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BOZ

Creature Cataloguer
Hallucigenia

http://www.enworld.org/forums/showthread.php?t=67093

Hallucigenia
Huge Vermin (Aquatic)
Hit Dice: 9d8+18 (58 hp)
Initiative: +1
Speed: 20 ft (4 squares), swim 10 ft
Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14
Base Attack/Grapple: +6/+19
Attack: Tail slap +9 melee (1d10+5)
Full Attack: Tail slap +9 melee (1d10+5) and 6 tentacles +7 melee (1) and 7 pincer-tentacles +7 melee (1d4+2)
Space/Reach: 15 ft/10 ft
Special Attacks: Constrict 1d10+5, improved grab, piercing trample
Special Qualities: Darkvision 60 ft, water dependent
Saves: Fort +8 Ref +4 Will +3
Abilities: Str 20, Dex 13, Con 14, Int —, Wis 10, Cha 2
Skills: Swim +13
Feats: Multiattack (b)

Environment: Any aquatic
Organization: Solitary or cluster (2-4)
Challenge Rating: 06
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Huge); 19-27 HD (Gargantuan)
Level Adjustment: ---

This bizarre creature almost defies description. Its spindly form consists of a very long body, with several sets of legs that consist of little more than straight spikes with no joints. On one end of the body is a bulbous, rounded thing that could be its head. On the other end is a tail with an opening that could be a mouth. Protruding from its back are a number of pincer-tipped tentacles, and a cluster of six smaller tentacles.

The hallucigenia, perhaps aptly named because some explorers swear that it must be a hallucination, is a creature with an anatomy so strange that nothing about it can be assumed. In fact, carcasses of this creature were assumed to be gigantic complicated organs of larger creatures when first discovered. Since the “head” end appears to have no opening, it is assumed that the “tail” end is where the mouth and throat are located. It does not bite living creatures, so this is hard to determine for certain.

The hallucigenia is often encountered walking along the shallow sea floor, scavenging for food. It is sometimes spotted on dry land, wreaking havoc on the local flora and fauna.

A hallucigenia is 25 feet long and 18 feet high at the shoulder, and weighs about 2,500 pounds.

COMBAT
The hallucigenia is a scavenger, but will take on weaker prey when it finds some. It can attack with its numerous natural weapons, or it may simply walk over its opponents, impaling them with its sharp, pointed legs.

Constrict (Ex): A hallucigenia deals automatic tail damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a hallucigenia must hit with its tail 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.

Piercing Trample (Ex): As a full-round action, a hallucigenia can move into a Large or smaller creature's space within its threat range. It may also make a full attack action in the same round against a helpless opponent, but may only target creatures other than the one it is trampling. A hallucigenia's fourteen legs are very sharp, and deal 14d8 points of piercing damage to any creature it walks on. The opponent can make an attack of opportunity against the hallucigenia, but if it does so it is not entitled to a saving throw. If the opponent does not attempt an attack of opportunity it can make a DC 19 Reflex save to take half damage. The save DC is Strength-based. A trampling hallucigenia can only deal trampling damage once per round to a single target, no matter how many times its movement takes it over a target creature.

Water Dependent (Ex): A hallucigenia can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master’s Guide).

Skills: A hallucigenia 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 found in Dragon Magazine #204 (“Creatures That Time Forgot,” April 1994, Gregory W. Detwiler).



Hallucigenia, Cave
Small Vermin
Hit Dice: 4d8+4 (22 hp)
Initiative: +3
Speed: 5 ft (1 squares), climb 5 ft
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +3/+0 (+4 when attached)
Attack: Spine slam +5 melee (2d6+2)
Full Attack: Spine slam +5 melee (2d6+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Attach, blood drain, yank upward
Special Qualities: Darkvision 60 ft
Saves: Fort +5 Ref +4 Will +1
Abilities: Str 14, Dex 17, Con 13, Int ---, Wis 10, Cha 2
Skills: Climb +10, Hide +7*, Move Silently +3*
Feats: ---

Environment: Underground
Organization: Solitary or 1-12
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Small); 9-12 HD (Medium)
Level Adjustment: ---

This bizarre creature almost defies description. Its spindly form has a tentacled tail-like organ at one end, and a set of over a dozen sharp, flexible, spiny legs that prop it upright.

The hallucigenia, perhaps aptly named because some explorers swear that it must be a hallucination, is a creature with an anatomy so strange that nothing about it can be assumed. This subspecies of hallucigenia is a pure carnivore, subsisting on blood alone. It has evolved somewhat to live in caverns on dry land.

A cave hallucigenia is 3 feet long and weighs about 50 pounds.

COMBAT
A cave hallucigenia hunts by wrapping its tail-tentacles around a stalactite, hanging over a passage or intersection and waiting for prey. When it spots a suitable target its tail stretches to several times its length, allowing the hallucigenia to strike from above. It draws the prey back upwards by retracting its tail, where it may drain the victim’s blood at leisure. Drained victims are dropped on the floor, possibly providing a warning of danger to other travelers.

Attach (Ex): If a cave hallucigenia hits with a spine slam attack, it uses its spines to latch onto the opponent’s body. An attached hallucigenia is effectively grappling its prey. The hallucigenia loses its Dexterity bonus to AC and has an AC of 11, but holds on with great tenacity. Cave hallucigenia have a +4 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached hallucigenia can be struck with a weapon or grappled itself. To remove an attached hallucigenia through grappling, the opponent must achieve a pin against the hallucigenia.

Blood Drain (Ex): A cave hallucigenia can drain blood from a living victim by making a successful grapple check. It if pins the foe, it drains blood, dealing 1d4 points of Constitution damage each round the pin is maintained.

Yank Upward (Ex): On the round after a cave hallucigenia attaches to a Medium or smaller foe, it can automatically yank the held creature 20 feet up into the air if it is still successfully grappling. The hallucigenia must currently be climbing along the ceiling or wall to use this ability. Opponents who escape the grapple take falling damage as they fall to the ground.

Skills: Cave hallucigenia have a +8 racial bonus on Climb checks. A cave hallucigenia can always choose to take 10 on Climb checks, even if rushed or threatened.

*A cave hallucigenia has a +4 bonus on Hide and Move Silently checks in caverns.

Originally found in Dragon Magazine #204 (“Creatures That Time Forgot,” April 1994, Gregory W. Detwiler).


Hallucigenia, Acidic
Large Vermin
Hit Dice: 5d8+10 (46 hp)
Initiative: +2
Speed: 10 ft (2 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+10
Attack: Spine +5 melee (1d4+3)
Full Attack: 6 spines +5 melee (1d4+3) and 7 tentacles +0 melee (1d4+1)
Space/Reach: 10 ft/5 ft
Special Attacks: Acid jet
Special Qualities: Darkvision 60 ft, immunity to acid
Saves: Fort +6 Ref +3 Will +1
Abilities: Str 17, Dex 14, Con 15, Int ---, Wis 10, Cha 2
Skills: ---
Feats: ---

Environment: Any land and underground
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: ---

This bizarre creature almost defies description. Its spindly form rests on four pairs of spiny rear legs and three pairs of front legs, and a set of seven pincer-tipped tentacles. Its tail is a hollow tube that drips a caustic fluid.

The hallucigenia, perhaps aptly named because some explorers swear that it must be a hallucination, is a creature with an anatomy so strange that nothing about it can be assumed. This subspecies of hallucigenia has adapted to live on land, actively hunting its prey.

An acidic hallucigenia is 8 feet long and weighs about 500 pounds.

COMBAT
When an acidic hallucigenia corners its prey, or is attacked, it rears up on its rear legs and lunges forward. It usually squirts digestive acid on slain prey, so that its tentacle pincers (the true mouths) can tear the prey to pieces, but the hallucigenia can use this acid on live prey if pressed.

Acid Jet (Ex): 30-ft. line, once every 1d4 rounds; damage 2d8 acid, Reflex DC 14 half. An acidic hallucigenia uses this acid to digest its prey, but can use it as an offensive weapon if pressed. A hallucigenia may use this acid jet up to three times per day. The save DC is Constitution-based.

Originally found in Dragon Magazine #204 (“Creatures That Time Forgot,” April 1994, Gregory W. Detwiler).
 
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BOZ

Creature Cataloguer
T'uen-rin

http://www.enworld.org/forums/showthread.php?t=68207

T’uen-rin
Huge Magical Beast (Extraplanar)
Hit Dice: 16d10+96 (184 hp)
Initiative: +5
Speed: 60 ft (12 squares), fly 120 ft (perfect)
Armor Class: 28 (-2 size, +5 Dex, +15 natural), touch 13, flat-footed 23
Base Attack/Grapple: +16/+33
Attack: Horn +28 melee (2d10+14)
Full Attack: Horn +28 melee (2d10+14) and 2 hooves +18 melee (1d10+4)
Space/Reach: 15 ft/10 ft
Special Attacks: Awe, repel evil, spell-like abilities, spells
Special Qualities: Darkvision 60 ft, detect thoughts, empathy, end blight, goodharvest, low-light vision, natural majesty, spell resistance 30, telepathic detection, telepathy 100 ft
Saves: Fort +16 Ref +17 Will +13
Abilities: Str 28, Dex 20, Con 22, Int 21, Wis 23, Cha 27
Skills: Concentration +23, Diplomacy +10, Handle Animal +11, Heal +9, Jump +21, Knowledge (arcana) +22, Knowledge (religion) +9, Knowledge (the planes) +22, Listen +25, Move Silently +7, Search +7, Sense Motive +23, Spellcraft +24, Spot +25, Survival +6 (+8 on other planes, +8 following tracks)
Feats: Ability Focus (awe), Alertness, Blind-Fight, Flyby Attack, Iron Will, Lightning Reflexes

Environment: Peaceable Kingdoms of Arcadia
Organization: Solitary
Challenge Rating: 20
Treasure: Double standard
Alignment: Always lawful good
Advancement: 17-32 HD (Huge); 33-48 (Gargantuan)
Level Adjustment: ---

This majestic creature resembles a stag, covered in fine, scintillating scales of impossible shades of color. It has a thick mane and tail of darker gold color, and beautiful violet eyes. A pinkish-ivory horn grows from the middle of its forehead, and its hooves are the same color. Its face is wise and beautiful.

T’uen-rin are noble creatures related to the ki-rin (see Oriental Adventures, p 170) that roam the skies above the peaceful plains of Arcadia, motivated purely by the pursuit of good. These creatures normally have little to do with the mortal world, but occasionally travel to the Material plane on a mission of extreme importance for a powerful entity of good. They do not even normally deal with their “lesser” kin the ki-rin, and concentrate most of their energy battling evil on the Outer Planes.

T’uen-rin dwell among the clouds in Arcadia, and have an attitude as lofty as their homes. Mortals often consider them to be the strongest embodiment of good in the multiverse, and the t’uen-rin are aware of this fact. T’uen-rin are usually female, and no male t’uen-rin are known to exist. It is said that flowers spring up where a t’uen-rin’s hooves touch the earth – though one may go centuries without setting foot on the ground.

A t’uen-rin is 13 feet long and weighs 6,000 pounds.

A t’uen-rin can speak Common and Auran, and can communicate telepathically with any creature that has a language and communicate empathically with any creature that is not mindless.

COMBAT
Like ki-rin, t’uen-rin are peaceable creatures, said to be among the most noble and virtuous creatures in the multiverse. They avoid combat except with the most evil of creatures, which they attack fearlessly whenever encountered. T’uen-rin enjoy dealing with opponents such as greater demons and devils in a direct, physical approach rather than with magical abilities.

If attacked, a t’uen-rin often deals nonlethal damage to foes, abandoning unconscious opponents to their fates. A t’uen-rin never attacks awed opponents unless they are of great evil and need to be destroyed.

A t’uen-rin’s horn is a +5 magic weapon, though its power fades if removed from the t’uen-rin.

Awe (Su): Once per day, a t’uen-rin may create an aura that can deeply affect mortals. It does this by rearing up on its hind legs, and letting out a commanding cry. Creatures that can see the t’uen-rin must succeed on a DC 28 Will save to avoid the effects. A creature that succeeds on its saving throw remains immune to that t’uen-rin's awe for 24 hours. This effect lasts for 2d6+6 rounds. This is a mind-affecting effect. The save DC is Charisma-based.

A t’uen-rin can choose from the following effects each round as a free action:

Daze: Affected beings just stare at the t’uen-rin in fascination. Awed creatures may defend themselves normally, but can take no actions. If a creature attacked physically, it will recover in the following round.

Fright: Affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the t’uen-rin makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.

Resolve: The t’uen-rin’s allies receive a +4 morale bonus on attack rolls, saves, and checks, while the t’uen-rin’s foes receive a –4 morale penalty on attack rolls, saves, and checks.

Repel Evil (Su): Once per month, a t'uen-rin can attempt to telepathically drive away all evil creatures from an area. All evil beings without a divine rank within 50 square miles must succeed on a DC 26 Will save or immediately exit the area to the best of their abilities. This effect otherwise functions as the repulsion spell in that area, except it only effects evil creatures without a divine rank, and it has a duration of one month. The save DC is Charisma-based.

Spell-Like Abilities: At will – astral projection (self plus 50 pounds of objects only), call lightning (DC 21), control weather, etherealness (self plus 50 pounds of objects only), gaseous form, invisibility, permanent image (DC 24), wind walk. Once per day, a t’uen-rin can use a permanent creation ability that can create nutritious food and beverages for 10d10 people, 100 cubic feet of soft goods (cloth, pillows, blankets, clothing), 50 cubic feet of wooden items, or 20 cubic feet of stone or metal items. These creations are permanent, but otherwise similar to the major creation spell.

All t’uen-rins’ spell-like abilities are as the spells cast by a 20th-level caster. The save DCs are Charisma-based.

Spells: T’uen-rin cast arcane spells as 20th-level sorcerers (6/8/8/8/8/7/7/7/7/6; save DC 18 + spell level). A typical t’uen-rin has access to the following spells: 0 – daze, detect magic, disrupt undead, ghost sound, light, mending, message, read magic, resistance; 1st – hypnotism, silent image, sleep, true strike, ventriloquism; 2nd – blur, invisibility, mirror image, misdirection, Tasha’s hideous laughter; 3rd – displacement, heroism, magic circle against evil, suggestion; 4th – charm monster, confusion, dimensional anchor, rainbow pattern; 5th – dismissal, symbol of sleep, teleport, wall of force; 6th – antimagic field, symbol of fear, symbol of persuasion; 7th – power word blind, symbol of stunning, symbol of weakness; 8th – power word stun, symbol of death, symbol of insanity; 9th – gate, power word kill, wish. The save DCs are Charisma-based. The save DCs are Charisma-based.

Detect Thoughts (Su): A t’uen-rin can continuously detect thoughts as the spell (caster level 16th, DC 20). This ability is always active. The save DC is Charisma-based.

Empathy (Su): A t’uen-rin can communicate empathically with any creature within 100 feet, even if it does not have a language. It is possible to address multiple creatures at once empathically, although maintaining an empathic exchange with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

A t’uen-rin cannot see through the other creature’s eyes, but can communicate general emotional content (such as fear, hunger, happiness, curiosity). Note that the low Intelligence of a creature may limit what the creature is able to communicate or understand, and even intelligent creatures may see the world differently from a t’uen-rin, so misunderstandings are always possible.

End Blight (Su): Once per month, a t'uen-rin can stop the spread of disease or plague within a 100 mile radius. All non-evil creatures within the area are affected by a remove disease spell (caster level 18th). No new diseases (whether naturally occurring, spread by a creature's attacks, or magically-created) may be transmitted within the area for one year.

Goodharvest (Su): Once per day, a t'uen-rin can cause enhance the growth of crops in an area to yield a maximum harvest. This functions as the enrichment effect of the plant growth spell, except the area is 20 square miles. They will often use this ability to aid farmers in trouble or reward those who have lived with integrity.

Natural Majesty (Su): Non-evil animals will not attack a t'uen-rin under any circumstance. Creatures with the Air subtype will only attack a t'uen-rin if magically compelled by an evil creature (such as via a dominate monster effect). Even then, the evil creature must succeed on a caster level check (DC = 20 + t'uen-rin's HD) to force the compelled creature to attack the t'uen-rin.

Telepathic Detection (Su): When a t’uen-rin uses its telepathy to communicate with a creature, the t’uen-rin can use detect evil, detect good, and discern lies, as the spells (caster level 18th) as free actions. The creature can resist discern lies with a DC 26 Will save. The save DC is Charisma-based.

Originally found in Monstrous Compendium MC8 - Outer Planes Appendix (1991, J. Paul LaFountain), and Planescape Monstrous Compendium Appendix II (1995).
 
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BOZ

Creature Cataloguer
Anguiliian

Anguiliian
Medium Monstrous Humanoid (Aquatic)
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 20 ft (4 squares), swim 50 ft
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (2d6+3)
Full Attack: Bite +6 melee (2d6+3) and 2 pincers +4 melee (1d4+1) and tail +4 melee (2d4+1) or javelin +5 ranged (1d6+3)
Space/Reach: 5 ft/5 ft
Special Attacks: Attach, constrict 2d4+3, improved grab, rake
Special Qualities: Darkvision 60 ft, dart, freshwater sensitivity, immunity to electricity, light blindness, vulnerability to fire, water dependent
Saves: Fort +5 Ref +5 Will +2
Abilities: Str 17, Dex 14, Con 14, Int 10, Wis 13, Cha 7
Skills: Hide +6*, Listen +7*, Spot +7*, Swim +11
Feats: Alertness, Great Fortitude, Multiattack (b)

Environment: Temperate and warm aquatic
Organization: Solitary, scouting party (5-20), or tribe (10-60 plus 5th-level chieftain plus 40% chance of 3d4 marine eels)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 4-6 HD (Medium); 7-9 HD (Large), or by character class
Level Adjustment: +4

This humanoid creature has a sinuous, eel-like body with a set of fleshy appendages tipped with bony pincers on the upper section. From its flanks about two-thirds of the way down its body spout two short legs, ending in wide, six-toed feet. Beyond the legs, it has a flat tail fringed on top and bottom with fins. The creature has reptilian eyes, and a jawless, circular mouth lined with row upon row of teeth. Its snout is blunt, and it has a pair of wide fins like spiny ears on the sides of its head. The creature’s scaly skin is muddy brown, with dots and speckles of black and tan.

The anguiliians are evil marine humanoids distantly related to the sahuagin. These carnivores hunt the ocean depths, scavenging for any meat they find, be it carrion, sea creatures, slain opponents, or even their own dead. Anguiliian meat is especially foul and pungent, and only desperate predators would kill one to eat it. Anguiliians only hunt on the water’s surface at night, and are often bold enough to hunt on land on moonless nights. They carry several stone-tipped javelins on such forays, and only carry out brief raids on quiet islands and passing ships.

Anguiliians form mobile, free-swimming tribes that cruise the ocean depths. Adult males act as scouts and hunters for the main group, while the females carry the eggs. Their social structure is a patriarchal hierarchy similar to that of the sahuagin, though lacking the rigid nobility and priest status.

An anguiliian is about 6 feet long and weighs 225 pounds.

Anguiliians speak their own dialect of Sahuagin, and many learn Aquan and Common and the languages of one or two other land or marine races.

COMBAT
Anguillians strike swiftly, hoping to overwhelm their opposition. In open water, they usually form a loose sphere around the enemy, attacking from all sides to keep the opponent flanked. Anguiliians can use their saw-like mouths to drill into the flesh of their opponents, eating them from the inside out. The pincers are nearly as versatile as humanoid arms and then some; they can cut, crush, and grasp almost any living thing.

Attach (Ex): If an anguiliian hits with its bite attack, it uses its powerful jaws to latch onto the opponent’s body. An attached anguiliian loses its Dexterity bonus to AC and thus has an AC of 14.

An attached anguiliian can be struck with a weapon or grappled itself. To remove an attached anguiliian through grappling, the opponent must achieve a pin against the creature.

An attached anguiliian can make two rake attacks and deals automatic bite damage each round. Additionally, it gains a +2 bonus on all attack rolls with its other natural attacks.

Constrict (Ex): An anguiliian deals 2d4+3 points of damage with a successful grapple check.

Improved Grab (Ex): If an anguiliian hits an opponent with both pincer attacks, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can constrict. An anguiliian can also rake a grappled opponent.

Rake (Ex): Attack bonus +4 melee, damage 1d4+1. An anguiliian also gains two rake attacks when it attacks while swimming.

Blindsense (Ex): An anguiliian can locate creatures underwater within a 30-foot radius. This ability works only when the anguiliian is underwater.

Dart (Ex): Once per minute, an anguiliian can double its normal swim speed (100 feet) when it makes a charge.

Freshwater Sensitivity (Ex): An anguiliian fully immersed in fresh water must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds anguiliians for round. On subsequent rounds, they are dazzled while operating in bright light.

Water Dependent (Ex): Anguiliians can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master’s Guide).

Skills: An anguiliian 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.

*Underwater, an anguiliian has a +4 racial bonus on Hide, Listen, and Spot checks.
 
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BOZ

Creature Cataloguer
Jormungandr

Jormungandr, the Midgard Serpent
Colossal Dragon (Aquatic)
Hit Dice: 66d12+1,782 (2,211 hp)
Initiative: +8
Speed: 60 ft (12 squares), swim 60 ft
Armor Class: 90 (-8 size, +75 natural, +13 deflection), touch 15, flat-footed 90
Base Attack/Grapple: +66/+114
Attack: Bite +92 melee (8d6+32/19-20 plus poison) or slam +91 melee (4d8+32)
Full Attack: Bite +92 melee (8d6+32/19-20 plus poison) and slam +86 melee (4d8+16)
Space/Reach: 30 ft/30 ft (head only); 60 ft reach with slam
Special Attacks: Constrict 4d8+32, death throes, frightful presence, improved grab, poison
Special Qualities: Amphibious, blindsense 60 ft, cataclysmic motion, damage reduction 25/epic, darkvision 120 ft., fast healing 200, immunities, keen senses, regeneration 200, resistance to acid 20, electricity 20, fire 20, and sonic 20, spell resistance 66
Saves: Fort +62 Ref +37 Will +44
Abilities: Str 75, Dex 10, Con 65, Int 27, Wis 29, Cha 36
Skills: Balance +2, Bluff +82, Diplomacy +17, Gather Information +15, Intimidate +84, Knowledge (geography) +77, Knowledge (history) +77, Knowledge (local) +77, Knowledge (nature) +79, Knowledge (religion) +77, Listen +78, Search +77, Sense Motive +78, Spot +78, Survival +78 (+80 following tracks, +80 avoiding hazards, +80 aboveground), Swim +109, Tumble +69
Feats: Ability Focus (poison), Awesome Blow, Blind-Fight, Cleave, Combat Expertise, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Feint, Improved Initiative, Improved Overrun, Improved Sunder, Lightning Reflexes, Power Attack, Snatch, Track, Weapon Focus (bite)
Epic Feats: Epic Prowess, Epic Sunder, Devastating Critical (bite), Legendary Tracker, Overwhelming Critical (bite), Superior Initiative

Environment: Any land and aquatic
Organization: Solitary
Challenge Rating: 45
Treasure: None
Alignment: Always chaotic evil
Advancement: None
Level Adjustment: ---

This serpent is so massively immense that it seems to go on for miles. Its thick body lies in huge coils as it stretches out across the expansive wilderness. Its massive serpentine head is somewhat draconic, though it dwarfs the entire bodies of even the largest of mortal great wyrms.

Jormungandr is the offspring of the mischievous god Loki and the giantess Angurboda, along with Hel and Fenris. He is also called the Midgard Serpent, or the World Serpent.

When Odin saw the monstrous progeny, he threw the snake into the sea when he was still young to keep him from causing trouble. Unfortunately, Jormungandr’s isolation allowed him to grow unchecked, until he eventually was long enough to circle the entire earth and bite his own tail.

Thor is the mortal enemy of the Midgard Serpent and has tried unsuccessfully to slay him many times. According to a prophecy by the Norns, Thor will not succeed in his task until the time of Ragnarok – although Jormungandr’s poison would slay Thor in the battle as well.

Jormungandr is easily tens of thousands of miles long, and his weight is incalculable to any but a god.

Jormungandr speaks Abyssal, Aquan, Common, Draconic, Giant, Undercommon, and likely a handful of other languages that he has learned over his long life.

COMBAT
Jormungandr prefers to be left alone. He hunts when he is hungry, but ignores most combatants, as most other beings cannot truly harm him. He only defends himself against more powerful opponents like Thor. By coiling up his mass, Jormungandr can make slam attacks against any creature within 60 feet of his body, at any point, and can grapple more than one target at a time.

Jormungandr rarely moves his entire body, but when he feels the need to his movements cause destruction on a grand scale. Jormungandr’s impossible length allows his to lift his head to any height, and thus never needs to make a Climb or Jump check to reach higher or lower altitudes. He can move over hills, crevasses, ravines, and other natural features in a similar manner, and since it is impossible for him to fall, he never suffers falling damage.

Jormungandr’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.

An opponent can attack Jormungandr’s head with a sunder attempt as if it was a weapon. Jormungandr’s head has 400 hit points. If Jormungandr’s head is dealt enough lethal damage to destroy it in a single attack, he dies.

Constrict (Ex): Jormungandr deals automatic slam damage with a successful grapple check.

Death Throes (Ex): If Jormungandr dies from having his head sundered, his venom will seep out from his rapidly from his body, filling a 50-foot radius area around his head. All creatures in this area are subject to Jormungandr’s poison.

Frightful Presence (Ex): Jormungandr can unsettle foes with his mere presence. This ability takes effect automatically whenever Jormungandr attacks. Creatures within 360 feet of Jormungandr are subject to the effect if they have fewer HD than him.

A potentially affected creature that succeeds on a DC 56 Will save remains immune to Jormungandr’s frightful presence for 24 hours. On a failure, creatures become shaken for 4d6 rounds.

Improved Grab (Ex): To use this ability, Jormungandr must hit with his slam attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict.

Poison (Ex): Contact or injury, Fortitude DC 72, initial and secondary damage 3d6 Con. The save DC is Constitution-based.

Jormungandr’s poison is so deadly that all living creatures, even deities and creatures with an immunity to poison, must succeed on the saving throw or take the listed damage. Magical protections against poison of non-epic status are also ineffective against Jormungandr’s poison.

Amphibious (Ex): Although Jormungandr is aquatic, he can survive indefinitely on land.

Blindsense (Ex): Jormungandr can pinpoint creatures within a distance of 60 feet from his body. Opponents he can’t actually see still have total concealment against Jormungandr.

Cataclysmic Motion (Ex): Jormungandr can move from one place on surface of the planet to any other as a full-round action. To accomplish this, he steers his head in the proper direction, and simply plows through or over anything in his path, moving at incredible speed to reposition himself. His head will end in whatever area on the world’s surface he desires. He cannot circle the world more than once this way in a single round.

Due to Jormungandr’s incredible size, this movement leaves natural disasters in his wake, out to a mile away from his body. In cold land environments, his movements cause avalanches (see Mountain Terrain in the DMG). In warm or temperate lands, his movements create an earthquake (as the spell). When moving through aquatic environments, he creates massive waves (treat as the raise water function of the control water spell, with an area using a caster level equal to Jormungandr's Hit Dice). Jormungandr does not take any action to cause these effects, nor can he prevent them from happening.

Immunities (Ex): Jormungandr is immune to ability damage, ability drain, cold, death effects, disease, disintegration, energy drain, imprisonment, mind-affecting effects, paralysis, poison, polymorph, and sleep effects.

Keen Senses (Ex): Jormungandr sees four times as well as a human in shadowy illumination and twice as well in normal light. He also has darkvision out to 120 feet.

Regeneration (Ex): Good bludgeoning weapons deal normal damage to Jormungandr.
If any part of Jormungandr is severed from the rest of his body, it reattaches instantly if not completely separated from the body.

Skills: Jormungandr 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 found in first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz).
 
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BOZ

Creature Cataloguer
Balaena

http://www.enworld.org/showthread.php?t=68207

Balaena
Huge Outsider (Extraplanar, Good)
Hit Dice: 9d8+45 (85 hp)
Initiative: +1
Speed: Swim 50 ft (10 squares)
Armor Class: 16 (-2 size, +1 Dex, +7 natural), touch 13, flat-footed 15
Base Attack/Grapple: +9/+25
Attack: Tail slap +15 melee (2d6+12)
Full Attack: Tail slap +15 melee (2d6+12)
Space/Reach: 20 ft/15 ft
Special Attacks: Ramming, shriek, spell-like abilities, stunning slap, whalesong
Special Qualities: Blindsight 120 ft, darkvision 60 ft, carry passengers, damage reduction 10/slashing or piercing, darkvision 60 ft, hold breath, telepathy 500 ft
Saves: Fort +11 Ref +8 Will +8
Abilities: Str 27, Dex 15, Con 21, Int 10, Wis 14, Cha 14
Skills: Concentration +13, Diplomacy +12, Handle Animal +9, Heal +10, Intimidate +9, Knowledge (religion) +7, Knowledge (the planes) +12, Listen +16*, Search +7, Sense Motive +10, Spot +16*, Survival +10 (+12 on other planes), Swim +16
Feats: Alertness, Endurance, Improved Bull Rush, Power Attack

Environment: Any good-aligned plane
Organization: Solitary or pod (2-6)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral good
Advancement: 10-18 HD (Huge); 19-27 HD (Gargantuan)
Level Adjustment: ---

This huge gray whale has very large, bright, intelligent eyes.

Balaenas serve a vital role as the primary and most accessible mode of transportation on the River Oceanus, which connects to the Upper Planes the same way the River Styx connects to the Lower Planes. They are especially common in the waters of Oceanus, but swim in all the seas and rivers of the Upper Planes, acting as ferries to any point the Oceanus reaches. A balaena can carry up to 12 Medium creatures on its back indefinitely while moving at its normal speed, and can carry travelers in its mouth if they need to go underwater.

These friendly, intelligent creatures have an insatiable curiosity and converse with anyone visiting their watery domain. They have an everlasting alliance with celestials and most other natives of the Upper Planes.

A balaena can be summoned using a summon monster VII spell by anyone standing in the River Oceanus, but each one has its own special ritual, song, or other prearranged signal that will attract its attention. A balaena will inquire what mission creatures are on before agreeing to aid them, using its magic to discover their alignment and true intentions. If the creatures are evil or lie to the balaena, or are not on a good cause, the balaena will not help the group and leaves. The balaena expects to hear news, rumors, and stories as payment for its services, and if the passengers are unwilling or unable to provide such information, the balaena may put them ashore.

A balaena will help any intelligent creature that is in danger in the water, regardless of alignment. It will nudge the creature to shore with its nose unless the creature has a mission for the balaena to help it with. Fiends will often use this compassion to take advantage of these gentle giants, and trick or force a balaena to carry them to the Upper Planes.

A balaena can be from 20 to 40 feet long, averaging about 30 feet in length, and weighs about 11,000 pounds.

Balaenas do not speak, but communicate using a form of telepathy and their whalesong.

COMBAT
The balaenas are peaceful by nature, and avoid combat whenever possible. Their speed and agility in water makes retreat and self-defense easy. If pressed into combat, a balaena will usually begin with its ramming head-butt and then shriek to deafen its opponents. It can stun opponents with its tail slap, but will never willingly leave helpless creatures to drown. If these attacks do not frighten off an enemy, the balaena can use its whalesong to make the opponent stop fighting or leave, or cause nearby fish to attack its enemies. Whenever a balaena shrieks or sings, any nearby balaena are likely to come to its aid or flee from danger, depending on the tone.

Ramming (Ex): As a standard action during its turn each round, a balaena can swim at up to quadruple speed (200 feet) and ram a waterborne target (such as a ship or another creature). To ram, the balaena must end its movement in the target's space. This attack deals 2d8+9 points of damage. If the target is a creature, it can attempt either an attack of opportunity or a DC 22 Reflex save for half damage. The save DC is Strength-based.

Upon ramming a ship, the balaena can make a Strength check to breach its hull, which causes the ship to sink in 1d10 minutes. The break DC varies with the type of vessel rammed, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30. (See Chapter 5 of the DMG for information about ships). Regardless of the check result, every creature aboard must attempt a DC 15 Reflex saving throw. Success means the creature takes 1d10 points of damage from being thrown about by the impact; failure means the creature is hurled overboard. The save DC is Dexterity-based.

Shriek (Ex): When submerged, a balaena can emit an extremely loud shrieking noise as a standard action that affects other submerged creatures. Living creatures within 300 feet of the balaena must succeed on a DC 19 Fortitude save or be deafened for 2d6 days. The save DC is Constitution-based.

Spell-Like Abilities: At will – astral projection, detect evil, detect good, discern lies (DC 16), plane shift (DC 19). Caster level 9th.

Stunning Slap (Ex): If a balaena hits a waterborne opponent with a tail slap attack, all creatures within a 30-foot radius must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. Stunned creatures are unable to make Swim checks and may begin to drown. The save DC is Strength-based. A balaena can also slap the water (rather than a creature) with its mighty tail as a standard action with the same effect.

Whalesong (Su): When submerged, a balaena can emit a magical song as a standard action that affects other submerged creatures. Living creatures within 300 feet of the balaena must succeed on a DC 16 Will save or be affected as if by the suggestion spell (caster level 9th). Optionally, a balaena can alter its song so that the song functions as a charm animal spell instead of suggestion. The save DC is Charisma-based.

Blindsight (Ex): Balaenas can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the balaena to rely on its vision, which is approximately as good as a human’s.

Carry Passengers (Ex): A balaena can carry up to 1 Large, 4 Medium, or 16 Small creatures in its mouth, without swallowing or otherwise endangering the carried passengers. Only willing or helpless passengers may be carried inside the mouth. Creatures carried within the closed mouth enjoy a breathable atmosphere for the same period of time that the balaena can hold its breath (see below). When carried in the creature's mouth, subjects automatically fail their saving throws against the balaena's plane shift spell-like ability.

Hold Breath (Ex): A balaena can hold its breath for a number of rounds equal to 8 X its Constitution score before it risks drowning.

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

* A balaena has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

Originally found in Monstrous Compendium MC8 - Outer Planes Appendix (1991, J. Paul LaFountain), and Planescape Monstrous Compendium Appendix II (1995).
 
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BOZ

Creature Cataloguer
Faux Faerie

http://www.enworld.org/showthread.php?t=69690

Faux Faerie
Tiny Fey (Shapechanger)
Hit Dice: 4d6+4 (18 hp)
Initiative: +4
Speed: 50 ft (10 squares)
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +2/-9
Attack: Short sword +1 melee (1d3-3/19-20) or longbow +8 ranged (1d4-3/x3)
Full Attack: Short sword +1 melee (1d3-3/19-20) or longbow +8 ranged (1d4-3/x3)
Space/Reach: 1 ft/0 ft
Special Attacks: Absorbing aura
Special Qualities: Change shape, damage reduction 5/cold iron, low-light vision, spell resistance 31, split, wood meld
Saves: Fort +2 Ref +8 Will +6
Abilities: Str 4, Dex 19, Con 13, Int 10, Wis 14, Cha 18
Skills: Bluff +21, Diplomacy +6, Disguise +19 (+21 acting), Escape Artist +11, Hide +21, Intimidate +8, Listen +4, Move Silently +13, Sleight of Hand +9, Spot +4, Use Rope +4 (+6 bindings)
Feats: Persuasive, Stealthy

Environment: Temperate forest
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually chaotic neutral
Advancement: 5-8 HD (Tiny)
Level Adjustment: +3

This being looks like a small elf. It seems to be about the same as its many fey brethren.

The faux faerie’s goal in life is to misdirect as many creatures as possible. Its life’s work keeps it contented, and it loves to find novel new ways to trick other creatures. First of all, it can appear as any smaller fey creature (sprites, brownies, leprechauns, etc.) that is common to the region it currently travels in. The faux faerie is an excellent mimic, even though it does not possess the magical powers of other fey. Its magical aura makes it seem to be far more powerful than any other creature of the forest, a thought that delights this malicious trickster.

The faux faerie spends its day changing trail markers and sign posts, creating false and circling trails, and giving inaccurate directions and information to passersby. It will even create trails to areas in which such natural dangers as quicksand, rockslides, and dangerous pits abound. It is a congenital liar, but crafty in mixing lies, half-truths, and partial truths, so as to misdirect and confuse without its lies being noticeable or obvious. Once having led someone astray, the faux faerie will often follow behind them at a distance to laugh at their plight, sometimes changing form to encounter them yet again.

Sometimes, a spellcaster will try to capture a faux faerie to use it as a storage battery for protective and healing spells, or instead for offensive spells. A caster can feed spells into the fey until its aura is full, then cast other spells on it later to receive one of the helpful spells; or, if using the faux faerie as a weapon, anyone trying to harm it will a spell will get a nasty surprise. Obviously, this is a very risky strategy, as one never knows whether the faux faerie’s aura is full or what spells will be released once it is full. Faux faeries are hard to capture, and will not stand to be treated this way, trying to escape the whole time.

A faux faerie is 1 to 2 feet tall, and weighs 1-3 pounds.

A faux faerie speaks Sylvan and Common.

COMBAT
A faux faerie’s lies and deceit are its most potent weapons, having led more than one adventuring party to its death. This spiteful creature’s most unusual feature, however, is the absorbent and reactive magical aura that surrounds it. This aura can hold dozens of spells, and make a faux faerie appear to have great innate magical abilities. This aura holds a variety of spells, including some which have been cast by friendly parties as well as unfriendly parties.

Gathering wood for a fire at night can be risky when a faux faerie is around. An hour before dusk, a faux faerie will seek out a suitable fallen branch or log, three or four feet long at most. The faerie melds itself into the wood for its night's rest, and remains in the wood until an hour after dawn. The split caused by cutting this wood is half is the only known means of procreation for the faux faerie.

Absorbing Aura (Su): A faux faerie is continually surrounded by an invisible magical aura that absorbs spells and releases them at random. Any time a spell or spell-like ability targets a faux faerie, the spell is immediately absorbed by the aura. The spell is not discharged and remains stored in the aura indefinitely. Creatures able to detect magical auras see a frenzy of magical energy circling the faerie.

Each faux faerie’s aura can hold 4d6+20 spells; this is a static number and does not change over the course of the faerie’s life. If a spell targets a faux faerie when its aura is full, the new spell is absorbed and a random stored spell is released as a free action targeting the absorbed spell’s caster. The released spell uses the caster level of the spellcaster that cast it initially, though the faux faerie becomes the caster for all other effects related to the caster. Releasing a spell is not a conscious act by the faux faerie and does not provoke an attack of opportunity or require concentration, and thus cannot be disrupted.

Damaging wood that a faux faerie is melded with can disrupt the faux faerie’s aura. If the wood is burnt, its stored spells are released at a rate of six spells per round, targeting random targets within 60 feet. Six spells are released every round until all spells are released, or the wood is no longer burning. If the wood is cut instead of burnt, six spells are released randomly in this way, but only in the first round the wood is chopped.

The spells currently stored in a faux faerie’s aura should be determined randomly. This table shows some of the spells most commonly stored by a faux faerie:

01-10 magic missile
11-20 daze monster
21-30 charm monster
31-40 lesser confusion
41-50 shocking grasp
51-60 inflict light wounds
61-67 cure light wounds
68-74 heal
75-79 suggestion
80-83 dispel magic
84-87 slow
88-90 hold monster
91-92 inflict critical wounds
93-94 mark of justice
95-96 greater dispel magic
97 chain lightning
98 baleful polymorph
99 harm
100 slay living

Change Shape (Su): A faux faerie can assume the shape of any Fey creature of up to Small size. A faux faerie can remain in its chosen form until it chooses to assume a new one. A change in form cannot be dispelled, but a faux faerie reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Split (Su): When a piece of wood containing a faux faerie is chopped or cut into two or more pieces, the faux faerie splits into two identical versions of itself, which emerge from the two largest pieces of wood an hour after dawn that next morning. Each version has half the faux faerie’s current hit point total, but otherwise each one has the same stats as the original. This split is permanent; the two faux faeries are separate creatures and cannot recombine.

Each version of the faux faerie has access to all the current abilities of a single creature. However, any spells stored in the original faux faerie’s aura are split evenly and randomly between the two new ones.

Wood Meld (Su): A faux faerie can meld its body and possessions into a single piece of wood that is large enough to accommodate its body in all three dimensions. The wood must not be a part of a living plant. The effect of this ability is otherwise similar to the meld with stone spell.

A piece of wood infused with a faux faerie takes on an extremely faint blue glow from the dweomer of the faux faerie’s magical aura. This glow is indistinguishable from the blue fox fire glow that sometimes occurs in naturally decomposing wood, and cannot be seen at all if any light source (mundane or magical) is present. If the wood infused with a dormant faux faerie is burnt, the faux faerie will take normal damage from the fire, and its absorbing aura is explosively disrupted (see above).

Skills: A faux faerie has a +8 racial bonus on Bluff and Disguise checks.

Originally found in Monstrous Compendium MC14 – Fiend Folio Appendix (1992, Tim Beach).
 
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BOZ

Creature Cataloguer
Somnastis Plant

http://www.enworld.org/showthread.php?t=73262

Somnastis Plant
Large Plant
Hit Dice: 2d8+6 (15 hp)
Initiative: +4
Speed: 0 ft
Armor Class: 14 (-1 size, +4 Dex, +1 natural), touch 13, flat-footed 10
Base Attack/Grapple: +1/+5
Attack: Tendril +0 touch
Full Attack: Tendril +0 touch
Space/Reach: 10 ft/10 ft (30 ft with tendrils)
Special Attacks: Acid, poison
Special Qualities: Blindsight 30 ft, plant traits
Saves: Fort +6 Ref +4 Will +0
Abilities: Str 10, Dex 18, Con 17, Int ---, Wis 10, Cha 9
Skills: ---
Feats: ---

Environment: Any forest
Organization: Solitary or patch (2-6)
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral
Advancement: 3-6 HD (Large)
Level Adjustment: ---

This plant looks like a large, closed pink rosebud, sprouting right out of the ground, surrounded by a bed of leaves. You smell a sweet, bewitching scent coming from the plant.

The somnastis plant is a carnivorous plant that grows in isolated forest valleys. Brave native peoples harvest its leaves, using them like a drug.

A somnastis plant is about 9 feet long and weighs 500 pounds.

COMBAT
A somnastis plant continually creates a flowery fragrance that fills a 30-foot radius around the plant. This aroma actually carries a poison that induces drowsiness. The plant waits until its prey is lulled to sleep by its odor, and then opens the bud of its flower. Inside are the somnastis plant's tough tendrils, which gently grasp the helpless prey and lower it into the flower bud.

Acid (Ex): The flower bud in the center of a somnastis plant constantly secretes acid. Any creature touching it takes 1d3 points of acid damage per round. This acid also acts as an anesthetic, making the creature immune to pain unless it succeeds on a DC 14 Fortitude save. The save DC is Constitution-based.

Poison (Ex): Inhaled, Fortitude DC 14, initial damage none, secondary damage sleep for one hour. The save DC is Constitution-based. Any creature that succeeds on a saving throw becomes immune to the poison until it leaves the area of effect.

Somnastis Plant Leaves
The leaves of a somnastis plant are similar in consistency to those of a rose, only much larger. When a creature chews these leaves for at least an hour, the creature must succeed on a DC 10 Fortitude save or enter a trancelike, sleepwalking state. The creature is effectively dazed for the next 1d3 days, and does not think or feel any emotion in this state. The creature is aware of what is going on around it and can answer questions if it wishes. The creature can intentionally fail its saving throw if it wishes, and creatures immune to poison are not affected by ingesting the leaves.

If a creature under the leaf’s influence is attacked or confronts a situation where it definitely wants to break out of its effects, it can attempt a DC 15 Will save to shake off the effects. A creature may make only one such attempt per minute.

Originally found in The Hollow World Campaign Set (1990, Aaron Allston).
 
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BOZ

Creature Cataloguer
The Midgard Linnorm

http://www.enworld.org/showthread.php?t=69718

Linnorm, Midgard Linnorm
Colossal Dragon (Water)
Hit Dice: 50d12+400 (725 hp)
Initiative: +4
Speed: 50 ft (10 squares), swim 100 ft
Armor Class: 51 (-8 size, +49 natural), touch 2, flat-footed 51
Base Attack/Grapple: +50/+79
Attack: Bite +56 melee (8d6+13/19-20) or tail slap +55 melee (4d8+19)
Full Attack: Bite +56 melee (8d6+13/19-20) and 2 claws +53 melee (4d8+6) and tail slap +53 melee (4d8+19)
Space/Reach: 30 ft/20 ft (30 ft with bite)
Special Attacks: Breath weapon, constrict 4d8+19, improved grab, spell-like abilities, spells
Special Qualities: Blindsense 60 ft, damage reduction 15/epic and cold iron, immune to disease, paralysis, and sleep effects, immunity to cold, keen senses, spell resistance 51, telepathy 120 ft
Saves: Fort +35 Ref +29 Will +35
Abilities: Str 36, Dex 10, Con 26, Int 23, Wis 26, Cha 28
Skills: Balance +2, Bluff +62, Concentration +61, Diplomacy +66, Disguise +9 (+11 acting), Intimidate +64, Jump +23, Knowledge (arcana) +59, Knowledge (geography) +59, Knowledge (history) +59, Knowledge (nature) +61, Knowledge (religion) +59, Listen +61, Search +59, Sense Motive +61, Spellcraft +61 (+63 scrolls), Spot +61, Survival +61 (+63 following tracks, +63 avoid getting lost, +63 aboveground), Swim +74, Tumble +53, Use Magic Device +62 (+64 scrolls)
Feats: Ability Focus (breath weapon), Awesome Blow, Blind-Fight, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Overrun, Lightning Reflexes, Multiattack, Power Attack, Snatch, Weapon Focus (bite)
Epic Feats: Devastating Critical (bite), Overwhelming Critical (bite), Superior Initiative

Environment: Any aquatic
Organization: Solitary
Challenge Rating: 37
Treasure: 10% coins; double goods; triple items
Alignment: Always lawful evil
Advancement: ---
Level Adjustment: ---

This immense, wingless dragon has massive blue, green and silver scales that glisten like opals, the shifting colors mimicking a stream of running water when the dragon moves. Its mouth is filled with a double row of pale-blue teeth, and its jaw seems to stretch wide enough to swallow a small whale. Its perfectly round, emerald-green eyes appear to have no lids or pupil and reflect light like mirrors. Its hornless head is topped with a ridge of coarse midnight blue hair that looks like a horse’s mane, which extends partway down its massive neck where it becomes a lighter blue spinal ruff that runs to the tip of its barbed tail. The rear legs are short and stumpy, and look too weak to support the dragon’s bulk, while its front legs are longer and end in razor-sharp claws.

The Midgard linnorm may be the only offspring of Jormungandr, the Midgard Serpent. This most magnificent of the linnorms rivals the strongest of dragons in power, and may be as immortal as its sire. Those that have seen the Midgard linnorm and lived to tell the tale said that it was so long they could not see the end of it.

The Midgard linnorm lives alone in the deepest parts of the bottom of the ocean, spending most of its time there. This serpent is solitary, considering the company of others inconsequential, though it does employ other creatures as guards to do its dirty work. The linnorm considers all of the sea floor to be its domain, and will dispatch any creature that tries to claim territory there. All other linnorms bow to the Midgard linnorm, and would never dare to challenge it.

The Midgard linnorm’s lair is an underwater sea cave, so deep beneath the water’s surface that no light filters down. This lair is guarded by four powerful, venerable sea linnorms. The dragon’s wealth is stored in the deepest chambers. The linnorm does not favor coins and gems, but keeps and makes use of magical treasure. The linnorm also likes artistic items purloined from the surface world such as decorative prows of ships, statues from villages, large shields, and other trinkets.

The Midgard linnorm can speak Draconic and Abyssal, and can communicate with other creatures telepathically.

The Midgard linnorm is 500 feet in length, and weighs 10,000 tons.

COMBAT
The Midgard linnorm may be malicious, but it considers itself above physical confrontation. It much prefers to meddle in the affairs of other linnorms and sentient creatures through its magic, maintain its control secretly. When combat is necessary, the dragon relies on its minions to fight for it, but if a confrontation is unavoidable the Midgard linnorm will bring the full might of its breath weapons and spell-like abilities to bear on the targets before using its melee weapons.

Breath Weapon (Su): The Midgard linnorm has three types of breath weapon: a line of boiling water, a cone of dust, and a cone of wind. It may use any breath weapon once every 1d4 rounds. All three breath weapons function normally underwater. The save DCs are Constitution-based.

The spray of boiling water is a 200-foot line that deals 20d20 points of fire damage (Reflex DC 45 half). Additionally, the creature must succeed on a DC 45 Strength check or be pushed back 100 feet (as if bull rushed). Air breathing creatures with less than 7 Hit Dice must succeed on a DC 45 Constitution check, or their lungs fill with water and they begin drowning immediately, and are treated as if beneath water in terms of being able to breathe. Creatures that fail the Constitution check may attempt a new check every round to cough the water out.

The cloud of dust is a 200-foot cone that deals 16d20 points of damage (Reflex DC 45 half) and causes living creatures to fall into fits of sneezing and coughing. Additionally, living creatures in the area must succeed on a DC 45 Fortitude save or take 2d6 points of Constitution damage immediately. In addition, those failing a second DC 45 Fortitude save 1 minute later are dealt 1d6 points of Constitution damage. Those who succeed on either saving throw are nonetheless disabled by choking (treat as stunned) for 5d4 rounds.

The third breath weapon is a 200-foot cone of wind that deals 12d20 points of damage (Reflex DC 45 half). Additionally, the creature must succeed on a DC 45 Strength check or succumb to the tornado-force wind, causing Large or smaller creatures to be blown 200 feet away, Huge creatures to be knocked down, and Gargantuan or Colossal creatures to be checked

Constrict (Ex): The Midgard linnorm deals automatic tail slap damage with a successful grapple check.

Crush (Ex): When jumping, the Midgard linnorm can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the Midgard linnorm's body. Each creature in the affected area must succeed on a DC 43 Reflex save or be pinned, automatically taking 8d6+13 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the Midgard linnorm chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Improved Grab (Ex): To use this ability, the Midgard linnorm must hit with its tail slap 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.

Spell-Like Abilities: At will - create water, detect thoughts (DC 21), protection from energy, water breathing; 1/day - acid fog, arcane eye, charm person (DC 20), charm monster (DC 23), control water, fog cloud, greater invisibility, greater teleport (DC 26), hypnotic pattern (DC 21), power word blind, power word stun, see invisibility, shapechange, solid fog, telekinesis (DC 24), veil (DC 25), wall of ice (DC 23), whispering wind. Caster level 14th. The save DCs are Charisma-based.

Tail Sweep (Ex): The Midgard linnorm can sweep with its tail as a standard action. The sweep affects creatures four or more size categories smaller than the linnorm within a 20-foot-radius half-circle centered on the linnorm's rear. Each affected creature that fails a Reflex save (DC 43 half) takes 4d6+19 points of damage. The save DC is Constitution-based.

Keen Senses (Ex): The Midgard linnorm sees four times as well as a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 120 feet.

Skills: The Midgard linnorm 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 found in Dragon Magazine #183 (“The Vikings’ Dragons,” July 1992, Jean Rabe), and Monstrous Compendium Annual One (1994).
 
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BOZ

Creature Cataloguer
Kercpa

http://www.enworld.org/showthread.php?t=69690

Kercpa
Tiny Monstrous Humanoid
Hit Dice: 1d8+2 (6 hp)
Initiative: +4
Speed: 20 ft (4 squares), climb 40 ft
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +1/-9
Attack: Longsword +1 melee (1d4-2/19-20) or spear +1 melee (1d4-2/x3) or longbow +7 ranged (1d4/x3)
Full Attack: Longsword +1 melee (1d4-2/19-20) or spear +1 melee (1d4-2/x3) or longbow +7 ranged (1d4/x3)
Space/Reach: 2 1/2 ft/0 ft
Special Attacks: Arrow swarm
Special Qualities: Camouflage, darkvision 60 ft, sylvan bond
Saves: Fort +4, Ref +8, Will +5
Abilities: Str 6, Dex 19, Con 14, Int 11, Wis 12, Cha 9
Skills: Climb +12, Hide +14*, Listen +6, Move Silently +6*, Spot +6, Survival +3
Feats: Deflect Arrows (b), Track

Environment: Temperate forest
Organization: Band (3-12) or tribe (100-300 plus 20% young, plus 1 2nd-level warrior per 20 kercpas, 1 3rd-level ranger per 100 kercpas, 1 2nd-level adept per 50 kercpas, and 1 4th-level adept)
Challenge Rating: 1
Treasure: None
Alignment: Often chaotic good
Advancement: By character class
Level Adjustment: +3

This large red squirrel is bipedal, and wears clothing of colors that seem to blend in with the creature’s surroundings. It otherwise looks like a normal squirrel, complete with a bushy tail.

The kercpa are a reclusive race that inhabits dense forests far from human civilization. They are shy of most other races, except for elves, and these small archers spend most of their time hidden even when near home. Elves are the most common allies of the kercpa, each race often living a symbiotic existence with the other. On rare occasions, rangers and druids have built a strong relationship with the kercpa, and even rarer is the bold kercpa that travels with a party of adventurers.

A kercpa resembles a squirrel in most regards. Their eyes are brightly intelligent and green or hazel, though blue is not unknown. Their cloths are similar to that of their wood elf neighbors, and come in shades of green, russet, tan, and dark brown. They do not cover their hands and feet, and with their tails they are as nimble and acrobatic as normal squirrels among the trees.

Kercpas are strictly vegetarian, and strike out in dozens of small bands daily to forage. Kercpa villages are found hidden among high branches, and consist of many small buildings spread out among several trees, connected by an elaborate system of vine ladders and bridges. A character can notice such a village by looking up and succeeding on a DC 20 Spot check (which can be higher or lower based upon weather and other conditions). Strangers traveling in kercpa lands will be observed carefully by scouts, and an intruder is unlikely to get within a mile of a village without the kercpas knowing. Such beings, even evil creatures such as orcs and goblins, will be allowed to pass unhindered through the forest if they do no harm to anything in it.

The two most vital contributors to kercpa society are the defender and shaman. The tribal defender is usually a ranger of at least 3rd level, and is one of the most skilled warriors in the tribe. These defenders organize patrols, maintain village defenses, and lead the tribe in attack, retreat, and evacuation when necessary. Defenders take their duties very seriously, and will sacrifice themselves for the tribe if need be. Defenders are always well equipped and will trade for useful equipment; pixie arrows are a prized item among them. The shamans are the leaders of the tribe, and are adepts of 4th level or higher. Kercpa shamans are skilled herbalists, and are quick to dispense curative spells and potions to those in need. Shamans are responsible for governing internal matters of the tribe, as well as providing advice and spiritual guidance.

A kercpa is 1 – 1 ½ feet tall, and weighs only 1 pound.

Kercpa can speak Sylvan, Elf, and Treant, and their own chattering language. About one in ten kercpas can also speak some Common. Kercpas can signal each other with a system of whistles and birdcalls at a range of 300 feet.

COMBAT
Kercpas are peaceful creatures, but are more than capable of defending themselves, their homes, and their allies. Kercpas spend most of their time hidden in the trees, motionless, watching and listening. Kercpas usually try to surround their enemies, and rain down a relentless barrage of arrows from all sides while darting in and out of concealment, making their numbers appear far greater than they really are. They avoid melee combat if possible. They use their signal system to coordinate their tactics to maintain cunning, stealth, subterfuge, and deception.

If these tactics fail, the kercpas will try to lead the intruders out of their territory, using taunts and jeers to fragment larger bands and get them hopelessly separated and lost in the woods. This way, the kercpas can deal with the smaller groups, or lead them into areas of the woods that the kercpas have set up with pits, snares, deadfalls, and other traps. If even this tactic fails, some of the kercpas will break off and run for help from their elven allies.

All adult kercpas are intimately familiar with the territory they live in and never get lost there. They keep caches of arrows and other supplies throughout the area in hollow branches and other locales to keep from having to return to the village often to restock. Adult male and female kercpa are equally skilled fighters.

Arrow Swarm (Ex): By taking a -5 penalty to all attack rolls for a round, a kercpa may make two additional ranged attacks at its highest attack bonus, as a full attack.

Camouflage (Ex): A kercpa can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Sylvan Bond (Ex): Kercpas have long fought alongside elves, and train in special tactics with them from a young age. A kercpa gains a +1 morale bonus on attack rolls when adjacent to an allied elf.

Skills: Kercpas have a +8 racial bonus on Climb checks. A kercpa can always choose to take 10 on Climb checks, even if rushed or threatened. A kercpa uses its Dexterity modifier instead of its Strength modifier for Climb checks.

A kercpa has a +4 bonus on Listen and Spot checks.

*A kercpa has a +4 racial bonus on Hide and Move Silently checks when in forested areas.

Feats: A kercpa can use its Deflect Arrows feat twice per round.


KERCPA AS CHARACTERS
A kercpa character exchanges its 1 HD of monstrous humanoid for its first class level, so a 1st-level kercpa rogue has a d6 Hit Die, a +0 base attack bonus, the base save bonuses of a rogue, and the rogue's skill points and class skills.

Kercpa have the following racial traits.
· -4 Strength, +8 Dexterity, +4 Constitution, +2 Wisdom, -2 Charisma.
· Tiny size. +2 size bonus to Armor Class, +2 size bonus on attack rolls, +8 size bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits are 1/2 those of Medium characters.
· Monstrous Humanoid: As monstrous humanoids, kercpas are proficient with all simple weapons, but they have no proficiency with any armor or shield.
· A kercpa's base land speed is 20 feet. A kercpa has a climb speed of 40 feet.
· Darkvision out to 60 feet.
· Special Attacks (see above): Arrow swarm.
· Special Qualities (see above): Camouflage, sylvan bond.
· +2 racial bonus on all saving throws
· Racial Skills: Kercpas have a +8 racial bonus on Climb checks. A kercpa can always choose to take 10 on Climb checks, even if rushed or threatened. A kercpa uses its Dexterity modifier instead of its Strength modifier for Climb checks. A kercpa has a +4 bonus on Listen and Spot checks. *A kercpa has a +4 racial bonus on Hide and Move Silently checks when in forested areas.
· Racial Feats: A kercpa receives Deflect Arrows as a bonus feat and can use its Deflect Arrows feat twice per round.
· Automatic Languages: Elven, Kercpa, Sylvan, and Treant. Bonus Languages: Common, Gnoll, Gnome, Goblin, Orc.
· Favored Class: Ranger.
· Level Adjustment: +3.

Originally found in Dragon Magazine #214 (“The Dragon’s Bestiary,” February 1995, Norman Abrahamsen), and Monstrous Compendium Annual Four (1998).
 
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BOZ

Creature Cataloguer
Eater of Knowledge

http://www.enworld.org/showthread.php?t=68207

Eater of Knowledge
Large Outsider (Extraplanar, Evil)
Hit Dice: 10d8+40 (95 hp)
Initiative: +5
Speed: 20 ft (4 squares)
Armor Class: 19 (-1 size, +1 Dex, +9 natural), touch 10, flat-footed 18
Base Attack/Grapple: +10/+20
Attack: Slam +16 melee (3d4+6)
Full Attack: 2 slams +16 melee (3d4+6)
Space/Reach: 10 ft/10 ft
Special Attacks: Acquire feats, acquire skills, acquire spellcasting, improved grab, ingest brain, psionics, spell-like abilities
Special Qualities: Darkvision 60 ft, immune to mind-affecting effects, spell resistance 26, telepathy 100 ft
Saves: Fort +11, Ref +8, Will +11
Abilities: Str 22, Dex 12, Con 19, Int 18, Wis 18, Cha 20
Skills: Bluff +18, Concentration +17, Diplomacy +22, Disguise +5 (+7 acting), Intimidate +20, Knowledge (arcana) +17, Knowledge (religion) +17, Knowledge (the planes) +17, Listen +17, Search +17, Sense Motive +17, Spellcraft +19, Spot +17, Survival +4 (+6 following tracks, +6 other planes)
Feats: Combat Casting, Improved Initiative, Spell Penetration, Weapon Focus (slam)

Environment: Concordant Domain of the Outlands
Organization: Solitary
Challenge Rating: 12
Treasure: Double standard
Alignment: Always neutral evil
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: ---

This humanoid shape is a hideous heap of leathery hide and brain-like material, with exposed ganglia and brain matter oozing from openings in its distended skull, surrounded by a reek of rot and decay. This slow, shambling thing shuffles along with clumsy, awkward jerks, and moans and gurgles as it moves.

The eaters of knowledge were created by the illithid god-brain Ilsensine to be its servants and do its bidding. The mind flayer deity does not leave its realm on the Outlands, the Caverns of Thought, but uses the eaters as its emissaries, messengers, guardians, hunters, and instruments of vengeance. They are also sometimes loaned out to other gods as part of a bargain, and are occasionally sent to the Material plane to assist Ilsensine’s cultists. The primary mission of the eaters of knowledge is to add to Ilsensine’s knowledge by venturing into realms the god cannot monitor and observe what they can. They also devour the brains of sentient creatures they encounter, adding the creatures’ memories and experiences to their own.

An eater of knowledge is an extremely intelligent and dangerous creature, despite its repulsive, clumsy appearance. It is said that they are made from creatures that have ventured into the Caverns of Thought and had their minds destroyed. The god-brain selects some of these near-zombies, removed the brains, and replaces them with portions of its own body. This vile stuff causes the host body to swell and change into the form of an eater of knowledge. The eaters have no definite life span or means of reproduction, and Ilsensine cares little for them individually.

An eater of knowledge is 9 feet tall and weighs 550 pounds.

An eater of knowledge cannot speak, but communicate telepathically; its mental voice is said to be a discordant chorus of every sentient creature it has devoured.

COMBAT
An eater of knowledge is an exceptionally dangerous opponent, and is much stronger and swifter than its soft, bulbous form would appear. Its ability to ingest a victim’s brain is more time-consuming than that of a mind flayer, but any victim is unlikely to escape unscathed. An eater won’t release a victim until it has completely consumed the brain, but it can be forced to let go it killed, reduced to 10 or fewer hit points, or attacked with powerful magic; an eater would rather flee than die.

While an eater of knowledge is deadly in melee combat, it prefers to rely on its magical and mental powers, as well as abilities it has stolen from creatures it has fed on. It uses its powers to lure lone victims away from their companions, allowing the eater to feed interrupted.

An eater of knowledge’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Acquire Feats (Ex): An eater of knowledge permanently acquires two of the feats of a consumed creature as bonus feats, provided it meets the feats' prerequisites.

Acquire Skills (Ex): An eater of knowledge can acquire one skill known by a creature whose brain it has consumed, chosen at the time of consumption. It permanently gains all of the creature’s ranks in that skill (but not racial or ability score bonuses to the skill modifier) even if its new total is more ranks than the eater's Hit Dice would normally allow. This skill becomes a class skill for the eater of knowledge, and it may buy more ranks in the skill if the new ranks do not cause it to exceed the maximum ranks in the skill.

Acquire Spellcasting (Ex): An eater of knowledge permanently gains the ability to cast the spells of a spellcaster whose brain it has consumed. The eater of knowledge is able to cast one spell of each level available to the character, up to a level equal to the eater's Hit Dice divided by 2 plus 1 (6th-level for a typical eater of knowledge). The eater of knowledge also gains bonus spells provided by its ability scores. If the eater of knowledge already has spellcasting levels, these spells are in addition to those granted by the eater's spellcasting class levels.

If the victim prepares spells as a wizard, the eater of knowledge must still consult a spellbook or learn from scrolls. An eater of knowledge cannot spontaneously replace spells (like a cleric does with cure spells or a druid with summon nature's ally spells), nor does it gain access to any domain spells or powers.

Improved Grab (Ex): To use this ability, an eater of knowledge must hit a Small, Medium, or Large creature with both slam attacks. It can attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can ingest the creature’s brain. An eater of knowledge can grab a Huge or larger creature, but only if it can somehow reach the foe's head.

Ingest Brain (Ex): An eater of knowledge that makes a successful grapple check brings its exposed cerebral matter in contact with the victim’s flesh. Tiny tendrils of nerves bore into the victim’s flesh and begin to take control of its nervous system, tunneling towards the brain. This agonizing process deals 1d6+6 points of damage to the victim each round, and the victim must succeed on a DC 19 Will save or take 1 point of Intelligence, Wisdom, and Charisma drain each round as well. The save DC is Constitution-based. The damage and ability drain stops if the victim escapes or is pulled free, or if the eater is forced to let go. A creature seized by an eater of knowledge is automatically pinned once the ingestion process begins; thus, it can only use the escape from grapple option.

After 1d4 rounds of this, the eater’s tendrils reach the victim’s brain and begin to extract it. Tiny chunks of brain matter are torn away by the tendrils and drawn back into the eater of knowledge, dealing 1d6 points of Intelligence, Wisdom, and Charisma drain each round. When any of these ability scores reaches 0, the creature dies. This power is useless against constructs, elementals, oozes, plants, and undead.

Psionics (Sp): At will - animate objects, astral projection, confusion (DC 17), daze monster (DC 17), detect thoughts (DC 17), dimension door (DC 18), inflict light wounds (DC 16, 1d8+5), mage armor, pyrotechnics (DC 17), stoneskin, telekinesis (DC 20), telepathic bond; 3/day - dominate monster (DC 24), globe of invulnerability; 1/day - disintegrate (DC 21). Effective caster level 10th. The save DCs are Charisma-based.

Spell-Like Abilities: At will - confusion (DC 19), detect thoughts (DC 17), dominate person (DC 20), hold person (DC 18), levitate, modify memory (DC 19), see invisibility, shadow walk (DC 21). Caster level 10th. The save DCs are Charisma-based.


Psionic Eater of Knowledge
If you use the Expanded Psionics Handbook in your game, alter the eater of knowledge as follows:

Large Outsider (Extraplanar, Evil, Psionic)
Special Attacks: Acquire feats, acquire skills, acquire spellcasting, improved grab, ingest brain, psi-like abilities
Special Qualities: Darkvision 60 ft., immune to mind-affecting effects, power resistance 26, telepathy 100 ft.
Skills: Bluff +18, Concentration +17, Diplomacy +22, Disguise +5 (+7 acting), Intimidate +20, Knowledge (psionics) +17, Knowledge (religion) +17, Knowledge (the planes) +17, Listen +17, Psicraft +19, Search +17, Sense Motive +17, Spot +17, Survival +4 (+6 following tracks, +6 other planes)
Feats: Combat Manifestation, Improved Initiative, Power Penetration, Weapon Focus (slam)

A psionic eater of knowledge does not possess the psionic spell-like abilities of the normal eater of knowledge. Instead, it has psi-like abilities.

Psi-Like Abilities (Sp): At will - astral caravan, control body (Large or smaller, DC 19*), control object, ego whip (2d4 Cha damage, DC 19*), id insinuation (four targets, DC 20*), inertial barrier, inflict pain (four targets, DC 20*), matter agitation, matter manipulation, mental barrier (5 rounds*), mind thrust (10d10 damage, DC 20*), mindlink (six targets, nonwilling DC 16), psionic dimension door (DC 19), read thoughts (DC 17), telekinetic force (375 pounds, DC 18*), telekinetic maneuver (+1 on bull rush, disarm, grapple and trip checks*), telekinetic thrust (375 pounds, DC 18); 3/day - catapsi (DC 20), intellect fortress (4 rounds*), mind probe (DC 20), psionic blast (three rounds, DC 18*), psionic dominate (affects animals, fey, giants, humanoids, magical beasts and monstrous humanoids, DC 20*); 1/day - psionic disintegrate (DC 21). Manifester level 10th. The save DCs are Charisma-based.
*Includes augmentation for the eater of knowledge's manifester level.


Originally found in Planescape Monstrous Compendium Appendix II (1995, Rich Baker).
 
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