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Shade

Monster Junkie
Genie, Tasked, Builder

http://www.enworld.org/forum/general-monster-talk/268436-converting-al-qadim-creatures-22.html

Genie, Tasked, Builder
Large Outsider (Earth, Extraplanar)
Hit Dice: 9d8+36 (76 hp)
Initiative: +1
Speed: 40 ft. (8 squares), burrow 20 ft.
Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +9/+20
Attack: Slam +15 melee (1d8+7)
Full Attack: 2 slams +15 melee (1d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Demolition, earth mastery, spell-like abilities
Special Qualities: Change shape, darkvision 60 ft., genie-built, plane shift, telepathy 100 ft.
Saves: Fort +12, Ref +7, Will +8
Abilities: Str 24, Dex 12, Con 18, Int 17, Wis 15, Cha 15
Skills: Climb +12, Concentration +15, Craft (blacksmith) +15, Craft (carpentry) +15, Craft (stonemasonry) +15, Knowledge (architecture & engineering) +18, Knowledge (the planes) +14, Listen +13, Profession (architect) +14, Profession (builder) +14, Search +14 (+17 to find secret doors or hidden compartments, Spot +13, Survival +2 (+4 on other planes)
Feats: Great Fortitude, Improved Sunder, Power Attack, Skill Focus (Knowledge [architecture & engineering])
Environment: Elemental Plane of Earth
Organization: Solitary, company (2–4), or band (6–15)
Challenge Rating: 7
Treasure: Standard coins; double goods; standard items
Alignment: Always neutral
Advancement: 10-12 HD (Large); 13-27 HD (Huge)
Level Adjustment: —

This creature resembles a bald, muscular human nearly seven feet in height. It wears flowing silk robes and carries an array of carpentry and architectural tools upon its person.

Builder genies, also called architect genies, were once dao, but they have been reshaped by a life of construction and design. Their powers are responsible for many of the tales told of cities springing up overnight at the command of the genies. Builder genies are slaves to the dao, and they resent the dao without being able to overthrow them. Many bear brands of their dao masters upon their skin.

Builder genies live for their work; the greatest compliment one can pay a builder genie is to admire his work, the greatest insult one can offer is to compliment the builder while criticizing his work. They don’t care what they build, lavishing equal care and planning whether their constructing a barracks or a palace. In all cases, builder genies will demand the longest-lasting and most expensive materials, costing four times the normal cost.

Builder genies can imitate any architectural style they have examined. They prefer to work in a style appropriate to a building's surroundings, but will build an opulent mausoleum in the middle of a poor fishing village if so commanded. Builder genies can be notoriously literal in obeying instructions, and they can also bend instructions to suit their personal whims. They are always willing to destroy existing structures to make way for new, improved ones, although in the case of a masterwork, the builder genie rebuild it with improvements only a master architect might recognize.

Builder genies judge other creatures on their building achievements; they do not rate races that do not erect structures as civilized, but have great respect for the disciplined and exact hives and warrens of giant insects.

A builder genie is 7 feet tall and weighs 600 to 800 pounds.

Builder genies speak Terran, Aquan, and Common.

COMBAT

Unless a builder genie is commanded to defend a building, it will prefer to avoid combat and simply repair minor damage after a battle is resolved by others. A builder genie will defend its worksite if so commanded, but will not participate in battles outside buildings or in buildings it has had no part in making. Much like their dao brethren, builder genies prefer to let others do their fighting for them and will balance the odds in their favor as much as possible before a battle. They enjoy using mazes, battlements, and secret passages to lead opponents on chases through entire buildings that they have prepared with traps and ambush sites. In desperation, a builder genie may collapse part of a building it is working on to kill opponents who might otherwise destroy the whole project.

Change Shape (Su): A builder genie can assume the form of any Small, Medium, or Large humanoid or giant.

Demolition (Ex): A builder genie can study a construction to find its weak spots. This requires a full-round action and a Knowledge (Architecture) check against a DC equal to the construction's break DC. If successful, the genie's attacks ignore the first 6 points of the construction's hardness and do full damage.

Instead of making its own attacks, the builder genie may instead use its demolition ability to aid the operator(s) of a siege engine. In this case, the DC increases by 5. If the genie succeeds on its check, the siege engine ignores the first 6 points of the construction's hardness and deals full damage.

Earth Mastery (Ex): A builder genie gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the builder genie takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Genie-Built (Ex): Any edifice constructed by a builder genie costs four times the standard price, but has double hit points and its Break and Climb DCs are 10 points higher than normal. (e.g. a genie-built 1 foot thick masonry wall has 180 hp, Break DC 45 and Climb DC 25 instead of the 90 hp, Break DC 35 and Climb DC 15 of normal masonry) .

A builder genie can also erect magical treated walls (see DMG) and other enchanted edifices without needing to meet their feat and spell prerequisites.

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

Spell-Like Abilities: 3/day—minor creation, mirage arcana (DC 17), warp wood (DC 14); 1/day—passwall, stone shape, stone tell, transmute mud to rock (DC 17), transmute rock to mud (DC 17), wall of stone (DC 17); 1/month—wish (granted in relation to buildings or construction). Caster level 19th. The save DCs are Charisma-based.

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

Monster Junkie
Ceremorph, Mozgriken

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-55.html

Ceremorph, Mozgriken
Small Aberration
Hit Dice: 4d8+4 (22 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +3/-1
Attack: Tentacle +4 melee (1d4+1)
Full Attack: 3 tentacles +4 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psionics
Special Qualities: Darkvision 120 ft., hide in plain sight, nondetection, spell resistance 14
Saves: Fort +2, Ref +4, Will +8
Abilities: Str 10, Dex 16, Con 12, Int 19, Wis 19, Cha 13
Skills: Concentration +8, Escape Artist +10, Hide +18, Listen +11, Move Silently +14, Spot +11, Use Rope +3 (+5 bindings)
Feats: Eyes In The Back Of Your Head, Run
Environment: Underground
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +5

This strange hunchbacked being stands only half as tall as a human. Its back is hunched, and its limbs are twisted. Its flesh is rubbery pitch black, and the three tendrils replacing its mouth appear to be nothing more than wisps of shadow, fading into nothingness at the tips.

Mozgriken are special form of ceremorph created when an illithid larva is implanted within a deep gnome (svirfneblin), and fused with the essence of the Plane of Shadow.

Because of the hatred between illithids and svirfneblin, mozgriken find little respect within an illithid community. Mozgriken are the targets of constant scorn despite their usefulness. Although they can often infiltrate an enemy's camp, they are treated poorly because of their origin. Compounding the bias against them is the fact that they've only three tentacles, a sign of imperfection, and can draw sustenance only from the fluids of the brain. They've eventually come to accept illithid rule because they know there is no other race in the Underdark that would take them in. Even if they all united, they would be too weak to survive.

A mozgriken is usually 3 to 3-1/2 feet tall and weighs 40 to 45 pounds.

Mozgriken speak Common, Gnome, and Undercommon.

COMBAT

Made meek by the harsh rule of their creators, mozgriken avoid combat whenever possible. They use their psionic powers to hide among their foes and glean bits of vital information. If detected, mozgriken do everything in their power to escape, but if pressed into battle they use their psionics to attempt to create an opening to escape.

Hide in Plain Sight (Su): A mozgriken can use the Hide skill even while being observed. As long as it is within 10 feet of some sort of shadow, a mozgriken can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.

Nondetection (Su): Mozgriken have a continuous nondetection supernatural ability as the spell cast by a wizard of their character level.

Psionics (Sp): At will—darkness; 3/day—detect thoughts (DC 13), magic fang, misdirection (DC 13), owl's wisdom; 1/day—clairaudience/clairvoyance, invisibility, locate creature, polymorph. Effective caster level 6th. The save DCs are Charisma-based.

Skills: A mozgriken has a +4 racial bonus on Hide and Move Silently checks.

Psionic Mozgriken
If you are using the Expanded Psionics Handbook and running a psionic campaign, mozgriken gain the psionic subtype, have power resistance x rather than spell resistance, and gain psi-like abilities.

Feats: Eyes In The Back Of Your Head, Speed Of Thought

Psi-Like Abilities: At will—chameleon; 3/day—conceal thoughts (self only), escape detection, forced sense link (DC 13, 2 senses)*, metaphysical claw (+2 enhacement bonus, 6 hours)*, read thoughts (DC 13); 1/day—clairvoyant vision, metamorphosis, shadow body . Manifester level 6th. The save DCs are Charisma-based. These abilities replace the mozgriken's spell-like psionics.

*Includes augmentation for the mozgriken's manifester level.

Originally appeared in Dragon Magazine #255 (1999).
 
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Shade

Monster Junkie
Golem, Furnace

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-50.html

Golem, Furnace
Large Construct
Hit Dice: 20d10+30 (140 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 30 (–1 size, –1 Dex, +22 natural) touch 8, flat-footed 30
Base Attack/Grapple: +15/+30
Attack: Huge warhammer +25 melee (3d6+16/x3) or slam +25 melee (2d6+11) or rock +14 ranged (2d6+11)
Full Attack: Huge warhammer +25/+20/+15 melee (3d6+16/x3) or 2 slams +25 melee (2d6+11) or rock +14 ranged (2d6+11)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 2d6+11, consumptive flight, death throes, double damage against objects, improved grab, improvised weapon mastery, oversized weapon, rock throwing, wield oversized weapons
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision, rock catching
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 33, Dex 9, Con —, Int 12, Wis 11, Cha 12
Skills: Craft (armorsmith) +12, Craft (weaponsmith) +13, Listen +23, Spot +23
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Stand Still
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 21–24 HD (Large); 25–60 HD (Huge)
Level Adjustment: —

This metallic automaton resembles an armored giant. Its eyes give off a dull red glow, and the interior of its mouth contains flickers of flame.

Furnace golems are variant iron golems imbued with some sentience, allowing them to carry out fairly complex instructions as could normal, humanoid servants. They never rebel against their masters.

A furnace golem stands 12 feet tall and weighs 6,000 pounds.

Furnace golem are created with the ability to speak two languages known to its creator. A furnace golem speaks in a slow, measured, booming voice that lacks inflection and tone. Their hinged jaws move when the speak, revealing flickering flames within.

COMBAT

Furnace golems are intelligent enough to wield weapons, and can even use oversized and improvised weapons to great effect. Like giants, they are adept at throwing and catching large rocks as well. The attacks of furnace golems are devastating to inanimate objects. When a furnace golem is destroyed, the molten iron that makes up its core is released into a deadly pool.

Constrict (Ex): A furnace golem deals 2d6+11 points of damage with a successful grapple check.

Consumptive Flight (Su): As a move-equivalent action that does not provoke attacks of opportunity, a furnace golem may place an unattended magic item in its mouth. Consuming the item takes one full round, although the furnace golem can still act as usual. The item must succeed on a DC 31 Fortitude save or be destroyed. Items that succeed at their save are ejected from the golem's mouth, landing in a random square adjacent to the golem. This ability cannot destroy magical artifacts. The save DC is Strength-based.

Once the item is completely destroyed, the release of magical energy grants the furnace golem magical flight as the spell overland flight at the caster level of the magic item.

Death Throes (Ex): When destroyed, a furnace golem dissolves in a 30-foot-radius pool of molten iron that deals 6d10 points of fire damage to anything within its area (Reflex DC 20 half ). The pool lingers for 1d4+4 rounds. This explosion automatically destroys any weapons the furnace golem is holding. The save DC is Constitution-based.

Double Damage against Objects (Ex): A furnace golem that makes a full attack against an object or structure deals double damage.

Immunity to Magic (Ex): A furnace golem 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 damage slows a furnace golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a furnace golem hit by a fireball gains back 6 hit points if the damage total is 18 points. A furnace golem gets no saving throw against fire effects.

A furnace golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

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

Improvised Weapon Mastery (Ex): A furnace golem may wield an improvised weapon without penalty.

Oversized Weapon (Ex): A furnace golem wields a great, two-handed warhammer (big enough for creatures one size category larger) without penalty.

Rock Catching (Ex): A furnace golem can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a furnace golem that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The golem must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex): A furnace golem can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The range increment is 120 feet for a furnace golem's thrown rocks.

A Huge furnace golem can hurl rocks of 60 to 80 pounds (Medium objects) with a range increment is 140 feet.

Construction
A furnace golem’s body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 15,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.

CL 16th; Craft Construct, geas/quest, heat metal, limited wish, overland flight, caster must be at least 16th level; Price 175,000 gp; Cost 95,000 gp + 6,400 XP.

Originally appeared in Trading Cards Factory Set (1993).
 
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Shade

Monster Junkie
Unicorn, Cunnequine

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

Unicorn, Cunnequine
Large Magical Beast
Hit Dice: 4d10+20 (42 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +4/+13
Attack: Horn +11 melee (1d8+8)
Full Attack: Horn +11 melee (1d6+8) and 2 hooves +3 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Reverse alignment, spell-like abilities, turn undead and extraplanar creatures (+7, 2d6+9, 4th)
Special Qualities: Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, spell resistance 9, wild empathy
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24
Skills: Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8*
Feats: Alertness, Skill Focus (Survival)
Environment: Temperate forests
Organization: Solitary, pair, or grace (3–6)
Challenge Rating: 4
Treasure: None
Alignment: Always lawful good
Advancement: 5–8 HD (Large)
Level Adjustment: +4 (cohort)

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

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

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

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

Cunnequines speak Sylvan and Common.

COMBAT

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

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

Reverse Alignment (Su): Once per day a cunnequine can try to change a creature's alignment with a touch of its horn (+11 melee touch attack). The target must succeed at a DC 17 Will save or its alignment is reversed as by a helm of opposite alignment. The save DC is Charisma-based and includes a -2 racial penalty.

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

A cunnequine can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.

Turn Undead and Extraplanar Creatures (Su): A cunnequine can turn and destroy undead as a cleric of a level equal to its Hit Dice. A cunnequine can make up to 10 turn attempts per day.

Additionally, a cunnequine can turn or destroy creatures with the extraplanar subtype as if they were undead. An extraplanar creature has an effective turn resistance equal to half its spell resistance (round down).

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

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

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

Monster Junkie
Golem, Radiant

http://www.enworld.org/forum/general-monster-talk/219413-converting-epic-level-creatures-51.html

Golem, Radiant
Huge Construct
Hit Dice: 40d10+160 (380 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 32 (–2 size, –1 Dex, +25 natural) touch 7, flat-footed 32
Base Attack/Grapple: +30/+53
Attack: Slam +43 melee (6d10+15)
Full Attack: 2 slams +43 melee (6d10+15)
Space/Reach: 15 ft./15 ft.
Special Attacks: Life-draining aura
Special Qualities: Construct traits, damage reduction 15/adamantine and epic, darkvision 60 ft., fast healing 15, immunity to magic, low-light vision, telepathy 100 ft.
Saves: Fort +13, Ref +18, Will +19
Abilities: Str 41, Dex 9, Con —, Int 7, Wis 11, Cha 11
Skills: Diplomacy +30, Listen +12, Spot +11
Feats: Awesome Blow, Epic Reflexes, Epic Skill Focus (Diplomacy), Epic Toughness (×4), Epic Will, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Run
Environment: Any
Organization: Solitary
Challenge Rating: 22
Treasure: None
Alignment: Neutral good
Advancement: —
Level Adjustment: —

This black metal automaton towers nearly fifteen feet in height. Its body resembles a powerfully built human man. Its eyes burn with a cool, blue light, while an azure aura radiates from its powerful frame, accompanied by the scent of summer lightning.

The radiant golem is an ancient, unique construct created long ago by a long-forgotten race. In an attempt to improve upon iron golems, these ancients used a unique ore found on a lifeless asteroid to fashion the thing’s body and wove magical spells never before crafted to breathe life into it. Its creators found that the creature was not useful as a guardian or warrior, because it would never take action to harm another creature. By the time they had learned about the golem’s gentle and friendly nature, however, they had succumbed to the unexpected life-draining aura that constantly surrounds the golem.

Since that time, the "orphaned" radiant golem has drifted from world to world in an attempt to find friends. It longs to have companions who do not flee from it or succumb to its deadly presence. As such, it often latches onto parties of adventurers and tries to join their ranks. The golem is helpful to such companions, offering advice, lifting heavy weights, and doing everything a servant might do to make their lives easier (but shorter).

The radiant golem is unaware of its deadly aura, and it will not understand or believe in the aura if told of its existence. Aware that it is almost immortal, the golem simply assumes that living things die very quickly. In fact, the golem often bemoans the fact the fate has made mortals so fragile. All it seeks are friends.

The radiant golem’s death aura affects not only animal life, but plant life as well. In cases where the golem has set up a home for itself and spent a good deal of time in one area, the entire region is likely to become barren and lifeless. The aura does not affect unliving material, like stone and metal, or once living matter (like a wooden cart) in any way.

The radiant golem stands 16 feet tall and weighs 6,000 pounds.

The radiant golem understands Common and Celestial, but generally only communicates telepathically.

COMBAT

The radiant golem abhors violence in any form. While engaged in melee, it repeatedly offers its foes the chance to break off hostilities. Whenever the radiant golem takes damage from an attack, it attepts to flee. If retreat is impossible, it turns and attacks.

Immunity to Magic (Ex): The radiant golem 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 damage slows the radiant golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a radiant golem hit by a fireball gains back 6 hit points if the damage total is 18 points. The radiant golem gets no saving throw against fire effects.

The radiant golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Life-Draining Aura (Su): The radiant golem is continuously surrounded by a deadly aura to a radius of 30 feet. Any living creature within the area suffers 1d3 points of Constitution drain (Fortitude DC 30 negates). Once a creature suffers Constitution drain in this manner, it is immune to the radiant golem's aura for 24 hours. The golem cannot voluntarily suppress this ability. The Constitution drain caused by the life-draining aura is particularly tenacious and can only be healed by a wish or miracle spell. The save DC is Constitution-based.

Originally appeared in Monstrous Compendium Spelljammer Appendix (1990).
 
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Shade

Monster Junkie
Moat Cat

http://www.enworld.org/forum/general-monster-talk/82565-send-clowns-converting-oddballs-26.html

Moat Cat
Medium Magical Beast (Aquatic)
Hit Dice: 3d10+6 (22 hp)
Initiative: +7
Speed: 40 ft. (8 squares), climb 20 ft., swim 30 ft.
Armor Class: 19 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+6
Attack: Claw +6 melee (1d3+3)
Full Attack: 2 claws +6 melee (1d3+3) and bite +4 melee (1d6+1)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, pounce, rake 1d4+1
Special Qualities: Amphibious, darkvision 60 ft., low-light vision, saltwater sensitivity, scent, sprint, water dependent
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 16, Dex 17, Con 15, Int 2, Wis 12, Cha 4
Skills: Balance +11, Climb +11, Hide +7, Jump +15, Listen +6, Move Silently +7, Spot +6, Swim +11
Feats: Alertness, Improved Initiative (B), Multiattack
Environment: Freshwater aquatic
Organization: Solitary, pair, or family (3-4)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Medium)
Level Adjustment: —

This creature resembles a large cat, except its tail is thick and lizardlike. Its spotted skin is sleek and smooth, and a set of gills can be seen behind its jaws.

Moat cats are magical crossbreeds of newts and large cats (such as cheetahs or leopards). Amphibious, they must keep their skin wet, and thus make perfect guardians for a castle moat.

Since moat cats must remain near water, they are unlikely to travel far from the moats where they are placed. They usually stray only a mile or so, and then only to hunt, returning to the moat to feed and sleep. This inadvertent loyalty keeps the creatures near thier master's moat. Wild moat cats occasionally make their homes in rivers, lakes or ponds.

Perhaps because of their amphibious nature, moat cats do not need to feed as often as would a great cat of a comparable size. Each adult moat cat requires a sheep or similarly sized creature every other week or so. They are gluttonous during feasting but then become somewhat lethargic during the next day while they digest. Attempting to bypass a moat cat by offering it food is rarely successful, for they prefer to hunt their own food.

Moat cats lay jellylike eggs in the water. These eggs will hatch into 20-50 cubs, over half of which will end up being devoured by the adults. Usually only 1-4 of a given litter survive to full adulthood. The “cub” stage of a moat cat’s development is similar to that of the “tadpole” stage of most frogs and toads. As a cub, the moat cat has no limbs, but swims by means of its powerful tail. After a year, they grow legs and begin to move about on land. At this point, they will be taught how to hunt by the parents, and by two years of age they will have achieved full adult status.

A moat cat is 4 to 5 feet long and weighs 100 to 150 pounds. Coloration varies from black to red to brown, with a series of spots of contrasting colors (white mottling on black, black mottling on a red, and so forth). Eye coloration is nearly always green. Moat cats have a life span of about 12 to 15 years.

COMBAT

Moat cats generally lie in wait completely submerged, then spring up to attack intruders. They savage foes much like a leopard, pouncing and raking with its hind claws.

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

Pounce (Ex): If a moat cat charges a foe, it can make a full attack, including two rake attacks.

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

Saltwater Sensitivity (Ex): A moat cat fully immersed in saltwater 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.

Sprint (Ex): Once per hour, a moat cat can move 6 times its normal speed (240 feet) when it makes a charge.

Water Dependent (Ex): Moat cats can survive out of the water for 2 hours. After that, the moat cat suffers 1d6 points of nonlethal damage per hour until it reenters water.

Skills: Moat cats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Jump checks. A moat cat has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A moat cat 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 #243 (1998).
 
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Shade

Monster Junkie
Pitcher Plant, Giant

http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants-3.html

Pitcher Plant, Giant
Large Plant
Hit Dice: 5d8+25 (47 hp)
Initiative: -2
Speed: 0 ft. (immobile)
Armor Class: 14 (-1 size, -2 Dex, +7 natural) touch 7, flat-footed 14
Base Attack/Grapple: +3/+12
Attack: Tendril +10 melee (1d4+7)
Full Attack: Tendril +10 melee (1d4+7)
Space/Reach: 10 ft./0 ft. (20 ft. with tendril)
Special Attacks: Improved grab, swallow whole
Special Qualities: Blind, damage reduction 5/slashing, plant traits, tremorsense 20 ft.,
Saves: Fort +8 Ref -1, Will +1
Abilities: Str 21, Dex 6, Con 18, Int —, Wis 11, Cha 3
Skills: —
Feats: Blind-Fight (B)
Environment: Any temperate or warm land
Organization: Solitary or cluster (2–8)
Challenge Rating: 3
Treasure: 1/10th coins; 1/10th goods (metallic and stone only); standard items (metallic and stone only)
Alignment: Always neutral
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Level Adjustment: —

This plant resembles a giant green vase made up of toughened base leaves tightly woven together with small vines.

Pitcher plants are carnivorous plants whose prey-trapping mechanism features a deep cavity filled with rainwater. Although the garden variety pticher plants are among the most passive of all known carnivorous plants, the giant version has evolved into a much larger and more aggressive creature.

A typical giant pitcher plant grows to 8 feet in height.

COMBAT

A giant pitcher plant is immobile, lying in wait until potential prey approaches. It then lashes out with a tendril, attempting to draw a victim into its fluid-filled opening and drown it within.

Blind (Ex): Giant pitcher plants are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Improved Grab (Ex): To use this ability, a giant pitcher plant must hit a creature at least one size smaller than itself with its tendril 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 try to swallow the opponent in the following round.

Swallow Whole (Ex): A giant pitcher plant can try to swallow a grabbed opponent by making a successful grapple check. The interior of the plant is a vase filled with digestive fluids, each round the opponent takes 1d4 points of acid damage and must succeed on a DC 15 Swim check or sink under the fluid and risk drowning. A swallowed creature can climb out of the vase with a successful grapple check. This returns it to the plant’s maw, where another successful grapple check is needed to get free. The inside of the vase is lined with needle-sharp spines that inflict 2d4 points of piercing damage to the opponent for every grapple attempt they make to escape. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the giant pitcher plant's interior (same AC and DR as the plant's exterior). Once the creature exits, elastic action closes the hole; another swallowed opponent must cut its own way out. A Large giant pitcher plant's interior can hold 2 Medium, 8Small, 32 Tiny, 128 Diminutive or 512 Fine opponents.

Originally appeared in Dragon Magazine #89 (1984).
 
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Shade

Monster Junkie
Zombie, Acid

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-20.html

Zombie, Acid
Medium Undead
Hit Dice: 4d12+3 (29 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 12 (-1 Dex, +3 natural), touch 9, flat-footed 12
Base Attack/Grapple: +2/+5
Attack: Slam +5 melee (1d8+3 plus 1d4 acid)
Full Attack: 2 slams +5 melee (1d8+3 plus 1d4 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, constrict 2d8+6 plus 3d4 acid, improved grab
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., immunity to acid, undead traits
Saves: Fort +1, Ref +0, Will +4
Abilities: Str 16, Dex 9, Con —, Int —, Wis 10, Cha 1
Skills: —
Feats: Toughness (B)
Environment: Any
Organization: Solitary, gang (2-12), or mob (10-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 5 HD (Medium); 6-9 HD (Large); 10-15 HD (Huge)
Level Adjustment: —

The flesh of this walking cadaver is almost pure white, and glistens as if covered in sweat. It moans softly as it shambles forth.

Acid zombies are specialized undead that designed to grasp foes in a bearlike hug while holding while their acidic coating eats them alive.

An acid zombie can be created with the spells create undead and acid arrow. The caster level must be at least 12th.

COMBAT

Acid zombies, being mindless undead, simply amble forth into battle, bludgeoning those designated as enemies by their creator. They are generally commanded to focus their attacks on an individual melee-centric character, in an attempt to grapple the foe and remove it from the fight.

Acid (Ex): An acid zombie's slam attacks deals bludgeoning damage plus acid damage due to the creature's corrosive body. Anyone hit by an acid zombie's slam attack takes an additional 1d4 points of acid damage.

Creatures hitting an acid zombie with natural weapons or unarmed attacks, or grappling with an acid zombie, take acid damage as if the zombie had struck them.

Large acid zombies deal 1d6 points of acid damage, while the acid attack of Huge acid zombies deal 1d8) points of damage.

Constrict (Ex): An acid zombie deals 2d8+6 points of damage plus 3d4 points of acid damage with a successful grapple check. Large acid zombies deal 3d6 points of acid damage, while Huge acid zombies deal 3d8 points of damage.

Improved Grab (Ex): To use this ability, an acid zombie must hit an opponent of its size or smaller with both slam attacks. 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.

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

Monster Junkie
Sidhe

http://www.enworld.org/forum/genera...l-conversion-thread-finishing-off-fey-39.html

Sidhe
Medium Fey
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+2
Attack: Quarterstaff +2 melee (1d6+1) or shortbow +3 ranged (1d6/x3)
Full Attack: Quarterstaff +2 melee (1d6+1) or weapon +3 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Iron intolerance, low-light vision, water breathing
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 13, Dex 14, Con 11, Int 9, Wis 10, Cha 10
Skills: Handle Animal +4
Feats: Point Blank Shot
Environment: Any
Organization: Squad (2–4), company (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or band (30–100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, 3 7th-level captains, and 1 10th-level leader)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +2

This humanoid has vaguely elven features.

Sidhe (pronounced "shee") are a race of fey very similar to humans and elves. In fact, a sidhe is nearly indistinguishable for either of those races. Like elves, they have a close connection with nature, and like humans, they are incredibly flexible in their skills and vocations.

What separates sidhe from humans and elves are their ability to breathe both air and water, their ability to become invisible, and their adverse reaction to iron.

Sidhe form bands and smaller groups similar to elves. Sidhe prefer to make their homes in beautiful, isolated, peaceful, natural locales, especially near woodlands. Sometimes they build grand palaces in underground caverns or underwater grottoes. Lairs are always well hidden and likely disguised, possibly by magic.

Sidhe love to travel, usually while invisible to mortals. They enjoy playing jokes, assisting those in need, and generally looking for adventure. They are occasionally form long-term relations ships with humanoids, even marrying into their societies at times. Inevitably the sidhe outlives its partner.

Sidhe range from 5 to 6-1/2 feet in height, weighing from 80 to 300 pounds. Lifespan can range over a thousand years.

Sidhe speak Sylvan and Common.

Most sidhe encountered outside their homes are warriors; the information in the statistics block is for one of 1st level. The sidhe warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 12, Con 11, Int 9, Wis 10, Cha 8.

COMBAT

Sidhe warriors use their invisibility to great advantage. They prefer to attack at range, then go invisible before unleashing another volley.

Iron Intolerance (Ex): Iron is mildly poisonous to sidhe. As a result, sidhe cannot use iron armor, weapons, or gear.

Spell-Like Abilities: At will—invisibility (self only). Caster level equals character level.

Water Breathing (Ex): A sidhe can breathe underwater indefinitely and can freely use its spell-like abilities while submerged.

Sidhe Characters
A sidhe's favored class is druid, although fighters and rangers are common. Many sidhe take the major fey bloodline. Sidhe clerics worship elven or sylvan deities, or simply choose to revere the natural pantheon.

Sidhe have the following abilities and characteristics.
  • +2 Dexterity, +2 Charisma.
  • Fey. Sidhe are not subject to spells or effect that affect only humanoids.
  • Medium size.
  • A sidhe's base land speed is 30 feet.
  • Low-Light Vision: Sidhe can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • +1 natural armor bonus.
  • Special Attacks (see above): Spell-like abilities.
  • Special Qualities (see above): Iron intolerance, water breathing.
  • Automatic Languages: Sylvan. Bonus Languages: Common, Draconic, Elven.
  • Favored Class: Druid.
  • Level adjustment +2.

Sidhe Leader
10th-level sidhe fighter with greater fey bloodline
Medium Fey
Hit Dice: 10d10+20 (75 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 22 (+4 Dex, +1 natural, +1 deflection*, +6 +1 light fortification dragonhide breastplate), touch 15, flat-footed 18
Base Attack/Grapple: +10/+13
Attack: +1 quarterstaff +14 melee (1d6+5) or masterwork mighty composite longbow +15 ranged (1d6+3/x3)
Full Attack: +1 quarterstaff +12/+7 melee (1d6+4) and +1 quarterstaff +12/+7 melee (1d6+2); or masterwork mighty composite longbow +15/+10 ranged (1d6+3/x3) or +13/+13/+8 with Rapid Shot
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Iron intolerance, low-light vision, major fey bloodline, water breathing
Saves: Fort +9, Ref +7, Will +5
Abilities: Str 16, Dex 18, Con 14*, Int 13, Wis 10, Cha 11
Skills: Climb +0*, Handle Animal +13, Hide +7*, Listen +2, Move Silently +7*, Spot +2 (*includes -5 armor check penalty)
Feats: Alertness (B), Dodge, Combat Expertise, Improved Two-Weapon Fighting, Iron Will (B), Mobility, Point Blank Shot, Rapid Shot, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Whirlwind Attack
Environment: Any
Organization: Band (1 plus 30–100 sidhe warriors plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 10
Treasure: Standard (includes armor and weapons listed above, as well as efficient quiver, amulet of health +2, and ring of protection +1)
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +2
*Enhanced by magic items.

The sidhe leader presented here had the following ability scores before racial adjustments: Str 15, Dex 14, Con 12, Int 13, Wis 10, Cha 8.

Major Fey Bloodline: The sidhe leader's bloodline grants it a +2 bonus on Hide and Move Silently checks, +1 Dex and +1 Cha, Alertness and Iron Will as bonus feats, fey affinity +2, and charm person and speak with animals as spell-like abilities usable 1/day each.

Spell-Like Abilities: At will—invisibility (self only); 1/day—charm person (DC 11), speak with animals. Caster level 10th.

Sidhe Priest
3rd-level sidhe druid
Medium fey
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: 30 ft (6 sq)
Armor Class: 15 (+2 Dex, +1 natural, +2 leather), touch 12, flat-footed 13
Base Attack/Grapple: +2/+2
Attack: Quarterstaff +2 melee (1d6) or sling +4 ranged (1d4)
Full Attack: Quarterstaff +2 melee (1d6) or sling +4 ranged (1d4)
Space/Reach: 5 ft./5ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Animal companion (hawk), iron intolerance, low-light vision, nature sense, trackless step, water breathing, wild empathy, woodland stride
Saves: Fort +4, Ref +3, Will +5
Abilities: Str 10, Dex 14, Con 13, Int 8, Wis 15, Cha 16
Skills: Concentration +4, Handle Animal +6, Heal +5, Listen +5, Spot +5, Survival +5
Feats: Spell Focus (conjuration), Augment Summoning
Environment: Any
Organization: solitary or band (1-6 plus 30–100 1st level warriors plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, 3 7th-level captains, and 1 10th-level leader)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +2

Druid spells prepared:
0th—create water, detect magic, light, read magic
1st—cure light wounds, longstrider, shillelagh
2nd—heat metal, wood shape

Spell-Like Abilities: At will—invisibility (self only). Caster level 3rd.

Originally appeared in PC1 - Tall Tales of the Wee Folk (1989).
 
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Shade

Monster Junkie
Golem, Spiked

http://www.enworld.org/forum/general-monster-talk/258155-converting-greyhawk-monsters-18.html

Golem, Spiked
Large Construct
Hit Dice: 9d10+30 (79 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 24 (–1 size, –1 Dex, +16 natural) touch 8, flat-footed 24
Base Attack/Grapple: +6/+14
Attack: Spike +12 melee (2d8+7)
Full Attack: 2 spikes +12 melee (2d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spiked defense
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 25, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 10-13 HD (Large), 14-27 HD (Huge)
Level Adjustment: —

This large metallic automaton is covered in metal spikes. Its arms end in sharp blades rather than hands.

Spiked golems are created solely as instruments of war. Because their arms terminate in blades rather than hands, they are incapable of performing even mundane physical tasks such as lifting and carrying.

A spiked golem stands 12 feet tall and weighs 2,500 pounds.

A spiked golem 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

In battle, a spiked golem lashes out with its wicked arm blades, while its assailants injure themselves upon its heavily spiked body.

Immunity to Magic (Ex): A spiked golem 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 damage slows a spiked golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a furnace golem hit by a fireball gains back 6 hit points if the damage total is 18 points. A spiked golem gets no saving throw against fire effects.

A spiked golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Spiked Defense (Su): Any creature striking a spiked golem with handheld weapons or natural weapons takes 1d8+7 points of piercing and slashing damage from the golem's spikes. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

Construction
A spiked golem’s body is sculpted from 2,500 pounds of assorted metals, smelted with rare tinctures and admixtures costing at least 2,000 gp. Assembling the body requires a DC 13 Craft (armorsmithing) check or a DC 13 Craft (weaponsmithing) check.

CL 8th; Craft Construct, geas/quest, keen edge, limited wish, caster must be at least 8th level; Price 27,000 gp; Cost 14,500 gp + 1,000 XP.

Originally appeared in Star Cairns (1998) as "blade golem".
 
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