Creature Catalog new 3.5 conversions

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BOZ

Creature Cataloguer
Mist Wolf

http://www.enworld.org/forums/showthread.php?t=73265

Wolf, Mist
Medium Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +2
Speed: 50 ft (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+5
Attack: Bite +6 melee (2d6+2)
Full Attack: Bite +6 melee (2d6+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Trip
Special Qualities: Darkvision 60 ft, detect evil, low-light vision, mist cloud, scent, spell resistance 13
Saves: Fort +6 Ref +5 Will +3
Abilities: Str 14, Dex 15, Con 16, Int 10, Wis 12, Cha 11
Skills: Hide +3, Listen +3, Move Silently +4, Sense Motive +4, Spot +3, Survival +1*
Feats: Blind-Fight, Track (B), Weapon Focus (bite)

Environment: Any cold and temperate land (except desert)
Organization: Solitary or pack (2-20)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful good
Advancement: 4-6 HD (Medium), 7-9 HD (Large)
Level Adjustment: +4 (cohort)

This wolf is slightly taller than the average wolf, and has gray fur with white at the tips and on the hackles. It is slim yet muscular, and its teeth are sharp and deadly. It has black eyes, but absent is the red tinge often seen in wild wolves.

The mist wolf is a wilderness protector with some magical ability. A mist wolf appears identical to its non-magical cousin, often leading mankind to distrust them. A mist wolf is completely benevolent, but this does not often allay the innate fear and hatred instilled by legends of wolves and monsters like them.

A mist wolf is an merciless enemy of evil, and will go to great lengths to protect good humanoids and defend goodness and law wherever it may be. A mist wolf will only attack humanoids that have been acting in an overtly evil manner. A mist wolf feels that its duty is to protect travelers from malicious creatures. The presence of mist wolves in areas infested with evil does not help their reputation, and they are thus often slain by the very people they seek to protect. They inhabit such areas because this is where they can do the most good.

Mist wolves live in a pack society, led by the strongest member of the pack. The leader of the pack (usually, but not necessarily, male) gains and defends this position by a challenge of combat through subdual. A mist wolf is a highly efficient predator, and has few natural enemies. They never over-hunt and area, and carefully select their victims and control hunting.

A mist wolf is 4 feet tall at the shoulder, and weighs about 120 pounds.

Mist wolves have their own language consisting of yips, barks, and growls. A mist wolf can understand Common and other languages, but is unable to speak.

COMBAT
Mist wolves use the same sort of pack tactics of common wolves. They are significantly more intelligent than normal animals, and are not likely to continue a losing battle. Their main mode of defense is their mist cloud, which they use to disengage from dangerous opponents. This mist is opaque to both the mist wolf and its opponent, allowing the wolf to slip away unseen.

Trip (Ex): A mist wolf that hits with its bite attack can attempt to trip the opponent (+6 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 mist wolf.

Detect Evil (Su): Mist wolves continuously detect evil as the spell (caster level 4th).

Mist Cloud (Su): Twice per day, a mist wolf can exhale a cloud of thick mist in a 20-foot-radius spread, 20 feet high. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

The mist cloud lasts five rounds. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

Skills: *Mist wolves have a +4 racial bonus on Survival checks when tracking by scent.

Originally found in Greyhawk Adventures (1988, James M. Ward), and Monstrous Compendium MC5 - Greyhawk Appendix (1990).
 
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BOZ

Creature Cataloguer
Plumach

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

Rilmani, Plumach
Medium Outsider (Extraplanar, Rilmani)
Hit Dice: 4d8+12 (30 hp)
Initiative: +0
Speed: 30 ft (6 squares)
Armor Class: 16 (+0 Dex, +6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +4/+7
Attack: Heavy mace +7 melee (1d8+3/x2) or slam +7 melee (1d4+3)
Full Attack: Heavy mace +7 melee (1d8+3/x2) or slam +7 melee (1d4+3)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/good or evil or lawful or chaotic, darkvision 60 ft, immunity to electricity and poison, resistance to acid 10 and sonic 10, spell resistance 13, telepathy 100 ft
Saves: Fort +7 Ref +4 Will +4
Abilities: Str 17, Dex 11, Con 16, Int 12, Wis 11, Cha 16
Skills: Appraise +9, Concentration +9, Craft (any one) +15, Diplomacy +5, Intimidate +7, Knowledge (the planes) +7, Listen +5, Profession (any one) +14, Sense Motive +7, Spot +5, Survival +0 (+2 on other planes)
Feats: Skill Focus (craft), Skill Focus (profession)

Environment: Concordant Domain of the Outlands
Organization: Solitary, pair, or band (4-24)
Challenge Rating: 5
Treasure: No coins, double goods, standard items
Alignment: Always neutral
Advancement: 5-8 HD (Medium), 9-12 HD (Large)
Level Adjustment: +6

This humanoid is short and stocky, and has a dull gray metallic sheen to its skin. It has broad shoulders and a thick waist, with short meaty hands and solid legs.

The plumach is the common citizen of the Outlands, and the least powerful of the rilmani. They do not involve themselves much in the rilmani struggle to keep the Balance, and take a more apathetic approach to neutrality. Plumachs keep an eye on the day to day happenings in the Outlands as their own little part of watching the Balance.

Plumachs are a craft-oriented people, and are hard workers. Traders and emissaries are common throughout the Outlands. They have much in the way of practical wisdom and common sense, and give respect where respect is due. A plumachs is usually a craftsman, teamster, merchant, or another simple occupation, and is the equal of the finest human at its chosen trade. Plumachs need little, so they devote their time to creating devices of comfort and convenience, or works of art for all to appreciate.

A plumach stands about 5 ½ feet tall, and weighs about 200 pounds.

A plumach can speak Rilmani and Common.

COMBAT
A plumach will tend to avoid combat unless its life or interests are threatened. Those who assume a plumach is incompetent or stupid will soon learn how much a stubborn and determined opponent one can be despite their lack of grace or strength. Plumachs cooperate well in a fight, and don’t give up until they are victorious.

Plumach legions can be mustered to defend the Balance, in times of great need. Under the authority of an aurumach, a plumach will fight for any cause.

A plumach can be summoned using a summon monster IV spell.

A plumach does not possess the ability to summon other rilmani.

Spell-Like Abilities: At will - chill touch (DC 14), comprehend languages, detect chaos, detect evil, detect good, detect law, detect magic, detect thoughts (DC 15), feather fall, heat metal (DC 15), hold person (DC 16), sanctuary (DC 14), tongues; 3/day – polymorph; 1/day - solid fog. Caster level 4th. The save DCs are Charisma-based.

Originally found in Planescape Monstrous Compendium Appendix II (1995, Rich Baker).
 
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BOZ

Creature Cataloguer
Prometheus

http://www.enworld.org/forums/showthread.php?t=69718

Titan, Greater, Prometheus
Colossal Outsider (Extraplanar, Good)
Hit Dice: 48d8+816 (1,032 hp)
Initiative: +15
Speed: 40 ft (8 squares), fly 60 ft (perfect)
Armor Class: 55 (-8 size, +7 Dex, +32 natural, +14 insight), touch 23, flat-footed 48
Base Attack/Grapple: +48/+81
Attack: Slam +58 melee (4d8+18)
Full Attack: 2 slams +58 melee (4d8+18)
Space/Reach: 30 ft/30 ft
Special Attacks: Spell-like abilities, spells
Special Qualities: Clay of creation, damage reduction 20/epic, darkvision 240 ft, improved evasion, improved uncanny dodge, inspire competence, regeneration 5, spell resistance 36, wild empathy, woodland stride
Saves: Fort +47 Ref +33 Will +44
Abilities: Str 47 Dex 24 Con 45 Int 40 Wis 38 Cha 35
Skills: Appraise +57, Balance +30, Bluff +39, Climb +48, Concentration +60, Craft (alchemy) +50, Craft (sculpting) +83, Decipher Script +60, Diplomacy +68, Disguise +12 (+14 in character), Gather Information +54, Heal +56, Intimidate +14, Jump +52, Knowledge (arcana) +70, Knowledge (geography) +55, Knowledge (history) +60, Knowledge (local) +65, Knowledge (nature) +55, Knowledge (nobility and royalty) +50, Knowledge (religion) +55, Knowledge (the planes) +55, Listen +51, Perform (oratory) +57, Perform (sing) +47, Perform (string instruments) +52, Search +50, Sense Motive +71, Spellcraft +72 (+74 scrolls), Spot +51, Survival +14 (+16 on other planes, +16 following tracks, +16 keep from getting lost, +16 aboveground), Use Magic Device +54 (+58 scrolls)
Feats: Alertness, Combat Expertise, Craft Wondrous Item, Diligent, Improved Initiative, Magical Aptitude, Negotiator, Scribe Scroll (B), Skill Focus (Craft [sculpting]), Quicken Spell-Like Ability (greater teleport), Quicken Spell-Like Ability (true strike)
Epic Feats: Craft Epic Wondrous Item, Epic Skill Focus (Craft [sculpting]), Epic Fortitude, Epic Will, Group Inspiration, Improved Darkvision, Superior Initiative

Environment: Olympian Glades of Arborea
Organization: Solitary
Challenge Rating: 32
Treasure: Double coins, double goods, triple items
Alignment: Always neutral good
Advancement: ---
Level Adjustment: ---

This colossal humanoid bears a wise, regal countenance. He dresses finely, and commands respect with his very gaze.

Prometheus is a wise titan, whose name means “forethought.” He is the son of the Titan Iapetus and the nymph Clymene, and is the brother of the Titans Atlas and Epimetheus. Prometheus had no wife, but he had taken as a lover Celaeno, one of the Pleiades (or Seven Sisters), and had a son named Deucalion.

When the Olympian gods and the Titans made war on each other, Prometheus was able to correctly deduce the outcome of the struggle. He was wise enough to ally himself with the gods rather than fight alongside the doomed Titans.

Prometheus is credited with creating the first humans, fashioning them out of clay. He is a helpful being, and chooses to assist humankind whenever possible. Prometheus taught humans many of the civilized arts, including the medicinal use of plants, the cultivation of grains, and the domestication of animals. However, when Prometheus stole a flame from the sun to give humankind the gift of fire, he offended Zeus. Zeus ordered that Prometheus be chained to a mountain, to have his perpetually regenerating liver torn out every day by a griffon. After thirty years of this torture, Zeus relented and ordered Hercules to free the Titan. Prometheus was invited to join with the gods, and now dwells among them in the realm of Olympus.

Humans sometimes worship Prometheus, and he has a small but growing cult. His followers wear an iron ring set with a chip of stone from the mountain where Prometheus was chained. Prometheus has the ability to create any mortal creature from clay, to use as a servant for a time or to reward a faithful follower with a companion creature. Prometheus uses a torch as his symbol, to represent the fire he stole from the sun.

Prometheus is 100 feet tall and weighs 725,000 pounds.

COMBAT
Prometheus is a kind-hearted being, and is not wantonly destructive like most of the other Titans. He prefers to think a problem through rather than resort to force. However, he will always defend himself or any good being. Prometheus is loyal to both of his brothers, even though Atlas is evil, and will side with them if they are under attack.

Spell-Like Abilities: At will – chain lightning (DC 28), charm monster (DC 26), cure critical wounds (DC 26), daylight, fire storm (DC 30), greater dispel magic, hold monster (DC 27), holy smite (DC 26), invisibility, invisibility purge, levitate, persistent image (DC 27), polymorph (humanoid forms only, duration 1 hour), produce flame, protection from energy, pyrotechnics (DC 24), read magic, remove curse (DC 26), true strike; 3/day – etherealness, freedom of movement, greater teleport, summon nature’s ally IX; 1/day – foresight, gate, greater restoration, maze, meteor swarm (DC 31), moment of prescience, plane shift, wind walk. Caster level 25th. The save DCs are Charisma-based.

Spells: Prometheus can cast divine spells as a 13th-level cleric. Prometheus has access to the following domains: Good, Fire, Knowledge, and Protection. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/10/10/8/8/7/6/4; save DC 24 + spell level): 0 – create water, detect magic, light, mending, purify food and drink, read magic; 1st – Bless (x2), bless water, burning hands*, detect evil, divine favor, entropic shield, protection from evil, remove fear, sanctuary, shield of faith; 2nd – Aid, augury, bear's endurance, bull's strength, eagle's splendor, make whole, owl's wisdom, produce flame*, shield other, silence, status; 3rd – Clairaudience/clairvoyance*, continual flame, daylight, helping hand, locate object, prayer, searing light, stone shape, water walk; 4th – Air walk, death ward, dimensional anchor, dismissal, divination, freedom of movement, holy smite*, sending, tongues; 5th – Commune, dispel evil, fire shield*, flame strike, mass cure light wounds, plane shift, scrying, true seeing; 6th – Banishment, blade barrier*, greater dispel magic, heal, heroes' feast, mass cure moderate wounds, wind walk; 7th – Fire storm*, holy word, mass cure critical wounds, regenerate, resurrection.
*Domain spell.

Prometheus can also cast arcane spells as a 15th-level wizard. He has access to the following spells: 0 – acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1st – alarm, burning hands, detect undead, feather fall, hypnotism, identify, magic missile, obscuring mist, ray of enfeeblement; 2nd – bear’s endurance, continual flame, detect thoughts, flaming sphere, fox’s cunning, glitterdust, mirror image, owl’s wisdom, protection from arrows, scorching ray, see invisibility, shatter, Tasha’s hideous laughter, touch of idiocy, web; 3rd – blink, clairaudience/clairvoyance, deep slumber, displacement, fireball, gaseous form, halt undead, haste, magic circle against evil, nondetection, suggestion, tongues; 4th – fire shield, locate creature, mass enlarge person, mass reduce person, shout, solid fog, stoneskin, wall of fire; 5th – baleful polymorph, break enchantment, dominate person, dream, feeblemind, permanency, wall of force; 6th – antimagic field, contingency, disintegrate, geas/quest, greater heroism, mass bull’s strength, mass suggestion, mislead, true seeing; 7th – banishment, delayed blast fireball, greater arcane sight, greater scrying, greater teleport, insanity, limited wish, spell turning, vision; 8th – Bigby’s grasping hand, discern location, incendiary cloud, Otto’s irresistible dance, protection from spells, summon monster VIII, sunburst. The save DCs are Intelligence-based.

Typical Wizard Spells Prepared (4/8/8/8/7/7/6/5/3; save DC 25 + spell level); 0 – disrupt undead, ghost sound, mending, prestidigitation; 1st – burning hands, feather fall, hypnotism, identify, magic missile (x2), obscuring mist, ray of enfeeblement; 2nd – continual flame, detect thoughts, mirror image, owl’s wisdom (x2), protection from arrows, see invisibility, Tasha’s hideous laughter; 3rd – blink, clairaudience/clairvoyance, deep slumber, fireball, gaseous form, magic circle against evil, nondetection, tongues; 4th – fire shield, locate creature, mass enlarge person, mass reduce person, shout, solid fog, stoneskin; 5th – baleful polymorph, break enchantment, dominate person, dream, feeblemind, permanency, wall of force; 6th – antimagic field, disintegrate, greater heroism, mass bull’s strength, mislead, true seeing; 7th – banishment, greater arcane sight, greater teleport, insanity, spell turning; 8th – Bigby’s grasping hand, discern location, protection from spells.

Clay of Creation (Su): At will, as a full-round action, Prometheus can shape clay into the form of any living non-unique creature that is not of extraplanar origin. The sculpture becomes a living creature with average statistics for its type. This creature will serve him until it dies, though Prometheus usually sets it free after a specific service. Prometheus may also set the creature to be a companion for another being of his choosing.

Prometheus can control only 50 HD worth of such creatures at a given time. If he exceeds this number, all the newly created creatures fall under his control, and any excess creatures from previous castings become uncontrolled. (Prometheus chooses which creatures are released.)

Improved Evasion (Ex): If Prometheus makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage, and takes only half damage on a failed save. If helpless, Prometheus does not gain the benefit of improved evasion.

Improved Uncanny Dodge (Ex): Prometheus retains his Dexterity bonus to AC when flat-footed, and he cannot be flanked except by a rogue of at least 52nd level. He can flank characters with the uncanny dodge ability as if he were a 48th-level rogue.

Inspire Competence (Su): Prometheus can use any of his Perform skills to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear Prometheus. Prometheus must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear Prometheus’ performance. Certain uses of this ability are infeasible. The effect lasts as long as Prometheus concentrates, up to a maximum of 2 minutes. Prometheus can’t inspire competence in himself. Inspire competence is a mind-affecting ability.

Regeneration (Ex): Prometheus takes damage from epic evil-aligned weapons and from spells and effects with the evil descriptor.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature. Prometheus adds a +30 competence bonus and his Charisma modifier (+12) to the 1d20 roll to determine the wild empathy check result.

Woodland Stride (Ex): Prometheus may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.

prometheus.gif


Originally found in the first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz).
 
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BOZ

Creature Cataloguer
Dimetrodon

http://www.enworld.org/forums/showthread.php?t=67093

Dinosaur, Dimetrodon
Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 30ft, swim 20ft
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+11
Attack: Bite +7 melee (1d8+6)
Full Attack: Bite +7 melee (1d8+6)
Space/Reach: 10ft/5ft
Special Attacks: Improved grab
Special Qualities: Low-light vision
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Skills: Hide +2*, Move Silently +5*, Spot +3, Swim +12
Feats: Stealthy, Weapon Focus (bite)

Environment: Warm marsh
Organization: Solitary
Challenge Rating: 03
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large), 9-12 HD (Huge)
Level Adjustment: ---

This bulky reptile has a short jaw packed with conical teeth and a long colorful spiny sail runs down the length of its back.

The dimetrodon is a primitive carnivorous reptile with slightly mammalian features. Though not actually a dinosaur, it is commonly associated with the same era from which such beasts came.

Dimetrodons average 10 feet in length and about 1 ton in weight. They live in marshes, where they hunt large amphibians and other reptiles. They are competent swimmers, but are slow in the water and swim only to move from one patch of dry land to another.

COMBAT
Dimetrodons attack from ambush, grabbing hold of their prey and shaking it until it dies. It avoids groups of creatures, preferring to attack ones that are separated from their allies.

Improved Grab (Ex): In order to use this ability, a dimetrodon must hit with a bite attack. If it hits, it can make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it deals automatic bite damage each round.

Skills: A dimetrodon gains a +4 racial bonus on all Hide and Move Silently checks made in marshes.
A dimetrodon 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 found in the first edition Monster Manual II (1983, Gary Gygax), Monstrous Compendium MC3 - Forgotten Realms Appendix I (1989), and Monstrous Compendium Annual Two (1995). It also appeared in the original D&D module X1 - The Isle of Dread (1981, David Cook and Tom Moldvay).
 
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BOZ

Creature Cataloguer
Vitriolus

http://www.enworld.org/forums/showthread.php?t=66584

Vitriolus
Small Ooze (Earth, Extraplanar)
Hit Dice: 1/2d10+1 (3 hp)
Initiative: +0
Speed: 20 ft (4 squares)
Armor Class: 12 (+1 size, +1 natural), touch 11, flat-footed 12
Base Attack/Grapple: +0/-4
Attack: Slam +1 melee (explode)
Full Attack: Slam +1 melee (explode)
Space/Reach: 5 ft/5 ft
Special Attacks: explode
Special Qualities: blindsight 60 ft, immunity to fire and acid, dissolve, ooze traits
Saves: Fort +2 Ref +0 Will -5
Abilities: Str 10, Dex 10, Con 14, Int ---, Wis 1, Cha 1
Skills: ---
Feats: ---

Environment: Elemental Plane of Earth
Organization: Swarm (10-100) or horde (100-1000)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This creature appears to be a roughly humanoid figure composed of sand. It casts an eerie green light as it glows dimly.

The vitriolus is a volatile elemental creature with a very unstable molecular composition. These creatures are very excitable even on their home plane, but are prone to violence when removed from it. When summoned to the Material Plane, a vitriolus literally explodes with rage, and kills everything its sees except for those like it.

A vitriolus is 3 feet tall and weighs 80 pounds.

Vitrioli do not speak and do not appear to understand any form of language or communication.

COMBAT
A vitriolus in a rage will attack every living thing it sees, except for those of its own kind. They are mindless and have no concept of death, and are not afraid to die or to kill.

Explode (Ex): A vitriolus explodes when it hits an opponent with its slam attack, or when hit with a manufactured weapon, natural attack, or unarmed attack. Each creature in a 5-foot radius takes 1d8+3 points of fire damage and 2d4 points of acid damage. A successful Reflex save (DC 12) halves the damage. This explosion kills the vitriolus automatically.

Unattended nonmagical objects within the radius also take the damage, and are not entitled to a saving throw. Note that fire attacks deal half damage to most objects, while acid deals full damage. The save DC is Constitution-based.

Dissolve (Ex): A vitriolus cannot live for long away from its home plane. It loses 1 hit point every 6 hours spent on another plane and does not heal normally. The vitriolus disintegrates into a pile of mush upon reaching 0 hit points.


Vitrioliquid: Vitrioliquid is a magical substance that was created to summon vitrioli from their home plane. There is no other known way to summon these creatures. This highly acidic liquid must be kept in a glass vial to keep it contained.

If the vial is shattered or poured out over earth or stone, vitrioli will appear on that spot at a rate of 5 per round. A vial of vitrioliquid, when found, holds anywhere from 1 to 10 ounces of the stuff (1d10). A newly created vial always contains 10 ounces. Each ounce used summons 1d10 vitrioli, while using the whole vial at once summons a swarm of 10d10 vitrioli.

If the liquid is instead poured into a swamp or other body of water rich with plant life, it will summon a horde of 100d10 vitrioli. If the substance falls on or is poured into anything other than glass, it will eat its way through and continue downward until it reaches stone or earth. Vitrioliquid dissolves most material quickly, but does not affect glass, earth, or stone. Vitrioliquid deals 10 points of acid damage per round to creatures or any objects other than glass, earth, or stone. When vitrioliquid comes into contact with earth or stone, it is activated and begins to summon vitrioli.

The vitrioli will be enraged upon summoning, but can be controlled by creator who mixed the vitrioliquid if he is physically present at the summoning. This control requires concentration, and only lasts for a maximum number of rounds equal to the caster’s level at the time he made the vitrioliquid.

A sip of vitrioliquid deals 1d6 points of acid damage to the foolish imbiber; drinking more than a sip is extremely dangerous. Vitriolus is highly poisonous, and aside from the acid damage, the creature drinking the solution must succeed on a DC 15 Fortitude save or suffer 2d4 Con damage as initial and secondary damage. Even if the save is successful, the creature will still suffer 2d8 points of acid damage. This effect supercedes and negates the usual effects of the liquid; no creatures are summoned, and the liquid does not eat its way out of the victim.

Strong conjuration; CL 11th; Craft Wondrous Item, Craft (alchemy) 10 ranks, Knowledge (the planes) 10 ranks, animate object, command, flame strike, light, and quest; Price 3,500 gp.

Originally found in module I7 – Baltron’s Beacon (1985, Philip Meyers).
 
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BOZ

Creature Cataloguer
Phanaton

http://www.enworld.org/forums/showthread.php?t=73262

Phanaton
Small Monstrous Humanoid
Hit Dice: 1d8-1 (3 hp)
Initiative: +1
Speed: 25 ft (5 squares), climb 25 ft, fly 40 ft (clumsy)
Armor Class: 13 (+1 size, +1 Dex, +1 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/-1
Attack: Bite +2 melee (1d4) or club +2 melee (1d4/x2)
Full Attack: Bite +2 melee (1d4) or club +2 melee (1d4/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: ---
Special Qualities: Darkvision 60 ft, forest empathy, prehensile tail
Saves: Fort +1 Ref +5 Will +5
Abilities: Str 11, Dex 13, Con 9, Int 10, Wis 12, Cha 8
Skills: Balance +2, Climb +10, Hide +7, Knowledge (nature) +2, Listen +3, Move Silently +11, Spot +3, Survival +2, Tumble +3
Feats: Stealthy

Environment: Warm forest
Organization: Solitary, pair, band (10-20 plus one 2nd-level n'chala), clan (30-300 plus 50% noncombatants, one warchief of 3rd level and 2-12 bodyguards of 2nd level), or tribe (300-900 plus 50% noncombatants, one 2nd-level n'chala per 10 adults, one 3rd-level warchief and 2-12 2nd-level bodyguards per 30 adults, one king of 8th level, and four bodyguards of 6th level; villages may also have 1-3 dryads or treants)
Challenge Rating: ½
Treasure: None
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +0

This creature looks like a cross between a raccoon and a monkey, about the same size as a halfling. Its coloration is that of a raccoon, including the dark “mask” over the eyes, gray-brown fur, and a ringed tail. It has grasping primate hands, with opposable thumbs. The creature’s face is almost as expressive as a human’s, and its eyes shine brightly through the shadows.

The phanaton is a small, intelligent forest dweller with a very strong tie to nature. A phanaton spends most of its time living in trees, making it easy to hide from travelers. Its bright green, fiery red, or shiny yellow eyes might be the first thing one sees in the dark. A phanaton has a membrane of skin stretching from arm to leg that, when spread, allows the phanaton to glide from branch to branch. This membrane allows a phanaton to glide in freefall, but it cannot gain altitude this way.

Phanaton clans build their villages on platforms of wood and woven vines in the trees, connected by a network of rope bridges. They associate well with treants, druids, and wood elves, but are very friendly to most beings. Phanatons consider themselves protectors of the forest, and enjoy tending and maintaining the plant life in their home. They often run afoul of humanoids seeking to cut down trees, and will sabotage equipment and play annoying pranks to chase away woodcutters.

Phanatons consider aranea to be their traditional enemies, and usually attack them on sight. Though phanatons are mostly vegetarian, they eat spiders – probably an unconscious act against their hated enemy.

A phanaton is 3 feet tall, with a 4-foot-long prehensile tail and weighs 30-35 pounds.

A phanaton speaks Elven, Sylvan, and their own language that consists largely of hoots, chatters, and clicks.

COMBAT
A phanaton is a gentle creature, and will usually only attack creatures that wish to destroy parts of the forest. A phanaton will fanatically attack such foes to save the natural beauty of their home. Phanatons can attack with their teeth, or with simple weapons made from materials at hand, such as clubs, staves, and nets. Against larger foes, a phanaton will use the stealth that the forest setting allows it.

Forest Empathy (Ex): A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest.

Prehensile Tail (Ex): A phanaton’s tail allows it to use its tail to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on grapple checks and Climb checks.

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

PHANATONS AS CHARACTERS
Most phanaton leaders are rangers or druids. A phanaton cleric has access to two of the following domains: Chaos, Good, Luck, or Nature.

Phanatons possess the following racial traits.
• –2 Strength, +4 Dexterity, –2 Constitution.
• Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
• A phanaton's base land speed is 25 feet. A phanaton also has a climb speed of 25 feet and a fly speed of 40 feet (clumsy).
• +1 natural armor bonus.
• Darkvision out to 60 feet.
• A phanaton has a +8 racial bonus on Move Silently checks. A phanaton has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
• Forest Empathy (Ex): A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest.
• Prehensile Tail (Ex): A phanaton’s tail allows it to use its tail to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on grapple checks and Climb checks.
• Automatic Languages: Phanaton. Bonus Languages: Elven, Sylvan.
• Favored Class: Ranger.
• Level Adjustment: +0.

Originally found in module X1 – The Isle of Dread (1981, David Cook and Tom Moldvay), AC9 - Creature Catalogue (1986), DMR2 - Creature Catalog (1993), and Mystara Monstrous Compendium Appendix (1994).
 
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BOZ

Creature Cataloguer
Anatotitan

http://www.enworld.org/forums/showthread.php?t=67093

Dinosaur, Anatotitan (Trachodon)
Huge Animal
Hit Dice: 12d8+90 (144 hp)
Initiative: -1
Speed: 30 ft (6 squares)
Armor Class: 15 (-2 size, -1 Dex, +8 natural), touch 7, flat-footed 15
Base Attack/Grapple: +9/+25
Attack: Tail slam +15 melee (1d6+12)
Full Attack: Tail slam +15 melee (1d6+12)
Space/Reach: 15 ft/10 ft
Special Attacks: Trample 2d10+12
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +7, Will +5
Abilities: Str 26, Dex 9, Con 24, Int 1, Wis 12, Cha 7
Skills: Listen +8, Spot +8, Swim +13
Feats: Alertness, Endurance, Run, Toughness (x2)

Environment: Temperate and cold plains
Organization: Solitary, pair or herd (6-36)
Challenge Rating: 07
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Huge), 25-36 HD (Gargantuan)
Level Adjustment: ---

This massive creature has a leathery hide, long slender limbs and a wide beak somewhat like that of a duck.

Anatotitans are huge herbivorous ornithischians that are generally harmless unless provoked.

The average anatotitan is 30 to 40 feet long and can weigh up to 3-4 tons. Despite its bulk, it is shy and not aggressive. Anatotitans, like other hadrosaurs, rear their young and have large herds consisting of one or more families. They are quite resistant to cold temperatures, despite their reptilian appearance.

This dinosaur is also known as Anatosaurus, and by the archaic name of Trachodon.

COMBAT
Anatotitans avoid combat whenever possible, preferring to flee from confrontation. If their young are threatened, however, they fight with their powerful tails. An anatotitan will only make a trample attack as part of an escape attempt, or if pursuers are too vigilant.

Trample (Ex): An anatotitan can literally run over any creatures in its way that are of Large or smaller size. Creatures trampled must make a Reflex save (DC 24 half) or take 2d10+12 damage. The save DC is Strength-based.

Originally found in the first edition Monster Manual (1977, Gary Gygax), Monstrous Compendium MC3 - Forgotten Realms Appendix I (1989), and Monstrous Compendium Annual Two (1995). It also appeared in the original D&D module X1 – The Isle of Dread (1981, David Cook and Tom Moldvay).
 
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BOZ

Creature Cataloguer
Shatjan

http://www.enworld.org/forums/showthread.php?t=73266

Shatjan
Medium Fey (Cold)
Hit Dice: 8d6+24 (52 hp)
Initiative: +1
Speed: 25 ft (5 squares)
Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Base Attack/Grapple: +4/+6
Attack: Gore +6 melee (1d8+2) or club +6 melee (1d6+2/x2) or shortbow +5 ranged (1d6/x3)
Full Attack: Gore +6 melee (1d8+2) or club +6 melee (1d6+2/x2) or shortbow +5 ranged (1d6/x3)
Space/Reach: 5 ft/5 ft
Special Attacks: Breath weapon, lower temperature
Special Qualities: Damage reduction 10/cold iron, predict weather, snow move, speak with animals
Saves: Fort +7 Ref +7 Will +8
Abilities: Str 15, Dex 12, Con 16, Int 12, Wis 14, Cha 15
Skills: Diplomacy +12, Handle Animal +16, Hide +9, Knowledge (nature) +14, Listen +9, Move Silently +8, Ride +3, Sense Motive +10, Spot +9, Survival +13 (+15 aboveground)
Feats: Great Fortitude, Skill Focus (Handle Animal), Track

Environment: Cold plains and forest
Organization: Solitary or family (1-4)
Challenge Rating: 05
Treasure: Standard
Alignment: Always lawful neutral
Advancement: 9-16 (Medium)
Level Adjustment: +3

This humanoid appears to be a stocky human, but its head is that of a reindeer with a large antler rack. Its head, neck, shoulders, and forearms are covered with a coat of hair much thicker than one would expect to see on a human. The creature wears a loincloth, decorated with intricate patterns and symbols.

The shatjan serves as a powerful nature guardian of the icy regions of the far north. A shatjan spends its time in solitude, watching over the reindeer as they roam the tundra and moving with them as they migrate. They live in icy caves or camp out in leather tents.

In summer months, shatjan form small temporary camps consisting of a mated couple and their children. A female shatjan has a much smaller set of antlers than a male. The shatjan will live at the edge of the forest and tundra, building simple structures out of fir branches and birch bark for convenience and comfort.

Shatjan are neutral to humans and other humanoids that live nearby, forming neither friendships nor underserved enmity. They are willing to trade for vegetables for both the reindeer and themselves that cannot be obtained in the northern lands.

A shatjan is 5-7 feet tall and weighs from 300-350 pounds.

A shatjan speaks Sylvan and Common, and sometimes learns the languages of other creatures living nearby.

COMBAT
The shatjan is not a warrior by nature, but will fight to protect the reindeer it has charge over. A shatjan will not attack all predators, but should the predators become too aggressive a shatjan will respond forcefully. A shatjan is not hampered by ice or snow, and will lure opponents into a position that puts them at a disadvantage, such as deep snowdrifts or slippery patches of ice. A shatjan is often armed with a bone-tipped harpoon, wooden club, or short bow.

Breath Weapon (Su): 5-foot line, once per round, damage 3d6 cold, Reflex DC 17 negates. The save DC is Constitution-based.

Lower Temperature (Su): As a free action, once per round, the shatjan can lower the temperature by 10 degrees in a 10-foot radius centered on the shatjan. All normal effects for cold weather apply. When the shatjan chooses to end this effect, the temperature returns to normal at a rate of 10 degrees per round. If the shatjan uses this ability again, the effects stack.

Predict Weather (Su): Twice per day, a shatjan can determine with 100% accuracy the weather conditions (sky, temperature, precipitation) in a nine square mile area centered on itself. It can predict the weather up to 16 hours in advance.

Snow Move (Ex): A shatjan can walk on top of deep snow and suffers no penalties when moving through snowy or icy terrain.

Speak With Animals (Sp): A shatjan can speak with animals, as the spell, at will.

Originally found in The Horde – Barbarian Campaign Setting (1990, David “Zeb” Cook).
 
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BOZ

Creature Cataloguer
Shimmering Wrath

http://www.enworld.org/forums/showthread.php?t=78935

Shimmering Wrath
Medium Elemental (Air, Extraplanar)
Hit Dice: 4d8 (18 hp)
Initiative: +2
Speed: 30 ft (6 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+4
Attack: Touch +4 melee (1d6 electricity)
Full Attack: Touch +4 melee (1d6 electricity)
Space/Reach: 5 ft/5 ft
Special Attacks: electricity, shadow chill, shocking discharge
Special Qualities: cursed summons, darkvision 60 ft, ethereal jaunt, immunity to cold and electricity
Saves: Fort +1 Ref +6 Will +1
Abilities: Str 10, Dex 15, Con 11, Int ---, Wis 11, Cha 1
Skills: ---
Feats: ---

Environment: Negative Energy Plane
Organization: Solitary or by curse (see below)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This entity appears somewhat humanoid, though its irregular form is shadowy and partially transparent. It appears to be filled with simmering points of light, and its eyes appear as larger points of light.

A shimmering wrath is a being that lives to fulfill a curse perpetrated by enraged elementals. These entities are the result of combining energy from the Negative Energy plane with powerful electrical charges from the Elemental Plane of Air.

Shimmering wraths are only summoned through a specific curse uttered by an elemental against a being that has angered it. Such an elemental cannot be bound, and must be on the same plane as the being it wishes to curse. The only way to break this curse while any victim still lives is to destroy the elemental who summoned the shimmering wraths, or bind the elemental. Binding the elemental will force it to withdraw the curse, but this may not prevent the elemental from restarting the curse if it should escape the binding.

A shimmering wrath is 5-6 feet tall but weighs only 2 pounds.

A shimmering wrath does not speak, and does not appear to communicate in any significant way.

COMBAT
Shimmering wraths attack by swarming on to the victims of their curse, attacking with their electrical touch and shadow chills. A shimmering wrath will dissipate harmlessly when reduced to 0 hit points, returning to its home plane. These creatures know no other method of attack than to touch their opponents. A shimmering wrath can use its ethereal jaunt powers to escape any imprisonment or to move around physical or magical barriers.

Electricity (Ex): The touch attack of a shimmering wrath inflicts 1d6 points of electrical damage. This damage is dealt to the shimmering wrath as well.

Shadow Chill (Su): In areas of full illumination (equivalent to daylight), a shimmering wrath casts a shadow. The wrath's shadow deals 1d4 points of cold damage to any single creature within 5 feet of the wrath (wrath's choice of target).

Shocking Discharge (Ex): If touched with bare flesh (including being struck in combat with a fist or claw) or a metallic weapon, the shimmering wrath delivers 1d6 points of electricity damage to the attacker. This is true whether or not the attack is capable of affecting the shimmering wrath.

Cursed Summons (Su): When an elemental pronounces the curse of the shimmering wrath upon another being, a process begins which summons shimmering wraths to hunt those specific creatures. All shimmering wraths are able to recognize their target and will pursue it relentlessly. 24 hours after the curse is laid, a single shimmering wrath appears within 30 feet of the cursed victim and attacks. If the shimmering wrath is destroyed, it reappears the next day and every day following with more of its kind, their numbers increasing exponentially every day (2 wraths on the second day, 4 the third, 16 the fourth, 256 the fifth, etc.). The wraths continue to come every day in greater numbers until the victim is destroyed or the curse is stopped.

Ethereal Jaunt (Su): A shimmering wrath can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).

Originally found in Dungeon Magazine #26 (“The Curse and the Quest,” November/December 1990, Craig Barrett and Cristopher Kederich), and Monstrous Compendium Annual One (1994).
 
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BOZ

Creature Cataloguer
Flame Linnorm

http://www.enworld.org/forums/showthread.php?t=69690

Linnorm, Flame Linnorm
Gargantuan Dragon (Fire)
Hit Dice: 20d12+140 (270 hp)
Initiative: +0
Speed: 60 ft (12 squares), fly 100 ft (good)
Armor Class: 25 (-4 size, +19 natural), touch 6, flat-footed 25
Base Attack/Grapple: +20/+44
Attack: Bite +28 melee (4d6+12)
Full Attack: Bite +28 melee (4d6+12) and 2 claws +26 melee (2d8+6) and tail slap +26 melee (2d8+6)
Space/Reach: 20 ft/15 ft (20 ft with bite)
Special Attacks: Breath weapons, crush 4d6+18, spell-like abilities, spells
Special Qualities: blindsense 60 ft, damage reduction 10/magic and cold iron, immunities, keen senses, spell resistance 34
Saves: Fort +19 Ref +12 Will +17
Abilities: Str 35, Dex 10, Con 25, Int 17, Wis 20, Cha 20
Skills: Bluff +28, Concentration +30, Diplomacy +9, Disguise +5 (+7 in character), Intimidate +30, Knowledge (arcana) +26, Listen +28, Search +26, Sense Motive +28, Spellcraft +28, Spot +28, Survival +3 (+5 following tracks), Swim +35
Feats: Ability Focus (breath weapon), Cleave, Flyby Attack, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball), Snatch.

Environment: Any land
Organization: Solitary
Challenge Rating: 23
Treasure: Double standard
Alignment: Always neutral evil
Advancement: 21-60 HD (Gargantuan)
Level Adjustment: ---

This wingless dragon has ashy, dull gray scales with just the barest hint of an orange shade. Several scaly flaps protrude from the tip of its head, casting a slight scarlet glow that causes them to resemble a plume of flame.

Flame linnorms are often considered the most beautiful and rare of linnorms. These malicious creatures take great joy in bending others to their will, and amassing treasure. Flame linnorms are loners, and lair in caverns deep within the earth, patrolling their territory zealously. They do not hate other linnorms, but isolate themselves to minimize the risk of theft. Flames keep a constant inventory of their wealth, and especially prize their beloved magic items. They have been known to charm or enslave other creatures just to help them acquire more treasure.

A flame linnorm can eat just about anything, from animals, to trees, or even the very earth they walk on. The most palatable food to a flame linnorm is anything on fire, and this creature has been known to set forest fires just to have a quick snack. A flame linnorm only attacks non-intelligent creatures for food.

A flame linnorm can speak Draconic and Abyssal.

COMBAT
A flame linnorm will prefer to attack from above, providing it with a good vantage point and an excellent chance to escape. A flame linnorm will usually attack with spells first, with a focus on defeating its foes without damaging their valuables. It only uses its breath weapons if this tactic fails. The vain flame linnorm prefers not to fight in close combat, as it has no wish to damage its beautiful scales. A flame linnorm’s favorite targets are ships, castles, and bands of adventures as these normally provide it with the best treasure.

Breath Weapon (Su): A flame linnorm has two breath weapons, a 120-foot line of flame and a 60-foot cone of hot ashes. It may use either breath weapon once every 1d4 rounds. Both attacks deal 8d8 points of fire damage, half on a successful Reflex save (DC 39). The save DC is Constitution-based.

Crush (Ex): A flying flame linnorm can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the flame linnorm's body. Each creature in the affected area must succeed at a Reflex save (DC 37) or be pinned, automatically taking 4d6+18 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the flame linnorm chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Spell-Like Abilities: At will – fly; 3/day – fire trap (DC 19), fireball (DC 18), heat metal (DC 17), pyrotechnics (DC 17), produce flame; 2/day – flame strike (DC 20), wall of fire; 1/day – fire seeds (DC 21), fire storm (DC 23). Caster level 18th. The save DCs are Charisma-based.

Spells: A flame linnorm can cast arcane spells as an 18th-level sorcerer (6/8/7/7/7/7/6/6/5/3; save DC 15 + spell level). A flame linnorm typically has access to the following spells: 0 – arcane mark, dancing lights, daze, detect magic, flare, ghost sound, light, read magic, touch of fatigue; 1st – burning hands, charm person, expeditious retreat, magic missle, shield; 2nd – hypnotic pattern, pyrotechnics, resist energy, scorching ray, shatter; 3rd – dispel magic, displacement, fireball, protection from energy; 4th – charm person, confusion, fire shield, wall of fire; 5th – dominate person, feeblemind, hold monster, prying eyes; 6th – disintegrate, eyebite, true seeing; 7th – delayed blast fireball, greater teleport, prismatic spray; 8th – incendiary cloud, sunburst; 9th – meteor swarm. The save DCs are Charisma-based.

Tail Sweep (Ex): A flame linnorm can sweep with its tail as a standard action. The sweep affects creatures four or more size categories smaller than the linnorm within a 20-foot-radius half-circle centered on the linnorm's rear. Each affected creature that fails a Reflex save (DC 37 half) takes 2d6+18 points of damage. The save DC is Constitution-based.

Keen Senses (Ex): A flame linnorm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet.

Originally found in Dragon Magazine #183 (“The Vikings’ Dragons,” July 1992, Jean Rabe), and Monstrous Compendium Annual One (1994).
 
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