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Monster Junkie
Temporal Stalker

http://www.enworld.org/forum/genera...neric-setting-second-edition-monsters-49.html

Temporal Stalker
Medium Undead (Extraplanar, Incorporeal)
Hit Dice: 4d12 (26 hp)
Initiative: +3
Speed: Fly 50 ft. (perfect) (10 squares)
Armor Class: 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14
Base Attack/Grapple: +2/—
Attack: Incorporeal touch +5 melee (1d6 plus energy drain)
Full Attack: Incorporeal touch +5 melee (1d6 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, energy drain, paradox
Special Qualities: Darkvision 60 ft., incorporeal traits, planar commitment, spell resistance 10, track through time, undead traits
Saves: Fort +1, Ref +6, Will +6
Abilities: Str —, Dex 16, Con —, Int 18, Wis 14, Cha 19
Skills: Diplomacy +8, Hide +10, Intimidate +11, Knowledge (arcana) +11, Listen +9, Search +11, Sense Motive +7, Spellcraft +11, Spot +9, Survival +2 (+4 following tracks)
Feats: Ability Focus (paradox), Lightning Reflexes
Environment: Demiplane of Time
Organization: Solitary or anachronism (2–4)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 5-12 HD (Medium)
Level Adjustment: —

This vaguely humanoid-shaped being appears to be composed entirely smoky mist. Flashes of silver light pulse within its form, and red pinpoints of light glow where its eyes should be. As it moves, a glimpse of a more substantial humanoid form is briefly seen through the haze of mist.

Temporal stalkers are undead from the Demiplane of time. These nomadic entities cannot leave that realm, and have a deep-seated hatred for creatures of other realms. Temporal stalkers harass time travelers and those that find other means of reaching their demiplane. Their hatred for the living is compounded thousandfold for chronomancers and other creatures that have mastery of time travel.

Temporal stalkers leave the native inhabitants of the Demiplane of Time alone, and those creatures generally treat stalkers likewise. They spend their time wandering the plane, looking for the slightest evidence of an intruder, then tirelessly hunt down the interloper.

About the only way to successfully parlay with a temporal stalker is to offer up more attractive prey. The whereabouts of a chronomancer, for example, could buy a free pass from the stalkers, as would offering to bait a trap for one. Temporal stalkers are highly knowledgeable of their home plane, and can offer excellent intelligence if one isn't above placing another creature in harm's way.

Temporal stalkers are 6 feet tall and weightless.

Temporal stalkers speak Common and Draconic.

COMBAT

Temporal stalkers usually hunt alone, but will form packs to hunt larger groups or exceptionally powerful individuals. They have been known to track a target for months, waiting for the perfect moment to strike. Stalkers prefer to pick off straggler from groups of temporal travlers.

Create Spawn (Su): Any humanoid slain by a temporal stalker's energy drain attack becomes a temporal stalker in 1d4 days. Spawn are not under the command of the temporal stalker that created them. They do not possess any of the abilities they had in life.

Energy Drain (Su): Living creatures hit by a temporal stalker's incorporeal touch attack gains one negative level. The DC is 16 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the temporal stalker gains 5 temporary hit points.

Paradox (Su): A temporal stalker may attempt to alter one aspect of a creature's past. Paradox targets a single creature within 100 feet.

When using paradox, a temporal stalker may choose one of the following effects:

Recall Agony: The paradox reveals wounds the victim has received in the past. That foe takes 2d6 points of damage as the past impinges briefly on the present. A successful DC 18 Will save negates this effect. The save DC is Charisma-based.

Spell Swap: The stalker may attempt to swap out one of a spellcaster's prepared spells for one less useful in the current battle. To do so, the temporal stalker makes a Spellcraft check. It may swap a single spell of a level up to the amount its result exceeds 10. Thus, a Spellcraft check result of 17 allows the stalker to swap a single spell of up to 7th-level. Spell swap has no effect on spontaneous casters.

Swap Ongoing Effect: The stalker may swap out an ongoing spell effect, class feature, or magic item effect, as long as the user has an alternate effect available. Thus, it can replace a victim's bull's strength with owl's wisdom (assuming it has prepared or knows that spell), could change a bard's inspire heroics with inspire competence, or change the "geyser" effect of a decanter of endless water to the "stream" effect. A successful DC 18 Will save negates this effect. The save DC is Charisma-based.

Switch Item: The stalker may alter an single item worn or carried by the victim with another item on its person. Thus, it could swap the vial of holy water its victim holds with a flask of acid from its backpack, or replace its drawn magic longsword with a fork from its mess kit. The replaced item always returns to the most logical place on the victim (a weapon back to its sheath, tools back to a backpack, spell components back to a pouch, etc.) A successful DC 18 Will save negates this effect. The save DC is Charisma-based.

Planar Commitment (Ex): Temporal stalkers cannot leave the Demiplane of Time. They are teleported 100 miles in a random direction if an attempt is made to force them to leave.

Temporal Stalkers and Manual of the Planes
If you are using Manual of the Planes in your campaign, temporal stalkers could be native to the Temporal Energy Plane.

Track Through Time (Ex): A temporal stalker can sense the past as well as the present, feeling the movement of creatures up to 24 hours before the current time. This allows the stalker to unerringly track any creature that has passed by within the last day.

Originally appeared in Chronomancer (1995).
 
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Shade

Monster Junkie
Vrykolakas

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-47.html

Vrykolakas
Medium Undead (Extraplanar)
Hit Dice: 7d12 (45 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 14, flat-footed 15
Base Attack/Grapple: +3/+8
Attack: Slam +8 melee (1d10+5 plus energy drain)
Full Attack: Slam +8 melee (1d10+5 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Call of the dead, energy drain, oppress sleeper
Special Qualities: Darkvision 60 ft., fast healing 5, undead traits, vulnerability to exorcism
Saves: Fort +2, Ref +8, Will +6
Abilities: Str 20, Dex 18, Con —, Int 10, Wis 13, Cha 17
Skills: Bluff +7, Hide +18, Intimidate +13, Listen +15, Move Silently +8, Search +4, Spot +15Feats: Cleave, Combat Reflexes, Improved Initiative (B), Lightning Reflexes (B), Power Attack
Environment: Infinite Layers of the Abyss
Organization: Solitary or oppression (2-10)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 8-12 HD Medium and see text
Level Adjustment: —

The skin of this cadaverous humanoid is distended, hard, and livid. Its body is so swollen that its arms are stretched out on each side like the arms of a cross. Its body and head are nearly devoid of hair, except upon its face, which is covered with dark and curly hair. Its gaping mouth sports white, sharp teeth.

Vrykolakas are vampiric undead that aries when a demonic spirit from the Abyss enters an animates a corpse.

Vrykolakas delight in inflicting random violence and spreading panic. They feed upon terror and fright rather than blood. Although they are nocturnal like most undead, they have no aversion to sunlight and often terroize victims during the day for the added fright it causes.

Vrykolakas grow in power the longer they feed, eventually becoming the horrific greater vrykolakas after 80 days. In a short time, a single vrykolakas can gather a large pack of spawn. As its power grows, so does its audacity and bloodlust. A single vrykolakas can completely devastate entire villages.

Legends tell of an entire Isle of the Undead, a locale decimated by a great cataclysm whose inhabitants are now all walking dead. The stories claim that this isle is so thick with vrykolakas that these unholy horrors pace the shores, branzenly awaiting anyone to dare set foot on shore.

A vrykolakas is as tall as it was in life. They are often bloated on the blood of their victims and can weigh up to twice what they did in life, but a vrykolakas that has not fed for a long time shrivels like a dried-out wineskin and sounds as hollow as a drum. Such a creature may only weigh half what it did in life. A vrykolakas that was once an average male human may be anywhere between 90 and 360 pounds.

Vrykolakas speak Abyssal and Common.

COMBAT

Vrykolakas prefer to elevate the feelings of dread and terror in their victims before restorting to straightforward violence, using its call of the dead and oppress sleeper abilities. In melee, it is a savage, feral adversary.

Call of the Dead (Su): Once a night, a vrykolakas can call out the name of a sapient creature within 200 feet. This supernatural attack does not need line of sight, the intended target just needs to be able to hear the vrykolakas's call. This is a sonic, mind-affecting, fear effect.

The vrykolakas must call out the target's personal, individual name. If the target is a stranger or is using a false name the call automatically fails. Assuming the call uses the correct name, the target must succeed at a DC 16 Will save or be affected by the call and cry out an answer to the vrykolakas. Those affected will feel a impending sense of dread, and become convinced that a ghastly death is inexorably creeping up on them. At noon the following day, the call's curse will complete itself, and the target must make a DC 16 Fortitude save or drop dead from fright. Even if the Fortitude save is successful, the subject takes 3d6 points of damage. A remove curse or break enchantment spell can remove the call of the dead before it manifests itself. The save DCs are Charisma-based.

Energy Drain (Su): Living creatures hit by a vrykolakas's slam attack gain one negative level. The DC is 16 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vrykolakas gains 5 temporary hit points.

Fast Healing (Ex): A vrykolakas heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, its body dissolves into invisible vapour (as per the invisibility plus gaseous form spells) and flies directly back to its lair. Any additional damage dealt to a vrykolakas forced into gaseous form has no effect. If it cannot enter its lair due to a protection from evil effect or the like, it travels to the nearest suitable spot such as an open grave, the cellar of an abandoned house or a cave. Once it reaches its destination, the gaseous form ends and the vrykolakas resumes corporeal form. The vrykolakas is then helpless for the next hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

If the vrykolakas is burnt to ashes (-10 hit points or less) while it is resting as a corpse during the day, or after it has been rendered helpless as described above, it is permanently destroyed.

Oppress Sleeper (Su): Once per night, a vrykolakas can sit upon a sleeping creature, causing agonizing nightmares of a horrific presence crushing them under its oppressive weight. The victim gets no benefit from their night's sleep, and takes 1 point of Constitution drain. Any humanoid slain by this ability rises as a vrykolakas the following night. Such vrykolakas are under the command of the vrykolakas that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. At any given time a vrykolakas may have enslaved vrykolakas totaling no more than half its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vrykolakas.

Vulnerability to Exorcism (Ex): A vrykolakas is permanently destroyed if a spell with the power to banish evil extraplanar creatures is successfully cast upon it, such as dismissal or dispel evil. Its body decays into dust and bones within a round.

Skills: Vrykolakas have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, and Spot checks.

Originally appeared in Dragon Magazine # 126 (1987)
 
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Shade

Monster Junkie
Ekimmu

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-29.html

Ekimmu
Large Undead (Incorporeal)
Hit Dice: 8d12 (52 hp)
Initiative: +7
Speed: Fly 30 ft. (perfect) (6 squares)
Armor Class: 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13
Base Attack/Grapple: +4/—
Attack: —
Full Attack: —
Space/Reach: 5 ft./5 ft.
Special Attacks: Possessing frenzy, steal dying breath
Special Qualities: Darkvision 60 ft., incorporeal traits, rejuvenation, undead traits
Saves: Fort +2, Ref +7, Will +7
Abilities: Str —, Dex 16, Con —, Int 3, Wis 13, Cha 16
Skills: Intimidate +15
Feats: Ability Focus (malevolence), Improved Initiative, Lightning Reflexes
Environment: Any
Organization: Solitary or brawl (2–4)
Challenge Rating: 5
Treasure: None
Alignment: Always evil
Advancement: 9-24 HD (Large)
Level Adjustment: —

A ghastly wind carrying the charnel stench of the grave precedes the appearance of a spectral, bull-headed humanoid. Nearly ten feet tall, it resembles a ghostly minotaur, with eyes burning with seething fury.

An ekimmu is the undead spirit of a humanoid that was not given proper burial rites. It now seeks vengeance against the living, particularly humanoids.

Ekimmu are most likely to be found in remote wilderness areas, ruins, or isolated caverns, as these aer likely places where their remains lie unconsecrated. Ekimmu usually remain near the spot of their deaths, but are not bound to them. A wandering ekimmu usually returns to the site of its death every few days. Seeing its unburied remains again rekindles its anger and hatred.

Generally solitary, ekimmu sometimes band together when a number of individuals died in the same place at the same time. These bands are truly dangerous encounters.

Ekimmu are 10 feet tall and weightless.

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

COMBAT

An ekimmu simply attempts to possess a body using its malevolence ability, than savagely attacks all nearby creatures with unrelenting fury. It doesn't stop until it, its host, or all opponents are destroyed.

Malevolence (Su): Once per round, an ekimmu can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ekimmu's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ekimmu must be move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful DC 19 Will save. A creature that successfully saves is immune to that same ekimmu's malevolence for 24 hours, and the ekimmu cannot enter the target’s space. If the save fails, the ekimmu vanishes into the target’s body. The save DC is Charisma-based.

The host body benefits from the ekimmu's undead immunities, but also takes damage from holy water and positive energy as if it were an undead creature.

If the host body is damaged while possessed by the ekimmu, the damage is taken only by the host creature and not the ekimmu, though the ekimmu is expelled if the host body is killed.

Possessing Fury (Su): An ekimmu that successfully uses its malevolence on a victim may fly into a berserk rage on its next turn, fighting madly until either it or its opponent is destroyed. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The ekimmu cannot end its rage voluntarily.

Rejuvenation (Su): In most cases, it’s difficult to destroy an ekimmu through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. An ekimmu that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ekimmu's HD) against DC 16. As a rule, the only way to get rid of an ekimmu for sure is to locate its remains and give them a proper burial.

Steal Dying Breath (Su): An ekimmu may use death knell as a swift action. A successful DC 17 Will save negates. Caster level equals ekimmu's Hit Dice. The save DC is Charisma-based.

Originally appeared in Dragon Magazine #210 (1994) and later in Monstrous Compendium Annual Volume Two (1995).
 
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Shade

Monster Junkie
Zombie, Netherese, Greater (template)

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

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.

Greater Netherese zombies speak Common plus any other languages they knew in life.

Creating a Netherese Zombie
“Greater Netherese zombie” is an acquired template that can be added to any humanoid or monstrous humanoid creature with at least 6 Hit Dice (referred to hereafter as the base creature).

A greater Netherese zombie has all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Armor Class: A Netherese zombie's natural armor bonus improves by +4.

Attacks: A Netherese zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A creature with hands gains one claw attack per hand; the Netherese zombie can strike with each of its claw attacks at its full attack bonus.

Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the Netherese zombie's size. (If the base creature already had claw attacks with its hands, use the Netherese zombie claw damage only if it’s better.)

Diminutive or Fine 1
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8

Special Attacks: A Netherese zombie retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 Netherese zombie's HD + Netherese zombie's Cha modifier unless noted otherwise.

Create Spawn (Su): Any humanoid slain by a Netherese zombie's natural attacks becomes a Netherese zombie in 1d4 rounds. Those with 6 or more Hit Dice gain this template, while others become lesser Netherese zombies. 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.

Special Qualities: A Netherese zombie retains all the special qualities of the base creature and gains those described below.

Damage Reduction (Ex): Netherese zombies gain damage reduction 5/slashing and silver.

Turn Resistance (Ex): A Netherese zombie has +2 turn resistance.

Abilities: Increase from the base creature as follows: Str +4, Cha +2. As an undead creature, a Netherese zombie has no Constitution score.

Feats: A Netherese zombie gains toughness as a bonus feat.

Environment: Any, usually same as base creature.
Organization: Solitary, gang (1 greater netherese zombie and 2-12 lesser netherese zombies), party (2-8 greater netherese zombies), caravan (1-4 greater netherese zombies and 10-100 lesser netherese zombies) or village (1-10 greater netherese zombies and 40-400 lesser netherese zombies).
Challenge Rating: Same as the base creature +1.
Treasure: Standard.
Alignment: Always evil (any).
Advancement: By character class.
Level Adjustment: Same as the base creature +3.

Sample Greater Netherese Zombie

Greater Netherese Zombie Medusa
Medium Undead
Hit Dice: 6d12+3 (42 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Base Attack/Grapple: +6/+8
Attack: Shortbow +8 ranged (1d6/x3) or dagger +8 melee (1d4+2/19–20) or snakes +8 melee (1d4+2 plus poison) or claw +8 melee (1d4+2)
Full Attack: Shortbow +8/+3 ranged (1d6/x3); or dagger +8/+3 melee (1d4+2/19–20) and snakes +3 melee (1d4+1 plus poison) and 2 claws +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, petrifying gaze, poison, rebuke mindless undead (+3, 2d6+9, 6th),
Special Qualities: Damage reduction 5/slashing and silver, darkvision 60 ft., +2 turn resistance, undead traits
Saves: Fort +2, Ref +7, Will +6
Abilities: Str 14, Dex 15, Con —, Int 12, Wis 13, Cha 17
Skills: Bluff +10, Diplomacy +5, Disguise +10 (+12 acting), Intimidate +5, Move Silently +8, Spot +8
Feats: Point Blank Shot, Precise Shot, Toughness (B), Weapon Finesse
Environment: Temperate marshes
Organization: Solitary, gang (1 greater netherese zombie and 2-12 lesser netherese zombies), party (2-8 greater netherese zombies), caravan (1-4 greater netherese zombies and 10-100 lesser netherese zombies) or village (1-10 greater netherese zombies and 40-400 lesser netherese zombies)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: —

Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude DC 16 negates. The save DC is Charisma-based.

Poison (Ex): Injury, Fortitude DC 13, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

Originally appeared in How the Mighty are Fallen (1996).
 
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Shade

Monster Junkie
Baltir

http://www.enworld.org/forum/genera...nversion-thread-supernatural-familiars-2.html

Galadur, Baltir
Tiny Outsider (Chaotic, Extraplanar, Good)
Hit Dice: 3d8 (13 hp)
Initiative: +3
Speed: 30 ft. (6 squares), fly 70 ft. (good)
Armor Class: 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 16
Base Attack/Grapple: +3/-5
Attack: Short sword +8 melee (1d4/19-20) or longbow +8 ranged (1d6/x3)
Full Attack: Short sword +8 melee (1d4/19-20) or longbow +8 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Intoxicating stupor, lightburst, spell-like abilities
Special Qualities: Alternate form, damage reduction 5/evil or silver, darkvision 60 ft., grounded, immunity to blindness and dazzling, fast healing 2, low-light vision, rebellious, resistance to fire 5
Saves: Fort +3, Ref +6, Will +4 (+6 vs. charms and compulsions)
Abilities: Str 10, Dex 17, Con 10, Int 12, Wis 12, Cha 16
Skills: Diplomacy +13, Hide +17, Knowledge (any one) +7, Listen +7, Move Silently +9, Search +7, Sense Motive +9, Spellcraft +7, Spot +7, Survival +1 (+3 following tracks)
Feats: Negotiator, Weapon Finesse
Environment: The Heroic Domains of Ysgard and The Olympian Glades of Arborea
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic good
Advancement: 4–6 HD (Tiny)
Level Adjustment: — (Improved Familiar)

This creature resembles a small, broad,, muscular human. Fiery red, glittering, fur covers its entire body. Its glistening lionlike mane and broad, birdlike wings are similarly colored. A broad smile crosses a flat face which sports tufted pointy ears and almond-shaped emerald eyes.

Galadur are lesser celestial beings, being to angels, archons, guardinals, and eladrin as imps and devils are to fiends. They often serve as familiars to spellcasters of similar alignment.

A galadur is continuously bathed in a silvery light as bright as a torch. Only its destruction can extinguish the glow, but it can voluntarily suppress its light as it desires.

Baltiri hail from the planes of Good and Chaos. Baltiri absolutely love freedom and happiness, and they fight for the rights of others to enjoy these things.

A baltir stands 2 feet tall and weighs 6 pounds.

Galadur speak Celestial and Common.

A baltir can be aquired as a familiar with the Improved Familiar feat, beginning at 7th level if the character is of neutral good alignment.

COMBAT

Baltiri fight passionately for the freedom and happiness of all nonevil creatures.

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

Alternate Form (Su): A baltir can assume another form at will as a standard action. Each baltir can assume one or two forms from the following list: cat, otter, a Tiny lion (see below), or a Small humanoid child.

Tiny Lion Form:
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13
Base Attack/Grapple: +3/-5
Attack: Claw +8 melee (1)
Full Attack: 2 claws +8 melee (1) and bite +3 melee (1d3)
Special Attacks: Improved grab, pounce, rake (1)
Special Qualities: Low-light vision, scent
Space/Reach: 2-1/2 ft./0 ft.
Abilities: Str 10, Dex 17, Con 10
Skills: Balance +7, Diplomacy +13, Hide +21 (+29 in areas of tall grass or heavy undergrowth), Knowledge (any one) +7, Listen +7, Move Silently +13, Search +7, Sense Motive +9, Spellcraft +7, Spot +7, Survival +1 (+3 following tracks)
Improved Grab (Ex): To use this ability, a lion 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.
Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +8 melee, damage 1.

Intoxicating Stupor (Su): Once per day, a baltir can force all creatures in a 20-foot radius of itself to make a DC 14 Fort save or become sickened for 1d4 rounds. After that time, a victim must succeed on a second DC 14 Fort save or become fatigued. A creature that is already inebriated instead becomes nauseated for 1d4 rounds, and failing its second save falls unconscious. Creatures that are normally immune to poison have a +2 bonus on their saving throw. Any effect that removes poison will remove the intoxicating stupor. The save DC is Charisma-based.

Lightburst (Su): Once per day, a galadur can release a burst of blazing light in a 5-foot radius. All creatures in the area are blinded for one round (Reflex DC 14 negates). Additionally, any undead creatures caught within the area take 2d6 points of damage, or half damage if a DC 14 Reflex save is successful. An undead creature to which sunlight is harmful or unnatural takes double damage. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. The save DC is Charisma-based.

Rebellious (Ex): A baltir has a +2 racial bonus on Will saves against charm and compulsion effects.

Spell-Like Abilities: At will—detect evil, detect magic, invisibility (self only), remove fear. Caster level 6th. The save DCs are Charisma-based.

Once per week a baltir can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

Skills: A galadur's keen eyesight grants it a +4 racial bonus on Search and Spot checks.

Originally appeared in Dragon Magazine #86 (1984).
 
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Shade

Monster Junkie
Sea Bonze

http://www.enworld.org/forum/genera...l-qadim-oriental-adventures-creatures-48.html

Sea Bonze
Medium Undead (Aquatic)
Hit Dice: 6d12 (39 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 18 (+2 Dex, +2 Wis, +1 monk, +3 natural), touch 15, flat-footed 16
Base Attack/Grapple: +4/+6
Attack: Unarmed strike +7 melee (1d8+2)
Full Attack: Unarmed strike +7 melee (1d8+2) or flurry of blows +5/+5 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Beguiling breath, flurry of blows
Special Qualities: AC bonus, darkvision 60 ft., evasion, Ki strike (magic), monklike, +4 turn resistance, undead traits, wholeness of body (20 points)
Saves: Fort +5, Ref +7, Will +7
Abilities: Str 14, Dex 14, Con —, Int 10, Wis 15, Cha 15
Skills: Balance +4, Escape Artist +8, Hide +8, Jump +4, Listen +8, Move Silently +8, Spot +8, Swim +10, Tumble +8, Use Rope +2 (+4 bindings)
Feats: Ability Focus (beguiling breath), Combat Reflexes, Improved Disarm, Improved Grapple, Improved Unarmed Strike (B), Stunning Fist, Weapon Focus (unarmed strike)
Environment: Any aquatic
Organization: Solitary, cloister (2–6), or abbey (4-12 plus one sea abbot)
Challenge Rating: 6
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class (usually as monk)
Level Adjustment: —

This man is garbed in a simple robe and sash. His skin and shaven head appear healthy, but his lips and eye sockets are pallid white.

Sea bonze are the remains of monks that died of drowning. These creatures now lurk in undersea lairs, charming seafarers to their deaths with beguiling breath. They are anthropophagus, feeding on their charmed victims with unceasing hunger.

Sea bonze are 5 to 6 feet tall and weigh 150 to 200 pounds.

Sea bonze speak any languages they spoke in life (usually Common).

COMBAT

A sea bonze uses its beguiling breath to lure victims to its lair, then slaughters its prey with marial arts.

Beguiling Breath (Su): Three times a day, a sea bonze can breathe a 20-foot cone of hypnotic gas. All creatures within the area must succeed on a DC 17 Will save or become beguiled. This is a mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same sea bonze’s breath for 24 hours. The save DC is Charisma-based.

A beguiled victim dives towards the sea bonze's lair, taking the most direct route available. The creature gets a second saving throw if the path leads into a danger (through a shark feeding frenzy, a bed of venomous corals and the like), which means the victim gets a second saving throw if (when) they run out of air. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) Once they reach the sea bonze's lair, the victim stands there and offers no resistance to the monster’s attacks. The effect normally lasts 10 minutes, but ends immediately if the sea bonze dies or releases its victim.

Multiple applications of beguiling breath stack their durations rather than the most recent superceding the previous application. Thus, a victim who failed their saving throw against two beguiling breaths would be beguiled for 20 minutes.

Monklike (Ex): A sea bonze possesses the AC bonus, base attack bonus, base saving throw bonuses, flurry of blows, ki strike, and unarmed strike damage of a 6th-level monk. A sea bonze that later takes monk levels adds its inherent monklike abilities to those of a true monk. Thus, a 4th-level sea bonze monk possesses the AC bonus, base attack bonus, base saving throw bonuses, flurry of blows, ki strike, and unarmed strike damage of a 10th-level monk.

Skills: A sea bonze 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.

Sea Abbots

Sea abbots were more powerful monks in life, and often seek to recreate monastic orders of sea bonze in undeath. Most sea abbots are monks of at least 10th-level.

Sea Abbot
Medium Undead (Aquatic)
Hit Dice: 16d12 (104 hp)
Initiative: +3
Speed: 60 ft. (12 squares), swim 60 ft.
Armor Class: 21 (+3 Dex, +3 Wis, +2 monk, +3 natural), touch 18, flat-footed 18
Base Attack/Grapple: +12/+14
Attack: Unarmed strike +15 melee (3d6+2)
Full Attack: Unarmed strike +15/+10/+5 melee (3d6+2) or flurry of blows +15/+15/+15/+10/+5 melee (3d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Beguiling breath (DC 22), greater flurry of blows
Special Qualities: AC bonus, darkvision 60 ft., fast movement +30 ft., improved evasion, Ki strike (adamantine, lawful, magic), monklike, slow fall 50 ft., +4 turn resistance, undead traits
Saves: Fort +12, Ref +17, Will +16
Abilities: Str 14, Dex 16, Con —, Int 10, Wis 16, Cha 15
Skills: Balance +10, Escape Artist +9, Hide +16, Jump +16, Listen +16, Move Silently +16, Spot +16, Swim +10, Tumble +16, Use Rope +3 (+5 bindings)
Feats: Ability Focus (beguiling breath), Combat Reflexes, Deflect Arrows, Improved Disarm, Improved Grapple, Improved Natural Attack (unarmed strike), Improved Unarmed Strike (B), Lightning Reflexes, Stunning Fist, Weapon Focus (unarmed strike)
Environment: Any aquatic
Organization: Abbey (1 plus 4-12 sea bonze)
Challenge Rating: 16
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class (usually as monk)
Level Adjustment: —

Originally appeared in Dragon Magazine #26 (1979).
 
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Shade

Monster Junkie
Umbra

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-29.html

Umbra
Medium Undead
Hit Dice: 4d12+8 (34 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 Dex, +2 Cha), touch 15, flat-footed 12
Base Attack/Grapple: +2/+2
Attack: Claw +2 melee (1d6) or shadowstrike +2 melee touch (1d6)
Full Attack: 2 claws +2 melee (1d6) or shadowstrike +2 melee touch (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Evil gaze, frightful presence, shadowstrike, spell-like abilities
Special Qualities: Damaged by sunlight, darkvision 120 ft., light blindness, spell resistance 8, +4 turn resistance, undead traits
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 10, Dex 17, Con —, Int 4, Wis 11, Cha 15
Skills: Hide +13*, Listen +2, Move Silently +12, Search -1, Spot +2
Feats: Stealthy, Weapon Finesse
Environment: Temperate forests and underground
Organization: Solitary or clan (2–8)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5-12 HD (Medium)
Level Adjustment: —

This gaunt, elflike humanoid has dark violet skin, silver hair, and bright indigo eyes that burn with a black flame. Leathery skin stretches tightly over its visible bones.

Umbra are undead shadow elves that serve a powerful banshee queen. They exist only to serve her whims, indifferently awaiting her commands. Once orders are given, they carry out their mission with zealous fervor.

Umbra are 6 feet tall and weigh up to 150 pounds.

Umbra speak Common and Elven.

COMBAT

An umbra is cruel and cunning, stunning foes with its vile gaze before savaging a victim's body or shadow with its wicked claws. Umbra prefer to attack from ambush, striking terror in the hearts of those who witness their suprising, savage attacks.

Damaged by Sunlight (Ex): Exposure to natural sunight deals 5 points of damage to an umbra each round.

Evil Gaze (Su): Fear, 30 feet. A creature that meets the umbra's gaze must succeed on a DC 14 Will save or be stunned for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same umbra's gaze for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Frightful Presence (Su): An umbra inspires terror when ambushing others. If attacking during a surprise round, all creatures that can see the umbra must succeed on a DC 14 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the umbra. The save DC is Charisma-based.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds umbra for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Shadowstrike (Su): As a standard action, in any illumination other than total darkness, an umbra may choose to strike at an opponent's shadow. To do so, it makes a melee touch attack. If the attack succeeds, it deals damage as if it had hit the creature with a claw attack.

Spell-Like Abilities: At will—invisibility (self only). Caster level 4th. The save DCs are Charisma-based.

Unholy Grace (Su): An umbra adds its Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to its Armor Class. (The statistics block already reflects these bonuses).

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

Skills: Umbra have a +2 racial bonus on Listen, Search, and Spot checks, and a +4 racial bonus on Hide and Move Silently checks. *In areas of shadowy illumination, the umbra's Hide bonus improves to +12.

In Ravenloft
The umbra dwell in the domain of Keening, moving through the tunnels of Mount Lament with indifference, awaiting the commands of Tristessa. They patrol Keening in search of the banshee's baby. When Tristessa became the darklord of Keening, she had over five hundred umbra to command. Their numbers have dwindled over the years, however, so that fewer than one hundred umbra dwell in the domain currently.

Originally appeared in Servants of Darkness (1998).
 
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Shade

Monster Junkie
Kada

http://www.enworld.org/forum/general-monster-talk/78935-converting-monsters-dungeon-magazine-49.html

Kada
Medium Undead (Incorporeal)
Hit Dice: 4d12 (26 hp)
Initiative: +3
Speed: Fly 30 ft. (perfect) (6 squares)
Armor Class: 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13
Base Attack/Grapple: +2/—
Attack: —
Full Attack: —
Space/Reach: 5 ft./5 ft.
Special Attacks: Telekinesis
Special Qualities: Bound to object, darkvision 60 ft., enchant item, incorporeal traits, natural invisibility, rejuvenation, resistance to cold 10 and fire 10, turn immunity, undead traits, vulnerable to antimagic
Saves: Fort +1, Ref +4, Will +7
Abilities: Str —, Dex 17, Con —, Int 8, Wis 13, Cha 16
Skills: Craft (any one) +4, Listen +8, Search +4, Spot +8
Feats: Iron Will, Skill Focus (Craft)
Environment: Any
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Any
Advancement: —
Level Adjustment: —

A strange feeling that you are not alone nags at you. Suddenly, a nearby object moves of its own accord.

Kada are emotional shadows left behind when a person dies, lingering as undead until they complete their unfinished business. Formed when emotions evoked by death are insufficient to form a full ghost, the deceased's soul actually moves on, leaving only this remnant behind. Kada always have a purpose related to what caused the emotion which created them. The goal is always something that was important to the person who formed the kada, but the nature of the goal can vary widely.

Kada are not tied to negative energy, but rather to the currents of magic that flow through the world. As a result, they are highly vulnerable to antimagic effects, but are unaffected by turning.

Kada are 5 to 7 feet tall and weightless.

Kada cannot speak, but understand any languages they knew in life (usually Common). They struggle to communicate with the living, attempting to scratch out symbols or short words using telekinesis.

COMBAT

Kada have limited ability to interact with the physical world. If one wishes to attack, it uses telekinesis to manipulate objects it can affect. A kada normally only attacks to try to draw attention to itself, or to prevent someone from increasing the difficulty of it achieving its goal.

Bound to Object (Su): A kada is mystically bound to a specific object relevant to the unfinished business that led to its creation. Until it completes its task, it may not move more than 300 ft from its bonded object. If the kada is forced outside that range, it is instantly teleported back to a designated area adjacent to the object, as if by a word of recall spell.

Enchant Item (Su): Upon its final destruction, there is a 20% chance that the departing kada's essence permantly adds a minor magical enhancement to a random item within 60 feet. Roll for a single minor item on the Random Magic Item Generation Table, rerolling until an appropriate item is rolled. For example, if the roll determines a potion, but no nearby nonmagical water is available, roll again. If a weapon is rolled, and further rolls indicate a dagger, and a character within 60 feet carries a dagger, then determine the enhancement. The dagger may permanent become a +1 dagger, for example. Temporarily destroying the kada (and allowing it to rejuvenate) does not trigger this ability. Failing the saving throw to rejuvenate will, however, trigger this power.

Natural Invisibility (Su): This ability is constant, allowing a kada to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell. A detect magic or similar effect reveals the kada as a colored cloud appropriate to the emotion which created it (blue for sadness, red for anger, and so forth).

Rejuvenation (Su): In most cases, it’s difficult to destroy a kada through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A kada that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + kada's HD) against DC 16. As a rule, the only way to get rid of a kada for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research. If a kada is unable to fulfill its goal in 100 years, it dissipates forever.

Telekinesis (Su): A kada can use telekinesis as a standard action (caster level 2nd). When a kada uses this power, it must wait 1d4 rounds before using it again. A kada can typically use its telekinesis only to affect a certain type of item (usually the same type as its bonded object). For example, a departed warrior might affect swords, while a farmer might affect scythes and an alchemist might have power over glass containers.

Vulnerable to Antimagic (Su): A kada cannot enter an antimagic field or similar area of dead magic. A spellcaster who succeeds on a target dispel effect against a kada destroys it instantly. The DC for this dispel check is 11 + the kada's Hit Dice. An antimagic attack targeting the kada destroys it instantly (no check required). The destroyed kada is not permanently defeated, and will reform per its rejuvenation ability (see above).

Originally appeared in Dungeon Magazine #57 (1996).
 
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Shade

Monster Junkie
Linnorm, Nidhogg

http://www.enworld.org/forum/general-monster-talk/219413-converting-epic-level-creatures-33.html

Linnorm, Nidhogg
Gargantuan Dragon (Extraplanar)
Hit Dice: 44d12+528 (814 hp)
Initiative: +3
Speed: 60 ft. (12 squares), burrow 50 ft., swim 50 ft.
Armor Class: 55 (-4 size, -1 Dex, +50 natural), touch 5, flat-footed 55
Base Attack/Grapple: +44/+74
Attack: Bite +59 melee (4d6+18/19-20 plus 1d6 on a crit and DC 50 Fort save or die)
Full Attack: Bite +59 melee (4d6+18/19-20 plus 1d6 on a crit and DC 50 Fort save or die) and 2 claws +56 melee (2d8+9 plus poison) and tail slap +56 melee (4d6+27)
Space/Reach: 20 ft./15 ft.
Special Attacks: Breath weapon, crush 4d6+27, frightful presence, poison, spell-like abilities, spells, tail sweep 2d6+27
Special Qualities: Blindsense 120 ft., damage reduction 20/epic and good, immunity to disease, paralysis, poison and sleep effects, keen senses, spell resistance 38
Saves: Fort +36, Ref +23, Will +33
Abilities: Str 46, Dex 8, Con 34, Int 22, Wis 28, Cha 28
Skills: Bluff +56, Climb +65, Concentration +59, Diplomacy +64, Disguise +9 (+13 acting), Intimidate +60, Knowledge (arcana) +53, Listen +56, Search +53, Sense Motive +56, Spellcraft +57, Spot +56, Survival +9 (+13 following tracks), Swim +73
Feats: Awesome Blow, Cleave, Devastating Critical (bite), Empower Spell, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Spell Capacity, Maximize Spell, Multiattack, Overwhelming Critical (bite), Power Attack, Power Critical, Weapon Focus (bite)
Environment: Heroic Domains of Ysgard
Organization: Solitary
Challenge Rating: 27
Treasure: Double standard
Alignment: Neutral evil
Advancement: —
Level Adjustment: —

This massive, wingless dragon is wrapped within the roots of a great tree. Its scales and horns are chipped and jagged, suggesting great age and many battles. Smoke trickles from its nostrils, and hissing drops of acid fall from its maw.

Nidhogg, whose name means "Malice Striker", is a powerful linnorm that resides at the roots of Yggdrasil. Nidhogg gnaws upon the roots of the World Ash, which are rumored to serve as a prison to keep the mighty wyrm locked away from the rest of the multiverse.

Nidhogg shares insults with the ratatosks that inhabit Yggdrasil. These little creatures also carrie messages between the linnorm and the eagles of Yggdrasil high in its branches.

Legends claim tha the release of Nidhogg will herald Ragnarök, the final battle.

Nidhogg speaks Draconic, Abyssal, and Sylvan.

COMBAT

Like most linnorms, Nidhogg blends formidable melee prowess with potent spellcasting and a deadly breath weapon.

Breath Weapon (Su): 60-foot cone of acid or fire, once every 1d4 rounds, damage 20d6 acid or 20d6 fire, Reflex DC 44 half. The save DC is Constitution-based.

Crush (Ex): When flying or jumping, Nidhogg can land on opponents as a standard action, using his whole body to crush them. Nidhogg'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 Nidhogg's body. Creatures in the affected area must succeed on a DC 44 Reflex save or be pinned, automatically taking 4d6+27 points of bludgeoning damage during the next round unless Nidhogg moves off them. If Nidhogg 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.

Frightful Presence (Ex): All creatures with 44 or fewer Hit Dice within 240 feet of Nidhogg when he charges, attacks, or flies overhead must make a DC 41 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 Nidhogg's frightful presence for 24 hours. Nidhogg is immune to the frightful presence of other dragons. The save DC is Charisma-based.

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

Poison (Ex): Nidhogg's poison causes searing pain as the victim's internal organs burn. Claws, Fort DC 44 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.

Spells: Nidhogg casts spells as a 25th-level sorcerer. He can also cast cleric spells and those from the Darkness, Death, Destruction and Evil domains as arcane spells.

Typical spells known (6/9/8/8/8/8/8/8/8/8/1/1/1; save DC 19 + spell level);
0 – dancing lights, detect magic, detect poison, ghost sound, guidance, light, mage hand, prestidigitation, read magic;
1st – bane, entropic shield, expeditious retreat, protection from good, ray of enfeeblement;
2nd – death knell, desecrate, ghoul touch, hideous laughter, web;
3rd – bestow curse, contagion, ray of exhaustion, slow;
4th – death ward, dimension door, enervation, freedom of movement;
5th – cloudkill, flame strike, insect plague, true seeing;
6th – disintegrate, greater dispel magic, heal;
7th – destruction, mass hold person, repulsion;
8th – greater spell immunity, polymorph any object, unholy aura;
9th – energy drain, implosion, wail of the banshee.

Spell-like Abilities: At will—animate dead, overland flight, water breathing; 3/day—darkness, speak with dead (DC 21), vampiric touch; 1/day—control undead, create greater undead, create undead, etherealness. Caster level 25th. The save DCs are Charisma based.

Tail Sweep (Ex): This special attack allows Nidhogg 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+27 points of damage. Affected creatures can attempt DC 44 Reflex saves to take half damage. The save DC is Constitution-based.

Skills: Nidhogg 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).
 
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Shade

Monster Junkie
http://www.enworld.org/forum/genera...verting-original-d-d-mystara-monsters-31.html

Maramet, the Undead King
Medium Undead
Hit Dice: 18d12+54 (171 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 37 (+3 Dex, +6 natural, +2 deflection, +9 +5 improved electricity resistance breastplate, +7 +5 bashing heavy steel shield), touch 16, flat-footed 34
Base Attack/Grapple: +18/+25
Attack: +2 shocking burst longsword +29 melee (1d8+13/17-20 plus 1d6 electricity [and 1d10 on a critical hit] plus disease plus rustblade) or +5 bashing heavy steel shield +26 melee (1d8+8 plus disease plus rustblade)
Full Attack: +2 shocking burst longsword +29/+24/+19/+14 melee (1d8+13/17-20 plus 1d6 electricity [and 1d10 on a critical hit] plus disease plus rustblade); or +2 shocking burst longsword +27/+22/+17/+12 melee (1d8+13/17-20 plus 1d6 electricity [and 1d10 on a critical hit] plus disease plus rustblade) and +5 bashing heavy steel shield +24/+22 melee (1d8+8 plus disease plus rustblade)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease, martial training, rustblade
Special Qualities: Damage reduction 15/bludgeoning and magic, darkvision 60 ft., resistance to electricity 30 (from breastplate), resistance to positive energy 15, spell resistance 31, +6 turn resistance, undead traits
Saves: Fort +6, Ref +10, Will +12
Abilities: Str 24, Dex 18, Con —, Int 13, Wis 12, Cha 17
Skills: Climb +25, Diplomacy +5, Intimidate +24, Listen +22, Sense Motive +22, Spot +22 (includes -3 armor check penalty)
Feats: Cleave, Combat Expertise, Dodge, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Critical (longsword), Improved Initiative, Improved Shield Bash, Improved Sunder, Improved Two-Weapon Fighting, Knock Down (B), Mobility, Power Attack, Spring Attack, Stand Still (B), Two-Weapon Fighting, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack
Environment: Underground
Organization: Solitary or honor guard (Maramet plus 2d6 spectres and 1d4 dread wraiths)
Challenge Rating: 20
Treasure: Double standard (includes +5 improved electricity resistance breastplate, +5 bashing heavy steel shield, +2 shocking burst longsword, amulet of natural armor +2, ring of protection +2)
Alignment: Chaotic neutral
Advancement: By character class
Level Adjustment: —

The being before you was clearly a member of royalty, for he wears regal finery and a golden crown upon his head. He is also clearly undead, for his body is decomposed, his clothes are rotten and tattered, his crown and armor dented, and his sword and shield are covered in rust.

Maramet was once Vestland’s last High King, but he was turned into a unique undead creature by the high priest of Gyl Erid, Axemines, to serve as a guardian of the Eridian crypt.

Maramet is 6 feet tall and weighs 175 pounds.

Maramet speaks Common and Draconic.

COMBAT

Maramet supernaturally spread rust through any weapons he wields (including his shield). Besides the obvious effects upon metal weapons and armor he strikes, this rust also spreads a blood-poisoning disease. In battle, Maramet fights much like a high-level fighter, calling upon his honor guard of dread wraiths and spectres to fight by his side.

Disease (Ex): Red ache—injury, Fortitude DC 22, incubation period 1d3 days, damage 1d6 Str. The save DC is Charisma-based.

Martial Training (Ex): Maramet was an 18th-level fighter in life. As a result, he retains the base attack bonus of a fighter of his level, and gains bonus feats and meets feat prerequisites as an 18th-level fighter.

Rustblade (Su): Any weapon wielded by Maramet takes on a rusted appearance. If Maramet makes a successful touch attack with this weapon aganist a metal object, it causes the target metal to corrode, falling to pieces and becoming useless immediately. This can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 22 Reflex save or be dissolved. The save DC is Charisma-based and includes a +4 racial bonus.

Unholy Toughness (Ex): Maramet has a bonus to his hit points equal to his Charisma modifier x its Hit Dice.

Originally appeared in X13 - Crown of Ancient Glory (1987).
 
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