Their living gates often link to chaotic neutral planes.

Evocation magistars are greedy, and occasionally resort to threats or extortion from would-be travelers. Their living gates often link to lawful evil planes.

Illusion magistars are highly secretive, and traffic in secret lore. They enjoy negotiating in cryptic references, often requiring would-be travelers to solve a puzzle or win a contest to secure passage. Their living gates often link to neutral good planes.

Necromantic magistars are interested in death, and take every opportunity to view it up close. They are most likely to slay would-be travelers rather than barter passage. Their living gates often link to neutral evil planes.

Transmutation magistars love conversation, and sometimes take this to the extreme, holding would-be passengers for up to days before granting passage. Their living gates often link to lawful neutral planes.

A magistar is 50 feet in diameter, but is virtually weightless.

Magistars communicate telepathically with any creature within 1 mile that has a language.

COMBAT

Magistars rarely attack to kill (although necromancy magistars are known to do so), but rather to prevent passage through their living gates unless proper compensation can be determined.

Living Gate (Su): A magistar serves as a one-way portal to another plane. Each magistar is tied to a single plane, and cannot change the destination. Any creature or object of the magistar's size or smaller can pass through the portal, but only if the magistar allows it to do so. Magistars generally require payment of a magic item or a piece of arcane lore related to the magistar's school as payment for passage. A wizard specialized in the same school of magic as the magistar can often negotiate a reduced rate of passage.

If a magistar is reduced to 0 hit points, it continues to function as a portal, but can no longer prevent passage. Travelers may freely pass through the living gate until the magistar revives (see rejuvenation, below).

Magic Flare (Su): As a standard action, a magistar may release a flare of magical energy. This functions as a gust of wind spell (Fort DC 24 negates). Once per minute, the magistar can create a flare of greater intensity to create an effect identcal to a wind wall spell. Both effects are caster level 10th. The save DC is Charisma-based.

Rejuvenation (Su): There is no known way to destroy a magistar. When a magistar is reduced to 0 hit points or would be otherwise destroyed (such as by having its Constitution reduced to 0), it becomes completely dormant for 24 hours, after which it returns to activity and full hit points, which all ability drain or damage restored. If under the influence of an antimagic field at the end of the 24 hour rejuvenation period, the magistar instead revives the instant the antimagic field is removed.

Spell School Mastery (Su): A magistar may use any arcane spell from its associated school of magic once per day as a spell-like ability at caster level 20th. In addition, a magistar is immune to arcane spells from its associated school of magic; rather than affecting the magistar, the magistar absorbs the spell and may use it as a spell-like ability an additional time that day. Because of their mastery over the schools of magic, a magistar may apply feats that normally only apply to spells to their spell-like abilities, such as Spell Focus and Greater Spell Focus.

Vulnerabilities (Ex): A targeted dispel magic or similar effect prevents the magistar from using any of its spell-like abilities for 1d4 rounds if the caster succeeds on a caster level check (DC 31). An antimagic field or similar effect suppresses these abilities (no check needed) as well as all the magistar's other spell-like and supernatural abilties, as normal.

Magistars and Spelljammer

Massive magistars are known to exist in crystal spheres. These entities are Colossal+ in size, and rather than serving as extraplanar gates, they serve as living gates between the crystal sphere and the Phlogiston.

Originally appeared in Polyhedron Magazine #55 (1990).
 
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Shade

Monster Junkie
Troll Mutate

http://www.enworld.org/showthread.php?t=69690&page=39&pp=30

Troll Mutate
Large Aberration
Hit Dice: 3d8+12 (25 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+10
Attack: Claw +5 melee (1d4+4)
Full Attack: 3 claws +5 melee (1d4+4) and bite +3 melee (1d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Mutations, rend 2d4+6, severed limb attack
Special Qualities: Darkvision 90 ft., impeded fortification, low-light vision, mutations, regeneration 5, scent
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 18, Dex 14, Con 19, Int 5, Wis 9, Cha 6
Skills: Listen +4, Spot +4
Feats: Alertness, Multiattack
Environment: Any mountains and underground
Organization: Solitary, gang (2–4), or tribe (4-24 plus one matriarch)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 4-6 HD (Large) or by character class
Level Adjustment: +5

This tall, thin humanoid has three long, gangly arms ending it sharp claws. Its mottled gray-green hide is rubbery, and its dark hair is thick and ropy. Its three eyes give a baleful glare.

After generations of exposure to corrupting energies, such as those caused by the intrusion of the Far Realm, trolls sometimes develop debilitating deformites. These troll mutates have existed long enough that some of the deformities have begun to breed true. All troll mutates possess at least three arms and three eyes, and may gain additional mutations whenever their innate regeneration activates.

Troll mutates are scavengers, preying on gibberlings and myconids who often share their territories. They live in a fierce tribe ruled by a powerful matriarch, which possesses psionic abilities. The queen preserves her position by killing all female troll mutates in the tribe and confiscating all treasure the mutates aquire.

A typical troll mutate stands 8 feet tall and weighs less than 500 pounds. Females are slightly larger than males. A troll mutate’s rubbery hide is mottled green and gray. The hair is usually greenish black or iron gray.

Troll mutates speak Giant.

COMBAT

Troll mutates are more cunning than typical trolls, and far more focused on survival. They do not fight needlessly to the death.

Impeded Fortification (Ex): A troll mutate's odd combination of alien anatomy and fragility protects it from critical hits, but at a cost. A troll mutate has a 25% chance to ignore the extra damage dealt by any critical hit or sneak attack, but any successful critical hit or sneak attack causes one of its arms to be torn from its body. The arm, however, continues to attack.

Mutation (Ex): Each troll mutate has at least one mutation, rolled randomly on the following table. Additionally, each time a troll mutate benefits from its regeneration ability, there is a 20% chance that it gains an additional mutation. For every two additional mutations, increase the CR of the troll mutate by 1. The effects of multiple identical mutations, including whether they stack, is left to the discretion of the DM. In some cases, the DM may choose to reroll to find distinct mutations.

Troll Mutation Table
1d12 - Appendage
1 - Arm (claw 1d4+Str)
2 - Ear (+2 bonus on Listen and Balance checks and a -1 penalty on saves vs. sonic attacks)
3 - Leg (5-foot increase to base land speed)
4 - Tail (whip 1d6+1-1/2 Str)
5 - Eye (all-around vision, see below)
6 - Nose (keen scent, see below)
7 - Tentacle (constrict 1d4+Str)
8 - Internal organ (moderate fortification [75% chance to negate critical hit])
9 - Mouth (bite 1d8+Str)
10 - Wings (Fly 20 ft., clumsy maneuverability)
11 - Pincer (claw 1d3+1/2 Str)
12 - Head (superior two weapon fighting, see below)

All-Around Vision (Ex): A troll mutate with an extra eye may look in any direction, providing a +4 racial bonus on Spot and Search checks. A troll mutate with this ability can’t be flanked.

Keen Scent (Ex): A troll mutate with an extra nose can notice creatures by scent in a 180-foot radius and detect blood at ranges of up to a mile.

Superior Two-Weapon Fighting (Ex): A troll mutate with an extra head does not take a penalty on attack or damage rolls for attacking with two weapons.

Rend (Ex): If a troll mutate hits with two or more claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d4+6 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a troll mutate. If a troll mutate loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Severed Limb Attack (Ex): If one of a troll mutate's arms is severed (such as via the impeded fortification ability, above), the arm attacks the troll mutate's enemies with its usual attack bonus and damage, although it takes penalties for attacking while prone. The severed arm acts on the troll mutate's initiative and remains animate for 2d4 rounds if it is not reattached to the troll mutate.

Originally appeared in Gates of Firestorm Peak (1999) and later in Monstrous Compendium Annual Volume Four (1998).
 
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Shade

Monster Junkie
Dragonet, Pavilion Dragon

http://www.enworld.org/showthread.php?t=220714

Dragonet, Pavilion Dragon
Small Dragon
Hit Dice: 3d12+3 (22 hp)
Initiative: +2
Speed: 20 ft. (4 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 +4 melee (1d4)
Full Attack: 2 claws +4 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attraction, aversion, breath weapon, psionics
Special Qualities: Darkvision 60 ft., immunity to paralysis and sleep, low-light vision, scent, spell resistance 5
Saves: Fort +4, Ref +5, Will +5
Abilities: Str 11, Dex 15, Con 13, Int 12, Wis 14, Cha 14
Skills: Bluff +7, Diplomacy +6, Disguise +2 (+4 acting), Hide +11, Intimidate +4, Knowledge (nature) +6, Listen +9, Move Silently +7, Sense Motive +7, Spot +9, Survival +2 (+4 in aboveground natural environments)
Feats: Alertness, Flyby Attack
Environment: Warm forests
Organization: Solitary, pair, or family (3-6)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-9 HD (Small)
Level Adjustment: +3

This creature resembles a cross between a tropical bird and a small dragon. Its scales resemble colorful gemstones. Its head sports a beaklike snout and large eyes, and sits atop a long, serpentine neck. The long tips of its folded wings drape down along its lengthy tail.

Of the dragonets, pavilion dragons are the most even-tempered. These fun-loving creatures delight in natural beauty and have a warm sense of humor that they share with others.

Pavilion dragons lair in the uppermost branches of tall trees in tropical rainforests. Pavilion dragons mate for life, and females lay one egg each spring. The young remain with the parents for 5 years, so as many as 5 hatchlings (each a year apart) can reside in a nest at a given time.

Pavilion dragons subsist on fruits and eggs, and hunt insects, birds, and even small lizards and monkeys.

A pavilion dragon are 2 to 4 feet long and weigh 15 pounds. Scale coloration varies from dark blue on females to a brilliant spectrum of ruby, jacinth, and topaz on males. They have a lifespan of 26-35 years.

Pavilion dragons speak Draconic.

A pavilion dragon can be acquired as a familiar by a 9th-level arcane spellcaster with the Improved Familiar feat.

Combat

Although pavilion dragons are usually peaceful, they fiercely defend their nests and young. A pavilion dragon opens combat with its breath weapon, then rely on their psionics, turning to melee attacks only as a last resort. When hunting, pavilion dragons snatch prey in their claws and carry it off to their nests.

Attraction (Su): Three times a day, a pavilion dragon can cause a single target to be attracted to some object or creature for one hour. If the target fails a DC 13 Will save, it will take reasonable steps to find or get close to the object of its attraction. It will not, however, take suicidal actions or act on its attraction during combat. If the pavilion dragon chooses to make itself the object of attraction, it gains a +4 bonus on all Charisma-based checks against an affected target. The save DC is Charisma-based.

Aversion (Su): Three times a day, a pavilion dragon can cause a single target to feel a strong aversion to some object, creature, or action for one hour. If the target fails a DC 13 Will save, it will take reasonable steps to avoid the object of its aversion. If an object or creature, the victim will attempt to stay 30 feet away; if an action, the victim will avoid performing that action. If the victim has to approach the object of its aversion or perform that specific action, it takes a -2 penalty to all relevant checks. The save DC is Charisma-based.

Breath Weapon (Su): A pavilion dragon has one type of breath weapon, a 15-foot cone of percussive sound. Any creature within the area of the gas must succeed on a DC 12 Fortitude save or become stunned for 2d4 rounds. This is a sonic effect. The save DC is Constitution-based.

Psionics (Sp): At will--detect poison; 3/day--clairaudience/clairvoyance, dimension door, invisibility, teleport. Caster level 6th. The save DCs are Charisma-based.

Telepathic Link (Su): A pavilion dragon familiar can communicate telepathically with its master to a range of 300 feet.

Psionic Pavilion Dragons

If you are using psionics in your campaign, make the following changes.

Small Dragon (Psionic)
Special Attacks: Breath weapon, psi-like abilities
Special Qualities: Darkvision 60 ft., immunity to paralysis and sleep, low-light vision, power resistance 5, scent
Advancement: 4-9 HD (Small) or by character class (favored class: psion [telepath])

Psi-Like Abilities: At will--detect hostile intent; 3/day--attraction (DC 15, +6 bonus)*, aversion (DC 15, duration 7 hours)*, clairvoyant sense, concealing amorpha, psionic dimension door, psionic teleport. Manifester level 6th. The save DCs are Charisma-based.

*Includes augmentation for manifester level.

Originally appeared in Dragon Magazine #272 (2000).
 
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Shade

Monster Junkie
Vurgens (Giant Gulper Eel)

http://www.enworld.org/showthread.php?t=199555&page=2

Vurgens (Giant Gulper Eel)
Huge Animal (Aquatic)
Hit Dice: 9d8+48 (88 hp)
Initiative: +4
Speed: Swim 40 ft. (8 squares)
Armor Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +6/+27
Attack: Bite +14 melee (2d6+9 plus paralysis) or tail slap +13 melee (3d4+9)
Full Attack: Bite +14 melee (2d6+9 plus paralysis) or tail slap +13 melee (3d4+9)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, paralysis, spines, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +13, Ref +6, Will +4
Abilities: Str 29, Dex 11, Con 20, Int 1, Wis 12, Cha 2
Skills: Hide -4, Listen +7, Spot +11, Swim +17
Feats: Great Fortitude, Improved Grapple (B), Improved Initiative, Toughness, Weapon Focus (bite)
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Huge); 19-27 HD (Gargantuan); 28-30 HD (Colossal)
Level Adjustment: -

This massive, mottled brown, eel-like creature is little more than an enormous pair of jaws attached to a long, sinuous body. Rows of spines run down each side of its body, beginning behind the jaws and terminating in a pointed cluster at the tip of the tail. A pair of tiny, flat black eyes are dwarfed by its massive maw.

Vurgens are massive predatory eels that claim vast tracts of the ocean as their territories. Also known as "giant gulper eels" due to their predilection for swallowing anything they can fit in their jaws, these solitary hunters consider any creature their size as rivals, and anything smaller as prey. They are known to clash in titanic undersea battles with krakens, whales, and others of their own kind. They terrorize aquatic races, such as locathah and tritons.

Every other year, vurgens spawn, producing 20 to 40 offspring, which the female carries within her. Foot-long hatchlings emerge within a year, and reach full maturity in six years, if they survive.

Vurgens are rarely seen by surface dwellers, for only great disturbances can drive them to shallower water.

A typical vurgens is 20 feet long and weighs 200 pounds. Most vurgens mottled brown, though coloration of olive, russet, white, and purple are possible.

COMBAT

Vurgens simply chase down prey and attempt to swallow it quickly before moving on to the next victim. They bite with toothless, bony ridges to grasp prey, then saliva mixes with their digestive juices to paralyze swallowed victims.

Improved Grab (Ex): To use this ability, a vurgens must hit an opponent of its size or smaller 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 try to swallow the target in the following round.

Paralysis (Ex): Those hit by a vurgens's bite attack must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Constitution-based.

Spines (Su): Any creature striking a vurgens with handheld weapons or natural weapons takes 1d4+9 points of piercing and slashing damage from its spines. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

Swallow Whole (Ex): A vurgens can try to swallow a grabbed opponent of up to its size by making a successful grapple check. Once inside, the swallowed creature takes 2d6+8 points of bludgeoning damage and 8 points of acid damage per round from the vurgens's digestive juices. Additionally, a swallowed creature is exposed to the vurgens's paralytic saliva (see paralysis, above). A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the vurgens's digestive tract (AC 14). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out.

A Huge vurgens's gullet can hold 1 Huge, 2 Large, 8 Medium, 16 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Skills: Vurgens have a +4 racial bonus on Hide and Spot checks. A vurgens 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 appeared in Dragon Magazine #89 (1984).
 
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Shade

Monster Junkie
Ghazneth, Xanthon the Baneful

http://www.enworld.org/showthread.php?t=213696&page=2&pp=30

Ghazneth, Xanthon the Baneful
Medium Outsider (Evil, Ghazneth, Native)
Hit Dice: 9d8+18 (58 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 21 (+2 Dex, +9 natural), touch 12, flat-footed 19
Base Attack/Grapple: +9/+12
Attack: Claw +12 melee (1d4+3) or longsword +12 melee (1d8+3/19-20)
Full Attack: 2 claws +12 melee (1d4+3) and bite +10 melee (1d6+1) or longsword +12/+7 melee (1d8+3/19-20) and bite +10 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Expend magic
Special Qualities: Absorb magic, damage reduction 10/cold iron, darkvision 60 ft., expend magic, rejuvenation
Saves: Fort +8, Ref +8, Will +7
Abilities: Str 16, Dex 15, Con 15, Int 14, Wis 12, Cha 19
Skills: Bluff +16, Concentration +14, Diplomacy +16, Disguise +10 (+12 acting), Gather Information +6, Intimidate +18, Jump +11, Knowledge (local) +14, Knowledge (nobility and royalty) +14, Listen +13, Search +14, Sense Motive +13, Spot +13, Survival +1 (+3 in aboveground natural environments)
Feats: Dodge, Mobility, Multiattack, Spring Attack
Environment: Cormyr and surrounding lands
Organization: Solitary or band (Xanthon and 1-5 other ghazneths)
Challenge Rating: 8
Treasure: Standard
Alignment: Neutral evil
Advancement: -
Level Adjustment: -

A slender, shadowy man approaches. His nose is bladelike, and small tuft of beard dangles from his chin. As he draws near, his face is clearly skeletal and almost mantislike, with hollow cheeks. His ovoid eyes are blood red.

Xanthon is the newest ghazneth, having been transformed less than a year ago. He has sworn vengeance on King Azoun the IV, and plots and schemes to cause Cormyr as much trouble as possible.

The "scourge of the day" is tolerated by the other ghazneths, who are indebted to Xanthon for freeing them from their tombs. Xanthon realizes that he holds no sway over them, and is treated akin to a younger sibling by the more experienced ghazneths.

Xanthon is 6 feet tall and weighs 175 pounds.

Xanthon speaks Common and Chondathan.

COMBAT

Xanthon is young and reckless, eagerly leaping into battle when the opportunity presents itself.

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. Ther 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. As a newly transformed ghazneth, Xanthon can store only one magic level at a time.

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

Command Vermin (Su): By expending one stored magic level, Xanthon may command vermin as a 9th-level cleric commands undead. He may also command animals, provided that they possess either a poison or disease special attack.

Detect Magic (Su): Xanthon continuously detects all magic (as the detect magic spell) within 1 miles. This ability drains one stored magic level per day.

Fast Healing (Su): Xanthon may expend one stored magic level to gain fast healing 6 for 10 minutes.

Infest Location (Su): Starting on the round he expends a magic level, Xanthon may create one animal or vermin swarm of under 10 HD per round as long as he maintains concentration. He may fill any single building, field, or similar location up to 30 ft. x 30 ft. in area before needing to expend another magic level. Xanthon may only have 40 HD of created swarms at a given time. Although Xanthon creates these swarms, he may not direct their actions, nor do they have any loyalty toward him.

Summon Swarm (Su): By expending one stored magic level, Xanthon may summon a rat swarm, which remains for one hour or until destroyed.

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).

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

Monster Junkie
Lung Jua, Dragon Claw

http://www.enworld.org/showthread.php?t=213696&page=2&pp=30

Lung Jua, Dragon Claw
Medium Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 26d8+182 (299 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 42 (+10 Dex, +10 Wis, +4 AC bonus, +8 natural), touch 34, flat-footed 32
Base Attack/Grapple: +26/+33
Attack: Claw +34 melee (1d6+7) or Dragon Claw +38 melee (1d10+7/19-20)
Full Attack: 4 claws +34 melee (1d6+7) or Dragon Claw +38/+33/+28/+23 melee (1d10+7/17-20) and Dragon Claw +38/+35/+28 melee (1d10+3/17-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fouler of weapons, quivering palm, rend armor, spell-like abilities
Special Qualities: AC bonus, darkvision 60 ft., evasion, immunity to mind-influencing abilities, spell resistance 37
Saves: Fort +22, Ref +25, Will +25
Abilities: Str 25, Dex 31, Con 26, Int 20, Wis 30, Cha 27
Skills: Balance +43, Bluff +37, Concentration +36, Diplomacy +16, Disguise +8 (+12 acting), Escape Artist +39, Intimidate +41, Jump +52, Knowledge (religion) +34, Knowledge (the planes) +34, Listen +39, Move Silently +39, Sense Motive +39, Spot +39, Survival +10 (+14 on other planes), Tumble +43, Use Rope +10 (+14 bindings)
Feats: Combat Expertise, Epic Prowess, Epic Sunder, Exotic Weapon Proficiency (katana), Greater Two-Weapon Fighting, Improved Sunder, Improved Trip, Improved Two-Weapon Fighting, Power Attack, Two-Weapon Fighting
Environment: Spirit World
Organization: Solitary
Challenge Rating: 22
Treasure: Dragon Claws
Alignment: Chaotic evil
Advancement: -
Level Adjustment: -

The fat, squat body of this repulsive humanoid is covered in scales. His head is that of a dragon. He wields a pair of exquisite black katanas in his two sets of arms.

Lung Jua is a petty member of the Celestial Bureacracy, working within its framework while constantly seeking loopholes in their rulings to exploit for his personal gain. His greed is matched only by his laziness, and he enjoys bullying others whenever the opportunity presents itself. Lung Jua's top priority is Lung Jua.

Lung Jua is 5 and 1/4 feet tall and weighs 200 pounds.

Lung Jua speaks Infernal, Abyssal, Celestial, Draconic and Common.

COMBAT

Despite his appearance and laziness, Lung Jua is actually a gifted martial artist, and can wield his legendary katanas with superior grace and skill. He is a master at destroying the weapons of adversaries, and rarely passes up the opportunity to do so, as such weapons nearly always pale in comparison to his Dragon Claws.

AC Bonus (Ex): Lung Jua is highly trained at dodging blows, and he has a sixth sense that lets him avoid even unanticipated attacks. When unarmored and unencumbered, Lung Jua adds his Wisdom bonus to his AC. In addition, he gains a +4 bonus to AC as if he were a 20th-level monk. These bonuses to AC apply even against touch attacks or when Lung Jua is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Change Size (Sp): Three times per day, Lung Jua can magically change his size. This works just like an enlarge person spell, except that the ability can work on Lung Jua. This is the equivalent of a 2nd-level spell.

Dragon Claws: Lung Jua wields a pair of artifacts known as the Dragon Claws. These +4 keen adamantine katanas. The wielder of the Dragon Claws may command the artifacts to create lesser versions of themselves. This lesser pair is smaller and deals less damage (treat as +4 keen adamantine longswords). The wielder of the Dragon Claws can see through the eyes of the bearer of any lesser blades they have spawned. Additionally, the wielder may attempt to direct the actions of the bearer of the lesser weapons as if using a dominate monster spell (Will DC 23 negates). Finally, the wielder of the originals may leech hit points from any bearer of lesser blades it spawns. The bearer can drain up to 10 hit points per bearer per day, and cannot drain more than the victim's current hit point total.

Evasion (Ex): Lung Jua can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.

Fouler of Weapons (Su): Lung Jua gains a +4 bonus on any opposed attack roll made to sunder an item. Any weapon that Lung Jua deals damage to but is not destroyed becomes warped and corrupted, imposing a -3 penalty on all attack rolls made with that weapon until repaired by a successful Craft check or make whole.

Quivering Palm (Su): Lung Jua can set up vibrations within the body of another creature that can thereafter be fatal if he so desires. He can use this quivering palm attack once per day, and he must announce his intent before making his attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if Lung Jua strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter Lung Jua can try to slay the victim at any later time, as long as the attempt is made within 18 days. To make such an attempt, Lung Jua merely wills the target to die (a free action), and unless the target makes a DC 33 Fortitude saving throw, it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. The save DC is Wisdom-based.

Rend Armor (Ex): If Lung Jua hits with both Dragon Claw attacks, he pulls apart any armor worn by his foe. This attack deals 2d10+14 points of damage to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.

Spell-Like Abilities: 4/day--greater teleport, mind blank (DC 26), rusting grasp (+34 melee touch), true seeing, wind walk; 3/day--heal, shapechange; 1/day--gate, power word blind. Caster level 18th. The save DCs are Charisma-based.

Feats: Lung Jua can fight without penalty with two weapons of any size, as long as he uses two arms to stabilize them.

Originally appeared in OA5: Mad Monkey vs the Dragon Claw (1988).
 
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