Creature Catalog new 3.5 conversions

Status
Not open for further replies.

Shade

Monster Junkie
Opawang

http://www.enworld.org/forum/general-monster-talk/219413-converting-epic-level-creatures-27.html

Opawang
Medium Outsider (Chaotic, Evil, Native)
Hit Dice: 22d8+88 (187 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 19 (+1 Dex, +8 armor), touch 11, flat-footed 18
Base Attack/Grapple: +22/+21
Attack: Rod of withering +22 melee touch (1d4 Str and 1d4 Con; DC 17 negates)
Full Attack: Rod of withering +22/+17/+12/+7 melee touch (1d4 Str and 1d4 Con; DC 17 negates)
Space/Reach: 5 ft./5 ft.
Special Attacks: Consume spirit, enslave spirits, fiery eyes, spells
Special Qualities: Darkvision 60 ft., dual healing, elemental mastery, ochimo bond, spell secret (6 spells), spell resistance 26, watchful spirit
Saves: Fort +17, Ref +14, Will +16
Abilities: Str 8, Dex 12, Con 18, Int 18, Wis 17, Cha 29
Skills: Concentration +29, Craft (alchemy) +29, Decipher Script +29, Gather Information +38, Knowledge (arcana) +29, Knowledge (history) +29, Knowledge (local) +29, Knowledge (religion) +29, Knowledge (the planes) +29, Spellcraft +33 (+37 scrolls), Survival +3 (+7 on other planes), Use Magic Device +34 (+42 scrolls)
Feats: Craft Wondrous Item, Empower Spell, Heighten Spell, Jack of All Trades, Maximize Spell (B), Reach Spell, Repeat Spell, Spell Knowledge (greater planar binding and unholy aura), Spell Penetration
Environment: Any
Organization: Solitary or clan (Opawang plus 1-4 ochimo)
Challenge Rating: 21
Treasure: Triple standard (includes bracers of armor +8, cloak of Charisma +6, periapt of Wisdom +4, ring of elemental command [air], rod of withering)
Alignment: Chaotic evil
Advancement: —
Level Adjustment: —

This middle-aged human has a waxy, almost translucent complexion. Muscles and bones can be seen beneath his skin, and his eyes glow with an unearthly radiance.

The Opawang, known as "the Dead Spirit King", is neither dead nor a spirit. He is, however, 2,000 years old. Once a high priest of the Black Leopard, he was deafeated while lead his cult's followers against the expansion of the Shou Lung empire. Although his empire was crushed and his temples burned, the Opawang escaped to Akari Island with a large number of his followers, where he founded the great city of Opawangchicheng.

The Opawang has enslaved nearly all of the inhabitants of the isle of Akari, and they obey only the commands of the Opawang and his ochimo servants. He holds the spirit of the island itself, Harooga, prisoner in the Dead Lands.

The Dead Lands are a demiplane now ruled by the Opawang. They are coterminus with the Material Plane at a particular portal in the dungeons beneath the Opawang's temple. While the Dead Lands resemble the Material Plane in physical, alignment, and magical traits, they are minor negative energy dominant, so all living creatures in the Dead Lands take 1d6 negative energy damage per round, unless they are protected from negative energy. Due to the Opawang's dual healing ability, negative dominant planes act upon him like positive dominant planes on all living creatures, and he therefore gains fast healing 2 in the Dead Lands.

Over the course of his long life, the Opawang has read numerous magical tomes. His ability scores include inherent bonuses from reading tomes of leadership and influence (+5), clear thought (+4), understanding (+3) and a manual of bodily health (+3).

The Opawang is 5-1/2 feet tall and weighs 150 pounds.

The Opawang speaks Abyssal, Celestial, Common, Draconic, Infernal, and Shou.

COMBAT

The Opawang is a powerful spellcaster, and uses everything in his arsenal to preserve his long life. He will generally have dominated spirits fight on his behalf, and will call back his ochimo servants if any are close enough to aid him in a given battle. If forced into close combat, he lashes out with his rod of withering until he can disengage.

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

Consume Spirit (Su): The Opawang may consume the captured spirits brought to him by the Ochimo spirit warriors. As a full round action, the Opawang may remove all the spirits from a single Ochimo, devouring the spirit completely. For every 100 HD of spirits consumed, the Opawang's life is extended by one year. After a spirit is consumed, the victim is dead and can only be returned to life by a wish or miracle spell or direct divine intervention. If the consumed spirit is returned to life, it no longer extends the Opawang's lifespan.

Dual Healing (Su): Due to unique magical rituals he has performed, the Opawang is healed by both positive energy (for example, cure spells) and negative energy (for example, inflict spells). In addition, he is immune to energy drain attacks.

Elemental Mastery (Ex): The Opawang has studied magic for countless years, and as a result has learned to master all five elemental groups (earth, fire, metal, water, and wood). As a result, whenever the Opawang casts a spell of one of those elements, his effective caster level (for purposes of determining level-dependent spell variables and for caster level checks) is increased by two. In addition, the Opawang gets a +2 competence bonus on saving throws against spells of those elements. This bonus also pertains to spells on the wu jen spell list designated "All".

Enslave Spirits (Su): At will, the Opawang can attempt to enslave any one living creature with the spirit subtype within 60 feet. The target must succeed on a DC 30 Will save or be affected as though by a dominate monster spell (caster level 20th). An enslaved creature obeys the Opawang's telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the Opawang dies or travels more than 5 miles from its slave. This is a mind-affecting, compulsion effect. The save DC is Charisma-based.

Fiery Eyes (Su): The Opawang's eyes glow brightly, illuminating a 5-foot-radius around him in bright light. The Opawang can choose to extinguish this glow or reinstate it at will as a swift action. While his eyes are lit, the Opawang may cause any combustible material, not including creatures, within 60 feet to catch fire as a standard action. However, if a creature is carrying or wearing weapons that catch fire, that creature immediately takes 1d6 points of fire damage and must succeed on a DC 30 Reflex save or catch fire. The save DC is Charisma-based.

Spells: The Opawang casts spells as a 20th-level sorcerer, and can also select cleric spells as arcane spells known.

Typical Sorcerer Spells Known (6/9/8/8/8/8/7/7/7/7, save DC 19 + spell level):
0—arcane mark, cure minor wounds, dancing lights, detect magic, detect poison, flare, mage hand, purify food and drink, read magic;
1st—burning hands, endure elements, magic missile, shield of faith, shocking grasp;
2nd—acid arrow, augury, blindness/deafness, scorching ray, spiritual weapon;
3rd—dispel magic, magic circle against good, nondetection, prayer;
4th—air walk, dismissal, poison, wall of fire;
5th— nightmare, righteous might, slay living, waves of fatigue;
6th—harm, programmed image, wind walk;
7th—banishment, blasphemy, destruction;
8th—discern location, greater planar binding, mass heal, unholy aura
9th—dominate monster, time stop, wish.

Spell Secret: During his studies as a wu jen, the Opawang learned to permanently modifiy the following spells as though affected by one or more metamagic feats: extended shield of faith; extended righteous might; extended air walk; stilled, silent dispel magic; and silent slay living. The level of the affected spells does not change.

Watchful Spirit (Ex): Once per day, the Opawang can reroll an initiative roll he has just made before he knows his place in the initiative order. He takes the better of the two rolls.

The Opawang and Oriental Adventures

If you are using Oriental Adventures, make the following changes:

Feats: Craft Wondrous Item, Empower Spell, Heighten Spell, Jack of All Trades, Maximize Spell (B), Reach Spell, Repeat Spell, Spell Knowledge (greater spirit ally and unholy aura), Spell Penetration

Spells: The Opawang casts spells as a 20th-level sorcerer, but draws his spells known from the shaman and wu jen spell lists. All spells, regardless of source, are cast as arcane spells.

Typical Sorcerer Spells Known (6/9/8/8/8/8/7/7/7/7, save DC 19 + spell level):
0—arcane mark (w), cure minor wounds (s), dancing lights (w), detect disease (s), detect magic (w), flare (w), mage hand (w), purify food and drink (s), read magic (w);
1st—elemental burst (w), endure elements (w), magic missile (w), shield of faith (s), trance (s);
2nd— ancestral vengeance (s), commune with lesser spirit (s), ice knife (w), protection from spirits (s), warning (s);
3rd—castigate (s), dispel magic (s), mental strength (s), mental weakness (s); Alternates: blindness/deafness (s), invisibility to enemies (s), levitate (s), magic circle against good (s),
4th—elemental ward (w), fatigue (s), snake barrier (s), wall of bones (s);
5th— commune with greater spirit (s), fire breath (w), possess (s), slay living (s);
6th—harm (s), programmed image (w), wind walk (s);
7th— giant size (w), unholy word (s), withering palm (w);
8th—discern location (s), greater spirit ally (s), greater spirit binding (w), surelife (w), unholy aura (s);
9th—dominate monster (w), time stop (w), wish (w).
(w) denotes wu jen spell; (s) denotes shaman spell.

Spell Secret: Replace extended righteous might with extended giant size, and extended air walk with extended elemental ward.

Originally appeared in OA3 - Ochimo the Spirit Warrior (1987).
 
Last edited:

log in or register to remove this ad

Shade

Monster Junkie
Yugoloth, Guardian, Greater

Yugoloth, Guardian, Greater
Large Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 10d8+60 (105 hp)
Initiative: +5
Speed: 30 ft. (6 squares), fly 30 ft. (poor)
Armor Class: 21 (-1 size, +1 Dex, +11 natural), touch 10, flat-footed 20
Base Attack/Grapple: +10/+20
Attack: Claw +15 melee (1d12+6)
Full Attack: 2 claws +15 melee (1d12+6) and bite +13 melee (1d10+3) and headbutt +13 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, suggestion
Special Qualities: Damage reduction 10/good and silver, darkvision 60 ft., devoted guardian, immunity to acid, mind-affecting spells and abilities, poison, and polymorph, resistance to cold 10, electricity 10, and fire 10, see invisibility, spell resistance 15, telepathy 100 ft., tongues
Saves: Fort +13, Ref +10, Will +10
Abilities: Str 22, Dex 12, Con 23, Int 13, Wis 16, Cha 14
Skills: Appraise +14, Balance +3, Bluff +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Jump +6, Knowledge (the planes) +14, Listen +20, Search +16, Sense Motive +16, Spot +20, Survival +3 (+5 following tracks, +5 on other planes), Tumble +14
Feats: Hover, Improved Initiative (B), Lightning Reflexes, Multiattack, Power Attack
Environment: Bleak Eternity of Gehenna
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral evil
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: —

This creature resembles a gigantic, winged bear. Ram horns curl from its forehead, its hands end in wicked talons. A sulfurous odor surrounds it, and it leaves a trail of ash as it paces back and forth.

Guardian yugoloths possess a level of avarice that impresses even others of their kind. So covetous are they of material wealth, that they enthusiastically guard the hordes of other creatures, just to be close to the wealth. The fact that treasure attracts thieves that they can rend and burn is just icing on the cake.

Guardian yugoloths can be called with planar ally or planar binding spells. When bargaining with planar ally spells, the yugoloth always demands personal payment of the higest possible price. Obtaining one's services with planar binding is a far riskier endeavor, for they take offense to unconvincing summoners, and nearly always attack if the Charisma check fails.

A greater guardian yugoloth is around 9 feet tall and weighs rougly 2,200 pounds.

Guardian yugoloths speak Abyssal, Draconic, and Infernal, but can communicate with any creature due to their tongues ability and telepathy.

COMBAT

Guardian yugoloths relish combat, taking great delight in dealing pain. Their first goal is to guard the treasure to which they have been assigned, and they will do all in their power to prevent its theft of destruction. Guardian yugoloths attempt to use their breath weapon as much as possible, but take great care to not expose flame-sensitive treasure to its blast.

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

Additional Immunity (Ex): Greater guardian yugoloths possess two additional immunities. Roll 1d20 and consult the table below. If the same ability is rolled twice, roll again.

1-2 - cold
3-4 - electricity
5-6 - fire
7-8 - sonic
9-10 - force
11-12 - death effects
13-14 - ability damage/drain
15-16 - stunning and paralysis
17-18 - critical hits
19-20 - spells and effects with the good descriptor

Breath Weapon (Su): 40-foot cone, once every 1d4 rounds, damage 7d6 fire, Reflex DC 18 half. The save DC is Constitution-based.

Devoted Guardian (Su): A guardian yugoloth that agrees to protect an object is mystically bound to it. Until it completes its term or service or is released from its agreement, it may not move more than 300 ft from the object it guards. If the yugoloth is forced outside that range, it is instantly teleported back to a designated area adjacent to the treasure, as if by a word of recall spell.

See Invisibility (Ex): Guardian yugoloths continuously see invisibility as the spell, with a range of 60 feet.

Suggestion (Sp): At will, a greater guardian yugoloth can utilize suggestion as a swift action. Caster level 10th, Will DC 15. The save DC is Charisma-based.

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

Skills: Guardian yugoloths have a +4 racial bonus on Listen and Spot checks.

Originally appeared in Fiend Folio (1981).
 
Last edited:

Shade

Monster Junkie
Deep Dweller

http://www.enworld.org/forum/general-monster-talk/260747-converting-real-world-animals-vermin.html

Deep Dweller
Medium Magical Beast (Aquatic)
Hit Dice: 3d10-3 (13 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+8
Attack: Arms +4 melee (0) or shortspear +4 melee (1d6+1)
Full Attack: Arms +4 melee (0) and bite -1 melee (1d6); or shortspear +4 melee (1d6+1) and bite -1 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d6+1, improved grab
Special Qualities: Bioluminescent, darkvision 60 ft., ink cloud, jet, low-light vision
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 13, Dex 15, Con 9, Int 9, Wis 12, Cha 10
Skills: Escape Artist +12, Hide +8, Knowledge (nature) +5, Listen +3, Move Silently +4, Spot +3, Swim +9
Feats: Alertness, Stealthy
Environment: Cold aquatic
Organization: Solitary or colony (10–40)
Challenge Rating: 2
Treasure: No coins, double goods, standard items
Alignment: Usually neutral, often good
Advancement: By character class
Level Adjustment: —

A floating, shifting arrangement of greenish lights approaches. As it draws closer, it reveals an octopuslike creature with bioluminscence.

Deep dwellers are a race of octopoid beings found in the dark depths of the ocean, usually in areas 9,000 feet or more below the surface. These nomadic beings follow the transient hydrothermal vents that support their agrarian society. Deep dwellers raise giant tube worms, clams, crabs, and lobsters, and tend fields of shrimp and mussels. They use the shells of giant clams for shelter.

Deep dwellers have little use for coins, but often can be found near veins of precious metals in the hydrothermal vents. Most treasure is in the form of pearls, which they string into jewelery and spray with bioluminscent ink. Deep dwellers are fine sculptors, working with coral, bone, and stone to create works of art.

Deep dwellers have little contact with other sentient beings, but are generally friendly, if cautious. Their culture has no exposure to magic, and they have no concept of religion, so a practioner of arcane or divine magic could make quite an impression upon a colony of deep dwellers.

A deep dweller is 8 feet in diameter and weighs 65 pounds. Lifespans average 30 to 35 years.

Deep dwellers speak their own language, a combination of clicking sounds and altering patterns of their bioluminescence. A non-deep dweller can learn to understand their language, but cannot "speak" without duplicating the bioluminescent patterns by some means, such as the silent image spell.

COMBAT

Although peaceful by nature, deep dwellers can be cunning and tenacious fighters when threatened. A common tactic is to dim their bioluminscence and approach their victims from above, granting the element of surprise. Deep dwellers occasionally arm themselves with spears of bone, used mainly to ward off predators. If a battle turns against them, deep dwellers with release an ink spray and jet away.

Bioluminescent (Ex): A deep dweller naturally sheds light as a torch. The octopus can extinguish or reinstate this light as a swift action. If the deep dweller is in an area of low illumination or darkness, it gains the usual benefits of the low light level when it is not luminescent.

Constrict (Ex): A deep dweller deals 1d6+1 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a deep dweller must hit an opponent of any size with its arms 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 automatically deals bite damage. A deep dweller has a +4 racial bonus on grapple checks (already figured into the stat block above).

Ink Cloud (Ex): A deep dweller can emit a cloud of luminescent ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. All vision within the cloud is obscured due to the clinging light, providing total concealment. At a distance of 20 ft or more, it takes a DC 20 Spot check to distinguish the ink cloud from a luminescent deep dweller. In addition, any creature that enters the ink cloud must succeed at a DC 10 Reflex save or be affected as if by the faerie fire spell for 1 minute. The save DC is Constitution-based.

Jet (Ex): A deep dweller can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Skills: A deep dweller can change colors, giving it a +4 racial bonus on Hide checks. A deep dweller also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A deep dweller 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 Dragon Magazine #190 (1993) as "Deep-Dwelling Octopus".
 
Last edited:

Shade

Monster Junkie
Elephant, Dwarf

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-46.html

Elephant, Dwarf
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Gore +4 melee (1d8+3)
Full Attack: Gore +4 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +4
Abilities: Str 14, Dex 13, Con 14, Int 2, Wis 13, Cha 7
Skills: Listen +6, Spot +6
Feats: Alertness, Iron Will
Environment: Warm plains
Organization: Solitary or herd (2–20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium), 7-9 HD (Large)
Level Adjustment: —

This creature resembles a shrunken elephant with sparse, coarse hair dotting its tanned hide.

Dwarf elephants are the results of insular dwarfism on small island chains in the warm regions of the world. Grazing in matriarchal herds of up to 20 individuals or smaller bands of sub-adult bulls, they roam the scrub plains of their fortress-like islands in a near-constant search for food, using their trunks to feed upon the sparse vegetation of scrub bushes found dotting their habitat. While some sea-faring traders attempt to capture dwarf elephants as exotic goods in foreign lands, the natural flightiness (due to many island predators, usually large eagles or monitor lizards, being all too willing to consume the tiny elephants) and fickle diet (mostly endemic shrub bushes of the islands they inhabit) of the species makes them generally unsuitable for such ventures.

A dwarf elephant stands about 3 feet at the shoulder and weighs 300 to 500 pounds.

COMBAT

Dwarf elephants would rather pursue flight than fight. If they are pressed into combat, however, it's a fairly straightforward act of run and gun, with the largest individuals in the herd rushing the opponent with their tusks before retreating back into the safety of numbers.

Dwarf Mammoth
A similar species of dwarf proboscid living on some temperate and cold islands, dwarf mammoths are roughly twice the size of a dwarf elephant, being 5 to 7 feet tall and weighing around 2,000 pounds. Use the stats for a dwarf elephant that has been Advanced to Large size.

Originally appeared in Dragon Magazine #167 (1991).
 
Last edited:

Shade

Monster Junkie
Apollyon

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-10.html

Apollyon
Large Outsider (Extraplanar)
Hit Dice: 15d8+150 (217 hp)
Initiative: +4
Speed: 30 ft. (6 squares), fly 50 ft. (good)
Armor Class: 28 (-1 size, +4 Dex, +15 natural), touch 13, flat-footed 24
Base Attack/Grapple: +15/+28
Attack: Claw +23 melee (1d6+9/19-20 plus bleeding wounds) or death ray +18 ranged touch
Full Attack: 2 claws +23 melee (1d6+9/19-20 plus bleeding wounds) and bite +21 melee (1d8+4 plus bleeding wounds plus cursed wound) or death ray +18 ranged touch
Space/Reach: 10 ft./10 ft.
Special Attacks: Adamantine claws, bleeding wounds, death ray
Special Qualities: Damage reduction 10/adamantine, darkvision 60 ft., deathwatch, immunity to death and fear effects, tomb-tainted, tongues
Saves: Fort +19, Ref +13, Will +14
Abilities: Str 28, Dex 19, Con 30, Int 12, Wis 21, Cha 22
Skills: Diplomacy +8, Hide +18, Intimidate +24, Knowledge (religion) +19, Listen +23, Move Silently +22, Search +19, Sense Motive +23, Spot +23, Survival +23 (+25 following tracks)
Feats: Ability Focus (death ray), Combat Expertise, Flyby Attack, Improved Critical (claw), Multiattack, Track
Environment: Home plane of a death deity
Organization: Solitary or mortuary (2-15)
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 16-30 HD (Large); 31-45 HD (Huge)
Level Adjustment: —

This gaunt, hairless humanoid stands ten feet tall. Its skin is gray and scaly, while its eyes resemble smoldering coals. Huge, batlike wings spread from its back, and its arms end in adamantine talons. Its mouth is filled with protruding ivory fangs.

Apollyon serve as messengers of death deities and guardians of their realms. Apollyon are occasionally sent to the Material Plane to assist a trusted servant who continues to send the deity an influx of new subjects. Apollyon are also dispatched to guard or destroy items antithetical to the domain of death, such as life-restoring magic items or a fountain of eternal youth.

An apollyon stands 10 feet tall and weighs 900 pounds.

Apollyon speak Common, Draconic, Celestial, and Infernal in harsh voices, but rarely do so. They can also communicate with nearly any creature with their tongues ability, but usually only proclaim short utterances of imminent demise.

COMBAT

Apollyons are efficient killers, for their primary purpose is a high death toll. An apollyon generally opens with its death ray, then rips targets apart with its devastating claws and bite, while waiting for its death ray to become available again. Apollyons do not seem to enjoy battle, and take no joy in inflicting pain. They simply dispatch the living in the fastest possible manner.

Adamantine Claws (Ex): An apollyon's claw attacks are treated as adamantine weapons for the purpose of overcoming damage reduction.

Bleeding Wounds (Ex): A wound from an apollyon's natural attacks continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application of any cure spell or other healing spell (heal, mass heal, and so on).

Cursed Wound (Ex): Damage caused by an apollyon's bite attack doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by an apollyon's bite attack must succeed on a caster level check (DC 10 + plus the apollyon's Hit Dice; DC 25 for a typical apollyon), or the spell has no effect on the injured character.

Death Ray (Su): An apollyon can project a thin, gray ray up to 100 feet from its eyes. Any living creature struck by this ray takes 1d100 points of damage (Fort DC 25 half). After striking one target, the ray dissipates and cannot be used again for 1d4 rounds. This is a death effect. The save DC is Charisma-based.

Death's grip is so strong on those slain by one of his apollyon's death rays that a caster level check (DC 10 + plus the apollyon's Hit Dice; DC 25 for a typical apollyon) is required to restore life via resurrection, and similar life-restoring magic.

Deathwatch (Su): An apollyon continuously ascertains the condition of creatures near death within 60 feet, as the deathwatch spell (caster level 15th).

Tomb-Tainted (Ex): Although outsiders, apollyons are harmed by positive energy and healed by negative energy. They are treated as undead for purposes of spells and effects that treat undead differently (such as searing light or holy water). An apollyon may be turned as if it were an undead creature.

Tongues (Su): An apollyon can speak with any creature that has a language, as though using a tongues spell (caster level 15th). This ability is always active.

In the Realms
In Faerûn, the apollyon serve Kelemvor on the Fugue Plane.

On Oerth
In Greyhawk, the apollyon serve Nerull in Carceri.

Originally appeared in Dragon Magazine #42 (1980).
 
Last edited:

Shade

Monster Junkie
Horg

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-10.html

Horg
Medium Magical Beast (Extraplanar)
Hit Dice: 4d10+16 (38 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 50 ft. (good)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+8
Attack: Claw +7 melee (1d12+4/18-20 plus lingering acid)
Full Attack: 2 claws +7 melee (1d12+4/18-20 plus lingering acid) and bite +5 melee (1d8+2 plus lingering acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Lingering acid
Special Qualities: All-around vision, breathless, darkvision 60 ft., ethereal jaunt, flight, immunity to mind-affecting spells and abilities, inalienable, low-light vision, resistance to cold 10 and electricity 10, spell resistance 10
Saves: Fort +8, Ref +6, Will +4
Abilities: Str 19, Dex 15, Con 18, Int 10, Wis 17, Cha 8
Skills: Hide +6*, Move Silently +11, Search +7, Spot +11
Feats: Flyby Attack, Multiattack
Environment: Space or Ethereal Plane
Organization: Solitary or warband (3-18)
Challenge Rating: 5
Treasure: Standard (in lair only)
Alignment: Always neutral evil
Advancement: 5-12 HD (Medium)
Level Adjustment: —

This black-skinned creature is vaguely humanoid, standing roughly seven feet tall. Its long, membranous wings each end in a single foot-long, scimitar-like claw. Its short, muscular legs end in three-taloned feet. Its chest, back, and groin are covered with thick calluses, and it has no overt genitalia. Its long torso is topped with an asymmetrical bulbous head. Seven pus-white yellow eyes ring its head, each with no discernible pupil. A circular, tooth-filled maw is positioned atop its head.

Horgs are an enigmatic race of magical beasts found mostly in space, usually near asteroid belts. Their original home plane or world is unknown, but they are clearly extraplanar, for they can make brief jaunts into the Ethereal Plane like ethereal filchers and marauders, and upon their deaths, horg bodies vanish to presumably return to their unknown point of origin.

Little is known of horgs, for they resist all attempts to communicate with them. If captured, a horg simply wills itself to die, and the swiftly vanishing body makes it impossible to learn much of their anatomy. What can be observed of the horg is that they are pack hunters, born for battle, and apparently view retreat as unacceptable.

The horg reproductive process is also a mystery. Horgs do not appear to be sexually differentiated, and no immature horg has ever been seen.

Although intelligent, horgs have never been observed using tools or manufactured weapons. They do seem to collect treasure from intelligent prey, which they carry off to their lairs after raids. An individual can rarely be found with more than a few coins on its person, however.

A horg stands about 7 feet tall with a 12-foot wingspan and weighs 250 to 300 pounds. Its hairless body is covered with dry, dusty, flexible skin, hardened into calluses in vital areas.

Horg do not speak, and appear to lack any vocal organs. They are never seen to communicate with one another, but seem to be aware of each others' position in battle and are able to coordinate small-unit tactics through unknown means.

COMBAT

Horgs prefer to feed while in flight. They utilize their ethereal jaunt ability to get the jump on opponents, and use pack tactics to great effect. Horgs never retreat, even when outnumbered or outclassed, but generally observe prey before attacking to determine the likelihood of success before launching the attack.

All-Around Vision (Ex): Horgs are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can't be flanked.

Breathless (Ex): Horgs do not breathe, so they are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poisons).

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

Flight (Ex): Although a horg possesses wings and flaps them while flying, its flight is actually supernatural in nature. This allows it to fly at a speed of 50 feet with good maneuverability, even in the vacuum of space. This also grants it a permanent feather fall effect (as the spell) with personal range.

Inalienable (Su): Horgs are immune to all effects that would banish or dismiss them from any plane, including spells such as holy word, dismissal, and banishment, among others. This ability does not prevent them from using ethereal jaunt, however.

Lingering Acid (Ex): Horgs emit a corrosive fluid from their teeth and claws. A successful hit deals an additional 2d4 points of acid each round for five rounds, unless somehow neutralized. Consecutive attacks stack.

Skills: Horgs have a +4 racial bonus on Move Silently checks. *A horg's dead-black skin grants it a +8 circumstance bonus on Hide checks made in shadowy areas and the blackness of space.

In Greyspace
In the Spelljammer setting, horgs are found mostly in the asteroid belt known as The Grinder, where they harass ships and settlements.

Originally appeared in Greyspace (1992).
 
Last edited:

Shade

Monster Junkie
Will-o’-Sea

http://www.enworld.org/forum/genera...special-conversion-thread-will-o-wisps-5.html

Will-o’-Sea
Huge Aberration (Air)
Hit Dice: 10d8+50 (95 hp)
Initiative: +10
Speed: Fly 50 ft. (perfect) (10 squares)
Armor Class: 24 (-1 size, +6 Dex, +9 deflection), touch 24, flat-footed 18
Base Attack/Grapple: +7/+20
Attack: Slam +11 melee (1d8+7 plus 1d6 electricity)
Full Attack: Slam +11 melee (1d8+7 plus 1d6 electricity)
Space/Reach: 15 ft./15 ft.
Special Attacks: Lightning bolt
Special Qualities: Darkvision 60 ft., immunity to magic, water breathing
Saves: Fort +8, Ref +9, Will +8
Abilities: Str 21, Dex 23, Con 20, Int 11, Wis 12, Cha 12
Skills: Bluff +6, Diplomacy +3, Disguise +14 (+16 acting), Intimidate +3, Listen +7, Spot +7
Feats: Ability Focus (lightning bolt), Alertness, Dodge, Improved Initiative
Environment: Any aquatic
Organization: Solitary or wreck (1 plus 2-40 ghosts or sea zombies)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 11-20 HD (Huge); 21-40 HD (Gargantuan)
Level Adjustment: —

This creature appears to be a long, shifting cascade of glowing energy in luxuriant displays of color.

Will-o’-seas are larger, deadlier cousins of the will-o’-wisp. The lurk near large bodies of water, where they masquerade as natural phenomena such as St. Elmo's fire, or alter their shape to resemble lighthouses or ships. They use these ruses to lead sailors to their watery doom, as the will-o’-seas feed upon the terror and panic of drowning creatures.

Will-o’-seas normally lurk near common sea routes, where concentration of prey is highest. If hunting grows scarce, a will-o’-sea simply relocates. Will-o’-seas often dwell amid shipwrecks they have caused, treating it as a sort of trophy, along with all the treasure that went down with the ships. Will-o’-seas are just as comfortable below water as above.

Because the death toll caused by will-o’-seas is so high, their hunting grounds are often rife with aquatic undead, such as ghosts of sailors and sea zombies. As long as their presence does not scare off potential prey, will-o’-seas tolerate the presence of these undead creatures.

A will-o’-sea's body is a ribbon of spongy material 12 to 20 feet across and weighing 40 to 100 pounds, and its glowing body sheds as much light as a fire of similar size.

Will-o’-seas speak Common and Auran. They have no vocal apparatus but can vibrate to create a voice with a ghostly sound.

COMBAT

More aggressive than other forms of will-o’-wisps, will-o’-seas attempt to lure ships into dangerous waters where they are likely to become beached or sink. Common tactics include altering its shape to resemble a burning ship, while hovering over jagged rocks. When the would-be rescuers arrive, their vessel is torn apart. Will-o’-seas also lik to lie submerged in seaweed-infested waters, relying on its shimmering appearance to hint at the presence of sunken treasures. If prey doesn't take the bait, or detects a ruse and attempts to escape, a will-o’-sea uses its lightning bolt to sink the ship. Because will-o’-seas feed upon the terror of drowning victims, they generally avoid killing any creature outright.

Immunity to Magic (Ex): A will-o’-sea is immune to spells or spell-like abilities that allow spell resistance, except for spells with the cold descriptor.

Lightning Bolt (Su): Once every 1d3 rounds, a will-o'-sea can unleash a 120-foot-long line of lightning that deals 10d6 points of electricity damage (Reflex DC 22 halves this damage). The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the range permits; otherwise, it stops at the barrier just as a spell effect does. The save DC is Constitution-based.

Water Breathing (Ex): A will-o'-sea can breathe underwater indefinitely and can freely use its special abilities while submerged.

Originally appeared in Ravenloft Monstrous Compendium Appendix III: Creatures of Darkness (1994).
 
Last edited:

Shade

Monster Junkie
Aboleth, Noble

http://www.enworld.org/forum/general-monster-talk/259739-special-conversion-thread-aboleths-8.html

Aboleth, Noble
Huge Aberration (Aquatic)
Hit Dice: 16d8+112 (184 hp)
Initiative: +5
Speed: 10 ft. (2 squares), swim 40 ft.
Armor Class: 18 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17
Base Attack/Grapple: +12/+32
Attack: Tentacle +22 melee (2d8+12 plus slime)
Full Attack: 4 tentacles +22 melee (2d8+12 plus slime)
Space/Reach: 15 ft./10 ft.
Special Attacks: Bite, enslave, psionics, slime
Special Qualities: Amphibious, darkvision 60 ft., item master, knowledgeable, mucus cloud, telepathy 60 ft.
Saves: Fort +12, Ref +6, Will +18
Abilities: Str 34, Dex 12, Con 24, Int 25, Wis 23, Cha 23
Skills: Bluff +25, Concentration +26, Craft (any one) +26, Diplomacy +8, Disguise +6 (+8 acting), Intimidate +8, Knowledge (any three) +26, Listen +27, Spellcraft +26, Spot +27
Feats: Alertness, Combat Casting, Iron Will, Improved Initiative, Jack of all Trades, Quicken Spell-Like Ability (telekinesis)
Environment: Underground
Organization: Solitary, brood (2-3), slaver brood (1 plus 1-5 aboleths plus 7-60 skum), or city (3-8 plus 1 ruler aboleth, 7-12 greater aboleths, 35-60 aboleths or saltwater aboleths and 60-160 skum)
Challenge Rating: 14
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 17-48 HD (Gargantuan)
Level Adjustment: —

Resembling a primeval fish over thirty feet long, this creature has an oversized bulbous head and crescent-shaped tail. Bony ridges protect its three slit-shaped eyes, stacked horizontally on the front of its head. Long tentacles writhe about its body, dripping mucus. Two of these tentacles are smaller, ending in three-fingered handlike appendages.

Noble aboleths serve the city as scientists. They spend their time doing research, conducting experiments, and traveling to other worlds and planes to gather information.

A noble aboleth has a pink belly. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. A noble aboleth is over 30 feet long and weighs several tons.

Aboleths speak their own language, as well as Undercommon and Aquan.

COMBAT

A noble aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers.

Astral Caravan (Sp): Once per day, a noble aboleth can lead an expedition through the Astral Plane. This functions exactly as the psionic power of the same name, with augmentation.

Bite (Ex): Although a noble aboleth's mouth is relatively small, it can still deliver a nasty bite. An aboleth's bite attack is considered an unarmed strike, not a natural attack, and without the Improved Unarmed Strike feat, it provokes attacks of opportunity. Likewise, the act of extruding its feeding stalks and rearing back to bite is a clumsy move for most aboleths, so a bite attack is a full-round action. An aboleth can't attack with its tentacles at the same time as it bites. On a successful hit, a noble aboleth's bite deals 1d4+6 points of damage.

Enslave (Su): Three times per day, a noble aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 24 Will save or be affected as though by a dominate person spell (caster level 16th). An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based.

Item Master (Ex): A noble aboleth can use any magic item, even spell completion items such as wands or scrolls. It can also create any item or construct as though it had the necessary feats and prerequisite spells or other requirements.

Knowledgeable (Ex): A noble aboleth makes Knowledge checks for any Knowledge skills as if it had a minimum of 10 ranks in that skill. To surpass the 10-rank minimum, it must assign more than 10 ranks to the skill as normal. Additionally, a noble aboleth gains a racial bonus on all Knowledge checks equal to half its Hit Dice (+8 for a typical noble aboleth).

Mucus Cloud (Ex): A noble aboleth underwater surrounds itself with a viscous cloud of mucus roughly 3 feet thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 25 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.

Psionics (Sp): At will—dimension door, hypnotic pattern (DC 18), illusory wall (DC 20), levitate, major image (DC 18), mirage arcana (DC 21), persistent image (DC 21), programmed image (DC 22), project image (DC 23), telekinesis (DC 21), veil (DC 22). 3/day—detect thoughts (DC 19), energy resistance, freedom of movement, heal, quickened telekinesis (DC 21). Effective caster level 20th. The save DCs are Charisma-based.

Slime (Ex): A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 25 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.

A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.

Skills: An aboleth 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.

Psionic Noble Aboleths

A psionic noble aboleth does not possess spell-like abilities or the enslave ability of the standard noble aboleth. Instead, it has psi-like abilities, including psionic dominate.

Special Attacks: Bite, enslave, psi-like abilities, slime
Special Qualities: Amphibious, darkvision 60 ft., knowledgeable, mucus cloud, psionic item master, telepathy 60 ft.
Skills: Bluff +25, Concentration +26, Craft (any one) +26, Diplomacy +8, Disguise +6 (+8 acting), Intimidate +8, Knowledge (any three) +26, Listen +27, Psicraft +26, Spot +27
Feats: Alertness, Combat Manifestation, Exotic Weapon Proficiency (futuristic weapons)(B), Iron Will, Improved Initiative, Overchannel, Psionic Meditation

Psi-Like Abilities: At will—astral traveler, body equilibrium, disable (65-ft. cone, 23 HD, DC 26*), false sensory input (eight targets, DC 19*), mental disruption (50-ft. radius, DC 26*), mindlink (unwilling, twenty targets, DC 17*), psionic dimension door (move action*), psionic levitate, telekinetic force (625 lbs., DC 19*), telekinetic maneuver (+33 check modifier*), telekinetic thrust (625 lbs., DC 19*); 3/day—adapt body, body adjustment (8d12*), ego whip (ML 14th, 3d4, DC 22*), id insinuation (ML 14th, six targets, DC 23*), psionic dominate (any 2 targets, 20 days, DC 26*), read thoughts (DC 19), thought shield (power resistance 30, 18 rounds*); 1/day—astral caravan (25% miss chance, observed speed 40 ft., Knowledge (the planes) check once every 12 hours*), psionic modify memory (DC 20), remote viewing (DC 20), wall of ectoplasm (DC 20). Manifester level 20th. The save DCs are Charisma-based.

*Includes augmentation for the aboleth’s manifester level.

Psionic Item Master (Ex): A noble aboleth can use any psionic item, even power completion items such as power stones. It can also create any item or construct as though it had the necessary feats and prerequisite powers or other requirements.

Technological Noble Aboleths
Some variant noble aboleths focus on technology, rather than magic or psionics. These noble aboleths have access to technology far beyond that of most other races.

These "futuretech items" mimic the effects of standard magic items, but do not detect as magic, and are not vulnerable to antimagic and magic-suppressing effects. A noble aboleth may create these items using its item master ability.

Noble Aboleths and Lords of Madness
If you are using Lords of Madness in your campaign, noble aboleths may qualify for a number of the aboleth specific feats.

A noble aboleth that takes the Powerful Bite feat may qualify for the following new feat.

Oversized Maw [General]
An aboleth with this feat develops jaws large enough to swallow smaller creatures whole.
Prerequisite: Aboleth, Huge or larger, Str 30, Powerful Bite, Weapon Focus (bite).
Benefit: An aboleth with this may attempt to swallow a creature up to two size categories smaller than itself by making a successful grapple check. Once inside, the opponent takes piercing and slashing damage from the aboleth’s tooth-lined esophagus. The amount of damage is based on size: 2d8+Str for Huge, 3d8+Str for Gargantuan, and 4d8+Str for Colossal. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the esophagus (AC equals 10 + 1/2 aboleth's natural armor bonus). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. An aboleth's interior can hold 1 creature of two size categories smaller, 4 creatures of three size categories smaller, 16creatures of four size categories smaller, and 64 creatures of five or more size categories smaller than itself.

Originally appeared in Dragon Magazine #131 (1988).
 
Last edited:

Shade

Monster Junkie
Sheen, Power Tree

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

Sheen, Power Tree
Gargantuan Construct (Living)
Hit Dice: 36d10+540 (738 hp)
Initiative: +12
Speed: 10 ft. (2 squares)
Armor Class: 30 (-4 size, +4 Dex, +20 natural), touch 10, flat-footed 26
Base Attack/Grapple: +27/+58
Attack: Slam +42 melee (4d6+19)
Full Attack: 10 slams +42 melee (4d6+19)
Space/Reach: 20 ft./20 ft.
Special Attacks: Electrical discharge
Special Qualities: Darkvision 60 ft., defensive field, fast healing 15, living construct traits, recharge sheen, solar powered, tremorsense 60 ft.
Saves: Fort +27, Ref +20, Will +18
Abilities: Str 48, Dex 19, Con 40, Int 17, Wis 15, Cha 16
Skills: Climb +58, Intimidate +42, Listen +41, Search +42, Spot +41
Feats: Combat Expertise, Combat Reflexes, Epic Reflexes, Epic Will, Hold the Line, Improved Initiative, Improved Trip, Knockdown, Power Attack, Snatch, Stand Still, Superior Expertise, Superior Initiative
Environment: Any
Organization: Solitary or crew (1 plus 2-24 other sheens of various types)
Challenge Rating: 23
Treasure: None
Alignment: Always neutral
Advancement: 37-48 HD (Gargantuan); 49-108 HD (Colossal)
Level Adjustment: —

A massive tower of metallic beams branching from a squat, multilegged base lumbers forward. Huge, polished crystal plates cover its base, glowing where sunlight strikes their surfaces.

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.

Power trees are massive entities engineered to repair and recharge other sheens in the field. The huge, polished plates of crystal that surround its base harness great amounts of solar energy. Sheens in need of recharging or repair plug into the power tree’s modules to recharge while the tree’s ten spidery manipulator arms do rapid repairs where needed. Power trees never travel far from their cysts.

Power trees carry massive energy stores and have redundant systems to ensure their continuance, which grants them fast healing rather than the typical rapid repair ability of other sheens.

A power tree is 30 feet wide and 50 feet tall. It weighs over 100 tons.

Sheens speak their own language.

COMBAT

A power tree swats at attackers with its ten massive arms. These intelligent sheens use Improved Trip, Knockdown, and Snatch to slow down or disable adversaries while it completes repairs upon its allies. If threatend by large groups of foes, or particularly deadly adversaries, the power tree will unleash its electrical discharge in a great burst.

Defensive Field (Su): Power trees automatically generate a physical protective field. This grants the power tree damage reduction 5/- and resistance to acid 5, cold 5, electricity 5, fire 5, and sonic 5. The defensive field can prevent 300 points of damage per day.

Electrical Discharge (Su): Ten times per day, as a swift action, a power tree can release stored energy as a powerful electrical shock. Its next successful slam attack deals an additional 10d10 points of electricity damage. Alternatively, if an attacker strikes the power tree with an unarmed strike or metallic weapon while the power tree contains an excess charge in its carapace, the foe takes 10d10 points of electricity damage.

Alternatively, as a standard action, a power tree can release its electrical discharge in a 300-foot-burst. All creatures in the area suffer 10d10 points of electricity damage (Reflex DC 43 half). The save DC is Constitution-based.

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.

Repair Sheen (Ex): A power tree can repair and recharge other sheens. To do so, a sheen need simply to plug into one of the power tree’s modules. This is a full-round action for the sheen seeking repair, but takes no action on the power tree's part. A power tree must sacrifice one of its slam attacks to assist in repairs. A power tree can thus repair up to ten other sheens at a given time. A recipient sheen is repaired of 1d8 points of damage and recharges 1 day's worth of energy for each round it remains connected to the power tree.

Alternatively, a power tree can spend a full-round action to swiftly repair a single sheen. This functions as a heal spell (caster level 20th), and recharges one week's worth of charges. Other sheens attached to the power tree receive no repairs during this round.

Solar Powered (Ex): A power tree gains power by absorbing sunlight. For every hour of exposure to natural sunlight (not a daylight spell or similar magical facimile), a power tree recharges 30 points of maximum damage for its defensive field and one daily use of its electrical discharge ability. If a power tree sheen is not exposed to natural sunlight for 2 days, it becomes inert.

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 #270 (2000).
 
Last edited:

Shade

Monster Junkie
Island Serpent

http://www.enworld.org/forum/genera...l-qadim-oriental-adventures-creatures-41.html

Island Serpent
Medium Magical Beast (Spirit)
Hit Dice: 3d10 (16 hp)
Initiative: +7
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +3/+2
Attack: Bite +6 melee (1d6+3 plus poison)
Full Attack: Bite +6 melee (1d6+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d6+3, poison
Special Qualities: Darkvision 60 ft., immunity to compulsion effects, low-light vision, spectral scales
Saves: Fort +3, Ref +6, Will +3
Abilities: Str 16, Dex 17, Con 11, Int 12, Wis 14, Cha 11
Skills: Balance +11, Climb +11, Hide +13, Listen +14, Spot +14, Swim +11
Feats: Alertness, Improved Initiative
Environment: Warm forests (Akari Island)
Organization: Solitary
Challenge Rating: 2
Treasure: Half standard
Alignment: Always neutral good
Advancement: 4–5 HD (Medium); 6–10 HD (Large)
Level Adjustment: —

This large snake combines the traits of a constrictor and viper. Its scales are ghostly, making it difficult to pinpoint its exact location. Large, saber-like fangs jut over its lower lip.

Island serpents are the part of Harooga's consciousness that has not been captured by the Opawang. Of all the spirits native to Akari Island, only the island serpents have manage to resist the Opawang's domination.

Island serpents are generally friendly, if wary, to other creatures. If invited to converse, island serpents have an extensive knowledge of the Opawang, his ochimo servants, and his city of Opawangchicheng. They will warn against trusting the other spirits on the island, due to the domination of the Opawang.

An island serpent is 6 to 10 feet long and weighs 40 to 60 pounds.

Island serpents speak Celestial, Common, and Shou.

COMBAT

Island serpents hunt only nonsentient prey. If threatened by sentient creatures, they prefer to bite and poison their adversaries, then slither off while the foes slumber.

Constrict (Ex): On a successful grapple check, an island serpent deals 1d6+3 points of damage.

Improved Grab (Ex): To use this ability, an island serpent 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 constrict.

Poison (Ex): Injury, Fortitude DC 11, initial damage sleep for 1d6 rounds, secondary damage sleep for 1d4 minutes. The save DC is Constitution-based.

Spectral Scales (Su): An island serpent's ghostly scales make it difficult to target an island serpent. Any melee or ranged attack directed at it has a 20% miss chance.

Skills: Island serpents have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. An island serpent can always choose to take 10 on a Climb check, even if rushed or threatened. Island serpents use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. An island serpent 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 OA3 - Ochimo the Spirit Warrior (1987).
 
Last edited:

Status
Not open for further replies.
Remove ads

Top