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Shade

Monster Junkie
Angel, Power

http://www.enworld.org/forum/genera...els-possibly-other-heavenly-creatures-26.html

Angel, Power
Large Outsider (Angel, Extraplanar, Good)
Hit Dice: 14d8+84 (147 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 90 ft. (good)
Armor Class: 36 (-1 size, +4 Dex, +19 natural, +4 +2 medium fortification large steel shield), touch 13, flat-footed 32
Base Attack/Grapple: +14/+26
Attack: +2 cold iron evil outsider bane bastard sword +23 melee (2d8+10/19-20) or slam +21melee (2d8+12)
Full Attack: +2 cold iron evil outsider bane greatsword +23/+18/+13 melee (2d8+10/19-20) or slam +21 melee (2d8+12)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Aura of heroic inspiration, change shape, damage reduction 10/evil, darkvision 60 ft., lay on hands, low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 30, tongues
Saves: Fort +15 (+19 against poison), Ref +13, Will +12
Abilities: Str 27, Dex 18, Con 22, Int 16, Wis 17, Cha 20
Skills: Concentration +23, Diplomacy +24, Escape Artist +21, Hide +17, Intimidate +22, Knowledge (the planes) +20, Listen +20, Move Silently +21, Sense Motive +20, Search +20, Spot +20, Survival +3 (+5 following tracks, +5 on other planes), Use Rope +4 (+6 bindings)
Feats: Cleave, Empower Spell-Like Ability (holy smite), Exotic Weapon Proficiency (bastard sword)(B), Improved Initiative, Improved Sunder, Power Attack
Environment: Any good-aligned plane
Organization: Solitary, pair, or trio
Challenge Rating: 15
Treasure: No coins; double goods; standard items
Alignment: Always good (any)
Advancement: 15-21 HD (Large); 22-42 HD (Huge)
Level Adjustment: —

This creature resembles a beautiful, muscular human of nearly twice normal height. It has a glowing countenance and a pair of white, feathered wings.

Powers zealously strive to maintain order in the Multiverse. As such, they are the chief opponents of demons, who seek to sow chaos.

A power is 12 feet tall and weighs about 1,200 pounds.

Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.

COMBAT

Powers are among the most martially-focused of the angels, wading into battle against the forces of evil while inspiring allies with their courage. Powers view demons as their chief foes, and carry armaments designed to destroy the chaotic fiends.

A power's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

Aura of Heroic Inspiration (Su): A power continually emanates an aura that inspires its allies. This functions as greater heroism (caster level 14th), except it affects all good-aligned creatures within a 60-foot-radius. The power can suppress or resume this aura as a free action.

Change Shape (Su): A power can assume the form of any Small or Medium humanoid.

Lay on Hands (Su): As the paladin class feature, except that each day, a power can heal an amount of damage equal to its full normal hit points.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 14th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)

Spell-Like Abilities: At will—hold monster (DC 19), holy smite (DC 19), silence (DC 17), true seeing; 3/day—blade barrier (DC 21), dimensional anchor, dispel evil (DC 20), empowered holy smite (DC 19), flame strike (DC 20), stone tell; 1/day—earthquake, holy word (DC 22), raise dead. Caster level 14th. The save DCs are Charisma-based.

Tongues (Su): A power can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Originally appeared in Dragon Magazine #35 (1980).
 
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Shade

Monster Junkie
http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-38.html

Black Annis
Large Monstrous Humanoid
Hit Dice: 11d8+55 (104 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 20 (–1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +11/+22
Attack: Claw +17 melee (1d6+7) or ray of doom +11 ranged touch (2d6)
Full Attack: 2 claws +17 melee (1d6+7) and bite +15 melee (1d6+3) or ray of doom +11 ranged touch (2d6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, rake 1d6+7, ray of doom, rend 2d6+10, spell-like abilities
Special Qualities: Damage reduction 5/bludgeoning and good, darkvision 60 ft., spell resistance 19, tomb-tainted
Saves: Fort +10, Ref +8, Will +9
Abilities: Str 25, Dex 12, Con 20, Int 16, Wis 15, Cha 16
Skills: Bluff +17, Concentration +19, Diplomacy +5, Disguise +3 (+5 acting), Hide +11, Intimidate +5, Listen +15, Spot +15
Feats: Blind-Fight, Great Fortitude, Improved Initiative, Multiattack
Environment: Temperate hills
Organization: Solitary (with Black Annis' Cat) or covey (Black Annis and her cat plus 2 hags of any kind plus 1–8 ogres and 1–4 evil giants)
Challenge Rating: 8
Treasure: Standard
Alignment: Neutral evil
Advancement: By character class
Level Adjustment: —

This creature looks like an ancient female human, but impossibly tall. It has deep blue skin, filthy black hair, long white teeth, and ironlike nails.

Black Annis is a legendary hag that personifies the spirit of death and fears of the wilderness. She has long haunted a region of hills in which lies the cave called Black Annis' Bower Close, which it is said she excavated with her own iron-hard nails. At the mouth of the cave is a great oak, which is said to be where she hides while waiting for travelers to devour.

Black Annis is nearly always accompanied by her monstrous cat. Together the two are a EL 9 encounter. She occasionally forms a covey with other hags, and like others of her kind, enlists ogres and evil giants to serve her.

Over the ages, the locals have comed to fear Black Annis, and many legends have arisen about the hag. Some claim she was once a goddess of sorts, perhaps even a dark side of a mother goddess.

Black Annis detests sunlight, although it does her no harm. She feeds almost solely on humanoid prey, and her nocturnal hunts have led to many warding rituals and early curfews in the nearby villages. It is said that her howl can be heard for up to five miles.

Black Annis stands 10 feet all and weighs about 575 pounds.

Combat

Black Annis relishes combat, using a combination of her powerful tooth and nail attacks with her deadly ray of doom.

Improved Grab (Ex): To use this ability, Black Annis must hit a Large or smaller opponent with a claw attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Rake (Ex): Attack bonus +17 melee, damage 1d6+7. Black Annis can attack a grappled foe with both claws at no penalty.

Ray of Doom (Sp): As a standard action, Black Annis may fire a ray of seething evil energy at an opponent within 60 feet. Creatures struck by this ray take 2d6 points of damage and must make a DC 18 Fortitude save or be sickened for 1 round. The save DC is Charisma-based.

Rend (Ex): If Black Annis hits with both claw attacks, she latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.

Spell-Like Abilities: At will—detect magic; 3/day—animate dead, clairaudience/clairvoyance, confusion, deeper darkness, disguise self, dispel magic, fog cloud; 1/day—move earth. Caster level 12th.

Tomb-Tainted (Ex): Although a monstrous humanoid, Black Annis is harmed by positive energy and healed by negative energy. She is treated as undead for purposes of spells and effects that treat undead differently (such as searing light or holy water). Black Annis may be turned as if she were an undead creature.

Black Annis' Cat
Large Magical Beast
Hit Dice: 9d10+27 (76 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +9/+20
Attack: Bite +15 melee (2d6+7)
Full Attack: Bite +15 melee (2d6+7) and 2 claws +13 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d6+3
Special Qualities: Low-light vision, quiescence, scent, spell resistance CR+6, tomb-tainted
Saves: Fort +9, Ref +8, Will +8
Abilities: Str 24, Dex 14, Con 16, Int 10, Wis 14, Cha 12
Skills: Balance +6, Hide +6, Listen +6, Move Silently +22, Spot +6
Feats: Dodge, Mobility, Multiattack, Spring Attack
Environment: Temperate hills
Organization: With Black Annis
Challenge Rating: 5
Treasure: None
Alignment: Neutral evil
Advancement: —
Level Adjustment: —

This massive cat is larger than a sabre-tooth tiger. Its coat is blue-black. One of its eyes glows green, while the other is dull and glassy.

The origin of Black Annis' cat is unknown, but it has always accompanied the hag since as long as anyone can remember.

Black Annis' cat is 8 feet long and weighs 800 pounds.

Combat

Black Annis' cat prowls in supernatural silence, awaiting the right moment to pounce upon and savage prey. The feline is fiercely loyal to Black Annis, and will protect her with its own life.

Hag Eye: The left eye of Black Annis' cat has been replaced by a hag eye, a magic gem created by Black Annis. Black Annis and any hags currently in her covey can see through it whenever they wish, so long as it is on the same plane of existence as the hag. A hag eye has hardness 5 and 10 hit points. Destroying the hag eye deals 1d10 points of damage to Black Annis and blinds her for 24 hours. Loss of the eye does not affect the vision of Black Annis' cat in any way. Black Annis can remove the eye from the cat and gvie it to another spy as desired, with no harm to the cat.

Improved Grab (Ex): To use this ability, Black Annis' cat must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If Black Annis' cat charges a foe, it can make a full attack, including two rake attacks.

Quiescence (Su): Black Annis' cat is constantly silent, as per the silence spell, although the area does not extend beyond the creature itself. This quality gives it a +20 racial bonus on Move Silently checks (it is still possible for Black Annis' cat to create noise, such as by bumping into something that scrapes on the floor or by sounding a chime). Black Annis' cat can lower this effect at will.

Rake (Ex): Black Annis' cat gains two additional claw attacks against grappled foes or foes it pounces on (attack bonus +15, damage 1d6+3). Rake attacks are not subject to the normal -4 penalty for attacking with a natural weapon in a grapple.

Tomb-Tainted (Ex): Although a magical beast, Black Annis' cat is harmed by positive energy and healed by negative energy. It is treated as undead for purposes of spells and effects that treat undead differently (such as searing light or holy water). Black Annis' cat may be turned as if it were an undead creature.

Skills: Black Annis' cat gain a +4 racial bonus on Balance and Hide checks.

Black Annis as Part of a Hag Covey

Like all hags, Black Annis may gather a trio of hags to form a covey. Black Annis' covey may use the following spell-like abilities.

Spell-Like Abilities: 3/day—bestow curse (DC 17), bolts of bedevilment (DC 18), control weather, creat undead, dream, forcecage, mind blank, mirage arcana (DC 18), veil (DC 19), vision; 1/day—circle of death (DC 19), earthquake. Caster level 12th. The save DCs are based on Black Annis' Charisma score of 16. To use one of these abilities (which requires a full-round action), all three hags must be within 10 feet of one another, and all must participate.

Originally appeared in Dragon Magazine #138 (1988).
 
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Shade

Monster Junkie
http://www.enworld.org/forum/general-monster-talk/201788-converting-psionic-creatures-9.html

Wind Thrower
Medium Monstrous Humanoid (Psionic)
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/+7
Attack: Heavy mace +9 melee (1d8+4)* or light crossbow +5 ranged (1d8)
Full Attack: Heavy mace +9 melee (1d8+4)* or light crossbow +5 ranged (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful arm, psi-like abilities, wind throwing
Special Qualities: Darkvision 60 ft., naturally psionic, wind thrower traits
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 15*, Dex 10, Con 17, Int 12, Wis 11, Cha 8
Skills: Climb +10, Concentration +11, Listen +4, Spot +4
Feats: Deep Impact, Psionic Weapon
Environment: Any hills, mountains, or deserts and underground
Organization: Solitary or clan (3-24 plus 50% noncombatants plus 5-10 1st-2nd level psychic warriors plus one leader of 3rd-4th level)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +3
*Assumes weapon wielded one-handed in powerful arm (see below)

This dwarflike creature has light blue skin and red hair. It wears studded leather armor beneath its clothing, except on its right arm. Plate armor extends from its right shoulder to its wrist, ending in a thick metal gauntlet.

Wind throwers are a race of evil, psionic dwarves lairing beneath hills, mountains, and deserts. They get their names from the ability to create powerful blasts of wind from their supernaturally strong right arms.

A wind thrower is 4 feet tall and weighs about as much as an adult human. Hair coloration ranges from red to white, but skin color is always blue. Wind throwers follow the same age pattern as mountain dwarves.

All wind throwers speak Dwarven and either Gnome or Goblin.

COMBAT

Wind throwers combine their melee prowess with their ability to generate powerful blasts of wind. They generally favor hand axes, hammers, short swords, daggers, maces, light crossbows, and short bows. Wind throwers despise goblins, kobolds, dwarves, and gnomes, and will choose them over other adversaries in battle.

Naturally Psionic: A wind thrower gains 1 bonus power point at 1st level. This benefit does not grant the ability to manifest psionic powers unless such powers are gained through another source, such as levels in a psionic class.

Powerful Arm (Su): A wind thrower's right arm is supernaturally enhanced, granting it a +4 bonus on its Strength score. When wielding a light or one-handed weapon in this arm, it gains the increased Strength bonus. However, it uses only its normal Strength score when wielding a two-handed weapon or when grappling.

Psi-Like Abilities: 1/day—id insinuation (DC 11), mental barrier, psionic blast (DC 12). Manifester level is equal to 1/2 the wind thrower's Hit Dice (minimum 1st). The save DCs are Charisma-based.

Wind Blast (Su): As a standard action a wind thrower can create a 60 foot line of swirling wind with its right arm. This is the equivalent of severe wind, so ranged weapon attacks directed at the wind thrower suffer a -4 penalty. Creatures in the area must succeed on a DC 15 Fortitude save or be affected as follows: Tiny or smaller creatures are blown away, Small creatures are knocked down, Medium creatures are checked. Large or larger creatures are unaffected. Fire attacks within this area, such as fireball, flame arrow, dragon breath weapons, and the like, deal -1 point of damage per die. The blast automatically extinguishes candles, torches, and similar unprotected flames. A gust of wind spell cast against the wind blast effectively neutralizes both effects until the duration of either expires. The save DC is Constitution-based.

A wind thrower can sustain its wind blast for up to 5 rounds, but it requires Concentration (treat this effect as a 3rd-level spell for purposes of Concentration checks). After the wind blast ends for any reason, the wind thrower must wait 1d4 rounds before it may be used again.

Wind Thrower Traits (Ex): Wind throwers possess the following racial traits.
  • Stability: Wind throwers are exceptionally stable on their feet. A wind thrower receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground).
  • Stonecunning: This ability grants a wind thrower a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A wind thrower who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a wind thrower can use the Search skill to find stonework traps as a rogue can. A wind thrower can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Wind thrower have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
  • +1 racial bonus on attack rolls against dwarves, gnomes, goblinoids (including goblins, hobgoblins, and bugbears), and kobolds.
  • +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
  • +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
Wind Throwers as Characters
Wind thrower characters possess the following racial traits.
  • +4 Strength (+8 w/right arm), +6 Constitution, +2 Intelligence, -2 Charisma.
  • Medium size.
  • Wind thrower base land speed is 20 feet. However, wind throwers can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision out to 60 feet.
  • Stability: Wind throwers are exceptionally stable on their feet. A wind thrower receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground).
  • Stonecunning: This ability grants a wind thrower a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A wind thrower who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a wind thrower can use the Search skill to find stonework traps as a rogue can. A wind thrower can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Wind thrower have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
  • +1 racial bonus on attack rolls against dwarves, gnomes, goblinoids (including goblins, hobgoblins, and bugbears), and kobolds.
  • +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
  • +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
  • Special Attacks (see above): Powerful arm, psi-like abilities (manifester level equal to 1/2 HD), wind throwing.
  • Special Qualities (see above): Immunity to sleep effects, leap.
  • Racial Hit Dice: A wind thrower begins with five levels of monstrous humanoid, which provide 5d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
  • Racial Skills: A wind thrower's monstrous humanoid levels give it skill points equal to 8 x (2 + Int modifier, minimum 1). Class skills include Climb, Concentration, Listen, and Spot.
  • Racial Feats: A wind thrower's monstrous humanoid levels grant it two feats.
  • Automatic Languages: Dwarven. Bonus Languages: Common, Gnome, Goblin, Undercommon.
  • Favored Class: Psychic warrior.
  • Level adjustment +3.
Originally appeared in Dragon Magazine #101 (1985).
 
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Shade

Monster Junkie
Sheen, Phaser

http://www.enworld.org/forum/general-monster-talk/248323-special-conversion-thread-sheens-12.html

Sheen, Phaser
Small Construct (Living)
Hit Dice: 9d10+45 (94 hp)
Initiative: -1
Speed: Fly 40 ft. (perfect)(8 squares)
Armor Class: 14 (+1 size, -1 Dex, +4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +6/+15 (+14 while incorporeal)
Attack: Tendril +5 melee (grapple)
Full Attack: 3 tendrils +5 melee (grapple)
Space/Reach: 5 ft./5 ft. (20 ft. w/tendrils)
Special Attacks: Improved grab, incorporeal Jaunt
Special Qualities: Darkvision 60 ft., defensive field, electrically charged, living construct traits, rapid repair
Saves: Fort +8, Ref +2, Will +2
Abilities: Str 12, Dex 9, Con 20, Int 7, Wis 5, Cha 10
Skills: Hide +10, Listen +3, Spot +3
Feats: Alertness, Improved Initiative, Iron Will, Skill Focus (Hide)
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 10-15 HD (Small), 16-27 HD (Medium)
Level Adjustment: —

A floating black globe, limned in red light, suddenly materializes seemingly from out of thin air. Long glassy tendrils exude from a single orifice in the sphere, with crimson light pusing down the mass.

Sheens are highly-advanced clockwork constructs from an unknown world or plane. Trapped on worlds where magic is mightier than technology, the sheens have learned to mimic life in order to better survive. As a result, sheens have learned to self-replicate and have taken on some living traits. Sheens also modify themselves and their progeny to better survive in their new world.

Sheens are concerned only with their own continued existence and expansion. They regard living creatures as competitors, and expend local resources at an alarming rate.

Phasers serve the machine cyst mainly as observers, but because of their ability to pass through solid objects, they are also employed as assassins. The ability to become incorporeal exhausts tremendous amounts of energy, so each phaser has been equipped with a "zero-point accumulator" to hold vast reserves. Even so, a phaser still needs to return to the cyst weekly to recharge.

A phaser is 1 to 2 feet in diameter and weighs 20 to 25 pounds.

Sheens speak their own language.

COMBAT

Phaser sheens typically refuse to engage in combat unless forced or on a mission to assassinate some particular threat to the cyst. Due to their limited ability to remain corporeal, a phaser will materialize, grab its victim, and attempt to incorporealize the poor soul. If the phaser cannot do so within three rounds, it will attempt to disengage and become incorporeal on the fourth round in order to avoid using its electrical charges.

Defensive Field (Su): While incorporeal, phasers automatically generate a physical protective field. This grants the phaser damage reduction 10/- and resistance to acid 10, cold 10, electricity 10, fire 10, and sonic 10. The defensive field can prevent a total of 100 points of damage per day.

Electrically Charged (Ex): Phasers are powered by electricity. A phaser normally carries enough charges to function for up to one week (7 charges). After this time, the phaser becomes inert until recharged. Phasers generally return to their cysts before this time elapses.

Within a cyst, a phaser may fully recharge after one hour of inactivity. Alternatively, a phaser can recharge "in the field" if exposed to an attack that deals electricity damage. An attack that deals electricity damage restores 1 charge for every 5 points of damage the attack would otherwise deal. For example, a phaser hit by a lightning bolt gains 3 charges if the attack would have dealt 15 points of damage. A phaser gets no saving throw against attacks that deal electricity damage. Regardless of the amount of electricity damage directed at a phaser, it cannot exceed its normal maximum of 7 charges.

Improved Grab (Ex): To use this ability, a phaser sheen must hit with a tendril attack. Phaser sheens have a +8 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

Incorporealize (Su): A creature grappled by a phaser sheen must make a DC 19 Fortitude save or become incorporeal itself when the phaser sheen utilizes its incorporeal jaunt ability. This effect temporarily grants the creature the incorporeal subtype (as long as it remains grappled by the phaser sheen). The phaser sheen can choose to corporealize the victim whenever it likes, simply by releasing the grapple. If a victim becomes corporeal while inside a material object (such as a solid wall), it is shunted off to the nearest open space and takes 1d6 points of damage per 5 feet that it travels. Objects carried by a phaser sheen are subject to the same damage if corporealized within a material object. The save DC is Constitution-based.

Incorporeal Jaunt (Su): A phaser sheen can become incorporeal as a swift action. It can become corporeal again as a swift action or a standard action. Unlike most incorporeal creatures, a phaser sheen may make grapple attacks against other incorporeal creatures, and they can be grappled by other incorporeal creatures. Both the sheen and its opponents use their Charisma modifiers when performing grapple checks while incorporeal. Starting on its fourth consecutive round of corporeality, a phaser sheen must either become incorporeal or spend one charge per round.

Living Construct Traits: As living constructs, a sheen has a Constitution score. A sheen does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a sheen does not automatically have low-light vision or darkvision (although many varieties do possess one or both of these traits). Unlike other constructs, a living construct can use the run action.

A sheen has immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A sheen cannot heal damage naturally (but does have the rapid repair special quality).

Unlike other constructs, sheens are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, and ability drain.

Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.

A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A sheen can be raised or resurrected.

A sheen not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions. A sheen does not need to sleep, but must rest for 8 hours before preparing spells.

Sheens, unlike other living constructs, are immune to death effects, death necromancy effects, and mind-influencing effects.

Magic Susceptibility (Ex): Sheens have vulnerability (+50% damage) to damaging magic.

Rapid Repair (Ex): A sheen that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a sheen to regrow or reattach lost body parts.

A character can assist a sheen's self-repair with a Craft (metalworking) check (DC 15). If the check is successful, the the sheen repairs 2 hit points per hour of rest. Providing assistance to the sheen counts as light activity for the assisting character, and a character can assist only one sheen at a time. A sheen cannot assist its own repair.

On Oerth

The two known machine cysts on Oerth are the Barrier Peaks cyst and the Rael cyst. Many more are suspected to exist, but their whereabouts are currently unknown.

Originally appeared in Dragon Magazine #258 (1999).
 
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Shade

Monster Junkie
Glitterworm

http://www.enworld.org/forum/genera...neric-setting-second-edition-monsters-47.html

Glitterworm
Gargantuan Magical Beast (Earth)
Hit Dice: 18d10+144 (243 hp)
Initiative: +2
Speed: 20 ft. (4 squares), burrow 20 ft.
Armor Class: 26 (–4 size, –2 Dex, +22 natural), touch 4, flat-footed 26
Base Attack/Grapple: +18/+43
Attack: Bite +27 melee (2d8+19/19-20 plus 2d10 acid)
Full Attack: Bite +27 melee (2d8+19/19-20 plus 2d10 acid)
Space/Reach: 20 ft./15 ft.
Special Attacks: Acid, breath weapon, chew, improved grab
Special Qualities: Camouflage, immunity to acid, immunity to earth, tremorsense 60 ft.
Saves: Fort +19, Ref +9, Will +5
Abilities: Str 37, Dex 6, Con 27, Int 1, Wis 8, Cha 8
Skills: Listen +5, Spot +14
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Power Attack
Environment: Underground
Organization: Solitary
Challenge Rating: 13
Treasure: No coins, 50% goods (stone only), no items
Alignment: Always neutral
Advancement: 19–32 HD (Gargantuan); 33–48 HD (Colossal)
Level Adjustment: —

The glitter of precious metal catches your eye. Rich veins of the stuff run along the cavern wall. The wall begins to move, however, revealing a massive worm with an acid-beslobbered, leechlike maw.

This massive subterranean predator is closely related to the purple worm. It may alter its skin coloration to match any metallic or earthy hue, generally preffering that of precious metals such as gold, silver, or platinum. It may even take on the sheen of more exotic metals, such as mithral and adamantine.

Glitterworms are solitary hunters, associating with others of their kind only to mate. The mating process involves an hour of intertwining, then going their separate ways. The result of this union is a single 3-foot-diameter egg, which looks like a lustrous, shiny gray orb. This orb is inedible to most creatures, but those of elemental earth find it to be a delicacy.

Glitterworms are fully omnivorous, dining on minerals as often as meat and vegetables. Glitterworms are one of the few creatures that can eat and digest the rocklike inhabitants of the Elemental Plane of Earth, and xorn are their favored meals.

The body of a mature glitterworm is 5 feet in diameter and 100 feet long, weighing about 50,000 pounds. Its natural coloration appears to be slate gray, but its ever-shifting appearance makes this difficult to determine with complete certainty.

COMBAT

Glitterworms change their appearance and scent to resemble a vein of precious metal ore, then lie still against a tunnel wall until prey approaches. The glitterworm then lunges, fastening its leechlike maw upon its target, slobbering its caustic saliva all the while. If threatened by multiple opponents, it will vomit forth a jet of acid to reduce their numbers.

Acid (Ex): The glitterworm slobbers a digestive acid that quickly dissolves organic material, metal and stone. Any bite attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 27 Reflex saves. The save DCs are Constitution-based.

The glitterworm's acidic bite deals 27 points of damage per round to wooden, metal, or stone objects, but the glitterworm must lock its jaws on the object for 1 full round to deal this damage.

Breath Weapon (Su): 70-foot line, once every 1d4 rounds, damage 6d10 acid, Reflex DC 27 half. The acid, unless somehow neutralized, lasts for another round, dealing another 3d10 points of damage in that round. The save DC is Constitution-based.

Camouflage (Ex): Since a glitterworm looks like a vein of precious metal when at rest, it takes a DC 25 Spot check to notice it before it attacks. Anyone with ranks in Knowledge (dungeoneering) can use one that skill instead of Spot to notice the worm. Dwarves can use stonecunning to detect the ruse.

Chew (Ex): When a glitterworm gets a hold on a foe with its jaws, it deals automatic bite and acid damage each round it maintains the grapple.

Immunity to Earth (Ex): A glitterworm is immune to the detrimental effects of spells with the earth descriptor.

Improved Grab (Ex): To use this ability, a glitterworm must hit 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 chew on the foe the following round.

Originally appeared in Dragon Magazine #267 (2000).
 
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Monster Junkie
Worm, Lukhorn

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-27.html

Worm, Lukhorn
Gargantuan Magical Beast
Hit Dice: 32d10+256 (432 hp)
Initiative: +6
Speed: 20 ft. (4 squares), burrow 20 ft.
Armor Class: 28 (–4 size, –2 Dex, +22 natural), touch 4, flat-footed 28
Base Attack/Grapple: +32/+58
Attack: Bite +42 melee (2d8+21/19-20)
Full Attack: Bite +42 melee (2d8+21/19-20)
Space/Reach: 20 ft./15 ft.
Special Attacks: Improved grab, sonic screech, swallow whole
Special Qualities: Camouflage, darkhidden, tremorsense 60 ft.
Saves: Fort +26, Ref +16, Will +14
Abilities: Str 38, Dex 7, Con 27, Int 3, Wis 10, Cha 8
Skills: Listen +12, Move Silently +9, Spot +12
Feats: Ability Focus (sonic screech), Awesome Blow, Epic Will, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Power Attack, Reckless Offense, Snatch, Stand Still, Superior Initiative
Environment: Underground
Organization: Solitary
Challenge Rating: 18
Treasure: No coins, 50% goods (stone only), no items
Alignment: Always neutral
Advancement: 33–64 HD (Colossal)
Level Adjustment: —

The cavern opening begins to close, revealing that the stalagmites and stalactites are actually teeth in a gigantic maw. Suddenly, the whole tunnel begins to move, revealing a gray-skinned worm of enormous proportions.

Lukhorns are massive subterranean worms, among the most powerful predators of the Underdark. A single lukhorn has been known to consume an entire patrol of drow warriors.

A lukhorn's body is highly malleable, allowing the creature to mold its dimensions to match the tunnels it travels. A lukhorn secretes a viscous liquid through tiny, pore-like openings in its skin, which helps keep its skin supple and masks the worm from darkvision.

Lukhorns are solitary wanderers, constantly driven by their nearly endless hunger. It is unknown how these annelids reproduce, but some sages speculate that they meet in secluded breeding caverns deep beneath the earth.

The body of a mature lukhorn is 15 feet in diameter and 200 feet long, weighing about 450 tons.

COMBAT

A lukhorn generally moves to the mouth of a dark, subterranean tunnel, then shapes its malleable body to the same dimensions. It then opens its great maw, waiting for prey to unwittingly walk into inside. If its ruse has been detected, or if its hunger becomes too overpowering, a lukhorn will simply lunge at prey and attempt to swallow it. If the lukhorn is attacked while digesting prey, it emits a powerful sonic screech that causes severe agony and may summon other predators from nearby caverns.

Camouflage (Su): Since a lukhorn looks like a part of a natural cavern when at rest, it takes a successful DC 30 Spot check to notice it before it attacks. Anyone with ranks in Knowledge (dungeoneering) can use that skillinstead of Spot to notice the worm. Dwarves can use stonecunning to notice the lukhorn.

Darkhidden (Ex): A lukhorn skin is coated with a sheath of viscous liquid, which it secretes through tiny, pore-like openings. This liquid renders the worm invisible to darkvision, although it is fully visible in normal light.

Engulf (Ex): A lukhorn can engulf one creature smaller than itself that has stepped into its body by making a successful grapple attempt against its foe. This move does not provoke an attack of opportunity. Engulfed victims are immediately swallowed whole.

Improved Grab (Ex): To use this ability, a lukhorn must hit 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 attempt to swallow the foe the following round.

Sonic Screech (Ex): Once every 1d4 rounds, a lukhorn may emit a horrific screech. All creatures within a 60-foot-radius of the lukhorn must succeed on a DC 36 Fortitude save or fall prone and writhe in agony. Victims can take no actions while writhing, but are not considered helpless. This is a sonic effect. The save DC is Constitution-based.

Additionally, the screech carries for miles, and may attract nearby creatures that are disposed to investigate it.

Swallow Whole (Ex): A lukhorn can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+14 points of crushing damage plus 4d6 points of acid damage per round from the worm’s digestive juices. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 40 points of damage to the gizzard (AC 21); however, the lukhorn's interior has damage reduction 2/-. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan lukhorn's interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller opponents.

Lukhorn Liquid
The secretions of a lukhorn can reduce the cost to create invisibility-related magic items by 25%. However, the liquid dries rapidly, making it difficult to secure more than a vial or two from a recently killed lukhorn.

Originally appeared in Dragon Magazine Annual #1 (1996).
 
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Shade

Monster Junkie
Ochimo, Earth

http://www.enworld.org/forum/genera...l-qadim-oriental-adventures-creatures-37.html

Ochimo, Earth
Medium Outsider (Chaotic, Evil, Native)
Hit Dice: 10d8+60 (105 hp)
Initiative: +3
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 22 (+1 Dex, +5 natural, +6 masterwork banded mail), touch 11, flat-footed 21
Base Attack/Grapple: +10/+15
Attack: Masterwork katana +16 melee (1d10+5/19-20)
Full Attack: Masterwork katana +14/+9 melee (1d10+5/19-20) and masterwork wakizashi +14/+9 melee (1d6+2/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spirit capture gaze
Special Qualities: Darkvision 60 ft., earth bond, ebon hunt, Opawang bond, spell resistance 12
Saves: Fort +13, Ref +10, Will +9
Abilities: Str 21, Dex 17, Con 23, Int 12, Wis 14, Cha 14
Skills: Diplomacy +17, Gather Information +15, Hide +11*, Intimidate +15, Listen +15, Move Silently +11*, Ride +16, Sense Motive +15, Spot +15(*includes -5 armor check penalty)
Feats: Ability Focus (spirit capture gaze), Improved Two-Weapon Fighting, Mounted Combat, Two-Weapon Fighting
Environment: Any
Organization: Solitary or clan (2-4 ochimo of mixed types)
Challenge Rating: 9
Treasure: None (except arms and armor listed above)
Alignment: Always chaotic evil
Advancement: —
Level Adjustment: —

A masked samurai warrior in full regalia stands before you. It carries a katana and wakizashi of superior quality. A red disk rests on the forehead of its mask.

The ochimo are the quasi-spirit creations of the Opawang, the Dead Spirit King, and act as his messengers, servants, and warriors. Each possesses a gaze attack that can drain the spirit of the living. An ochimo carries stolen spirits to Opawangchicheng, where it turns the spirit over to the Opawang.

When slain, the arms and armor of the ochimo fall to the ground, while a fleeting image of a black tiger-shaped form can be seen as the ochimo's spirit departs. All captured spirits not yet presented to the Opawang are immediately released and restored to their original state.

When using its spirit capture gaze, the earth ochimo seems to convert its target into fine sand, which is then drained into the ochimo's eyes.

An ochimo is 6 feet tall and weighs 230 pounds.

Ochimo speak Common and Shou.

COMBAT

An ochimo fights fearlessly until it has captured tis capacity of spirits. It slays all that it cannot capture that get in its way.

The earth ochimo carries the ebon hunt, a set of six figurines of wondrous power that it may employ once per night to chase down spirits for its master.

An ochimo's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Earth Bond (Ex): An earth ochimo has a +2 racial bonus on saving throws against spells with the Air, Fire, or Water descriptor, but suffers a -2 racial penalty against spells with the Earth descriptor. Additionally, an earth ochimo has vulnerability (+50% damage) to damage-dealing spells with the Earth descriptor. An earth ochimo can be turned or destroyed by an effect that normally turns creatures of the Earth subtype (such as the Air domain granted power), but is immune to effects that normally turn outsiders (such as the Planar Turning epic feat).

Ebon Hunt: The Earth Ochimo possesses the ebon hunt, a unique set of figurines of wondrous power. These figurines include a jet-black stallion (light war horse) and five black leopards. The leopards are unusually fast, capable of moving the same speed as the stallion (60 feet). All six creatures have the maximum hit points per hit die (33 hp for the horse, 30 hp for the leopards). The ebon hunt can be used once per day.

Opawang Bond (Su): The first 15 hp of damage that an ochimo suffers each day are instantly transferred to the Opawang and have no effect on the Ochimo.

Spirit Capture Gaze (Su): Spirit captured, 30 ft, Fortitude save DC 19 negates. The save DC is Charisma-based.

A captured spirit is instantly transformed into its incorporeal essence, which is absorbed by the ochimo. An ochimo may hold up to 10 HD of spirits; its spirit capture attack automatically fails against creatures that would exceed that limit. The Opawang may remove spirits from an ochimo. Otherwise, the captured spirit cannot be raised or resurrected, but a break enchantment cast on the ochimo (and which penetrates the ochimo's SR), limited wish, miracle, or wish spell frees it, as does destroying the ochimo. A freed spirit is instantly returned to life in the precise condition it had when captured.

Originally appeared in OA3 - Ochimo the Spirit Warrior (1987).
 
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Shade

Monster Junkie
Chimpanzee

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-51.html

Chimpanzee
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 13 (+2 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +1/+5
Attack: Bite +3 melee (1d4+2)
Full Attack: Bite +3 melee (1d4+2) and 2 slams +1 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fierce grappler
Special Qualities: Low-light vision, poor swimmer, scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 12, Int 2, Wis 12, Cha 7
Skills: Climb +10, Listen +4, Spot +4, Survival +4
Feats: Alertness, Multiattack (B)
Environment: Warm forests
Organization: Solitary, pair, or troop (5–20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: —

This small ape has dark brown fur except on its face, hands, and feet. It looks harmless with its large ears are toothy grin.

Chimpanzees are mid-sized apes that live in tight-knit troops with a distinct territory. Where two territories overlap, the troops may fight over the disputed ground. Each troop is dominated by the largest male.

These apes are unpredictable and dangerous animals. Chimps fight with their hands and teeth, but usually flee from danger into the trees. They sometimes ambush lone humans who trespass onto their territory and may attack small groups of humans on rare occasions, but are no threat to large parties. Intruders are often greeted with a “smile” that exposes their long canines. This is a warning, not a friendly gesture.

Chimps are omnivorous, eating fruit, leaves, roots, insects, small game, bushpigs, and eggs. The larger jungle predators will kill straggling chimpanzees, but most avoid facing the whole troop.

Humanoids sometimes capture young chimps as pets. Playful and docile when young, adult chimps become aggressive and irritable. Chimpanzees reach maturity at eight years. Wild chimps rarely live over 40 years, but well-cared for individuals can reach ages of over 60 years in captivity.

A typical chimpanzee is between 3 and 4 feet tall and weighs around 120 pounds. The largest males may approach 5 feet in height and weigh 175 pounds.

COMBAT

Chimpanzees attack with a bite and two slams, and often grapple their opponents. These animals are disturbingly intelligent, and may use tricks or deception to distract their opponents. A troop of chimps cooperates in combat, and a band that is experienced with hunting together may even use primitive tactics, such as sneaking up on a foe from opposite sides to make flanking attacks, or having some of their number try to frighten weaker creatures to run into an ambush set by their companions.

Fierce Grappler (Ex): Chimpanzees have a +2 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

Poor Swimmer (Ex): Unlike many animals, chimpanzees cannot swim instinctively, and cannot make Swim checks with a DC higher than 10 untrained. Swim is not a class skill for chimpanzees.

Skills: Chimpanzees 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 Dungeon Magazine #56 (1995).
 
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Shade

Monster Junkie
Lamprey, Dire

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-42.html

Lamprey, Dire
Medium Animal (Aquatic)
Hit Dice: 5d8+15 (37 hp)
Initiative: +5
Speed: Swim 30 ft. (6 squares)
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+10
Attack: Bite +6 melee (1d6+4 plus attach)
Full Attack: Bite +6 melee (1d6+4 plus attach)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach, blood drain
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +5
Abilities: Str 17, Dex 13, Con 16, Int 1, Wis 12, Cha 2
Skills: Hide +12, Swim +11
Feats: Improved Initiative, Skill Focus (Hide)
Environment: Temperate or warm aquatic
Organization: Solitary or tangle (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A large eel-like creature darts into view, its head ending not in jaws, but in a circular toothy sucker.

Like their smaller cousins, dire lampreys are parasitic marine animals with toothed, funnel-like sucking mouths. They are often viewed as a plague by lake-dwelling races, for the are an invasive species that feeds on the local fish population.

Dire lampreys return to fresh water to reproduce. They then build a nest, spawn, and invariably die.

Dire lampreys are a prized delicacy among some humanoid races, for their taste is much meatier than that of most true fish. The danger of catching one surely adds to their appeal.

COMBAT

A dire lamprey simply latches onto a warm-blooded creature with its toothy maw, then drains blood until it is sated.

Attach (Ex): A dire lamprey that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire lamprey loses its Dexterity bonus to AC and thus has an AC of 13. Dire lampreys have a +4 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

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

Blood Drain (Ex): A dire lamprey drains blood for 1d4 points of Constitution damage each round it remains attached.

Skills: A dire lamprey 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.

Originally appeared in Monster Manual (1977) as "giant lamprey".
 
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Shade

Monster Junkie
Angel, Principality

Angel, Principality
Medium Outsider (Angel, Extraplanar, Good)
Hit Dice: 11d8+33 (82 hp)
Initiative: +3
Speed: 30 ft. (6 squares), fly 90 ft. (good)
Armor Class: 29 (+3 Dex, +12 natural, +4 armor), touch 13, flat-footed 26
Base Attack/Grapple: +11/+15
Attack: +3 defending light mace +18 melee (1d8+7) or slam +15 melee (1d8+6)
Full Attack: +3 defending light mace +18/+13 melee (1d8+7) or slam +15 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon angels
Special Qualities: Change shape, crown, damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 26, tongues
Saves: Fort +10 (+14 against poison), Ref +10, Will +11
Abilities: Str 18, Dex 17, Con 16, Int 19, Wis 19, Cha 22
Skills: Bluff +20, Diplomacy +26, Disguise +20 (+22 acting), Gather Information +20, Heal +18, Hide +19, Knowledge (any 2) +18, Listen +18, Move Silently +19, Sense Motive +20, Spot +18
Feats: Combat Expertise, Improved Disarm, Negotiator, Stealthy
Environment: Any good-aligned plane
Organization: Solitary or court (2-6 plus 4-12 movanic devas)
Challenge Rating: 13
Treasure: No coins; double goods; standard items
Alignment: Always good (any)
Advancement: 12-20 HD (Medium); 21-33 HD (Large)
Level Adjustment: —

This creature resembles a beautiful, regal human. It has a glowing countenance and a pair of white, feathered wings. A golden crown rests upon its temple, and it carries a golden scepter

Principalities are entrusted with the protection of religion, temples, and priests. They watch over mortal leaders, preventing manipulation from the powers of evil. Principalities are strong believers in free will, preferring to work by inspiration rather than direct action.

A principality is about 7-1/2 feet tall and weighs about 250 pounds.

Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.

COMBAT

Principalities never use more force than is necessary, restricting their actions to the minimum necessary to protect their charge.

As champions of free will, principalities only use their command and suggestion spell-like abilities to stop vandals from attacking sacred places.

A principality's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

Change Shape (Su): A principality can assume the form of any Small or Medium humanoid.

Crown: A principality's crown grants a +4 armor bonus to AC and functions as a circlet of persuasion.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 11th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)

Spell-Like Abilities: At will—break enchantment, command (DC 17), confusion (DC 18), discern lies (DC 20), invisibility, message, project image (DC 23), suggestion (DC 19), true seeing, ventriloquism, whispering wind; 1/day—control weather, dream, flame strike (DC 21), freedom of movement, greater teleport, restoration. Caster level 11th. The save DCs are Charisma-based.

Summon Angels (Sp): Once per day, a virtue can can attempt to summon 1d4 angels of the ninth order or 1d4 movanic devas with a 65% chance of success. This ability is the equivalent of an 8th-level spell.

Tongues (Su): A principality can speak with any creature that has a language, as though using a tongues spell (caster level 11th). This ability is always active.

Originally appeared in Dragon Magazine #35 (1980).
 
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