Creature Catalog new 3.5 conversions

Status
Not open for further replies.

Shade

Monster Junkie
Sluagh

http://www.enworld.org/forum/genera...on-thread-moldvays-undead-43.html#post4941845

Sluagh
Tiny Undead (Incorporeal, Swarm)
Hit Dice: 8d12 (52 hp)
Initiative: +4
Speed: Fly 60 ft. (good)(12 squares)
Armor Class: 20 (+2 size, +4 Dex, +2 deflection, +2 ghost touch heavy wooden shield), touch 18, flat-footed 16
Base Attack/Grapple: +4/-
Attack: Swarm (3d6 piercing)
Full Attack: Swarm (3d6 piercing)
Space/Reach: 10 ft./0 ft.
Special Attacks: Arrow storm, create spawn, distraction, envenom arrows, ghost strikes
Special Qualities: Bestow flight, darkvision 60 ft., half damage from slashing and piercing weapons, immunity to cold, incorporeal traits, low-light vision, swarm traits, +2 turn resistance, undead traits
Saves: Fort +4, Ref +6, Will +7
Abilities: Str —, Dex 18, Con —, Int 10, Wis 13, Cha 14
Skills: Intimidate +14, Listen +13, Search +12, Spot +13, Survival +1 (+3 following tracks)
Feats: Ability Focus (arrow storm), Ability Focus (sluagh arrow poison), Great Fortitude
Environment: Temperate and cold hills and mountains
Organization: Solitary, host (1 plus 3-24 zombies), or warband (2-6 swarms, 6-48 zombies, 1-6 wraiths, shadows, or spectres, plus 1 dread wraith leader)
Challenge Rating: 8
Treasure: None
Alignment: Usually chaotic evil
Advancement: —
Level Adjustment: —

A fast-moving, low-lying storm cloud approaches, boiling with iridescent blues and greens and reds. As it grows near, it becomes apparent that it is actually a swarm of dark, shadowy sprites flying on gauzy, iridescent wings. They bear tiny bows and arrows, blades, and shields.

The sluagh ("slooa") are swarms of tiny undead fey who conduct nocturnal aerial battles on cold nights. Also known as "the host", or "host of the unforgiven dead", these vicious unliving sprites harrass the living with their tiny implements of war, leaving zombies in their wake.

The sluagh exist in a state of barely controlled rage. When they run out of living targets, they turn on one another. Tales tell of the sky raining blood and splinters after two thunderclouds crashed together, undoubtedly the aftermath of a sluagh battle.

Large warbands are often accompanied by other flying undead (such as wraiths, shadows, and spectres) and led by a more powerful undead creature, such as a dread wraith, vampire, or lich.

An individual sluagh stands 2 feet tall.

Sluagh speak Elven and Sylvan.

COMBAT

Sluagh unleash arrow storms as they close with their enemies, then simply swarm over them, attacking with their numerous tiny swords.

Arrow Storm (Ex): A sluagh can release a volley of tiny arrows as an area attack. The sluagh may choose to release either a 30-foot burst to a maximum range of 1,000 feet, or a 100-foot cone. Regardless of the shape, the arrow storm deals 3d6 points of piercing damage (Reflex DC 20 half). The save DC is Dexterity-based.

Bestow Flight (Sp): This functions exactly as the overland flight spell, except the target is one creature per Hit Die of the sluagh. Caster level equals sluagh's Hit Dice. This is the equivalent of a 6th-level spell.

Create Spawn (Su): Any fey creature slain by a sluagh's envenomed arrow becomes part of the sluagh swarm. For each fey creature slain, the sluagh swarm gains one negative level.

A sluagh swarm with a negative level gains a +1 competence bonus on all skill checks and ability checks, attack rolls, and saving throws, and gains one effective level or Hit Die (whenever level is used in a die roll or calculation) for each negative level. These gains persist until the negative level goes away (is removed by the gain of a positive level). A negative level that is not removed by a positive level for 3 weeks becomes permanent, resulting in advancement by 1 HD.

Should a fey creature slain by the sluagh swarm later be restored to life, the swarm gains one positive level. Undead react to positive levels the way nonundead react to negative levels. A sluagh swarm with positive levels at least equal to its current Hit Dice is instantly destroyed. After 24 hours, the swarm must make a DC 18 Will save. If the saving throw succeeds, the positive level goes away with no harm to the swarm. The sluagh swarm makes a separate saving throw for each positive level it has gained. If the save fails, the positive level goes away, but the sluagh swarm's Hit Dice are also reduced by one.

Any other living corporeal creature slain by a sluagh, including fey creatures a sluagh slays by means other than an envenomed arrow, becomes a zombie in 1d4 rounds. These zombies are under the command of the sluagh that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Distraction (Ex): Any living creature vulnerable to a sluagh swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 16 Fortitude save negates the effect. Even after a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check. The save DC is Charisma-based.

Envenom Arrows (Su): Three times per day, a sluagh may choose to envenom its arrow storm. Any creature damaged by the arrow storm is exposed to the sluagh's poison.

Sluagh Arrow Poison: Injury, Fortitude DC 20, initial damage 1d10 Con, secondary damage curse. The curse functions similiar to the bestow curse spell (sluagh's choice of curse). The save DC is Charisma-based and includes a +2 racial bonus.

Ghost Strikes (Su): A sluagh's swarm attack and arrow storm count as either corporeal or incorporeal at any given time, whichever is more beneficial to the sluagh.

Originally appeared in Dragon Magazine #162 (1990).
 
Last edited:

log in or register to remove this ad

Shade

Monster Junkie
http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-19.html

Mapmaker
Medium Outsider (Chaotic, Extraplanar)
Hit Dice: 7d8+21 (52 hp)
Initiative: +9
Speed: 40 ft. (8 squares), fly 70 ft. (average)
Armor Class: 20 (+5 Dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple: +7/+9
Attack: Tail +12 melee (1d6+2) or mapmaker’s stick +13 melee touch (1d4)
Full Attack: Tail +12 melee (1d6+2) and bite +10 melee (1d10+1); or mapmaker’s stick +13/+8 melee touch (1d4) and tail +10 melee (1d6+2) and bite +10 melee (1d10+1)
Space/Reach: 5 ft./5 ft. (10 ft. w/tail)
Special Attacks: Gnaw, improved grab, psionics, scintillating frill
Special Qualities: Damage reduction 5/lawful, darkvision 60 ft., evade blow, immunity to confusion and insanity, spell resistance 12, telepathy 100 ft., weak spot
Saves: Fort +8, Ref +12, Will +7
Abilities: Str 15, Dex 20, Con 17, Int 12, Wis 14, Cha 17
Skills: Bluff +10, Concentration +13, Craft (mapmaking) +15, Decipher Script +11, Diplomacy +5, Disguise +3 (+5 acting), Forgery +15, Hide +19, Intimidate +5, Knowledge (the planes) +11, Move Silently +19, Sleight of Hand +19, Survival +2 (+4 on other planes), Use Magic Device +8 (+10 scrolls)
Feats: Improved Initiative (B), Lightning Reflexes, Multiattack, Weapon Finesse
Environment: Windswept Depths of Pandemonium
Organization: Solitary
Challenge Rating: 7
Treasure: No coins; double goods (gems and maps only); double items (mostly scrolls)
Alignment: Always chaotic, often evil
Advancement: 8-14 HD (Medium); 15-21 HD (Large) or by character class
Level Adjustment: —

This creature appears to be a combination of an overgrown bipedal weasel and a frilled lizard. Its body is scaled, its arms are long and rubbery, and its tail long and barbed. Its back is humped, with a webbed hollow behind it. A suckerlike mouth protrudes beneath multi-faceted flashing eyes. It carries a wandlike stick with a glowing point. It smells strongly of hay.

Mapmakers are unusual inhabitants of the Windswept Depths of Pandemonium, where they are quite common there. Their name derives from their strong passion for maps, which they craft and collect. Like the maddening plane they call home, their maps are often inaccurate, describing non-existent places, despite being intricately detailed and beautifully drawn.

Mapmakers value maps more than they do gold. They enjoy nothing more than snatching a traveler's map, delighting in their new acquisition and the resulting chaos as the travelers wander aimlessly about their confusing realm.

A mapmaker is about 7 feet tall and weighs about 150 pounds.

Mapmakers speak and write their own language, but can telepathically communicate with any creature that has a language.

COMBAT

Mapmakers generally open a battle with their scintillating frill, then strike with their lashing tails and mapmaker's sticks between uses of psychic pandemonium.

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

Evade Blow (Ex): Once per round, a mapmaker may attempt to block an incoming blow with its deflective frill. To do so, the mapmaker makes a Reflex save (DC equals opponent's attack roll) against a successful attack to take half damage.

Gnaw (Ex): A mapmaker deals automatic bite damage every round it maintains a grapple.

Improved Grab (Ex): To use this ability, a mapmaker must hit an opponent of any size with its tail attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity and may gnaw.

Mapmaker’s Stick: This magic rod has a glowing point. It can etch any substance, including flesh. A mapmaker's stick acts as a +1 light mace that deals 1d4 points of damage to anything it touches, ignoring hardness and damage reduction of all kinds. If used as a weapon, it requires a melee touch attack and the wielder does not add its Strength bonus to the damage. Marks left behind by a mapmaker's stick may be removed with an erase spell. Healing spells restore the damage, but do not remove the marks. A mapmaker's stick only functions for creatures with the Chaotic subtype (or those who succeed on a Use Magic Device check to emulate the Chaotic subtype).

Moderate transmutation; CL 10th; Craft Rod, Craft Magic Arms and Armor, arcane mark, erase, creator must have the Chaotic subtype; Price 5,000 gp.

Psychic Pandemonium (Sp): At will, a mapmaker can unleash a psionic attack delivers a massive assault on the thought pathways of a single target within 60 feet. The victim takes 3d10 points of damage and is confused for 2d4+1 rounds. A DC 19 Will save halves the damage and negates the confusion effect. The save DC is Charisma-based, and includes a +3 racial bonus. This ability is the equivalent of a 3rd-level spell.

Scintillating Frill (Su): Any creature within 60 feet viewing the darting, scintillating colors within a mapmaker's extended frill is paralyzed for 1d4 rounds unless it makes a successful DC 16 Will save. A creature that fails its save must make another DC 16 Will save after the paralysis duration expires. A creature failing this save is permanently confused (as the confusion spell). Creatures can avoid viewing the frill as they would a gaze attack. The save DCs are Charisma-based.

Weak Spot (Ex): A confirmed critical hit on a natural 20 with a slashing or piercing weapon allows a creature to take advantage of a mapmaker's weak spot upon its hump, increasing the weapon’s damage multiplier by one step (for example, a longsword which has a multiplier of x2 would have a multiplier of x3 against a mapmaker's weak spot).

Skills: Mapmakers have a +4 racial bonus on Craft (mapmaking), Forgery, Hide, Move Silently, and Sleight of Hand checks.

Psionic Mapmakers

Psionic mapmakers gain the following psi-like abilities, and psychic pandemonium becomes a psi-like ability.

Psi-Like Abilities: At will—ego whip (2d4 Cha, DC 17*), empty mind (+5 bonus*), thought shield (4 rounds, power resistance 17*); 3/day—mental barrier (3 rounds*). Manifester level 7th. The save DCs are Charisma-based.

*Includes augmentation for the thought eater’s manifester level.

Psychic Pandemonium (Ps): At will, a mapmaker can unleash a psionic attack delivers a massive assault on the thought pathways of a single target within 60 feet. The victim takes 3d10 points of damage and is confused for 2d4+1 rounds. A DC 19 Will save halves the damage and negates the confusion effect. The save DC is Charisma-based, and includes a +3 racial bonus. This ability is the equivalent of a 3rd-level power.

Originally appeared in Dragon Magazine #47 (1981).
 
Last edited:

Shade

Monster Junkie
Firestar

http://www.enworld.org/forum/genera...special-conversion-thread-will-o-wisps-6.html

Firestar
Diminutive Aberration (Air)
Hit Dice: 2d8 (9 hp)
Initiative: +11
Speed: Fly 40 ft. (perfect) (8 squares)
Armor Class: 25 (+4 size, +11 Dex), touch 25, flat-footed 14
Base Attack/Grapple: +1/–16
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: Lightning bolt
Special Qualities: Absorb electricty and flames, darkvision 60 ft., immunity to magic, natural invisibility
Saves: Fort +0, Ref +11, Will +6
Abilities: Str 1, Dex 33, Con 10, Int 13, Wis 16, Cha 12
Skills: Diplomacy +3, Listen +10, Sense Motive +8, Spot +10
Feats: Alertness
Environment: Temperate forests and hills
Organization: Solitary, pair, or pack (3–12)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3-6 HD (Diminutive)
Level Adjustment: —

This creature seems to be nothing but a faintly glowing fist-sized mote of light.

Firestars are eerily beautiful, silent, floating, fist-sized mote of light. Althought they are often mistaken for the dreaded will-o'-wisp, firestars are generally harmless.

Firestars feed on heat, and as a result are attracted to fire. These creatures may descend in groups upon the campfire of unsuspecting travelers, who might retaliate in fear of a will-o'-wisp attack.

Firestars are often called "moondancers", due to their proclivity for dancing in intricate patterns in secluded, moonlit hilltops or forest glades. During the day, firestars land in high, inaccessible spots to rest. During this time, they retract their glowing nerves and absorb sunlight and heat. Occasionally, firestars are mistaken for exotic or ornamented eggs, and are collected by travelers with hopes of selling them. When night falls, the firestars awaken and seek to escape.

Firestars are intelligent but reclusive. They willingly communicate with creatures that employ telepathy or magic to understand them, but are secretive about their life span and reproductive process. Scholars speculate that firestars reproduce asexually by budding.

A firestar has a two-inch-long, egg-shaped body covered in a black spiderweb of nerves. The nerves intersect in a number of its nodes and eyes. It weighs about 1 pound, and its glowing body sheds as much light as a torch.

Firestars understand Common and Auran, but lack the ability to speak. They have their own intricate language, a series of dancing patterns accompanied by fluctuations in their glow.

COMBAT

Firestars generally ignore other creatures unless disturbed, at which point they usually attempt to flee. If cornered, a firestar can release a small lightning bolt to zap its adversaries.

Absorb Electricty and Flames (Su): Any attack that deals electricity or fire damage heals a firestar for 1 point of damage for each point of damage the attack would otherwise deal. A firestar that exceeds its full normal hit points as a result of this healing gains the remainder as temporary hit points that last for 24 hours. A firestar can gain temporary hit points in this manner up to four times its normal maximum hit points (36 for a typical firestar). A firestar gets no saving throw against electricity or fire effects.

Immunity to Magic (Ex): A firestar is immune to spells or spell-like abilities that allow spell resistance, except for magic missile and those with the cold descriptor.

Lightning Bolt (Su): Once every 1d3 rounds, a firestar can unleash a 30-foot-long line of lightning that deals 2d6 points of electricity damage (Reflex DC 11 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.

Natural Invisibility (Ex): A startled or frightened firestar can extinguish its glow, effectively becoming invisible as the spell.

Originally appeared in Dragon Magazine #94 (1985).
 
Last edited:

Shade

Monster Junkie
Kruel (Danartha)

http://www.enworld.org/forum/genera...l-conversion-thread-finishing-off-fey-13.html

Kruel (Danartha)
Medium Fey
Hit Dice: 1d6+3 (6 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 16 (+5 Dex, +1 natural), touch 15, flat-footed 11
Base Attack/Grapple: +0/+0
Attack: Flame blade +4 melee touch (1d8 fire) or flaming pebble +4 ranged (1d4 plus 1d4 fire)
Full Attack: Flame blade +2 melee touch (1d8 fire) and dagger +2 melee (1d4/19-20) or flaming pebble +2/+2 ranged (1d4 plus 1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flaming pebble, spell-like abilities
Special Qualities: Damage reduction 5/cold iron, improved uncanny dodge, low-light vision, resistance to fire 10, spell resistance 5
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 11, Dex 18, Con 17, Int 12, Wis 15, Cha 16
Skills: Bluff +9, Disguise +6, Hide +8, Jump +8, Listen +7, Move Silently +8, Sleight of Hand +9, Spot +7, Tumble +8
Feats: Quick Draw (B), Rapid Shot (B), Two-Weapon Fighting, Weapon Finesse (B)
Environment: Temperate forests, hills, and plains
Organization: Solitary or gang (2–5)
Challenge Rating: 2
Treasure: No coins; 50% goods; 50% items
Alignment: Always chaotic, never good
Advancement: 2–3 HD (Medium) or by character class (favored class: rogue)
Level Adjustment: +3

This creature appears to be sharp-featured elf from the waist up, albeit one with large cow-like ears, long bony fingers, and blood-red eyes. Its lower half is avian, ending in green-scaled, taloned legs. It wears a tall hat offset with a red feather.

The danartha were once benevolent fey, but some event of great evil altered their race forever into the malevolent tricksters they are today. The residents of the farmland communities tormented by the danartha refer to them as "kruel" due to their demeanor.

Danartha prowl the fringes of civilization, harassing farmers and travelers. Their idea of a night's entertainment include torching barns and crops, releasing or slaying livestock, and tormenting the weak and helpless. Thy often range far from their lairs, inexplicably ignoring closer targets to raid distant farms. Danartha never destroy a entire crops or villages, for the fun would be over much too quickly. They occasionally take captives for further entertainment, sometimes allowing them to escape with the emotional scars of their torture and frightful tales to scare the other locals.

Danartha make their lairs in well-hidden woodland caves, living in small groups that split up or change members on a random basis. Treasure is hidden in individual caches. Thier infrequent mating results in a clutch of eggs that hatch within a few weeks. Danartha reach maturity within a year or two. Danartha occasionally keep pyrolisks as pets and guardians.

Although evil, danartha still maintain traces of their original nature, sparing woodlands and sylvan creatures from their wanton acts of destruction. Danartha subsist on produce and livestock raided from farms and goods stolen from travelers. In leaner times, they hunt small animals and forage nuts and berries. Danartha are known to trade with evil fey and other unscrupulous creatures for the things they cannot plunder. They enjoy finery but produce nothing of worth themselves.

A danartha stands 5 feet tall and weighs 100 to 120 pounds. Danartha prefer bright green, lilac, and scarlet garb, and always wear their trademark red-feathered hats.

Danartha speak Sylvan and Common, and may know other languages as well.

COMBAT

Kruels only enter melee agains apparently weaker prey, preferring to harass more powerful opponents from a distance with their flaming pebbles

Flaming Pebble (Su): As a free action, a kruel can can cause any pebble it throws to burst into magical flame. Thrown pebbles have a range increment of 20 feet with a maximum range of 30 feet. A flaming pebble deals 1d4 points of bludgeoning damage plus 1d4 points of fire damage. A flaming pebble can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes.

Spell-Like Abilities: At will—flame blade; 2/day—alter self, dancing lights, flare (DC 13), ghost sound (DC 13), mage hand, prestidigitation. Caster level equals Hit Dice. The save DCs are Charisma-based.

Skills: Danartha have a +2 racial bonus on Bluff, Listen, Sleight of Hand, and Spot checks. They can use their Dexterity modifier instead of their Strength modifier for Jump checks.

Originally appeared in Dragon Magazine #187 (1992).
 
Last edited:

Shade

Monster Junkie
Barrowe

http://www.enworld.org/forum/genera...thread-finishing-off-giants-their-kin-33.html

Barrowe
Large Undead
Hit Dice: 13d12+26 (110 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 21 (–1 size, –1 Dex, +13 natural), touch 8, flat-footed 21
Base Attack/Grapple: +6/+19
Attack: Greatclub +15 melee (2d8+13) or slam +14 melee (1d6+9 plus energy drain) or rock +4 ranged (2d8+9)
Full Attack: Greatclub +15/+10 melee (2d8+13) or 2 slams +14 melee (1d6+9 plus energy drain) or rock +4 ranged (2d8+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Create spawn, energy drain, rock throwing
Special Qualities: Damage reduction 10/silver, darkvision 60 ft., low-light vision, unholy toughness, unnatural aura
Saves: Fort +4, Ref +3, Will +8
Abilities: Str 29, Dex 8, Con —, Int 6, Wis 10, Cha 15
Skills: Climb +15, Jump +15, Listen +7, Move Silenly +15, Spot +7
Feats: Cleave, Improved Initiative, Power Attack, Reckless Offensive, Weapon Focus (greatclub)
Environment: Temperate hills
Organization: Solitary or gang (2–3)
Challenge Rating: 8
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: —

This muscular, simian giant has overlong arms, stooped shoulders, a low forehead, and a jutting jaw. Its body is covered in a thick growth of matted, filthy hair, and it reeks of decay. Its deep-set, feral eyes burn with malevolence.

Barrowes are a unique type of undead hill giant. It is unknown what event resulted in the first barrowes, but they are able to create others of their kind by draining the life forces of their living kin.

Barrowes have no fondness for hill giants, and take great strides to wipe out hill giant tribes. The only pleasure a barrowe knows comes from breaking up the formerly close-knit bonds of its kin, causing them to separate and become as lonely as it is. Because barrowes have no control over their spawn, the newly created undead are free-willed and usually simply wander off if no living creatures are nearby to harass.

Humanoids slain by barrowes arise as free-willed wights. Barrowes gain no special joy from destroying humanoids, beyond the hatred of all living things that drive most undead.

Barrowes are about 10-1/2 feet tall and weigh about 1,100 pounds.

Barrowes speak Giant.

COMBAT

Barrowes fight much as they did in life, pulverizing foes with great fists, massive clubs, or tossed boulders. As a result of slower reflexes brought about by undeath, barrowes lack the rock catching ability of their living cousins.

Create Spawn (Su): Any hill giant slain by a barrowe becomes a barrowe in 1d4 rounds. Any humanoid slain by a barrowe becomes a wight in 1d4 rounds. Spawn are not under the command of the barrowe that created them. They do not possess any of the abilities they had in life.

Energy Drain (Su): Living creatures hit by a barrowe's slam attack gain one negative level. The DC is 18 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the barrowe gains 5 temporary hit points.

Rock Throwing (Ex): Barrowes accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A barrowe can hurl rocks weighing 60 to 80 pounds each (Medium objects) up to five range increments, as if it were a Huge giant. The range increment is 180 feet for a barrowe's thrown rocks.

Unholy Toughness (Ex): A barrowe gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a barrowe at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Skills: Barrowes have a +8 racial bonus on Move Silently checks.

Originally appeared in Dragon Magazine #254 (1998).
 
Last edited:

Shade

Monster Junkie
Sabu Lord

http://www.enworld.org/forum/genera...l-qadim-oriental-adventures-creatures-46.html

Sabu Lord
Huge Magical Beast
Hit Dice: 8d10+32 (76 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 17 (–2 size, +2 Dex, +7 natural), touch 10, flat-footed 15
Base Attack/Grapple: +8/+29
Attack: Claw +15 melee (1d8+9)
Full Attack: 2 claws +15 melee (1d8+9) and bite +13 melee (2d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Call of the pride, improved grab, mighty roar, pounce, rake 1d8+4
Special Qualities: Darkvision 60 ft., dire, leap, low-light vision, scent
Saves: Fort +10, Ref +8, Will +7
Abilities: Str 29, Dex 15, Con 19, Int 12, Wis 12, Cha 16
Skills: Hide +7*, Intimidate +9, Jump +43, Listen +11, Move Silently +12, Spot +11
Feats: Improved Initiative, Multiattack, Power Attack, Run (B)
Environment: Warm plains
Organization: Solitary, pair, or pride (1-2 plus 2–12 lions or dire lions)
Challenge Rating: 8
Treasure: Double standard
Alignment: Always neutral
Advancement: 9–16 HD (Large); 17–24 HD (Huge)
Level Adjustment: —

This massive, muscular lion has bright golden fur and a flowing, golden-red mane.

Sabu lords, or lion lords, are proud, territorial giant cats that live on the arid plains and savannahs.

Sabu lords are haughty and vain. A single sabu lord typically claims a 15-mile radius territory centered on its lair. All cats within this region are considered the sabu lord's loyal subjects, while all other creatures are considered to be either guests or potential meals. The sabu lord's subjects provide for their lord's sustenance, although they may all hunt together occasionally for entertainment.

Sabu lords are so arrogant that no adult will ever enter another lord’s territory, and mating only occurs at the boundary between two domains. Usually, only a single cub results from each union, which is fostered at the mother’s “court” until it reaches adulthood, after which it must leave and establish its own domain.

Anyone traveling through a sabu lord’s domain is viewed as a trespasser unless he pays homage and begs permission for safe passage. Gifts of gold, gems, and food may purchase passage, although unabashed flattery may work just as well. Once trespassers are spotted, the sabu lord dispatches a small army of great cats to stalk and terrify the trespassers, who can expect sleepless nights and swift raids until the lord is appeased.

Sabu lords are up to 16 feet long and weigh upwards of 4,000 pounds. Females lack the majestic mane of males.

Sabu lords speak Common and can speak with any feline creature (as if using a speak with animals spell).

COMBAT

In battle, sabu lords fight much like dire lions. However, they prefer to use their call of the pride to summon allies to fight on its behalf, and use their mighty roar liberally to wear down foes.

Call of the Pride (Su): Three times per day, a sabu lord can roar a summons to great cats in a 15-mile radius. One round later, 2d4 cheetahs or leopards arrive. Ten minutes later, 1d6 lions or 1d4 tigers arrive. Ten minutes after that, 1d2 dire lions arrive. Each animal has maximum hit points per HD. This small army of great cats will follow the commands of the summoning sabu lord to the death. The sabu lord can dismiss them singly or in groups at any time.

Dire (Ex): Sabu lords are considered to be dire animals for the purposes of saving throws.

Improved Grab (Ex): To use this ability, a sabu lord 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 rake.

Leap (Ex): A sabu lord is a natural jumper. It has a +30 racial bonus on Jump checks.

Mighty Roar (Su): Once every 1d4 rounds, a sabu lord can unleash a devastating roar in a 60-foot cone. This attack deals 5d6 points of sonic damage (or 10d6 points of sonic damage against exposed brittle or crystalline objects or crystalline creatures), and causes creatures to be stunned for 1 round and permanently deafened. A creature in the area of the cone can negate the stunning, halve the damage, and reduce the duration of the deafness to 4d6 rounds with a successful DC 18 Fortitude save. A creature holding vulnerable objects can attempt a DC 18 Reflex save to negate the damage to those objects. The save DCs are Constitution-based.

Pounce (Ex): If a sabu lord charges, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +15 melee, damage 1d8+4.

Skills: Sabu lords have a +4 racial bonus on Hide, Listen, Move Silently, and Spot checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Originally appeared in Al-Qadim Monstrous Compendium Appendix (1992).
 
Last edited:

Shade

Monster Junkie
Linnorm, Fafnir

http://www.enworld.org/forum/general-monster-talk/219413-converting-epic-level-creatures-31.html

Linnorm, Fafnir
Gargantuan Dragon
Hit Dice: 26d12+234 (403 hp)
Initiative: +0
Speed: 60 ft. (12 squares), burrow 50 ft., swim 50 ft.
Armor Class: 32 (-4 size, +36 natural), touch 6, flat-footed 32
Base Attack/Grapple: +26/+52
Attack: Bite +37 melee (4d6+14 plus poison/19-20 plus 1d6 on a critical hit and DC 37 Fort save or die)
Full Attack: Bite +37 melee (4d6+14 plus poison/19-20 plus 1d6 on a critical hit and DC 37 Fort save or die) and 2 slams +34 (2d8+7) and tail slap +34 (2d8+21)
Space/Reach: 20 ft./15 ft.
Special Attacks: Breath weapon, crush 4d6+21, frightful presence, poison, tail sweep 2d6+21
Special Qualities: Blindsense 60 ft., damage reduction 10/epic, dwarven traits, immunities (disease, paralysis, sleep), keen senses, spell resistance 36
Saves: Fort +24, Ref +15, Will +20
Abilities: Str 38, Dex 10, Con 29, Int 14, Wis 20, Cha 18
Skills: Appraise +31, Bluff +29, Diplomacy +12, Disguise +4 (+8 acting), Intimidate +37, Jump +26, Listen +34, Search +31, Sense Motive +34, Spot +34, Swim +43
Feats: Cleave, Devasting Critical (bite), Great Cleave, Improved Critical (bite), Multiattack, Overwhelming Critical (bite), Power Attack, Snatch, Weapon Focus (bite)
Environment: Any land
Organization: Solitary
Challenge Rating: 21
Treasure: Double standard
Alignment: Neutral evil
Advancement: —
Level Adjustment: —

The creature resembles a monstrously huge draconic snake, with two powerful forearms ending in leonine paws. Although clearly draconic, it lacks wings and hind legs. Short spines run the length of its body to the tip of its long, flat tail. The creature's head resembles that of a massive feral crocodile with powerful jaws filled with ivory fangs. Its scales are greenish-brown, and its eyes glitter like gold.

Fafnir began life as a dwarven prince, son of king Hreidmar and brother of Regin and Ótr. He was said to be gifted with a powerful arm and fearless soul, and was the strongest and most aggressive of the three brothers. After his brother Ótr was slain by Loki, Hreidmar received a large amount of gold as repayment for the loss of his son. Unfortunately, the gold was cursed. Fafnir and Regin slayed their father to get the gold, and decided to not share it with Regin. Fafnir was transformed into a dragon as a symbol of his greed.

Fafnir retains many dwarven traits, including the love of gold and gems. It is said that Fafnir's treasure hoard contains several legendary swords.

Fafnir speaks Draconic, Dwarven, and Abyssal.

COMBAT

Fafnir is a fairly straightforward melee combatant. He uses his breath weapon whenever possible, then wades in with typical dwarven courage and love of battle.

Breath Weapon (Su): 60-foot cone, damage 16d10 fire (Reflex DC 33 half). A creature damaged by Fafnir's breath weapon is also exposed to his poison (see below). The save DC is Constitution-based.

Crush (Ex): When flying or jumping, Fafnir can land on opponents as a standard action, using his whole body to crush them. Fafnir's crush attack is effective only against opponents of Medium or smaller size (though he can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under Fafnir's body. Creatures in the affected area must succeed on a DC 32 Reflex save or be pinned, automatically taking 4d6+21 points of bludgeoning damage during the next round unless Fafnir moves off them. If Fafnir chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. The save DC is Constitution-based.

Dwarf Traits (Ex): Fafnir has a +1 racial bonus on attack rolls against orcs and goblinoids, a +2 racial bonus on saves against spells and spell-like abilities, a +2 racial bonus on Fortitude saves against all poisons, and a +4 dodge bonus against giants. He also has stonecunning (see below), and a +2 racial bonus on Appraise checks and Craft or Profession checks related to stone or metal.

Frightful Presence (Ex): All creatures with 26 or fewer Hit Dice within 240 feet of Fafnir when he charges, attacks, or flies overhead must make a DC 27 Will save or be shaken for 4d6 rounds. Creatures with fewer than 5 HD are panicked instead of shaken if they fail this save. A creature that succeeds on this save is immune to Fafnir's frightful presence for 24 hours. Fafnir is immune to the frightful presence of other dragons.

Keen Senses (Ex): Fafnir sees four times as well as a human in low light conditions and twice as well in normal light.

Poison (Ex): Fafnir's poison causes searing pain as the victim's internal organs burn. Bite or breath weapon, Fort DC 33 negates, initial and secondary damage 2d6 Con. In addition, any creature that takes the initial damage is sickened for 2d4 minutes. The save DC is Constitution-based.

Stonecunning (Ex): This ability grants Fafnir 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. If Fafnir merely comes within 10 feet of unusual stonework, he can make a Search check as if he were actively searching, and Fafnir can use the Search skill to find stonework traps as a rogue can. Fafnir can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Tail Sweep (Ex): This special attack allows Fafnir to sweep with his tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of the linnorm's space in any direction. Small or smaller creatures within the swept area automatically take 2d6+21 points of damage. Affected creatures can attempt DC 32 Reflex saves to take half damage. The save DC is Constitution-based.

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

Originally appered in Supplement IV: Gods, Demigods, Heroes (1976).
 
Last edited:

Shade

Monster Junkie
Tohr-kreen, T’keech

http://www.enworld.org/forum/general-monster-talk/201788-converting-psionic-creatures-15.html

Tohr-kreen, T’keech
Medium Monstrous Humanoid (Psionic)
Hit Dice: 2d8 (9 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Claw +3 melee (1d4+1) or gythka +3 melee (1d10+1), or chatkcha +3 ranged (1d6+1)
Full Attack: 4 claws +3 melee (1d4+1) and bite -2 melee (1d4 plus poison); or gythka +3 melee (1d10+1) and 2 claws -2 melee (1d4) and bite -2 melee (1d4 plus poison); or gythka +1/+1 melee (1d10+1/1d10+1) and 2 claws -2 melee (1d4) and bite -2 melee (1d4 plus poison); or chatkcha +3 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, psi-like abilities
Special Qualities: Darkvision 60 ft., immunity to sleep effects, leap, naturally psionic
Saves: Fort +0, Ref +4, Will +4
Abilities: Str 12, Dex 13, Con 11, Int 8, Wis 12, Cha 9
Skills: Climb +2, Craft +0, Hide +2*, Jump +45, Listen +2, Spot +2
Feats: Deflect Arrows (B), Multiweapon Fighting
Environment: Temperate or warm desert
Organization: Solitary or pack (5-10)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +2

This creature resembles a bipedal praying mantis with a dark green carapace, fading to a lighter green along the thorax and abdomen. Its six limbs end in four-fingered clawlike hands. It has large, dangerous mandibles, compound eyes, and two long antennae sprouting from its head.

Tohr-kreen are large, intelligent insects, very similar to thri-kreen. Several subspecies are known to exist. T’keech tohr-kreen prefer to live in scrub plants and near oases. They are similar in size to thri-kreen. T’keech have mating habits and gestation periods similar to those of thri-kreen.

Most t’keech serve as laborers in the northern tohr-kreen nations. Small clutches of t’keech are found in each nation. T’keech are almost never nomadic, but some clutches have small, independent settlements near oases.

T’keech produce quality crafts, but are more practical than artistic with their creations. T’keech usually carry tools, weapons, and simple pieces of art.

A t'keech is the same height and weight as a thri-kreen. T’keech can live to be 75 years old.

Tohr-kreen speak their own language, and some also know Common.

COMBAT

T’keech do not seek combat, but are quite capable when challenged. They prefer melee combat and favor their claws and bite over weapons.

Leap (Ex): A t'keech is a natural jumper. It has a +40 racial bonus on Jump checks.

Naturally Psionic: A tohr-kreen 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.

Poison (Ex): Injury (bite), Fortitude DC 11, initial damage 1d6 Dex, secondary damage paralysis for 2d6 minutes. A t’keech produces enough poison for one bite per day. The save DC is Constitution-based.

Psi-Like Abilities: 3/day—chameleon, know direction and location; 1/day—greater concealing amorpha, metaphysical claw. Manifester level is equal to 1/2 the tohr-kreen's Hit Dice (minimum 1st).

Skills: *A t’keech has a +4 racial bonus on Hide checks in areas with at least light undergrowth.

T’keech as Characters
T’keech characters possess the following racial traits.
  • +2 Strength, +2 Dexterity, -2 Intelligence, +2 Wisdom, -2 Charisma.
  • Medium size.
  • T’keech base land speed is 40 feet.
  • Darkvision out to 60 feet.
  • +3 natural armor bonus.
  • Multiple Limbs: Tohr-kreen have four arms and can take the Multiweapon Fighting and Multiattack feats.
  • Natural Attacks: Four claws (1d4) and a bite (1d4).
  • Weapon Familiarity: T’keech treat the gythka and chatkcha as martial weapons, rather than exotic weapons.
  • Special Attacks (see above): Poison, psi-like abilities (manifester level equal to 1/2 HD).
  • Special Qualities (see above): Immunity to sleep effects, leap.
  • Racial Hit Dice: A t’keech begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
  • Racial Skills: A t’keech's monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Class skills include Climb, Craft, Hide, Jump, Listen, and Spot. A t’keech has a +4 racial bonus on Hide checks in areas with at least light undergrowth.
  • Racial Feats: A t’keech gets Deflect Arrows as a bonus feat. In addition, a t’keech's monstrous humanoid levels grant it one feat.
  • Automatic Languages: Common, Thri-Kreen. Bonus Languages: Elven, Giant, Gnoll, Goblin, Halfling.
  • Favored Class: Druid or wilder.
  • Level adjustment +2.
On Athas
Tohr-kreen build permanent settlements in the lands far to the north of the Tablelands, home to Tyr and the other humanoid city-states. For many years, the tohr-kreen have sent scouts to the Tyr region These scouts are called zik-trin’ta by other tohr-kreen, but are known as tohr-kreen to the peoples of the Tablelands.

Originally appeared in Dark Sun Monstrous Compendium Appendix II: Terrors Beyond Tyr (1995).
 
Last edited:

Shade

Monster Junkie
Composite Mummy, Crocodile

http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-45.html

Composite Mummy, Crocodile
Large Undead
Hit Dice: 16d12+32 (136 hp)
Initiative: +5
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 22 (-1 size, +1 Dex, +12 natural), touch 10, flat-footed 21
Base Attack/Grapple: +8/+22
Attack: Claw +18 melee (1d8+8/19-20 plus mummy scourge)
Full Attack: 2 claws +18 melee (1d8+8/19-20 plus mummy scourge) and bite +15 melee (2d6+4 plus mummy scourge)
Space/Reach: 10 ft./10 ft.
Special Attacks: Change shape, despair, improved grab, mummy scourge, summon crocodiles, unholy power
Special Qualities: Damage reduction 10/–, darkvision 60 ft., undead traits, unholy toughness, vulnerability to fire
Saves: Fort +7, Ref +8, Will +10
Abilities: Str 27, Dex 13, Con —, Int 12, Wis 14, Cha 15
Skills: Diplomacy +4, Hide +18*, Listen +21, Move Silently +19, Search +16, Sense Motive +17, Spot +21, Survival +2 (+4 following tracks), Swim +16
Feats: Ability Focus (mummy scourge), Improved Critical (bite), Improved Initiative, Lightning Reflexes, Multiattack, Weapon Focus (claw)
Environment: Any
Organization: Solitary, nest (1-2 plus 2-4 mummies), congregation (1-2 plus 6-10 crocodiles plus 2-4 giant crocodiles plus 2-4 mummies), or divine council (3d4 composite mummies of various types)
Challenge Rating: 10
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 17–24 HD (Large); 25-48 HD (Huge)
Level Adjustment: —

A mummified giant, half again as tall as a human, arises from the water. Its head is that of a crocodile.

Composite mummies are specialize mummies created from the most dedicated servants of deities associated with mummification. Crocodile composite mummies are most often associated with Sobek, the Egyptian crocodile god.

Crocodile composite mummies stand 10 feet tall and weigh 500 pounds.

Composite mummies speak any languages they knew in life (usually Common).

COMBAT

Crocodile composite mummies like to lie in ambush with only their eyes above water, like normal crocodiles. In battle, they are brutal melee combatants, combining the fearsome natural tactics of a crocodile with the supernatural powers of a mummy.

Change Shape (Su): A crocodile composite mummy can assume the shape of a crocodile or giant crocodile as a standard action.

Despair (Su): At the mere sight of a composite mummy, the viewer must succeed on a DC 20 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, a crocodile composite mummy 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, the mummy establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

Mummy Scourge (Su): Supernatural disease—slam, Fortitude DC 22, incubation period 5 rounds; damage 1d6 Str, 1d6 Con, and 1d6 Cha. The save DC is Charisma-based.

Unlike normal diseases, mummy scourge continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Mummy scourge is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy scourge must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate mummy scourge, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy scourge can be magically cured as any normal disease.

An afflicted creature who dies of mummy scourge shrivels away into sand and dust that blow away into nothing at the first wind.

Summon Crocodiles (Sp): Once per day, a crocodile composite mummy can automatically summon 1d6+1 crocodiles or 1d3 giant crocodiles. This ability is the equivalent of a 5th-level spell.

Unholy Power (Su): A composite mummy gains its Charisma bonus to all attack rolls and grapple checks.

Unholy Toughness (Ex): A composite mummy gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.

Skills: Composite mummies have a +2 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. A crocodile composite mummy 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. *A crocodile composite mummy gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile composite mummy can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Originally appeared in Polyhedron #31 (1986).
 
Last edited:

Shade

Monster Junkie
Zombie, Netherese

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-20.html

Zombie, Netherese, Lesser
Medium Undead
Hit Dice: 6d12+3 (42 hp)
Initiative: +4
Speed: 30 ft. (6 squares)(cannot run)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Claw +6 melee (1d4+2)
Full Attack: 2 claws +6 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, rebuke mindless undead (4/day, +1, 2d6+7, 6th)
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., +2 turn resistance, undead traits
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 14, Dex 11, Con —, Int 8, Wis 11, Cha 12
Skills: Listen +9, Search +8, Spot +9, Survival +0 (+2 following tracks)
Feats: Improved Initiative, Lightning Reflexes, Toughness (B), Weapon Focus (claw)
Environment: Any
Organization: Solitary or pack (2–16)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —

A cadaverous being walks forward, its pale white skin, clawlike fingernails, and sunken eyes clearly identifying it as one of the walking dead. However, its movements are not shambling, and its actions bely those of a mindless zombie.

Netherese zombies are specialized undead servants of the Lichlord. While a few are free-willed, most are loyal servants to the Lichlord, roaming Netheril for new recruits to add to the Lichlord’s army of undead. All Netherese zombies possess a burning desire to kill humanoids.

Unlike most zombies, Netherese zombies retain most of their intellect, personality, and memories that they had in life. All of these undead answer only to the telepathic will of the Lichlord, though he may from time to time appoint a wraith or spectre to command in his stead.

Netherese zombie packs ravage the countryside, absorbing entire villages into their swelling ranks. Animals flee as they approach, and crops are crushed underfoot.

Netherese zombies are the same height and weight as they had in life. They are often garbed in the same clothing they wore in life, such as fine robes and jewelry, or even death shrouds.

Netherese zombies speak any languages they spoke in life (usually Common).

COMBAT

Netherese zombies typically attack en masse, seeking to overwhelm any opposition quickly. Most simply pummel or claw adversaries, although a few have been known to use ranged weapons. Once a direct attack fails, however, the Lichlord is quick to inform other bands of his zombies to attack with ranged weapons, wait until night to attack, or simply ambush opponents.

Create Spawn (Su): Any humanoid or monstrous humanoid slain by a Netherese zombie's natural attacks becomes a Netherese zombie in 1d4 rounds. Spawn are not under the command of the Netherese zombie that created them. They do not possess any of the abilities they had in life.

Rebuke Mindless Undead (Su): A Netherese zombie can rebuke and command undead as cleric of a level equal to its Hit Dice. However, it can only use this ability on undead that have no Intelligence score.

Originally appeared in How the Mighty are Fallen (1996).
 
Last edited:

Status
Not open for further replies.
Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top