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Shade

Monster Junkie
Phoenix Spider

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-33.html

Phoenix Spider, Small
Small Outsider (Chaotic, Evil)
Hit Dice: 3d8+6 (15 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 60 ft.
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +3/-1
Attack: Bite +5 melee (1d4 plus poison)
Full Attack: Bite +5 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, web
Special Qualities: Darkvision 60 ft., rise from the ashes, telepathy 100 ft., tremorsense 60 ft.
Saves: Fort +4, Ref +5, Will +7
Abilities: Str 10, Dex 17, Con 14, Int 11, Wis 13, Cha 11
Skills: Balance +11, Climb +11, Hide +17*, Jump +8, Listen +7, Move Silently +9*, Search +6, Spot +11, Survival +1 (+3 following tracks), Tumble +11
Feats: Iron Will, Weapon Focus (bite)
Environment: Infinite Layers of the Abyss and Elemental Plane of Fire
Organization: Solitary or nest (2–10)
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic evil
Advancement: See text
Level Adjustment: —

Phoenix Spider, Medium
Medium Outsider (Chaotic, Evil)
Hit Dice: 5d8+15 (37 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 60 ft.
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +5/+7
Attack: Bite +8 melee (1d6+3 plus poison)
Full Attack: Bite +8 melee (1d6+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, web
Special Qualities: Darkvision 60 ft., rise from the ashes, telepathy 100 ft., tremorsense 60 ft.
Saves: Fort +6, Ref +7, Will +7
Abilities: Str 14, Dex 17, Con 16, Int 11, Wis 13, Cha 11
Skills: Balance +11, Climb +11, Hide +13*, Jump +10, Listen +7, Move Silently +9*, Search +6, Spot +11, Survival +1 (+3 following tracks), Tumble +11
Feats: Iron Will, Weapon Focus (bite)

Phoenix Spider, Large
Large Outsider (Chaotic, Evil)
Hit Dice: 7d8+21 (52 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 60 ft.
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +7/+15
Attack: Bite +11 melee (1d8+6 plus poison)
Full Attack: Bite +11 melee (1d8+6 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, web
Special Qualities: Darkvision 60 ft., rise from the ashes, telepathy 100 ft., tremorsense 60 ft.
Saves: Fort +8, Ref +8, Will +8
Abilities: Str 18, Dex 17, Con 16, Int 11, Wis 13, Cha 11
Skills: Balance +11, Climb +12, Hide +9*, Jump +12, Listen +7, Move Silently +9*, Search +6, Spot +11, Survival +1 (+3 following tracks), Tumble +11
Feats: Iron Will, Weapon Focus (bite)

Phoenix Spider, Huge
Huge Outsider (Chaotic, Evil)
Hit Dice: 10d8+40 (85 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 60 ft.
Armor Class: 20 (-2 size, +3 Dex, +9 natural), touch 11, flat-footed 17
Base Attack/Grapple: +10/+24
Attack: Bite +15 melee (2d6+9 plus poison)
Full Attack: Bite +15 melee (2d6+9 plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, web
Special Qualities: Darkvision 60 ft., rise from the ashes, telepathy 100 ft., tremorsense 60 ft.
Saves: Fort +11, Ref +10, Will +10
Abilities: Str 22, Dex 17, Con 18, Int 11, Wis 13, Cha 11
Skills: Balance +11, Climb +14, Hide +5*, Jump +14, Listen +7, Move Silently +9*, Search +6, Spot +11, Survival +1 (+3 following tracks), Tumble +11
Feats: Iron Will, Weapon Focus (bite)

This crimson spider is marked with a black hourglass pattern atop its abdomen.

The first phoenix spiders were created through a mutual effort by the demon queen Lolth and an unknown powerful being from the Elemental Plane of Fire (some speculate that it was Imix, the Elemental Prince of Fire). Today, the foul arachnids breed true, and are found on both the Elemental Plane of FIre and various layers of the Abyss.

Phoenix spiders are occasionally summoned to the Material Plane through special rituals by evil drow and human cults. Because they like hot temperatures, these monsters are extremely rare and almost never found away from the place where they were summoned (which is usually kept warm).

Phoenix spiders speak Abyssal and Ignan.

COMBAT

Phoenix spiders fight much like monstrous web-spinning spiders, utililizing their webs to trap prey before biting with their venomous fangs.

A phoenix spider's natural weapons are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Poison (Ex): A phoenix spider has a poisonous bite. The details vary by the spider’s size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Size Fort DC Damage
Small 13 1d3 Con
Medium 15 1d4 Con
Large 16 1d6 Con
Huge 19 1d8 Con

Rise From the Ashes (Su): When a phoenix spider is reduced to 0 hit points or below, its body is immolated, leaving nothing but ash. 2d4+1 rounds later, the phoenix spider reforms from the ashes, larger and stronger. If the "killing blow" contains fire damage, the phoenix spider instead reforms 1d3 rounds later in the same location where it perished.

When the phoenix spider reforms, use the stat block for the next larger size. Thus, a Small phoenix spider rises as a Medium phoenix spider, a Medium as a Large, and a Large as a Huge. A Huge phoenix spider reduced to 0 hit points begins the procees in reverse, arising as a Large phoenix spider. This reformation continues until the spider is slain in Small size. At this point, it is permanently destroyed.

With each rebirth, the phoenix spider is fully healed of any lingering hit point damage, ability score damage, and ability drain. Any negative levels it has gained are removed. At all sizes and HD, a phoenix spider retains the skills ranks and feats of its base form (Small and 3 HD for a typical specimen).

At any point in the process, should an attack that deals cold damage reduce the phoenix spider to less than 0 hit points, the spider is permanently destroyed.

Tremorsense (Ex): A phoenix spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Web (Ex): Phoenix spiders can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Phoenix spiders often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—. A phoenix spider's web has immunity to fire. This immunity only applies to the spider's silk, it does not protect the spider itself or anything wrapped in its web.

A phoenix spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Size / Escape Artist DC / Break DC / Hit Points
Small / 13 / 17 / 4
Medium / 15 / 19 / 6
Large / 16 / 20 / 12
Huge / 19 / 23 / 14

Skills: Phoenix spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A phoenix spider can always choose to take 10 on Climb checks, even if rushed or threatened. Phoenix spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Phoenix spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Originally appeared in Dragon Magazine #118 (1987).
 
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Shade

Monster Junkie
Serpent, Winged

http://www.enworld.org/forum/general-monster-talk/268436-converting-al-qadim-creatures-8.html

Serpent, Winged
Medium Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +7
Speed: 30 ft. (6 squares), fly 40 ft. (good)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +4/+4
Attack: Bite +7 melee (1d4 plus lingering acid)
Full Attack: Bite +7 melee (1d4 plus lingering acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, lingering acid
Special Qualities: Darkvision 60 ft., immunity to electricity, low-light vision, vulnerability to fire, wallcrawling
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 10, Dex 17, Con 17, Int 3, Wis 12, Cha 6
Skills: Balance +11, Climb +11, Hide +7, Listen +5, Spot +7, Survival +6
Feats: Flyby Attack, Improved Initiative (B), Weapon Finesse
Environment: Warm forests
Organization: Solitary or flock (2-8)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-8 HD (Medium), 9-11 HD (Large)
Level Adjustment: —

This colorful serpent flits about on gossamer wings, suggesting a reptilian hummingbird.

Winged serpents, sometimes called spark snakes, are herbivorous aerial vipers that flit about the jungle in small flocks, searching for tropical fruits. Winged serpents produce a corrosive venom that they inject into fruit to reduce it to a soft, juicy mixture, allowing the serpent to partially digest the fruit while it stiil remains in its skin. The serpent will then suck out the fruity pulp through the incisions made by its fangs. A typical winged serpent will eat roughly 10 times its weight in fruit each day, just to stay alive.

Winged serpents are naturally gifted climbers. When climbing, a winged serpent folds back its wings.

Winged serpents play an important role in the jungle ecology, transporting pollen from fruit tree to fruit tree and aiding the distribution of seeds throughout the jungle.

Winged serpents mate incessantly. Parents abandon their young, which are born live and wingless. However, they are not helpless, for their wallcrawling ability allows them to climb fruit trees and search for food. Young also possess dark green scales to help them blend in better with the foliage. During the first few months of life, winged serpents are extremely vulnerable to an entire host of predators that roam the jungle heights (including mundane snakes, monkeys, and giant insects). Vestigial wings appear after a month of life, and become fully functional after three months. At this time the serpent's scales assume their more colorful hues.

A winged serpent is 8 to 10 feet in length and weighs 60 to 80 pounds. Coloration ranges from sky blue to emerald green to raspberry red.

Winged serpents cannot speak or understand any languages.

COMBAT

Winged serpents move with liquid grace and devastating speed. Their wings beat so quickly that they build up a static charge from the ambient air (especially in the humid forest). This charge can be released as a breath weapon.

When threatened, winged serpents bite with their fanged mouths, injecting a corrosive fluid into the victim's flesh. If hostilities persist, a winged serpent can discharge static electricity from its mouth in a spark shower.

Breath Weapon (Su): Cloud of dancing sparks 10 feet high, 10 feet wide, and 10 feet long, once every minute, damage 2d8 electricity, Reflex DC 15 half. The spark shower also sets fire to combustibles and damages objects in its path. The save DC is Constitution-based.

Lingering Acid (Ex): A winged serpent's bite deals an additional 2d8 points of acid damage. The acid lingers a second round unless somehow neutralized, dealing an additional 2d8 points of acid damage. A successful DC 17 Fortitude save halves the damage each round. The save DC is Constitution-based, and includes a +2 racial bonus.

Wallcrawling (Ex): A winged serpent need not make Climb checks to traverse a vertical or horizontal surface (even upside down). It retains its Dexterity bonus to Armor Class while climbing and opponents get no special bonus to their attacks against it.

Skills: Winged serpents have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A winged serpent can always choose to take 10 on a Climb check, even if rushed or threatened. Winged serpents use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher.

Training A Winged Serpent
To be trained, a winged serpent must have a friendly attitude toward the trainer. A winged serpent usually has a friendly attitude toward trainers who supply the snake with fresh fruit for at least a few days and has not attacked or mistreated the creature. A winged serpent is indifferent (at best) toward most other creatures. Changing a winged serpent's attitude requires a wild empathy check (with the normal -4 penalty applied against magical beasts). A character can use a Diplomacy check instead, provided the character has some way to communicate with the serpent, such as access to a speak with animals spell.

Training a friendly winged serpent requires a Handle Animal check (with the normal +5 increase to DCs for training a magical beast). The time require depends on the tricks or task the winged serpent must learn, as noted in the Handle Animal skill description.

Winged serpent eggs are worth 1,500 gp apiece on the open market, while young are worth 2,000 gp each. Professional trainers charge 1,300 gp to rear or train a winged serpent.

Originally appeared in Monstrous Compendium Al-Qadim Appendix (MC13)(1992).
 
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Shade

Monster Junkie
Demon, Dire Whiner (Obtestu)

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-12.html

Demon, Dire Whiner (Obtestu)
Large Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 10d8+30 (75 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 24 (–1 size, +2 Dex, +4 insight, +9 natural) touch 15, flat-footed 22
Base Attack/Grapple: +10/+19
Attack: Bite +13 melee (6d6+4)
Full Attack: Bite +13 melee (6d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, oversized maw, regurgitate curse, spell-like abilities, swallow whole, whine
Special Qualities: Alternate form, damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 17, telepathy 100 ft.
Saves: Fort +10, Ref +11, Will +11
Abilities: Str 16, Dex 15, Con 16, Int 15, Wis 18, Cha 21
Skills: Appraise +15, Bluff +20, Climb +16, Diplomacy +9, Disguise +5 (+7 acting), Knowledge (the planes) +15, Hide +11, Intimidate +22, Listen +17, Sense Motive +17, Spot +17, Survival +4 (+6 on other planes), Swim +11, Use Magic Device +18
Feats: Ability Focus (whine), Lightning Reflexes, Persuasive, Weapon Focus (bite)
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 9
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: 11–15 HD (Large); 16–30 HD (Huge)
Level Adjustment: —

This large, pale sluglike creature has an impossibly large maw lined with lamprey-like teeth. Its body is smeared with dirt and slime.

Obtestus are wretched demons, so vile as to be pariahs among their own foul kind. Obtestus are lazy creatures, obtaining food and wealth through the use of its compulsive supernatural whine.

Obtestus are found throughout the Abyss, generally in swampy regions or near foul cavern pools.

An obtestu is about 8 feet tall and weighs about 325 pounds.

Obtestus speak Abyssal, Celestial, and Draconic.

COMBAT

Obtestus do not enjoy combat, as it requires far too much effort. A dire whiner uses its whine ability to order others to bring it food, or to draw prey near. Once potential meals are within reach, the obtestu attempts to swallow it whole. A creature that draws an obtestu's ire may find itself only partially devoured, then regurgitated with a horrific curse.

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

Alternate Form (Su): An obtestu can assume a humanoid form at will as a standard action. The form may range from Small to Large, but always appears pitiful and helpless. Sample forms include an old crone, a limbless beggar, or a starving street urchin.

Improved Grab (Ex): To use this ability, a dire whiner must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round.

Oversized Maw (Su): A dire whiner's maw can extend to a size for greater than its head would suggest. This allows it to swallow a creature of up to its own size, and its bite attack deals damage as if it were a creature two size categories larger.

Regurgitate Curse (Su): As an immediate action, an obtestu that is not holding a grappled opponent in its mouth can regurgitate a swallowed opponent. The obtestu can spit the opponent out into a square up to 10 feet away or keep the opponent grappled in its mouth. The regurgitated opponent is no longer swallowed whole, but must succeed on a DC 20 Will save or suffer a -4 penalty to all attack rolls, saving throws, skill and ability checks as a bestow curse spell (caster level equals dire whiner's Hit Dice). The saving throw is Charisma-based.

Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only). Caster level 10th. The save DCs are Charisma-based.

Swallow Whole (Ex): A dire whiner can try to swallow a grabbed opponent up to one size category larger than itself by making a successful grapple check. Its jaws and guts have an extradimensional component that allows them to swallow objects far larger than their external dimensions suggest. Once inside, the opponent takes 2d8+6 points of crushing damage plus 8 points of acid damage per round from the demon's interior. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the interior (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Large obtestu's interior can hold 1 Huge, 4 Large, 16 Medium, 64 Small or 256 Tiny or smaller opponents.

Whine (Su): A dire whiner can emit dangerous audible compulsions as a standard action. The dire whiner can cause one of three effects. Dire whiners are immune to these sonic, mind-affecting attacks. Unless otherwise specified, a creature that successfully saves against one of these effects cannot be affected by the same whine effect from the same dire whiner for 24 hours. All save DCs for whine effects are Charisma-based.

Feeblemind: A single creature within 60 feet of the dire whiner must succeed on a DC 22 Will save or be affected as though by a feeblemind spell.

Hopelessness: Anyone within a 60-foot spread automatically takes a –2 penalty on attack and damage rolls. Those forced to hear the whine for more than 6 consecutive rounds must succeed on a DC 22 Will save or enter a trance, unable to attack or defend themselves until the whining stops.

Suggestion: A single creature within 60 feet of the dire whiner must succeed on a DC 22 Will save or be affected as though by a suggestion spell.

Skills: Obtestus have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered.

Originally appeared in H4 - Throne of Bloodstone (1988).
 
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Shade

Monster Junkie
Bumblebee, Giant

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-16.html

Bumblebee, Giant
Large Vermin
Hit Dice: 6d8+18 (45 hp)
Initiative: +1
Speed: 20 ft. (4 squares), fly 60 ft. (poor)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +4/+12
Attack: Sting +7 melee (1d6+6 plus poison)
Full Attack: Sting +7 melee (1d6+6 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +7, Ref +3, Will +3
Abilities: Str 18, Dex 12, Con 14, Int —, Wis 13, Cha 11
Skills: Spot +5, Survival +1*
Feats: Hover (B)
Environment: Temperate plains
Organization: Solitary or nest (2-7)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: —

The wings of this massive bumblebee create a thunderous droning.

Giant bumblebees spend their time pollinating giant flora while feeding upon the sweet nectar.

A giant bumblebee is 7 to 10 feet long. Coloration ranges from black with yellow, orange, or red bands, to entirely black.

COMBAT

Giant bumblebees generally won't bother other creatures, but will deliver a painful sting if threatened or otherwise disturbed.

Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d4 Con. The save DC is Constitution-based and includes a +2 racial bonus. Unlike other giant bees, a giant bumblebee that successfully stings another creature does not leave its stinger in the creature (and does not die).

Skills: Giant bumblebees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.

Originally appeared in Monster Manual II (1983).
 
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Shade

Monster Junkie
Unicorn, Alicorn

http://www.enworld.org/forum/general-monster-talk/271060-special-conversion-thread-unicorns.html

Unicorn, Alicorn
Large Magical Beast
Hit Dice: 4d10+20 (42 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +4/+13
Attack: Horn +11 melee (1d6+8)
Full Attack: Horn +11 melee (1d6+8) and 2 hooves +3 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, spell resistance 9, wild empathy
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24
Skills: Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8*
Feats: Alertness, Skill Focus (Survival)
Environment: Temperate forests
Organization: Solitary, pair, or grace (3–6)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic good
Advancement: 5–8 HD (Large)
Level Adjustment: +4 (cohort)

This powerful, equine creature has a gleaming white coat and big, lively eyes. Long, silky white hair hangs down in a mane and forelock. A single gnarled and twisted horn, about 2 feet long, grows from the center of the forehead. The hooves are cloven.

Alicorns are close relatives of sylvan unicorns, sharing their kin's habitat and outlook. Alicorns are on good terms with and respect the territories of sylvan unicorns, cunnequines, and faerie unicorns.

Like unicorns, lone alicorns occasionally allow themselves to be tamed and ridden by good human or elven maidens of pure heart. Such an alicorn, if treated kindly, is the maiden's loyal steed and protector for life, even accompanying her beyond its forest.

A typical adult alicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.

Alicorns speak Sylvan and Common.

COMBAT

Alicorns normally attack only when defending themselves or their forests. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the alicorn.

Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. An alicorn cannot suppress this ability.

Spell-Like Abilities: Alicorns can use detect evil at will as a free action. Once per day an alicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.

An alicorn can air walk (caster level 8th) at will, and can use dominate person once per day (DC 22, caster level 8th) with a touch of its horn. The save DC is Charisma-based.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that an alicorn has a +6 racial bonus on the check.

Skills: Alicorns have a +4 racial bonus on Move Silently checks. *Alicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.

Originally appeared in Dragon Magazine #190 (1993).
 
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Shade

Monster Junkie
Shock Bones

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-10.html

Shock Bones (variant template)

A shock bones is a variant skeleton animated to carry an electrical charge.

Special Attacks: A shock bones gains the following special attacks.

Shock (Ex): A shock bones carries a constant and powerful electrical charge. Whenever the shock bones hits with a melee attack using a natural or metallic weapon, it automatically adds electricity damage to the attack according to the following table.

Diminutive or Fine = 1d2 electricity
Tiny = 1d3 electricity
Small = 1d4 electricity
Medium = 1d6 electricity
Large = 1d8 electricity
Huge = 2d6 electricity
Gargantuan = 3d6 electricity
Colossal = 4d6 electricity

Shocking Discharge (Ex): If touched with bare flesh (including being struck in combat with a fist or claw) or a metallic weapon, a shock bones delivers electricity damage to the attacker equal to its shock ability. This is true whether or not the attack is capable of affecting the shock bones.

Special Qualities: Shock bones gain immunity to electricity in addition to all the skeleton's usual special qualities.

CR Adjustment: A shock bones is treated as one step higher on the skeleton CR chart.

Sample Shock Bones

Troll Shock Bones
Large Undead
Hit Dice: 6d12 (39 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 14 (+3 Dex, –1 size, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple: +3/+13
Attack: Claw +8 melee (1d6+6 plus 1d8 electricity)
Full Attack: 2 claws +8 melee (1d6+6 plus 1d8 electricity) and bite +3 melee (1d6+3 plus 1d8 electricity)
Space/Reach: 10 ft./10 ft
Special Attacks: Shock, shocking discharge
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold ane electricity, undead traits
Saves: Fort +2, Ref +5, Will +5
Abilities: Str 21, Dex 17, Con —, Int —, Wis 10, Cha 1
Skills: —
Feats: Improved Initiative (B)
Environment: Warm forests
Organization: Any
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —

Shocking Discharge (Ex): If touched with bare flesh (including being struck in combat with a fist or claw) or a metallic weapon, a shock bones troll delivers 1d8 points of electricity damage to the attacker. This is true whether or not the attack is capable of affecting the shock bones.

Originally appeared in Dragon Magazine #234 (1996).
 
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Shade

Monster Junkie
Faerie Changeling

http://www.enworld.org/forum/genera...l-conversion-thread-finishing-off-fey-26.html

Faerie Changeling
Small Fey
Hit Dice: 4d6+8 (22 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 16 (+1 size, +4 Dex, +1 insight), touch 16, flat-footed 12
Base Attack/Grapple: +2/–4
Attack: Masterwork short sword +8 melee (1d4–2/19-20)
Full Attack: Masterwork short sword +8 melee (1d4–2/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/cold iron, disguise self, low-light vision, spell resistance 14
Saves: Fort +3, Ref +8, Will +6
Abilities: Str 7, Dex 18, Con 14, Int 18, Wis 14, Cha 16
Skills: Bluff +12, Concentration +9, Diplomacy +7, Disguise +10 (+12 acting)*, Hide +15, Intimidate +7, Knowledge (any one) +11, Knowledge (nature) +11, Listen +9, Move Silently +11, Sense Motive +9, Spot +9
Feats: Persuasive, Weapon Finesse
Environment: Any
Organization: Solitary, pair, or court (6-40 seelie faeries of mixed sizes)
Challenge Rating: 3
Treasure: No coins; 50% goods; 50% items
Alignment: Any nonevil
Advancement: 5 HD (Small)
Level Adjustment: +4

Something about this human child's eyes bely an ancient wisdom.

The faeries of the Seelie Court occasionally steal infant human and elven children, replacing them with ancient faeries.

The seelie faeries prize beauty in all its forms. This admiration extends, unfortunately, to human children. To the faeries, these children are like dolls: a passing amusement. The human lifespan—let alone childhood—is so short compared to the seelie existence, that the faeries don’t think of humans as equal beings, but as novelties. They see nothing wrong with plucking a child from its parents’ care for their own pleasure.

The faerie changeling remains among its human "parents" as long as possible, taking the opportunity to learn as much as possible about humans during the masquerade. After six or seven years, however, the faerie changeling grows bored. One night it simply disappears, never to be seen by its “parents” again, and returns to the Seelie Court.

Like other members of the Seelie Court, faerie changelings eat nearly any food, but have an aversion to milk. Their refusal to drink milk—a staple of most human children’s diets—leads to their discovery more often than any other clue. Sometimes, a perfectly ordinary human child is suspected of being a changeling simply because she or he doesn’t happen to like milk.

A faerie changeling is 2 to 4 feet tall and weighs 20 to 50 pounds.

Faerie changelings speak Common, Elven, and Sylvan.

COMBAT

Faerie changelings do their best to masquerade as human children for as long as possible. Once discovered, however, they flee as soon as possible, using their spell-like abilities to create an opportunity for escape.

Disguise Self (Su): A faerie changeling is supernaturally glamered to appear as a humanoid child, as if using a disguise self spell. This ability is constant, but the changeling can suppress or resume it as a free action.

Spell-Like Abilities: Always active—detect chaos, detect evil, detect good, detect law; 1/day—dancing lights, magic aura, minor image (DC 15), misdirection (DC 15), prestidigitation, ventriloquism (DC 14). Caster level 4th. The save DCs are Charisma-based.

Skills: A faerie changeling has a +10 bonus on Disguise checks made to impersonate a human or elven child when using its disguise self ability.

Humanoid Changelings
Human (or elven) changelings are infants stolen by faeries and raised in the Seelie Court. These humanoid changelings live among the Seelie Court until they reach that adolescence, at which point the faeries outfit them with arms and equipment and send them out into the world. Because of all they have learned among the faeries, most make it to adulthood, either somehow finding their way back to the Material Plane or living in the Shadow World. Their time among the faeries generally teaches them quite a bit about the faerie world. This usually manifests as a fey bloodline, usually minor or intermediate depending upon the time spent among the fey.

In Cerilia
In Cerilia, the Seelie Court is found in the Shadow World. As a result, many humanoid changelings wander that realm, unable (or uninterested) in returning to Cerilia.

Originally appeared in Blood Spawn (2000).
 
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Shade

Monster Junkie
Living Hair

http://www.enworld.org/forum/general-monster-talk/270413-converting-monsters-dungeon-magazine.html

Living Hair
Medium Construct
Hit Dice: 5d10+20 (47 hp)
Initiative: +7
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +3/+9
Attack: Slam +5 melee (1d6+2)
Full Attack: 2 slams +5 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 2d6+3, improved grab
Special Qualities: Construct traits, damage reduction 10/slashing, darkvision 60 ft., fast healing 2, low-light vision, rejuvenation, vulnerability to fire
Saves: Fort +1, Ref +6, Will +1
Abilities: Str 15, Dex 16, Con —, Int 9, Wis 11, Cha 10
Skills: Climb +10, Hide +11, Listen +8, Move Silently +11, Spot +4
Feats: Improved Initiative, Lightning Reflexes
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: 6-10 HD (Medium); 11-15 (HD)
Level Adjustment: —

A man-sized, man-shaped mass of hair shambles forth. Each individual strand appears to move of its own volition, but together they form an ambulatory mass.

Living hair is a sentient construct with an inherent desire to kill attractive humanoids.

Living hair arises in one of two manners. An extremely vain person can craft a construct using strands of its own hair to weave a rug or tapestry, then animating the mass with the application of magic in a manner similar to the construction of a golem. Hirsute races, such as gnolls and bugbears, are fond of living hair, and are more likely to create these constructs than other lesser golems. Living hair also has been known to arise simultaneously from a buried corpse, growing until it fills the coffine, then trickling out through the merest cracks to reach the surface. These spontaneous creations of living hair have giving credence to the old folk tales about corpses growing hair after death.

Living hair is generally solitary, in part due to its rarity, but also from a carried residue of vanity from the humanoids who contributed to its creation. This vanity has soured into a general hatred of all humanoid races, and living hair actively tries to destroy humanoids with higher than average Charisma. Living hair can be found anywhere that humanoids are generally found.

Living hair stands 5 to 6 feet tall and weighs around 100 pounds. It can compress its body to fit into cracks as small as 1 inch wide.

Living hair cannot speak, but understands Common (or the primary language of the race of its creator).

COMBAT

In battle, living hair strikes with two shapeless fists, attempting to grasp and strangle its opponent.

Constrict (Ex): Living hair deals 2d6+3 points of damage with a successful grapple check against a Large or smaller creature. Because it flows into and over the victim's nostrils and mouth, a creature in the living hair's grasp cannot speak or cast spells with verbal components.

Improved Grab (Ex): To use this ability, living hair must hit a Large or smaller opponent with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Living hair receives a +4 racial bonus on grapple checks, which is already included in the statistics block.

Rejuvenation (Su): In most cases, it’s difficult to destroy living hair through simple combat: the living hair grows back to its full mass in 2d10 days. As a rule, the only way to permanently destroy living hair is to burn it. Landing the killing blow with fire damage is sufficient.

Skills: Living hair has a +4 racial bonus on Listen checks and +8 racial bonus on Climb, Hide, and Move Silently checks. It can always choose to take 10 on Climb checks, even if rushed or threatened.

Construction

A living hair's body can be crafted from any sort of hair (human hair, horsehair, wool, etc.) interwoven with strands of hair from the creator. Creating the body is a complex task that requires a DC 15 Craft (weaving) check. Five or more ranks in the Use Rope skill grants a +2 bonus on the Craft check.

CL 7th; Craft Construct, animate dead, animate rope, arcane mark, entangle, caster must be at least 7th level; Price 7,500 gp; Cost 3,750 gp + 300 XP.

Originally appeared in Dungeon Magazine #76 (1999).
 
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Shade

Monster Junkie
Roc, Zakharan, Common

http://www.enworld.org/forum/general-monster-talk/268436-converting-al-qadim-creatures-10.html

Roc, Zakharan, Common
Gargantuan Magical Beast
Hit Dice: 18d10+126 (225 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 80 ft. (average)
Armor Class: 17 (-4 size, +2 Dex, +9 natural), touch 8, flat-footed 15
Base Attack/Grapple: +18/+14
Attack: Talon +28 melee (3d6+14)
Full Attack: 2 talons +28 melee (3d6+14) and bite +26 melee (3d8+7)
Space/Reach: 20 ft./15 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +18, Ref +13, Will +9
Abilities: Str 38, Dex 15, Con 24, Int 2, Wis 13, Cha 11
Skills: Hide -3, Listen +10, Spot +14
Feats: Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover
Environment: Warm mountains and island forests
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 19-32 HD (Gargantuan); 33-54 (Colossal)
Level Adjustment: —

This enormous bird displays brilliant, multicolored plumage.

Zakharan rocs have brilliant, multicolored plumage. Their wings and backs are typically a shade of green or gold, and females have snowy breasts. Their heavy, powerful beaks range from pale ivory to a rich shade of brass. The wing tips of a common Zakharan roc are crimson. Males sport crests of a color matching their wing tips. On extremely rare occasions, pure white, black, or red rocs have been sighted.

These enormous creatures are 60 feet long from their beak to the end of their 20-foot long tail feathers, with wingspans as wide as 120 feet. A typical Zakharan roc weighs between 25,000 and 30,000 pounds.

COMBAT

A roc attacks from the air, swooping earthward to snatch prey in its powerful talons and carry it off for itself and its young to devour. A solitary roc is typically hunting and will attack any Medium or larger creature that appears edible. A mated pair of rocs attack in concert, fighting to the death to defend their nests or hatchlings.

Skills: Zakharan rocs have a +4 racial bonus on Spot checks.

In Zakhara
Zakharan rocs frequent regions in which they can readily find large prey, such as the mountains bounding the Ruined Kingdoms and the island of Afyal. A few, for whom pickings are slim, have been seen soaring over desert wastes and open expanses of ocean.

Originally appeared in Land of Fate (1992).
 

Shade

Monster Junkie
Goat Demon

http://www.enworld.org/forum/genera...nverting-oriental-adventures-creatures-9.html

Goat Demon
Medium Undead (Extraplanar, Shapechanger)
Hit Dice: 2d12 (13 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +1/+3
Attack: Gore +3 melee (1d8+3 plus paralysis)
Full Attack: Gore +3 melee (1d8+3 plus paralysis) and 2 slams +1 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis, inexorable gnawing
Special Qualities: Alternate form, darkvision 60 ft., immunity to electricity, resistance to acid 5, cold 5, and fire 5, +2 turn resistance, undead traits
Saves: Fort +0, Ref +2, Will +5
Abilities: Str 14, Dex 15, Con —, Int 7, Wis 14, Cha 12
Skills: Balance +2, Climb +3, Disguise +1*, Hide +4, Jump +3, Move Silently +4, Spot +4
Feats: Multiattack
Environment: Infinite Layers of the Abyss
Organization: Solitary or herd (2-24)
Challenge Rating: 1
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 3–4 HD (Medium)
Level Adjustment: —

This cadaverous goat appears to have been decomposing for quite some time.

Goat demons are a minor form of undead presumably created by Orcus or his artaaglith servants. These anthropophagus undead delight in the destruction of mankind. Goat demons frequently chew their way into graves and tombs to defile and devour the contents.

A typical goat demon is 5 to 6 feet tall and weighs between 100 and 200 pounds.

Goat demons speak Abyssal and Common.

COMBAT

A goat demon usually tries to disguise itself as a stray goat and work its way close to a lone victim, then switch to goatman form and launch a surprise attack with its paralysing horns. If successful, it uses its inexorable gnawing ability on its helpless victim. A herd of goat demons employs similar ambush tactics, masquerading as a lost flock of goats.

Goat demons are not brave creatures, and will switch to quadruped form and flee if wounded or outmatched.

Alternate Form (Su): A goat demon's natural form is that of a hideous decomposing goat, but it prefers to attack in its alternate form, a creature with the body of a hairy ghoul and the head of a goat (stats as above). A goat demon can switch from one form to the other with a swift action.

When in goat form, the goat demon's speed increases to 40 ft., but it loses its slam attacks and the ability to wield weapons (or any other activity requiring hands). In this form the goat demon can disguise itself as a regular, living goat with a +10 racial bonus on its Disguise checks.

If slain, a goat demon reverts to its goat form and then dissolves into a pile of bones and putrescence.

Inexorable Gnawing (Ex): A goat demon can chew its way through almost anything with its powerful jaws and teeth. As a standard action, the goat demon can deal 2d6+3 damage to any immobile object, including victims of its paralysis attack and opponents the goat demon has grappled and pinned. Inexorable gnawing ignores damage reduction and hardness of less than 10.

Paralysis (Ex): Those hit by a goat demon's gore attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

Originally appeared in Dragon Magazine #26 (1979).
 
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