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Shade

Monster Junkie
Golem, Burning Man

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-41.html

Golem, Burning Man
Huge Construct (Fire)
Hit Dice: 14d10+40 (117 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 16 (-2 size, -1 Dex, +9 natural), touch 7, flat-footed 16
Base Attack/Grapple: +10/+25
Attack: Slam +16 melee (2d10+7/19-20 plus cinder shower)
Full Attack: 2 slams +16 melee (2d10+7/19-20 plus cinder shower)
Space/Reach: 15 ft./15 ft.
Special Attacks: Cinder shower, keening
Special Qualities: Construct traits, damage reduction 10/magic and bludgeoning, darkvision 60 ft., fast healing 1, immunity to electricity and fire, low-light vision, quench vulnerability, rejuvenation, vulnerability to cold
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con —, Int 3, Wis 11, Cha 13
Skills: Intimidate +14, Listen +2, Spot +2
Feats: Improved Critical (slam), Power Attack, Reckless Offense, Stand Still, Weapon Focus (slam)
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral evil
Advancement: 15-21 HD (Huge); 22-42 HD (Gargantuan)
Level Adjustment: —

This massive humanoid figure appears built from glowing red coals covered in white-hot cinders.

A burning man is a specialized golem constructed from a huge wicker frame filled with pitch. Granted rudimentary intelligence, these golems have been known to turn upon their creators. They are filled with a lust to burn and destroy, and will seek to pervert the spirit of any command to achieve that end. Burning men are often created to battle trolls and other creatures with regeneration overcome by fire.

A burning man stands 18 feet tall and weighs 5,000 pounds.

Although slightly intelligent, a burning man cannot speak. It makes a creaking, hissing, and popping sound as it moves.

COMBAT

These crude constructs attack almost without strategy. They are best used on the battlefield where their awesome presence can do the most good as they wade into masses of troops. Burning men generally employ their keening on the third round of combat.

Cinder Shower (Ex): When the burning man attacks with its powerful fists, each successful strike creates a cinder shower that covers its opponent with glowing cinders. These cinders continue to burn for 1 minute or until doused with water or earth. Any foe so showered takes 1 point of fire damage per round. A victim damaged by the shower also suffers a -4 penalty on attack rolls, skill checks, and ability checks, as well as a -2 penalty to Dexterity, for 2d10 rounds. Shower effects are not cumulative except for damage; the maximum Dexterity penalty is -2, but an opponent struck twice would take 2 additional points of damage per round until doused. Any creature or flammable object that takes fire damage from the cinders must make a DC 18 Reflex save or catch fire; the fire burns for 1d4 rounds if not extinguished. The save DC is Charisma-based.

Keening (Su): The burning man can use a terrible keening attack once each day. Any creature within 80 feet of the burning man must must make a DC 18 Will saving throw or be affected as by a fear spell (caster level 14th). The save DC is Charisma-based.

Quench Vulnerability (Ex): A quench spell extinguishes the burning man's red-hot cinders for one round per caster level. During this time the golem loses its Cinder Shower special attack and has its Armor Class reduced by 2.

Rejuvenation (Su): When reduced to 0 hit points, each fragment of the golem will flash into a brightly burning flame and collapse into ash. Each ash pile must be mixed with holy water and scattered or the creature will reform at full strength in 3d10 days.

Construction
A burning man's body is sculpted from 5,000 pounds of wicker and pitch, treated with rare oils and naptha compounds costing at least 2,000 gp. Assembling the body requires a DC 18 Craft (weaving) check.

CL 16th; Craft Construct, animate objects, fire shield, flaming sphere, geas/quest, and limited wish, caster must be at least 16th level; Price 60,000 gp; Cost 31,000 gp + 2,320 XP.

Originally appeared in Dragon Magazine #209 (1994).
 
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Shade

Monster Junkie
Skeleton, Crystal

http://www.enworld.org/forum/genera...cial-conversion-thread-moldvays-undead-8.html

Skeleton, Crystal (variant template)

A crystal skeleton is a variant skeleton whose bones have been transformed into pale blue ice. They are only found in cold regions where snow and ice are common.

Organized and cunning, crystal skeletons realize their greatest threat is their exploding bodies and wait for the best opportunity to damage the largest number of foes, attacking with maddening glee.

Though they are compelled to follow orders of their creator, they are not beyond independent thought. They are not passive undead, waiting motionless in a crypt or graveyard, but a restless guard, stalking an area in frustrated anger. Sages believe that crystal skeletons exist in an agitated state because they are good-aligned souls trapped in an evil union of magics. This would account for their suicidal attacks, as once destroyed, their souls are free to rest in peace once again.

Crystal skeletons cannot speak, but understand the languages of their creator and any languages they spoke in life. Additionally, crystal skeletons may communicate telepathically with any other crystal skeletons with 100 feet.

A crystal skeleton may be created with animate dead, but each casting also requires the casting of chill touch and shatter.

Unlike the standard skeleton template, a crystal skeleton may only be created from a giant, humanoid, or monstrous humanoid base creature.

Armor Class: A crystal skeleton's natural armor bonus is 1 less than a standard skeleton.

Special Attacks: A crystal skeleton gains the following special attacks.

Death Throes (Ex): If a crystal skeleton is slain its body explodes into a burst of razor-sharp shards of ice, affecting all living creatures within a radius equal to twice the skeleton's space (for example, a 10-foot-radius burst for a Small or Medium crystal skeleton). Creatures within the area suffer piercing damage based on the table below plus the crystal skeleton's Strength modifier. A successful Reflex save halves the damage. The save DC is Strength-based and includes a +2 racial bonus.

Tiny or smaller 1d6
Small 1d8
Medium 2d6
Large 3d6
Huge 4d6
Gargantuan 6d6
Colossal 8d6

If the crystal skeleton is destroyed by a sonic or force effect, it explodes with greater impact, doubling the radius and damage dealt.

Abilities: A crystal skeleton’s Intelligence score changes to 4.

Skills: Since a crystal skeleton is not mindless, it gains skills as normal for a creature of its type and Hit Dice. A crystal skeleton’s class skills are Hide, Listen, Move Silently, Spot, and Tumble. *A crystal skeleton has a +8 racial bonus on Hide checks in areas of ice or snow.

Feats: Since a crystal skeleton is not mindless, it gains feats as normal for a creature of its type and Hit Dice. Like normal skeletons, it also gains Improved Initiative as a bonus feat.

Environment: Any cold.

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

Sample Crystal Skeletons

Crystal Skeleton, Human Warrior
Medium Undead
Hit Dice: 1d12 (6 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 12 (+1 Dex, +1 natural), touch 11, flat-footed 11
Base Attack/Grapple +0/+1
Attack: Claw +2 melee (1d4+1)
Full Attack: 2 claws +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death throes (DC 13, 2d6+1)
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 13, Dex 13, Con —, Int 4, Wis 10, Cha 1
Skills: Hide +1*, Tumble +5
Feats: Improved Initiative (B), Weapon Focus (claw)
Environment: Any cold
Organization: Any
Challenge Rating: 1
Treasure: None
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —

Crystal Skeleton Frost Giant
Large Undead (Cold)
Hit Dice: 14d12 (91 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 11 (-1 size, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple +7/+20
Attack: Claw +16 melee (1d6+9)
Full Attack: 2 claws +16 melee (1d6+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Death throes (DC 28, 3d6+9)
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits, vulnerability to fire
Saves: Fort +4, Ref +4, Will +9
Abilities: Str 29, Dex 11, Con —, Int 4, Wis 10, Cha 1
Skills: Hide +4*, Spot +9
Feats: Cleave, Great Cleave, Improved Initiative (B), Improved Overrun, Power Attack, Weapon Focus (claw)
Environment: Any cold
Organization: Any
Challenge Rating: 7
Treasure: None
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —

Originally appeared in Dragon Annual #2 (1997).
 
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Shade

Monster Junkie
Hu Hsien

http://www.enworld.org/forum/genera...verting-oriental-adventures-creatures-15.html

Hu Hsien
Medium Outsider (Native, Shapechanger, Spirit)
Hit Dice: 6d8+12 (39 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 17 (+2 Dex, +4 deflection, +1 natural), touch 16, flat-footed 15
Base Attack/Grapple: +6/+7
Attack: Rapier +8 melee (1d6+1/18-20) or bite +7 melee (1d6+1) or shortbow +8 ranged (1d6/x3)
Full Attack: Rapier +8/+3 melee (1d6+1/18-20) and bite +2 melee (1d6) or shortbow +8/+3 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drain life, fascinate, spell-like abilities, touch of the hu hsien
Special Qualities: Alternate form, damage reduction 5/magic and cold iron, darkvision 60 ft., fast healing 1, immunity to fire, low-light vision, resistance to cold 10, scent, spell resistance 16, vulnerability to electricity
Saves: Fort +7, Ref +9, Will +8
Abilities: Str 12, Dex 15, Con 14, Int 17, Wis 17, Cha 18
Skills: Balance +11, Bluff +17, Concentration +9, Diplomacy +21, Disguise +11 (+13 acting), Hide +15, Intimidate +6, Jump +14, Knowledge (nature) +10, Listen +14, Move Silently +15, Sense Motive +12, Spot +14, Survival +3 (+5 in aboveground natural environments), Tumble +11
Feats: Lightning Reflexes, Negotiator, Weapon Finesse
Environment: Temperate plains, forests, hills, and mountains
Organization: Solitary or pack (2-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 7-18 HD (Medium) or by character class
Level Adjustment: +7

This maiden has exceptional beauty and grace. Her long, flowing hair is rust-colored, and she wears long, silken robes.

The hu hsien are a race of shapeshifting supernatural foxes. Cunning and clever, hu hsien delight in their ability to manipulate and torment hapless humans. Their preferred victims are those who doubt their existence.

Hu hsien feed on the life force of other creatures. To do so, the hu hsien generally assumes human form and uses its fascinate ability to cause the victim to fall hopelessly in love with it. The victim, totally blinded by love, is not aware that its life is slowly being drained away. Once the process starts, the victim can only be saved if the hu hsien is driven away or destroyed.

Hu hsien are not totally cruel and ungrateful. They have been known to reward or aid people who have helped them or shown them kindness and generosity. Such rewards usually take the form of success at examinations, good fortune, or rescue in a moment of great danger. They are particularly attracted to scholars, both for good and ill.

Hu hsien are particularly fond of wine, unable to resist its temptation. However, once intoxicated they unwillingly revert to their true forms.

Hu hsien lairs are normally on the edges of human villages. Sometimes they occupy an abandoned house, using their magical powers to create the illusion of great wealth and luxury. Other times their lair is a fox den similarly enchanted to appear as a great mansion on the inside. Many times the unfortunate traveler has dined and slept in a grand hall only to awaken in the tight cramped space under the floors of an old house.

A hu hsien stands 5-1/2 feet tall and weighs around 100 pounds.

Hu hsien speak Common and Sylvan, and can continuously speak with animals (as the spell).

COMBAT

A hu hsien prefers to fascinate suitable prey upon which to feed. If faced with multiple opponents, a hu hsien uses its spell-like abilities to hamper and confuse them, then summons allies to fight for it. It generally uses its weapons only as a last resort.

Alternate Form (Su): A hu hsien can shift between its humanoid and fox forms as a standard action. In humanoid form, it cannot use its bite attack, but it can use its spell-like abilities, supernatural abilties, and its weapons. In fox form, it can make bite attacks and use its spell-like abilities and supernatural abilities, but cannot use manufactured weapons. A hu hsien in either form has the same land speed.

A hu hsien remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the hu hsien revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.

Drain Life (Su): Once a day, a hu hsien can feed on the life force of a human victim it has enchanted with its fascinate power. The hu hsien must remain in close, friendly contact with its victim for an hour, at the end of which it bestows one negative level on its victim. The victim is totally blinded by love and does not realize what has befallen them and will allow the hu hsien to slowly drain them to death, one negative level per day. The victim can only be saved if the fascination effect is broken (e.g. by break enchantment) or the hu hsien is driven away or destroyed by others. The DC is 17 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the hu hsien gains 5 temporary hit points.

Fascinate (Su): A hu hsien may fascinate a single humanoid within 30 ft. This functions as a charm person spell with a duration of 2d6 days, except that the subject becomes helpful rather than friendly. Also, the hu hsien receives a +4 racial bonus to Charisma checks if necessary to convince the subject to remain in her company. A DC 17 Will save negates this effect. The save DC is Charisma-based.

Spell-Like Abilities: At will—comprehend languages, detect thoughts, disguise self, hypnotic pattern, hypnotism, invisibility (self only), read magic, scare, ventriloquism; 1/day—legend lore, magic jar, major creation, mirage arcana, summon nature's ally IV. Caster level 6th. The save DCs are Charisma-based.

Touch of the Hu Hsien (Su): Three times per week, a hu hsien may attempt to touch a creature (requiring a touch attack if the recipient is unwilling) and bestow a permanent blessing or curse. The blessing takes the form of a permanent bless spell (caster level 6th), while the curse is identical to the bestow curse spell (DC 17, caster level 6th). The save DC is Charisma-based.

Skills: A hu hsien has a +4 racial bonus on Bluff, Diplomacy, Hide, Listen, Move Silently, and Spot checks.

Originally appeared in Oriental Adventures (1985).
 
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Shade

Monster Junkie
Beetle, Giant, Diving, Larva

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-25.html

Beetle, Giant, Diving, Larva
Medium Vermin (Aquatic)
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d8+1 plus 1d6 acid)
Full Attack: Bite +2 melee (1d8+1 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, improved grab
Special Qualities: Darkvision 60 ft., jet, vermin traits
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 13, Dex 10, Con 14, Int —, Wis 10, Cha 9
Skills: Hide +4, Swim +9
Feats: —
Environment: Temperate and warm aquatic
Organization: Solitary or cluster (2-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: —

This man-sized insect larva is long and thin with enormous mandibles.

In its larval stage, the giant diving beetle is ferocious. They are often called “water tigers” both for their coloration and their ferocity.

Larvae prey mostly on snails, small fish, and worms. Over the next several months, they molt three or four times in shallow water, where access to air is easy. Giant diving beetles breathe by trapping air in their bodies, and need only stick the hindmost tip of their abdomens above the surface of the water to replenish their air supply.

In late summer or early fall, the larva digs a burrow for itself underwater, fills it with air bubbles it brings from the surface, and seals itself in. Safe in its earth-cocoon, it pupates-growing into a fat, white, grub-like creature with legs. The pupa is an intermediate form, for soon after it metamorphosizes again, this time into its adult form. At that point it leaves its burrow and rejoins the aquatic environment.

A typical giant diving beetle larvae is 5 to 6 feet in length. Giant diving beetle larvae are translucent when they hatch and gradually become light yellow or orange.

COMBAT

They remain motionless against a clump of reeds or other plant stalks, then pounce upon any prey that comes near. Once a larva has a victim in its mandibles, it hangs on until the prey dies or escapes.

Jet (Ex): A giant diving beetle larvae can jet backward once per round as a full-round action, at a speed of 150 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Skills: A giant diving beetle larvae has a +4 racial bonus on Hide checks. A giant diving beetle larvae has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Originally appeared in Dragon Magazine #250 (1998).
 
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Shade

Monster Junkie
http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-37.html

Mithral Guardian, Lesser
Huge Construct
Hit Dice: 24d10+40 (172 hp)
Initiative: -2
Speed: 30 ft. (6 squares)
Armor Class: 36 (-2 size, -2 Dex, +30 natural), touch 6, flat-footed 36
Base Attack/Grapple: +18/+41
Attack: Slam +31 melee (3d12+15)
Full Attack: 2 slams +31 melee (3d12+15)
Space/Reach: 15 ft./15 ft.
Special Attacks: Dispel darkness, silent aura
Special Qualities: Construct traits, damage reduction 20/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +8, Ref +6, Will +8
Abilities: Str 41, Dex 7, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always neutral good
Advancement: 25-36 HD (Huge); 37-72 HD (Gargantuan)
Level Adjustment: —

This massive moving statue resembles a resplendent dwarven miner.

Mithral guardians are specialized golems created by the dwarven followers of the deity Dumathoin. All are carved in the god's image. Lesser mithral guardians glorfiy Dumathoin's aspects of mining and underground exploration.

Although many believe these constructs to be formed of pure mithral, and therefore a treasure trove of the metal, only a small portion of mithral is actually used in their construction (see below).

A lesser mithral guardian stands 18 feet tall and weighs 8,500 pounds.

A lesser mithral guardian cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.

COMBAT

Mithral guardians are mighty combatants. They strike with deadly accuraccy and incredible force.

Dispel Darkness (Su): When a mithral guardian encounters a magical darkness effect, it may dispel the darkness as a free action. If the mithral guardian's caster level check (effective CL 20th) exceeds a DC of 11 plus the darkness effect's caster level, the darkness is completly dispelled and negated. This otherwise functions as a targeted use of dispel magic.

Immunity to Magic (Ex): A mithral guardian is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals electricity or force damage breaks heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the mithral guardian to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a mithral guardian hit by a lightning bolt gains back 6 hit points if the damage total is 18 points. A mithral guardian gets no saving throw against electricity or force effects.

Silent Aura (Su): A mithral guardian is continuously shrouded in silence to a radius of 15 feet. This functions as a silence spell (DC 22). The save DC is Constitution-based.

Construction

A mithral guardian's body is sculpted from 8,000 pounds of pure iron veined and plated with 500 pounds of pure silver, then inset with runes formed from 10 pounds of mithral. A wish spell is used to transform the entire body into mithral during the enchantment process. The total cost of the materials is 20,000 gp, including rare tinctures and admixtures smelted into the metals. Assembling the body requires a DC 23 Craft (armorsmithing) check or a DC 23 Craft (weaponsmithing) check.

CL 20th; Craft Construct, geas/quest, permanency, sunburst, wish or miracle, caster must be at least 20th level; Price 200,000 gp; Cost 110,000 gp + 7,200 XP.

Originally appeared in Undermountain: The Lost Level (1996).
 
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Shade

Monster Junkie
Golem, Dwarf Crusher

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

Golem, Dwarf Crusher
Large Construct
Hit Dice: 14d10+30 (107 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 26 (–1 size, –1 Dex, +18 natural), touch 8, flat-footed 26
Base Attack/Grapple: +10/+23
Attack: Slam +18 melee (3d8+9)
Full Attack: 2 slams +18 melee (3d8+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dwarfbane, heat wave, reflexive sunder
Special Qualities: All-around vision, construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 29, Dex 9, Con —, Int —, Wis 11, Cha 12
Skills: —
Feats: —
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 15–21 HD (Large); 22–42 (Huge)
Level Adjustment: —

This large automaton resembles a crudely-fashioned statue of a squat, ugly dwarf. The head seems small for the massive body, and features two faces, one on each side, with ropy beards, slack jaws, beady eyes, jug ears, cob noses, and sloping brows. The chunky torso is made up of several flat, rotatable discs. The construct has sausage-shaped arms that hang down past its knees, and the legs are thick and stumpy. All the joints look bulbous, as though inflamed or arthritic. It moves with a ponderous waddle, and its skin seems stony.

A dwarf crusher is a specialized stone golem specifically created to defeat dwarves. Originally the brainchild of the evil wizard Tairdo, whose hatred of dwarves borders on the pathological, he has since spread the secrets of their creation far and wide.

A dwarf crusher is 7 feet tall and weighs around 2,000 pounds. Although it seems to move with a ponderous waddle, its swiveling joints make it surprisingly agile. The creature's outer skin seems stony, but actually consists of very dense clay laid over a stone core.

COMBAT

Dwarf crushers are physically powerful and difficult to harm. A dwarf crusher will always focus its attacks on any dwarves present before moving on to other targets. It utilizes its heat wave whenever it is available.

All-Around Vision (Ex): A dwarf crusher's multiple faces gives it a +4 racial bonus on Spot and Search checks, and it can't be flanked.

Dwarfbane (Su): A dwarf crusher's natural attacks function as bane weapons against dwarves, granting a +2 bonus on attack rolls, and deals an additional 2d6+2 points of damage.

Heat Wave (Su): Once every 1d4+1 rounds, a dwarf crusher can emit a wave of volcanic heat. All creatures within 10 feet suffer 10d6 points of fire damage to creatures, while those 11 to 20 feet from the construct take 5d6 points of fire damage. All metal equipment carried by creatures within the area is also subject to a heat metal effect (caster level 12th, Fort DC 18 negates). The save DC is Constitution-based.

Immunity to Magic (Ex): A dwarf crusher is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A transmute rock to mud spell slows a dwarf crusher (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.

A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.

Reflexive Disarm (Ex): The armor plates and body-joints that make up a dwarf crusher golem constantly shift and rotate around each other in combat, creating a grinding sound like scores of millstones crushing gravel. Anyone who strikes a rock crusher with a melee attack must make a DC 16 Reflex save or the armor plates trap the weapon. The armor plates crush the victim's weapon for 3d8+9 points of damage; if it is a natural weapon, the attacker takes the damage instead. If the weapon can be disarmed, it is also trapped in the armor plates. To recover a trapped weapon, an opponent must make a successful Disarm attack against the golem (the golem gets a +23 modifier on its opposed attack roll). The save DC is Dexterity-based.

Construction
A dwarf crusher's body is chiseled from a single block of hard stone, such as granite, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.

CL 14th; Craft Construct, bane, heat metal, limited wish, shatter, wall of fire, caster must be at least 14th level; Price 90,000 gp; Cost 50,000 gp + 3,400 XP.

Originally appeared in Axe of the Dwarvish Lords (1999).
 
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Shade

Monster Junkie
Golem, Sentinel

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-48.html

Golem, Sentinel
Huge Construct
Hit Dice: 16d10+40 (128 hp)
Initiative: -1
Speed: 20 ft. (4 squares), fly 20 ft. (perfect)
Armor Class: 28 (-2 size, -1 Dex, +21 natural), touch 7, flat-footed 28
Base Attack/Grapple: +12/+32
Attack: Trident +22 melee (3d6+18) or tri-beam +11 ranged touch (6d6+3 negative energy)
Full Attack: Trident +22/+17/+2 melee (3d6+18) or 3 tri-beams +11 ranged touch (6d6+3 negative energy)
Space/Reach: 15 ft./15 ft.
Special Attacks: Tri-beams
Special Qualities: All-around vision, construct traits, damage reduction 10/adamantine, darkvision 60 ft., flight, low-light vision, minor spell invulnerability
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 35, Dex 9, Con —, Int —*, Wis 11*, Cha 1*
Skills: —*
Feats: —*
Environment: Any land and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: I7-23 HD (Huge); 24-48 (Gargantuan)
Level Adjustment: —
*As beholder pilot (see below).

A huge suit of bronze armor, nearly three times the height of a man, moves forth. Angular and severe in design, the armor has many projecting spikes and overlapping plates. It wields a huge bronze trident carved with intricate runework.

Sentinel golems are animated suits of armor used by beholders. Originally presented to spacefaring beholders by the mercane, the use of sentinels and knowledge of their creation has spread throughout beholderkind.

A sentinel golem features a large hollow helmet in which a beholder sits and pilots the construct. The beholder can see through the visor and ports in the rear (thus retaining its all-around vision), and can speak through a mouthpiece in the helmet. Piloting a sentinel is tiring work, and commands all the beholder's attention.

Sentinels get their name from their most frequent use guarding beholder hives. The constructs fall intert without a pilot, so they do not provide eternal vigilance as some other golems might.

A sentinel stands 18 feet tall and weighs over 5,000 pounds.

Sentinels cannot speak, but their beholder pilots can speak through them.

COMBAT

Because a sentinel is controlled by its beholder pilot, it fights with a greater command of tactics than one might expect from a golem. The beholder may channel its eyes rays into the trident to unleash a deadly tri-beam of negative energy.

All-Around Vision (Ex): A sentinel suit allows its beholder pilot to benefit from its many eyes, granting it a +4 racial bonus on Spot and Search checks. A sentinel cannot be flanked.

Beholder Pilot (Ex): A sentinel golem is normally inert, it only animates when a beholder or beholder-kin enters its helmet to operate it. A sentinel golem can hold a single beholder up to one size smaller than itself. While operating the golem the beholder pilot loses the use of its eye rays, which are used to power the golem. Powering the golem is as tiring as walking, so a beholder that operates a sentinel golem for longer than 8 hours must start making Fortitude saves every hour (DC 10, +2 per extra hour), taking 1d6 nonlethal damage per failure (see Forced March under Overland Movement).

Flight (Su): A beholder piloting a sentinel golem can render the golem's body supernaturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

Minor Spell Invulnerability (Su): A sentinel golem that is being piloted by a beholder or beholder-kin can not be affected by any spell or spell-like ability of 3rd level or lower, just as if it were within the area of a lesser globe of invulnerability spell (caster level equal to the beholder's hit dice). The golem's spell invulnerability also protects all objects the golem is carrying, as well as its beholder pilot. This defense can be brought down by a targeted dispel magic, but will automatically reinstate itself at the end of the golem's next round.

Tri-beams (Su): A beholder pilot can channel its eye rays through the sentinel's trident to produce a magical tri-beam once per round as a standard action. These three black beams of negative energy may be targeted at separate creatures or all at a single creature. The range is 180 feet. A successful hit deals 6d6+3 points of negative energy damage (a successful Will save halves the damage). Additionally, a creature damaged by the tri-beam must succeed on a Fortitude save or fall unconscious for 1d4 rounds. The save DCs are equal to 10 + 1/2 sentinel's Hit Dice + Cha modifier of beholder pilot (18 + Cha modifier of beholder pilot for a typical sentinel).

Since undead are powered by negative energy, a tri-ray cures such a creature of a like amount of damage, rather than harming it. A tri-beam follows all the rules for a ray (see Aiming a Spell, page 175 of the Player's Handbook).

Greater Sentinels
A Gargantuan sentinel golem's tri-beam attack deals 9d6+3 damage. Additionally, a sentinel of Gargantuan size replaces its minor spell immunity with the following ability:

Major Spell Invulnerability (Su): A greater sentinel golem that is being piloted by a beholder or beholder-kin can not be affected by any spell or spell-like ability of 4rd level or lower, just as if it were within the area of a globe of invulnerability spell (caster level equal to the beholder's hit dice). The golem's spell invulnerability also protects all objects the golem is carrying, including its beholder pilot. This defense can be brought down by a targeted dispel magic, but will automatically reinstate itself at the end of the golem's next round.

Originally appeared in SJA1 - Wildspace (1990).
 
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Shade

Monster Junkie
Beetle, Giant, Diving, Adult

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-25.html

Beetle, Giant, Diving, Adult
Medium Vermin
Hit Dice: 4d8+8 (26 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 40 ft., fly 40 ft. (average)
Armor Class: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +3/+5
Attack: Bite +5 melee (1d4+2)
Full Attack: Bite +5 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., hold breath, vermin traits
Saves: Fort +6, Ref +1, Will +1
Abilities: Str 15, Dex 10, Con 15, Int —, Wis 10, Cha 9
Skills: Swim +10
Feats: —
Environment: Temperate and warm aquatic
Organization: Solitary or cluster (2-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-6 HD (Medium), 7-12 HD (Large)
Level Adjustment: —

This man-sized beetle has a greenish-black exoskeleton. Its hind legs are long and thick, with paddle-like extremities.

Adult giant diving beetles are scavengers, attracted to dead and decaying flesh. Although they are solitary, several beetles might join to share in a large food source. Their fully-functioning wings allow them to fly from pond to pond or lake to lake, searching for new food sources or spawning grounds.

The adult form is sleek and smooth, allowing the creature to glide effortlessly through the water. Its oversized rear legs have paddle-like ends, and it darts through the water quickly by “rowing” its rear legs simultaneously.

Giant diving beetles are solitary creatures, coming together only to mate. Mating occurs in water during the springtime. The male beetle has suction disks on his front legs to keep him attached to the female’s slippery shell. The female lays the eggs near water plants. (Some bite small holes in plant stems and deposit the eggs there.) After three weeks, the eggs hatch into larvae.

A typical adult giant diving beetle is 5 to 6 feet in length. The exoskeletons of adult giant diving beetles are greenish-black, but appear green underwater.

COMBAT

Adult giant diving beetles are scavengers. Their bite attacks are weaker than the larval form, and lack the acidic saliva.

Hold Breath (Ex): A giant diving beetle can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning. For a typical giant diving beetle, this is 90 rounds, or 9 minutes.

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

Originally appeared in Dragon Magazine #250 (1998).
 
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Shade

Monster Junkie
http://www.enworld.org/forum/general-monster-talk/268436-converting-al-qadim-creatures-17.html

Nasnas
Medium Aberration
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 14 (+1 natural, +3 studded leather), touch 10, flat-footed 14
Base Attack/Grapple: +2/+7
Attack: Scimitar +7 melee (1d6+7/18-20)
Full Attack: Scimitar +7 melee (1d6+7/18-20))
Space/Reach: 5 ft./5 ft.
Special Attacks: Monodextrous, terrifying scream
Special Qualities: Damage reduction 5/cold iron, darkvision 60 ft.
Saves: Fort +2, Ref +0, Will +2
Abilities: Str 20, Dex 11, Con 15, Int 7, Wis 10, Cha 12
Skills: Balance +4, Jump +17, Listen +7, Spot +6
Feats: Endurance (B), Power Attack
Environment: Any land and underground
Organization: Solitary, squad (3-10), or tribe (11-30)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 3-6 HD (Medium)
Level Adjustment: —

This creature appears to be a human fighter, but half its body is missing. It has only one arm, one leg, and half a face and torso. Its skin has a greenish-gray cast, and its single eye glints with malevolence.

Nasnas are artificial beings created by evil spellcasters to serve as guardians. The twisted magic used in their creation renders them quite insane, although obedient, servants. Their birthing process is quite horrific, drawing the attention and ire of paladins and other champions of goodness.

Should their creator die, nasnas lose their reason for existence. The majority attempt suicide, throwing themselves off the nearest cliff or drowning themselves in the closest ocean, while the remainder wander aimlessly through the wilderness, hunting and scavenging for the remainder of their short, tragic lives.

A nasnas stands 6 feet tall and weighs around 150 pounds. A nasnas' lifespan is around 30 years, but most find a way to kill themselves far earlier.

Nasnas understand Common, but since they are missing half their vocal cords, they cannot speak. Nasnas are only capable of uttering a strange, high-pitched, hooting noise. The nasnas’s current emotipnal state can be discerned from the volume and tone of the hooting.

COMBAT

Nasnas are aggressive fighters. They rush in close to their foes to use their terrifying scream power, then lay about them with their weapons. Showing no fear of death, they fight with fanatical dedication, only retreating from combat if ordered to by their master.

A nasnas is proficient with all simple and martial weapons, with light and medium armor, but not with shields. Due to their bizarre physionomy, armor created for nasnas costs twice the normal price.

Martial Training (Ex): Nasnas possess the base attack bonus of a fighter of their level, and qualify for feats as if they were fighters of a level equal to their Hit Dice.

Monodextrous (Ex): A nasnas may wield two-handed melee weapons in its single hand with no penalty. It applies one and one-half times its Strength bonus as normal for two-handed weapons. When wielding a one-handed melee weapon, a nasnas treats it as if wielded two-handed, allowing it to apply the additional half of its Strength bonus. A nasnas wielding a double weapon always treats the weapon as if it were wielded one-handed.

Terrifying Scream (Su): When a nasnas hoots and screams, all creatures except its creator and other nasnas within a 10-foot spread must succeed on a DC 12 Will save or become panicked for 1d4+1 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same nasnas's hoot for 24 hours. The save DC is Charisma-based.

Skills: Nasnas have a +4 racial bonus on Balance, Listen, and Spot checks and a +12 racial bonus on Jump checks.

Greater Nasnas
A nasnas of 6 HD paralyzes its victims with fear when it uses its terrifying scream ability, rather than panicking them.

Creating Nasnas
Creating nasnas is a complicated and vile process. A spellcaster must first create a magical fruit, called a nasnas fruit. The fruit must then be cut in equal halves. The spellcaster must then convince a humanoid woman to eat one of the halves (methods range from conventional trickery to magical coercion). The nasnas will gestate for nine months, acting in all manner like a typical pregnancy. The woman will conceive and in nine months give birth to an infant nasnas. The nasnas quickly reach maturity six months thereafter.

One nasna can thus be created from each half of a nasnas fruit. However, a woman can only bear one nasna at a time. Greater nasnas can be created using more powerful spells in the creation (and at greater costs).

Nasnas Fruit (2 HD nasnas): Faint necromancy; CL 7th; Craft Wondrous Item, bestow curse, fear; Price 4,000 gp.

Nasnas Fruit (4 HD nasnas): Moderate necromancy; CL 9th; Craft Wondrous Item, bestow curse, fear; Price 8,000 gp.

Nasnas Fruit (6 HD nasnas): Strong necromancy; CL 12th; Craft Wondrous Item, bestow curse, fear; Price 12,000 gp.

In Zakhara
In the Al-Qadim campaign setting, many stone maidens speak Midani rather than Common.

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

Monster Junkie
Zombie, Absorbing

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-18.html

Zombie, Absorbing
Medium Undead
Hit Dice: 3d12+3 (22 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 11 (-1 Dex, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple: +1/+3
Attack: Slam +3 melee (1d6+3) or club +3 melee (1d6+3)
Full Attack: Slam +3 melee (1d6+3) or club +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death throes, electric shock
Special Qualities: Absorption, damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves: Fort +1, Ref +0, Will +3
Abilities: Str 15, Dex 9, Con —, Int —, Wis 10, Cha 1
Skills: —
Feats: Toughness (B)
Environment: Any
Organization: Solitary or gang (2-8)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 4-5 HD (Medium); 6-9 HD (Large); 10-15 HD (Huge)
Level Adjustment: —

The occasional flash of blue sparks crawl along the skin of this walking cadaver. Its eyes glow with an unnatural silvery light.

Absorbing zombies are specialized undead that are able to absorb magic that targets them, then release it in a deadly blast. If it absorbs too much spell power, an absorbing zombie explodes in a violent burst of electricity.

An absorbing zombie can be created with a create undead spell from a 11th-level caster, but also requires shocking grasp and lesser globe of invulnerability.

COMBAT

Absorbing zombies, being mindless undead, simply amble forth into battle, bludgeoning those designated as enemies by their creator. An absorbing zombie generally releases any absorbed spell levels as soon as they are available, unless commanded otherwise by its master.

Absorb Spells (Su): If an absorbing zombie is struck by a single-target spell or spell-like ability (including ray attacks), it draws the magic into itself, nullifying the spell's effect and storing its potential to power its electric shock attack (see below). A running total of absorbed spell levels should be kept. An absorbing zombie can absorb up to five spell levels; if a spell would exceed this limit the zombie is destroyed in a violent burst of electricity (see death throes, below).

A Large absorbing zombie can absorb up to 10 spells levels, while a Huge zombie could hold 15 spell levels.

Death Throes (Ex): If an absorbing zombie's absorb spells ability would cause it to exceed five stored spell levels, it explodes in a violent burst of electricity that deals 6d6 points of electricity damage to anything within feet (Reflex DC 11 half). The save DC is Constitution-based.

Electric Shock (Su): An absorbing zombie can discharge all of its absorbed spell levels as a melee touch attack. The shock deals 1d6 electrical damage per absorbed spell level (maximum 5d6). If the touch attack misses, the zombie does not lose its absorbed spell levels and may try again with subsequent attacks.

Originally appeared in Dragon Magazine #234 (1996).
 
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