Creature Catalog new 3.5 conversions

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Shade

Monster Junkie
Polar Spider

http://www.enworld.org/showthread.php?t=199555&page=3

Polar Spider
Large Magical Beast (Cold)
Hit Dice: 6d10+6 (33 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +6/+15
Attack: Bite +21 melee (1d8+7 plus poison)
Full Attack: Bite +21 melee (1d8+7 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ice rush, poison
Special Qualities: Darkvision 60 ft., icewalking, immunity to cold, low-light vision, tremorsense 60 ft., vulnerability to fire
Saves: Fort +6, Ref +8, Will +2
Abilities: Str 21, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills: Balance +16, Climb +13, Hide +3*, Jump +19, Spot +8
Feats: Ability Focus (poison), Improved Bull Rush, Power Attack
Environment: Any cold land
Organization: Solitary or pack (2-5)
Challenge Rating: 5
Treasure: Half standard
Alignment: Always neutral
Advancement: 7 HD (Large); 8-15 HD (Huge); 16–31 HD (Gargantuan); 32+ (Colossal)
Level Adjustment: -

A horse-sized spider covered in long, shaggy white fur burst forth from a snowdrift. It stares with dull blue compound eyes and flashes ivory white fangs that drip with venom.

Found only in the coldest regions, polar spiders are clever hunters. Their preferred prey is humanoids and giants. Although they are usually solitary, polar spiders occasionally hunt in packs to bring down more formidable prey such as frost giants, winter wolves, and yeti.

Polar spiders make their lairs in icy caverns or large tunnels in deep snow. The spider's treasure is littered about the remains of its previous victims.

A polar spider stands about 6 feet tall and is 8 to 10 feet in diameter. It weighs x pounds.

Although intelligent, polar spiders do not speak any languages.

COMBAT

A polar spider prefers to hide in a deep snowbank, lying immobile until prey approaches, then bull rushing the opponent on the slick snow or ice. It then bites, injecting the prey with its virulent venom.

Ice Rush (Ex): A polar spider can attempt to knock down any creature that it successfully bull rushes on icy surfaces. The target must succeed on a Balance check (opposed by the polar spider's Strength check made to bull rush) or be knocked prone at the end of the bull rush.

Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the polar spider climbs must be icy. It is always in effect.

Poison (Ex): Bite, Fort DC 16, initial damage 2d6 Con, secondary damage 2d6 Con. The save DC is Constitution-based.

Tremorsense (Ex): A polar spider can automatically sense the location of anything within 60 feet that is in contact with snow or ice.

Skills: Polar spiders have a +4 racial bonus on Balance and Hide checks, a +10 racial bonus on Jump checks, and a +8 racial bonus on Climb and Spot checks. Polar spiders can always choose to take 10 on Climb checks even if rushed or threatened. *In snowy or icy environments, a polar spider's bonus on Hide checks improves to +8. This bonus on Hide checks increases to +12 when the spider is immobile.

Originally appeared in Dragon Magazine #118 (1987).
 
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Shade

Monster Junkie
Dinosaur, Kronosaurus

http://www.enworld.org/showthread.php?t=67093&page=16&pp=30

Dinosaur, Kronosaurus
Gargantuan Animal
Hit Dice: 17d8+170 (246 hp)
Initiative: +4
Speed: 5 ft. (1 square), swim 90 ft. (18 squares)
Armor Class: 21 (-4 size, +15 natural), touch 6, flat-footed 21
Base Attack/Grapple: +12/+38
Attack: Bite +22 melee (3d8+21/19-20)
Full Attack: Bite +22 melee (3d8+21/19-20)
Space/Reach: 20 ft./15 ft.
Special Attacks: Frenzy, improved grab, swallow whole
Special Qualities: Hold breath, keen scent, low-light vision
Saves: Fort +20, Ref +10, Will +8
Abilities: Str 38, Dex 10, Con 30, Int 2, Wis 16, Cha 13
Skills: Spot +23, Swim +22
Feats: Awesome Blow, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite), Power Attack
Environment: Any aquatic
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 18-34 HD (Gargantuan); 35-51 HD (Colossal)

This massive creature resembles a plesiosaur, but its body is bulkier and more streamlined, and its massive jaws hold rows of sharp teeth. It swims along with four long, wide flippers while steering with its short, tapered tail.

A kronosaurus is one of the largest pliosaurs, but smaller than the massive liopleurodon. These carnivorous marine reptiles are known to hunt plesiosaurs among other prey, and as a result their name derives from the Greek titan Kronos, who ate his own children.

A kronosaurus is 30 to 40 feet long.

COMBAT

A kronosaurus prowls along shorelines, waiting for creatures to come to close. It then swiftly breaks the surface and attacks with its deadly bite.

Frenzy (Ex): If a kronosaurus is reduced to less than half its normal maximum hit points, it flies into a terrible rage of frenzied activity. During a frenzy, a kronosaurus gains a +4 bonus to its Armor Class and attack rolls. Its swim speed gains a +30 foot bonus, and if it makes a full attack action it gains an additional bite attack. The frenzy persists for 1 minute, after which the kronosaurus cannot enter a frenzy while it is fatigued.

Hold Breath (Ex): A kronosaurus can hold its breath for a number of rounds equal to 8 times its Constitution score before it risks drowning.

Improved Grab (Ex): To use this ability, a kronosaurus must hit an opponent of up to one size 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 foe the following round.

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

Swallow Whole (Ex): A kronosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check.

The swallowed creature takes 2d8+14 points of bludgeoning damage and 8 points of acid damage per round from the liopleurodon's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out.

A Gargantuan kronosaurus's gizzard can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents.

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

Originally appeared in Dragon Magazine #187 (1992).
 
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Shade

Monster Junkie
Fenris Wolf

http://www.enworld.org/showthread.php?t=219413&page=3

Fenris Wolf
Colossal Magical Beast (Extraplanar)
Hit Dice: 88d10+2,112 (2,596 hp)
Initiative: +21
Speed: 100 ft. (20 squares)
Armor Class: 65 (-8 size, +13 Dex, +50 natural), touch 15, flat-footed 52
Base Attack/Grapple: +88/+126
Attack: Bite +103 melee (12d6+22/15-20/x3 plus 2d6 on a crit)
Full Attack: Bite +103 melee (12d6+22/15-20/x3 plus 2d6 on a crit) and 2 claws +101 melee (10d6+11/19-20)
Space/Reach: 50 ft./40 ft.
Special Attacks: Augmented critical, battle frenzy, frightful howl, improved grab, savage 60d6+110, shockwave, swallow whole, trip
Special Qualities: Blindsight 240 ft., damage reduction 20/epic, darkvision 240 ft., fast healing 20, low-light vision, resistance to acid 30, cold 30, electricity 30, fire 30, and sonic 30, scent, unfetterable
Saves: Fort +76, Ref +59, Will +46
Abilities: Str 54, Dex 36, Con 59, Int 18, Wis 32, Cha 19
Skills: Hide +98, Jump +141, Listen +114, Move Silently +114, Spot +114, Survival +102*
Feats: Alertness, Awesome Blow, Cleave, Combat Expertise, Devastating Critical (bite, DC 76), Dire Charge, Epic Fortitude, Epic Will, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Improved Trip, Iron Will, Legendary Leaper, Multiattack, Power Attack, Overwhelming Critical (bite), Superior Initiative, Track (B), Weapon Focus (bite), Weapon Focus (claw)
Environment: Asgard
Organization: Solitary
Challenge Rating: 40
Treasure: None
Alignment: Chaotic evil
Advancement: -
Level Adjustment: -

A massive timber wolf, several stories tall, stands before you.

Fenrir, the Fenris wolf, is the son of the Norse deity Loki and a giantess. He bit a hand off Tyr, and it is prophesized that he will swallow Odin at Ragnarok.

The Fenris wolf was allowed to remain in Asgard due to a technicality involving the children of deities. Numerous attempts to bind the Fenris wolf failed, until Odin commissioned the dwarves to create a magical chain called Gleipner, which appears as nothing more than silken ribbon. To date, this is the only binding capable of holding the Fenris wolf, and it is believed that in the time of Ragnarok, it too shall fail.

Fenrir sired two sons, Hati and Skoll, and is believed to be related to the legendary brachyuruses.

The Fenris wolf stands 50 feet tall at the shoulder and weighs 100 tons.

The Fenris wolf can speak Common and can communicate with all wolves

COMBAT

The Fenris wolf is a fierce combatant, and is far smarter than a typical wolf. While it prefers to simply grab and swallow anything it encounters, it sometimes likes to toy with its prey, tripping and eventually tearing the victim to shreds.

Augmented Critical (Ex): The Fenris wolf's bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit. Additionally, the victim must succeed on a DC 76 Fortitude save or lose a hand or foot (Fenris wolf's choice) A victim who loses a foot falls prone and has its land speed reduced to 5 feet. A severed hand make it impossible for the subject to use objects or cast spells with somatic components. The save DC is Strength-based.

Battle Frenzy (Ex): When the Fenris wolf is reduced to 25% of its total hit points, it gains a +4 inherent bonus to Strength and can make an additional melee attack with its bite each round at a –5 penalty. These benefits cease when the Fenris wolf is healed above 25% of it hit points or reaches zero hit points.

Frightful Howl (Su): As a standard action, the Fenris wolf can emit a howl in a 1-mile-radius spread that affects opponents with fewer Hit Dice or levels than it has. The affected creature must make a successful DC 58 Will save or become shaken. Success indicates that the target is immune to the Fenris wolf's frightful howl for one day. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, the Fenris wolf must hit a Huge or smaller opponent 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 foe the following round.

Savage (Ex): If the Fenris wolf successfully trips an opponent, it latches onto the opponent's body and tears the flesh. This automatically deals an additional 60d6+110 points of damage. If an opponent goes prone for any reason in an area the Fenris wolf threatens, the Fenris wolf can also savage the victim as a free action (treat as the Fenris wolf's attack of opportunity for the round), even though it had nothing to do with tripping the foe.

Shockwave (Ex): The Fenris wolf can hurl itself to the ground as a standard action to create a localized earthquake. All creatures within 100 feet of the Fenris wolf must make DC 76 Reflex saves or fall prone. Structures in the radius take 4d6 points of damage instead. The save DC is Strength-based.

Swallow Whole (Ex): The Fenris wolf can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 24d6+22 points of crushing damage plus 12d6+26 points of acid damage per round from the Fenris wolf’s digestive juices. A swallowed creature can cut its way out by dealing 200 points of damage to the Fenris wolf's digestive tract (AC 35). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Fenris wolf's gullet can hold 2 Huge, 4 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller creatures.

Trip (Ex): If the Fenris wolf hits with a bite attack it can attempt to trip its opponent (+38 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Fenris wolf.

Unfetterable (Su): The Fenris wolf is under a continuous freedom of movement effect that cannot be dispelled or suppressed by any means. Only epic-level magic can bind the Fenris Wolf, although a specific item or spell would have to be designed for this purpose (such as magical chain called Gleipner).

Skills: The Fenris wolf has a +10 racial bonus on Hide, Listen, Move Silently, and Spot checks. *It also has a +4 racial bonus on Survival checks when tracking by scent.

Originally appeared in Deities & Demigods (1980).
 
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Shade

Monster Junkie
Death Sheep

http://www.enworld.org/showthread.php?t=82565&page=7

Death Sheep
Small Magical Beast
Hit Dice: 2d10+5 (16 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/-2
Attack: Bite +3 melee (1d6)
Full Attack: Bite +3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of the ovis mortis, rage
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, low-light vision
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 10, Dex 13, Con 12, Int 1, Wis 11, Cha 4
Skills: Listen +3, Spot +2
Feats: Toughness
Environment: Temperate hills
Organization: Solitary or flock (2-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 3-4 HD (Medium)
Level Adjustment: -

The dirty-coated sheep opens its mouth to reveal long, sharp black teeth that drip vile ichor.

Rumored to be the results of a mad mage's experiments with diseases, death sheep now wander the verdant hills killing all they encounter and infecting the survivors with their madness.

Death sheep travel in flocks, and never attack others of their own kind. They eat any flesh they encounter, whether from their own kills or carcasses left behind by other creatures.

Death sheep cannot be domesticated. Unscrupulous commanders have been known to capture death sheep in carts, then release them in their enemies' direction. This is a risky tactic, as the sheep attack indiscriminately.

A death sheep stands 3 to 4 feet tall at the shoulder and weighs 150 to 200 pounds.

COMBAT

Death sheep attack any living thing they encounter, fighting fearlessly and ferociously.

Curse of the Ovis Mortis (Su): Any humanoid, monstrous humanoid, or giant damaged by a death sheep's bite attack must succeed on a DC 12 Fortitude save or be cursed to transform into a ravening lunatic. On the each day following the curse, the victim suffers two points of Wisdom drain and develops an urge to attack all other living creatures, which becomes stronger as the Wisdom loss becomes stronger. Once the victim's Wisdom drops to 0, it is immediately healed of its Wisdom drain but becomes permanently insane and goes berserk, attacking anything it sees, using only its teeth. At this point, the victim also gains a bite attack that deals 1d4 hp of damage (plus Strength modifier) as a natural attack. The only way to halt the transformation before it is complete is by casting remove curse or break enchantment on the victim; once the transformation is complete, the victim can only be restored by the wish or miracle spells. The save DC is Constitution-based.

Rage (Ex): A death sheep that takes damage in combat flies into a berserk rage on its next turn, biting madly until either it or its opponent is dead. An enraged death sheep gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.

Originally appeared in Dragon Magazine #156 (1990).
 
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Shade

Monster Junkie
Pigalope

http://www.enworld.org/showthread.php?t=82565&page=7

Pigalope
Small Magical Beast
Hit Dice: 1d10-1 (4 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 14 (+1 size, +3 natural), touch 11, flat-footed 14
Base Attack/Grapple: +1/-2
Attack: Slam +3 melee (1+1)
Full Attack: Slam +3 melee (1+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +1, Ref +2, Will +0
Abilities: Str 13, Dex 11, Con 8, Int 2, Wis 11, Cha 10
Skills: Jump +15, Listen +3, Spot +3
Feats: Alertness
Environment: Revular's Island
Organization: Solitary or herd (8-20)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small); 4 HD (Medium)
Level Adjustment: -

This small creature resembles a furry kangaroo with a porcine face.

Pigalopes are strange creatures native to Revular's Island, which is actually a huge spelljamming asteroid that belongs to an evil race called the syllix.

Pigalopes feed primarily on underbrush, but when hungry, they dig for tree roots. Unchecked pigalope populations are threats to trees, for they eat the roots and especially like the taste of young saplings.

Pigalope meat is edible, although it tastes like gamey turkey. Pigalope hides are tough and can be fashioned into hide armor.

A pigalope stands 2-1/2 to 4 feet tall and weighs 30 to 100 pounds. Particularly large specimens have been known to reach 6-1/2 feet in height and 200 lbs.

COMBAT

Pigalopes flee when contronted, squealing noisily.

Skills: Pigalopes have a +8 racial bonus on Jump checks.

Originally appeared in Dungeon Magazine #71 (1998).
 
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Shade

Monster Junkie
Orangutan

http://www.enworld.org/showthread.php?t=199555&page=4

Orangutan
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+5
Attack: Claws +5 melee (1d4+4)
Full Attack: 2 claws +5 melee (1d4+4) and bite +0 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend 2d4+6
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 18, Dex 15, Con 15, Int 2, Wis 12, Cha 8
Skills: Listen +6, Spot +5
Feats: Alertness
Environment: Warm forests
Organization: Solitary, pair, or family (3)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)

This large ape has long arms and reddish-orange hair.

Oragutans are arboreal apes that spend almost all of their time in trees. They fashion nests from branches and foliage in which to sleep.

Male orangutans develop as either flanged or unflanged. Flanged orangutan males are so named due to their prominent cheek pads (called "flanges"). They also have longer fur than unflanged males. Only flanged males are territorial.

Male and female orangutans generally pair up only to mate. The female raises the young until they reach 6 or 7 years of age.

Oragutans are among the smartest animals in existence. Their name means ""person of the forest".

Oragutans eat mostly fruit, supplementing this diet with other vegetation, eggs, and insects.

An orangutan is 4-1/2 to 5-1/2 feet tall and weighs 200-260 pounds.

COMBAT

Though most orangutans are generally peaceful, flanged males are territorial and will fight to defend it.

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

Skills: Orangutans have 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 Dragon Magazine #95 (1985).
 
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Shade

Monster Junkie
Dragonet, Geyser Dragon

http://www.enworld.org/showthread.php?t=220714&page=3

Dragonet, Geyser Dragon
Tiny Dragon (Aquatic)
Hit Dice: 3d12+3 (22 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 60 ft. (good), swim 60 ft.
Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple: +3/-6
Attack: Bite +7 melee (1d3-1)
Full Attack: Bite +7 melee (1d3-1) and 2 claws +5 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Boiling blood, breath weapon
Special Qualities: Amphibious, darkvision 60 ft., fire tolerance, immunity to paralysis and sleep, low-light vision, scent
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 10
Skills: Hide +10, Listen +7, Move Silently +8, Spot +7, Swim +13
Feats: Multiattack, Weapon Finesse
Environment: Warm aquatic
Organization: Solitary, pair, or nest (3-8)
Challenge Rating: 2
Treasure: Half coins; double goods; double items
Alignment: Usually neutral
Advancement: 4-6 HD (Tiny)
Level Adjustment: +4

The body of thiis tiny, wingless dragon is long and serpentine, with short legs and long fins trailing from behind its shoulders and hips. Its greenish-blue scales are flecked with silver. Vapor billows from its body as it moves with the fluidity of an eel.

Although no larger than a pseudodragon, geyser dragons consider themselves true dragons, and as such, are overconfident and arrogant. They only take equally boastful and brash creatures as companions.

Bearing both gills and nostrils, geyser dragons can breathe both air and water equally. Geyser dragons are usually found in magma-warmed natural springs. They nest in small groups in cramped caverns, wherein they sleep and mate nocturnally. During the day, they hunt anything they can catch, and their overconfidence often results in them becoming a meal for larger predators. Because humanoids build bathhouses and other structures over hot springs, geyser dragons sometimes find their way into such establishments.

Geyser dragons are 2 to 4 feet long and weigh 15 to 25 pounds. Scale coloration is greenish blue flecked with silver. They have a lifespan of 21-32 years.

Geyser dragons speak Draconic.

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

Combat

Geyser dragons generally open combat with a blast of their powerful breath weapons before they throw themselves into melee combat.

Boiling Blood (Ex): A geyser dragon’s blood is highly pressurized and erupts in a burst of boiling liquid and steam upon contact with the air. A creature that makes a successful attack with a slashing or piercing weapon (including natural weapons) against a geyser dragon must succeed on a DC 12 Reflex save or take 1d3 points of fire damage from the splashing blood. The save DC is Constitution-based.

Breath Weapon (Su): Once every 1d4 rounds (but not more than three times per day), a geyser dragon can spit a 40-foot cone of boiling water and steam that deals 2d12 points of fire damage (DC 12 Ref half). The save DC is Constitution-based.

Fire Tolerance (Ex): If a peluda is exposed to any effect that deals fire damage and normally allows it to attempt a save for half damage, it takes no damage on a successful saving throw and only half damage on a failed save.

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

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

Monster Junkie
Turtledove

http://www.enworld.org/showthread.php?t=82565&page=8

Turtledove
Medium Magical Beast
Hit Dice: 7d10+21 (59 hp)
Initiative: -2
Speed: 15 ft. (3 squares), fly 40 ft. (average)
Armor Class: 16 (-2 Dex, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +7/+10
Attack: Bite +10 melee (1d8+4 plus serenity)
Full Attack: Bite +10 melee (1d8+4 plus serenity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Serenity
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +5, Ref +3, Will +3
Abilities: Str 16, Dex 7, Con 17, Int 5, Wis 12, Cha 13
Skills: Spot +14
Feats: Ability Focus (serenity), Hover, Skill Focus (Spot)
Environment: Any
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Medium); 15-21 HD (Large)
Level Adjustment: -

A six-foot-diameter turtle flies through the air on the feathered wings of a dove.

Turtledoves, as their name suggests, are a magical combination of turtles and doves, then increased to unusual size. What possessed a mad wizard to fuse these two creatures is unknown, but the result is surprisingly effective.

Turtledoves' bodies are naturally buoyant, so their wings are used more for steering than actually keeping them aloft.

Turtledoves makes nests in high caverns or in the rafters of buildings. They covet shiny things, particularly hollow glass balls. Their nests are often lined with such trinkets. They lay only a pair of eggs like their bird ancestors, and both sexes incubate these eggs.

A turtledove is 6 feet in diameter and weighs 800 pounds.

COMBAT

Turtledoves are aggressive and fight to the death.

Flight (Ex): A turtledove's body is naturally buoyant. This buoyancy allows it to fly at a speed of 40 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range. A turtledove continues to float, even after its death.

Serenity (Su): A creature bitten by a turtledove must succeed on a DC 16 Will save or forgo all hostile actions for 1d4+1 rounds. This is otherwise identical to a calm emotions spell. The save DC is Charisma-based.

Originally appeared in Dragon Magazine #156 (1990).
 
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Shade

Monster Junkie
Dinosaur, Utahraptor

http://www.enworld.org/showthread.php?t=67093&page=16&pp=30

Dinosaur, Utahraptor
Large Animal
Hit Dice: 7d8+42 (73 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +5/+17
Attack: Talons +7 melee (2d6+8)
Full Attack: Talons +7 melee (2d6+8) and 2 foreclaws +5 melee (1d4+4) and bite +5 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +6, Will +5
Abilities: Str 27, Dex 13, Con 23, Int 2, Wis 12, Cha 10
Skills: Hide +6, Jump +30, Listen +10, Spot +10, Survival +10
Feats: Iron Will (B), Multiattack, Run, Track
Environment: Warm forests
Organization: Solitary, pair, or pack (3–6)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: -

This large dinosaur is birdlike in appearance. Its wicked talons sport a huge curved claw on the second toe of each foot.

Utahraptors are the largest known dromaeosaurs, the group of dinosaurs commonly known as raptors. It is a larger relative of deinonychus, and is unrelated to the megaraptor, which is no longer considered a dromaeosaur.

Utahraptors are up to 21 feet long and can weigh 1,500 pounds.

COMBAT

Like its smaller relative the deinonychus, a utahraptor hunts by running down prey, then pouncing and ripping with its rear talons as it claws and bites. The talons count as one attack.

Pounce (Ex): If a utahraptor charges, it can make a full attack.

Skills: A utahraptor has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.

Originally appeared in Dungeon Magazine #54 (1995).
 
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Shade

Monster Junkie
Pigeontoad

http://www.enworld.org/showthread.php?t=82565&page=8

Pigeontoad
Diminutive Magical Beast
Hit Dice: 1d10 (5 hp)
Initiative: +2
Speed: 15 ft. (3 squares), fly 30 ft. (poor)
Armor Class: 16 (+4 size, +2 Dex), touch 16, flat-footed 14
Base Attack/Grapple: +1/+0
Attack: Talons +7 melee (1-5)
Full Attack: Talons +7 melee (1-5) and bite +2 melee (1d4-5 plus poison)
Space/Reach: 1 ft./0 ft.
Special Attacks: Attach, poison
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 1, Wis 14, Cha 4
Skills: Hide +18
Feats: Ability Focus (poison), Weapon Finesse (B)
Environment: Temperate forests and marshes
Organization: Solitary, pair, or flock (3-12)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-4 HD (Diminutive)
Level Adjustment: -

This awkward creature blends features of a toad and a bird. Its lumpy hide is olive-green fading to pale yellow on its underbelly. Its leathery wings are gray with a greenish tint, while its beak and talons are black.

Of unknown origins, pigeontoads are bizarre creatures that inhabit marshes and dark forests. They lair in hollow trees, bushes, or stumps, always near water. Although adult pigeontoads rarely venture into water, they begin their lives underwater and return to the water to mate and lay their eggs.

Every spring, a pigeontoad lays a clutch of 10 to 100 eggs in the water. Only about a quarter of those eggs last long enough to hatch, releasing 3" tadpoles with vestigial wings. The tadpoles use these wings to help swim. By the end of summer, a hatchling can make short flights, and by the end of autumn it is fully grown. At this time, the new pigeontoad joins a flock or starts one of its own.

Pigeontoad flocks attack en masse, often overpowering much larger creatures. Although the feed mostly on snakes, lizards, and other swamp creatures, they have been known to attack pets, livestock, and even humanoids if these creatures encroach upon their territories.

Lizardfolk consider the jellylike mass of pigeontoad eggs to be a delicacy. They occasionally domesticate flocks of pigeontoads for use as guards and an endless supply of eggs.

The croak of a pigeontoad is indistinguishable from that of a normal toad. It most often croaks when alarmed.

A pigeontoad is 2 feet long and weighs 15 pounds. It has a lifespan of 3 to 5 years.

COMBAT

A pigeontoad flies to a single opponent and attempts to latch on with its talons, allowing it to more easily strike with its beak thereafter.

Attach (Ex): If a pigeontoad hits with its talons attack, it latches onto the opponent’s body. An attached pigeontoad is effectively grappling its prey. The pigeontoad loses its Dexterity bonus to AC and has an AC of 14, but holds on with great tenacity. Pigeontoads have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

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

An attached pigeontoad deals automatic talons damage each round, and gains a +2 bonus on attack rolls with its bite.

Poison (Ex): Injury, Fortitude DC 12, initial damage 1 Str and Con, secondary damage 1d4 1 Str and Con. The save DC is Constitution-based.

Skills: A pigeontoad’s coloration gives it a +4 racial bonus on Hide checks.

Originally appeared in Dragon Magazine #156 (1990).
 
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