Creature Catalog new 3.5 conversions

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Shade

Monster Junkie
Golem, Serpent Griffon

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-19.html

Golem, Serpent Griffon
Huge Construct
Hit Dice: 30d10+40 (205 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 30 (-2 size, +1 Dex, +21 natural), touch 9, flat-footed 30
Base Attack/Grapple: +22/+53
Attack: Bite +33 melee (2d10+13)
Full Attack: Bite +33 melee (2d10+13) and 2 claws +28 melee (1d10+6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Blunting field, improved grab, paralyzing stare, pounce, rake 2d10+6, swallow whole
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +10, Ref +11, Will +11
Abilities: Str 37, Dex 13, Con —, Int 3, Wis 12, Cha 10
Skills: —
Feats: —
Environment: Any land and underground
Organization: Solitary or pride (2-12)
Challenge Rating: 16
Treasure: None
Alignment: Always chaotic evil
Advancement: 31-45 HD (Huge), 46-90 HD (Gargantuan)
Level Adjustment: —

This moving statue resembles a semi-reptilian griffon with shimmering scales and deep emerald eyes.

Serpent griffon golems are creations of foul demon worshipers. To date, these golems have only been encountered within the Temple of the Abyss in Sigil, where they have slain hundreds of intruders. The Temple's priests never clean the serpent griffons' claws, leaving the gore of previous victims as a warning to would-be trespassers and plunderers.

The secret of the serpent griffons’ construction is known only to the high priest of the Temple of the Abyss, and the demon lords who originally imparted the secrets of their creation. It is likely that serpent griffon golems are found in the palaces of some of the demonic aristocracy in the Abyss.

A serpent griffon golem is 19 feet long and weighs 20,000 pounds.

A serpent griffon golem cannot speak, but understands Abyssal.

COMBAT

A serpent griffon golem isn't mindless, and is capable of using rudimentary tactics. Typically, a serpent griffon golem attempts to paralyze foes with its gaze, then grab and swallow anything it can catch.

Blunting Field (Su): A serpent griffon golem's scales create a shimmering field of energy that discharge into any sharp point or edge that strike it. Any opponent that strikes the golem with a manufactured piercing or slashing weapon must make a DC 25 Fortitude save or the weapon takes 3d8+13 points of force damage. The save DC is Constitution-based.

Immunity to Magic (Ex): A serpent griffon 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 transmute rock to mud spell slows a serpent griffon golem (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.

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

Improved Grab (Ex): To use this ability, a serpent griffon golem must hit a Large or smaller opponent 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 try to swallow the foe the following round.

Paralyzing Gaze (Su): Paralysis, 1d6 rounds, 30 feet, Fortitude DC 25 negates. The save DC is Charisma-based.

Pounce (Ex): If a serpent griffon golem dives upon or charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +28 melee, damage 2d10+6.

Swallow Whole (Ex): A serpent griffon golem can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+13 points of crushing damage per round. A swallowed creature can cut its way out by dealing 20 points of damage to the golem's interior (AC 20). Once the creature exits, supernatural forces close the hole; another swallowed opponent must cut its own way out. The golem,s gullet can hold 2 Large, 8 Medium, 31 Small, or 64 Tiny or smaller creatures.

Serpentine Griffon Golems
Serpent griffon golems are sometimes constructed with a serpentine rear half, rather than the hind legs of a griffon. These so-called serpentine griffon golems have a land speed of only 20 feet and lack rake attacks, but gain the following attack:

Constrict (Ex): A serpentine griffon golem deals 2d10+13 points of damage with a successful grapple check.

Originally appeared in In the Cage: A Guide to Sigil (1995).
 
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Shade

Monster Junkie
Golem, Vault Guardian

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-40.html

Golem, Vault Guardian
Medium Construct
Hit Dice: 8d10+20 (64 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 26 (+2 Dex, +14 natural) touch 12, flat-footed 24
Base Attack/Grapple: +6/+12
Attack: Slam +12 melee (1d10+6)
Full Attack: 2 slams +12 melee (1d10+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ghost strike, magic metallic strike
Special Qualities: Construct traits, damage reduction 10/bludgeoning and magic, darkvision 60 ft., detect intruders, immunity to cold and fire, low-light vision, resistance to electricity 10, vulnerability to earth magic
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 23, Dex 15, Con —, Int 6, Wis 11, Cha 10
Skills: —
Feats: —
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 9-12 HD (Medium); 13-24 HD (Large)
Level Adjustment: —

This animated statue appears to be composed of both metal and stone.

Vault guardians are simple but expensive creations of Zhentarim wizards. They are sold to lords of Zhentil Keep and beyond to guard their most precious treasures. Vault guardians are constructs of stone and metal that require incredible wealth to create, but are constantly alert and very effective at their job.

When it is fashioned, a vault guardian is keyed to a particular magical key word. A creature that tells the vault guardian the key word becomes that vault guardian's master. Typically, the creator of the vault guardian passes the key word to the golem's new owner after construction is completed. A vault guardian obeys its master’s verbal commands to the best of its ability. It can also be keyed to perform specific tasks at specific times or when certain conditions are met.

A vault guardian stands 5 to 6 feet tall and weighs 400 to 600 pounds. Vault guardians can appear as any type of creature, but they always have two with which to make slam attacks.

Vault guardians cannot speak, but understand one language known to their creator.

COMBAT

Vault guardians simply pummel foes with their slam attacks, unless instructed to do otherwise by their masters.

Detect Intruders (Su): Vault guardians continuously use detect magic and true seeing as the spells (caster level 9th).

Ghost Strike (Su): A vault guardian's natural attacks are treated as ghost touch weapons.

Magic Metallic Strike (Ex): A vault guardian's natural attacks are treated as magic, silver, and cold iron for purposes of overcoming damage reduction.

Vulnerability to Earth Magic (Ex): Certain spells and effects function differently against a vault guardian, as noted below.

A stone shape spell slows the vault guardian for 1 round (as per the slow spell) and does 1d10 damage (no save).

A transmute rock to mud spell slows the vault guardian for 2d6 rounds and does 2d10 damage (no save).

A transmute mud to rock spell heals the vault guardian of all its lost hit points.

A stone to flesh spell does not actually change the vault guardian's structure but negates its damage reduction and immunity to magic for 1d4 rounds (no save).

An earthquake spell does 100 hit points of damage to all vault guardians within its area of effect (no save).

Construction
A vault guardian's body is chiseled from a single block of hard stone, weighing at least 1,000 pounds, then coated with iron smelted with rare tinctures and admixtures costing at least 500 gp. Assembling the body requires a DC 13 Craft (armorsmithing) check or a DC 13 Craft (sculpting) check.

CL 7th; Craft Construct, greater magic weapon, lesser geas, true seeing, caster must be at least 7th level; Price 20,000 gp; Cost 10,500 gp + 780 XP.

Originally appeared in Ruins of Zhentil Keep (1995).
 
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Shade

Monster Junkie
Golem, Firedog

http://www.enworld.org/forum/general-monster-talk/270413-converting-monsters-dungeon-magazine-8.html

Golem, Firedog
Medium Construct
Hit Dice: 12d10+20 (86 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 30 (+20 natural), touch 10, flat-footed 30
Base Attack/Grapple: +9/+16
Attack: Bite +16 melee (1d10+7)
Full Attack: Bite +16 melee (1d10+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, flame bite, trip
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., healed by flames, immunity to magic, low-light vision
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 25, Dex 11, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 13-17 HD (Medium); 18-24 (Large); 25-36 (Huge)?
Level Adjustment: —

This iron statue of a great mastiff moves with a heavy stride. Its surface shimmers with heat, and its eyes glow like embers.

Firedogs are variant iron golems created to resemble large dogs. They are so named because they draw strength from flames, and as such are often found near large fireplaces.

A firedog stands 2 feet tall at the shoulders and weighs 600 pounds.

A firedog 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

Firedogs simply bite adversaries with their tremendously strong iron jaws, attempting to drag them to the ground for further savaging. If they've recently been exposed to fire, their bites burn victims as well. A firedog employs its venomous breath whenever available, unless commanded otherwise by its master.

Breath Weapon (Su): 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 16 negates. The save DC is Constitution-based.

Flame Bite (Ex): When a firedog retains any temporary hp from its healed by flames ability, its bite attacks deal an extra 1d6 points of fire damage.

Healed by Flames (Ex): An attack that deals fire damage breaks any slow effect on the firedog 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 (to a maximum equal to the construct's bonus hit points based on size, 20 for a Medium firedog). For example, a firedog hit by a fireball gains back 6 hit points if the damage total is 18 points. The firedog gets no saving throw against fire effects.

Immunity to Magic (Ex): A firedog 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 firedog (as the slow spell) for 3 rounds, with no saving throw.

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

Trip (Ex): A firedog that hits with a bite attack can attempt to trip its opponent (+7 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the firedog.

Construction
A firedog’s body is sculpted from 600 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 1,000 gp. Assembling the body requires a DC 16 Craft (armorsmithing) check or a DC 16 Craft (weaponsmithing) check.

CL 14th; Craft Construct, fire shield, geas/quest, limited wish, caster must be at least 14th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.

Originally appeared in Dungeon Magazine #64 (1997).
 
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Shade

Monster Junkie
Unicorn, Faerie

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

Unicorn, Faerie
Medium Magical Beast
Hit Dice: 4d10+16 (38 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +4/+8
Attack: Horn +11 melee (1d6+7)
Full Attack: Horn +11 melee (1d6+7) and 2 hooves +3 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Charm person or animal, spell-like abilities
Special Qualities: Camouflage, darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, scent, spell resistance 9, wild empathy
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 18, Dex 17, Con 19, Int 10, Wis 21, Cha 24
Skills: Hide +11*, Jump +12, 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 neutral
Advancement: 5–8 HD (Medium)
Level Adjustment: +4 (cohort)

This powerful, pony-like creature has a green tint to its white coat and big, lively bright-green eyes. Long, silky hair hangs down in a mane and forelock. A single greenish-white horn, about 2 feet long, grows from the center of the forehead. The hooves are cloven.

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

Like unicorns, lone faerie unicorns occasionally allow themselves to be tamed and ridden by gnomish, halfling, elven, human, or fey creatures of either sex who display the proper attitude toward the forests and its denizens. Such a faerie unicorn, if treated kindly, is the creature's loyal steed and protector for life, even accompanying her beyond its forest.

Once per century, a faerie steed will shed its horn to grow a new one. The horn regrows in 3-12 days. The cast-off horns are prized by elves, for when crushed to produce dye, they are useful in creating items that provide camouflauge.

A typical adult faerie unicorn grows to 6 feet in length, stands 3 to 4 feet high at the shoulder, and weighs about 400 pounds. Females are slightly smaller and slimmer than males.

Faerie unicorns speak Sylvan and Common.

COMBAT

Faerie unicorns 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 unicorn.

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

Charm Person or Animal (Su): Three times per day, a faerie unicorn can attempt to charm a single humanoid or animal (as the spells charm person or charm animal, respectively). Those affected must succeed on a DC 19 Will save or be charmed for 24 hours. The save DC is Charisma-based.

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

A faerie unicorn can use summon nature's ally I, II, and III, each once per day (caster level 8th).

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

Skills: Faerie unicorns have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Hide checks due to their chameleon-like hide. *Faerie unicorns 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
Spider-Horse

http://www.enworld.org/forum/general-monster-talk/82565-send-clowns-converting-oddballs-27.html

Spider-Horse
Large Magical Beast
Hit Dice: 3d10+9 (25 hp)
Initiative: +1
Speed: 50 ft. (10 squares), climb 20 ft.
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +3/+10
Attack: Claw +5 melee (1d3+3) or web +3 ranged touch (special)
Full Attack: 2 claws +5 melee (1d3+3) and 2 hooves -2 melee (1d4+1); or web +3 ranged touch (special)
Space/Reach: 10 ft./5 ft.
Special Attacks: Web
Special Qualities: Darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Climb +11, Hide +1, Jump +11, Listen +6, Spot +6
Feats: Endurance, Run
Environment: Temperate forests and plains
Organization: Domesticated
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large)
Level Adjustment: —

The body of this equine creature ends in a spidery abdomen, complete with spinnerets. Two pairs of spider-like legs sprout between the usual four hooved legs. The head is equine in nature, except for the eight compound eyes.

Spider-horses are magical crossbreeds of a riding horse and a giant spider. Created most often as mounts by spellcasters living in rough, mountainous terrain, spider-horses are versatile travelers. A spider-horse can run like a horse using only its hooved legs (during which time its arachnoid legs are tucked under its body), or using its arachnoid legs to traverse steep surfaces. Its ability to spin webs also prove beneficial, as a single web-line can help lower the mount and its rider down a mountain slope, or to weave a “tent” of webbing around its sleeping master.

Spider-horses are strictly herbivorous, so creatures caught in their webs have no fear of predation from the spider-horse (although they may have to contend with other predators that wander by).

Due to their unusual body shape, barding for a spider-horse is more expensive, costing six times what a human's armor costs (rather than four times, like a standard horse). A spider-horse may benefit from magical horseshoes, since it possesses horselike legs and hooves.

A typical spider-horse grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds.

COMBAT

Spider-horses are not bred for combat, preferring to flee unless their rider directs them into battle.

Web (Ex): A spider-horse can lower itself silently on silk strands, a single strand is strong enough to support the spider-horse and one creature of the same size.

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

Skills: Spider-horses have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A spider-horse can always choose to take 10 on Climb checks, even if rushed or threatened. Spider-horses use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

Carrying Capacity: A light load for a spider-horse is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A spider-horse can drag 3,450 pounds.

Originally appeared in Dragon Magazine #243 (1998).
 
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Shade

Monster Junkie
Hawkdragon

http://www.enworld.org/forum/general-monster-talk/265785-converting-true-dragons-22.html

Hawkdragon
Tiny Dragon
Hit Dice: 1d12+1 (7 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 100 ft. (good)
Armor Class: 16 (+2 size, +2 Dex, +2 natural)
Base Attack/Grapple: +1/-9
Attack: Bite +5 melee (1d4-2)
Full Attack: Bite +5 melee (1d4-2) and 2 claws +3 melee (1d2-2) and tail +3 melee (1d2-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Breath weapon, eye gouge, swoop
Special Qualities: Darkvision 60 ft., immunity to paralysis and sleep, low-light vision, protection from arrows, scent
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 6, Dex 15, Con 13, Int 7, Wis 14, Cha 10
Skills: Listen +6, Search +2, Spot +14, Tumble +6
Feats: Multiattack, Weapon Finesse (B)
Environment: Temperate forests and hills
Organization: Solitary, mated pair, or family (3-5)
Challenge Rating: 1
Treasure: Double standard
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Level Adjustment: —

This dragon is about the size of a hawk, and its beak and facial features are similar to a raptor.

Hawkdragons are so-named because of their similarity in size and appearance to a hawk. Most hawkdragons are found in the wild, but occasionally they are domesticated from and raised as pets or hunting companions.

Hawkdragons are attracted to brightly colored objects. As a result, their nests may contain coins, gems, and other bright object. Domesticated hawkdragons often wear a metallic or gem-studded collar bestowed upon them by their masters.

A hawkdragon ranges from 1-1/2 to 3 feet long and weighs up to 5 pounds. Hawkdragons range in color from dark green at birth, gradually growing more brown in hue as they age.

COMBAT

Hawkdragons make swooping attacks, attempting to gouge out an adversary's eyes. If severely threatened, a hawkdragon unleashes the toxic vapors of its breath weapon.

Breath Weapon (Su): 10-foot cone of toxic vapors, once every 1d4+1 rounds. All creatures within the area must succeed on a DC 11 Fort save or be nauseated for 1d4+1 rounds. Hawkdragons and creatures with immunity to poison are not affected. The save DC is Constitution-based.

Eye Gouge (Ex): If a hawkdragon scores a critical hit with a claw while making a swoop attack (see below), the target must succeed on a DC 16 Reflex save or lose the sight in one eye, becoming permanently dazzled (or blinded if they lose the use of all its eyes). A remove blindness/deafness can heal the injury. The save DC is Dexterity based and includes a +4 racial bonus.

Protection From Arrows (Su): A hawkdragon has damage reduction 10/magic versus ranged weapons.

Swoop (Ex): If a flying hawkdragon charges or dives at a foe, it can make a full attack with both claws and its tail, dealing double damage with any attacks that hit. If either of its claw attacks hit it can attempt an eye gouge (see above).

Skills: Hawkdragons have a +8 racial bonus on Spot checks.

Advanced Hawkdragons

A Small hawkdragon retains the Dexterity score of a Tiny hawkdragon.

Originally appeared in Dragon Magazine #101 (1985).
 
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Shade

Monster Junkie
Zombie, Quick (template)

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-21.html

Zombie, Quick

Quick zombies are specialized undead that move and attack with supernatural speed. In combat, they run as swiftly as horses and are used as shock troops. Quick zombies decay very rapidly, lasting no more than a few months before crumbling into dust.

A quick zombie can be created with the spells create undead and haste. The caster level must be at least 12th.

Because of their utter lack of intelligence, the instructions given to a newly created zombie must be very simple, such as "Kill anyone who enters this room."

Creating a Quick Zombie
“Quick zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a zombie with the animate dead spell.

Speed: due to the quick zombie's haste ability (see below), all of the base creature's modes of movement increase by 30 ft., to a maximum of twice the subject’s normal speed using that form of movement.

Armor Class: A quick zombie gains a +1 dodge bonus due to its haste ability (see below). Its natural armor bonus increases by a number based on the quick zombie's size:

Tiny or smaller +0
Small +1
Medium +2
Large +3
Huge +4
Gargantuan +7
Colossal +11

Base Attack: A quick zombie has a base attack bonus equal to 1/2 its Hit Dice.

Attacks: A quick zombie gains a +1 attack bonus due to its haste ability (see below). It retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A quick zombie gains two slam attacks it can use in addition to the base creature's attacks.

Full Attacks: Due to its haste ability, a quick zombie can make an additional attack when making a full attack. It always makes this additional attack with its primary weapon.

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the quick zombie's size. (Use the base creature’s slam damage if it's better.)

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

Special Attacks: A quick zombie retains none of the base creature’s special attacks.

Special Qualities: A quick zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.

Damage Reduction 5/Slashing (Ex): Quick zombies are lumbering masses of flesh.

Haste (Su): A quick zombie is continuously accelerated as if it was under a haste spell (caster level 12th). This effect can be temporarily neutralized by a slow spell.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2. A quick zombie gains a +1 bonus on its Reflex saves due to its haste ability (see above).

Abilities: A quick zombie’s Strength increases by +2, its Dexterity increases by +4, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.

Skills: A quick zombie has no skills.

Feats: A quick zombie loses all feats of the base creature and gains Toughness.

Environment: Any land and underground.
Organization: Any.
Challenge Rating: Depends on Hit Dice, as follows.

Hit Dice Challenge Rating
1/2 1/3
1 1
2–3 2
4–5 3
6–7 4
8–9 5
10-11 6
12–14 7
15–17 8
18–20 9

Treasure: None.
Alignment: Always neutral evil.
Advancement: As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.
Level Adjustment: —.

Sample Quick Zombies

This animated corpse constantly twitches and jerks, as if it can barely contain its movement.

Human Commoner Quick Zombie
Medium Undead
Hit Dice: 2d12+3 (16 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 15 (+2 Dex, +1 dodge, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Slam +3 melee (1d6+1)
Full Attack: 3 slams +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Haste
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves: Fort +0, Ref +3, Will +3
Abilities: Str 12, Dex 15, Con —, Int —, Wis 10, Cha 1
Skills: —
Feats: Toughness (B)
Environment: Any
Organization: Solitary, gang (2-12), or mob (10-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —

Dire Wolf Quick Zombie
Large Undead
Hit Dice: 12d12+3 (81 hp)
Initiative: +4
Speed: 80 ft. (16 squares)
Armor Class: 20 (-1 size, +4 Dex, +1 dodge, +6 natural), touch 14, flat-footed 15
Base Attack/Grapple: +6/+18
Attack: Bite +13 melee (1d8+12) or slam +13 melee (1d8+8)
Full Attack: 2 bites +13 melee (1d8+12) or 3 slams +13 melee (1d8+8)
Space/Reach: 10 ft./5 ft.
Special Attacks: Haste
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves: Fort +4, Ref +9, Will +4
Abilities: Str 27, Dex 19, Con —, Int —, Wis 10, Cha 1
Skills: —
Feats: Toughness (B)
Environment: Any
Organization: Solitary, gang (2-12), or mob (10-20)
Challenge Rating: 7

Wyvern Quick Zombie
Large Undead
Hit Dice: 14d12+3 (94 hp)
Initiative: +2
Speed: 40 ft. (8 squares), fly 90 ft. (poor)
Armor Class: 24 (-1 size, +2 Dex, +1 dodge, +12 natural), touch 12, flat-footed 22
Base Attack/Grapple: +7/+16
Attack: Sting +12 melee (1d6+5) or talon +12 melee (2d6+5) or bite +12 melee (2d8+5) or slam +12 melee (2d6+5)
Full Attack: 2 stings +12 melee (1d6+5) and bite +7 melee (2d8+5) and 2 wings +7 melee (1d8+5) and 2 talons +7 melee (2d6+5); or 3 slams +12 melee (2d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Haste
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves: Fort +4, Ref +7, Will +9
Abilities: Str 21, Dex 14, Con —, Int —, Wis 10, Cha 1
Skills: —
Feats: Toughness (B)
Environment: Any
Organization: Solitary, gang (2-12), or mob (10-20)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —

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

Monster Junkie
Gu’Armoru

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-56.html

Gu’Armoru
Medium Construct
Hit Dice: 12d10+20 (86 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 24 (+2 Dex, +12 natural) touch 12, flat-footed 22
Base Attack/Grapple: +12/+17
Attack: +1 ghost touch greatsword +18 melee (2d6+10/19-20) or slam +17 melee (1d10+5)
Full Attack: +1 ghost touch greatsword +18/+13/+8 melee (2d6+10/19-20) or 2 slams +17 melee (1d10+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Explosive instability, magic weapon, martial memories
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., low-light vision, shrug off magic, spell resistance 9, tomb-tainted
Saves: Fort +4, Ref +6, Will +7
Abilities: Str 20, Dex 15, Con —, Int —, Wis 16, Cha 5
Skills: —
Feats: —
Environment: Any
Organization: Solitary or armory (2–4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Medium)
Level Adjustment: —

A fine suit of black-accented plate armor stands as if worn by an invisible person.

Gu’armori are animated suits of plate armor, to which has been bound the spirit of a high-level fighter.

Gu’armori are almost always employed as guards for treasure vaults. Ancient gu’armori have been encountered guarding nothing but empty vaults, their creators long-dead and the objects of their protection long-since turned to dust.

A gu'armoru stands 6 feet tall and weighs 125 pounds.

COMBAT

Because of the animating spirit of a high-level fighter, gu’armori are skilled melee combatants of great prowess. A gu’armori enchants any weapon it wields (most often a greatsword), and can strike even incorporeal intruders with its weapon.

Explosive Instability (Ex): Whenever a gu'armoru takes damage or fails a saving throw against a spell, spell-like ability or supernatural attack it must make a Fortitude save (DC equals 10 plus the damage taken or the DC of the spell or power, whichever is higher). If triggered by a successful turning attempt (see tomb-tainted, below), the save DC equals the turning damage. If the gu'armoru fails its save, it explodes, destroying the gu'armoru and dealing 12d6 points of damage (half slashing and half force) to everything with a 40-ft.-radius burst (DC 21 Reflex save for half damage). The save DC is Strength-based.

Magic Weapon (Su): Any manufactured weapon wielded by a gu'armoru is treated as a +1 ghost touch weapon. If the weapon already has a magical enhancement bonus, use that bonus instead. Additionally, the gu'armoru gains Weapon Specialization as a bonus feat for any weapon it wields.

Martial Memories (Ex): The fighter spirit that animates a gu'armoru bestows upon it the base attack bonus and iterative attacks of a 12th-level fighter.

Shrug Off Magic (Su): A gu'armoru can attempt a saving throw whenever it is affected by a spell, spell-like ability or supernatural power, even if the effect normally does not allow a saving throw. The gu'armoru uses its Will save if the effect does not specify a saving throw type. If the gu'armoru successfully saves it is completely unaffected by the effect, taking no damage.

Tomb-Tainted (Ex): Although a construct, a gu'armoru is treated as undead for purposes of spells and effects that treat undead differently (such as searing light or holy water). A gu'armoru may be turned as if it were an undead creature with +4 turn resistance. A successful turning check triggers the gu'armoru's explosive instability (see above) with a Fortitude save DC equal to the turning damage.

Construction
A gu'armoru's body is created from a suit of masterwork full plate armor costing 1,650 gp. The enchantment process requires powdered adamantine and special inks which are used to draw magical runes upon the armor, these materials cost an additional 750 gp. Etching these runes requires a DC 20 Craft (calligraphy) check.

CL 16th; Craft Construct, animate dead, animate object, geas/quest, raise dead, caster must be at least 16th level; Price 25,000 gp; Cost 13,700 gp + 904 XP.

Originally appeared in Dragon Magazine #101 (1985).
 
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Shade

Monster Junkie
http://www.enworld.org/forum/general-monster-talk/82565-send-clowns-converting-oddballs-28.html

Venom Dog, Viper
Small Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +3/+0
Attack: Bite +7 melee (1d4+1 plus poison)
Full Attack: Bite +7 melee (1d4+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 13, Dex 17, Con 15, Int 3, Wis 12, Cha 6
Skills: Balance +8, Jump +11, Hide +12, Listen +5, Spot +5, Survival +1*, Swim +5
Feats: Alertness, Improved Initiative, Track (B), Weapon Finesse (B)
Environment: Any land
Organization: Domesticated
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This large dog is covered in glistening black scales. In place of its incisors are viperlike fangs.

Venom dogs are the blending of dogs and venomous creatures. Two types are known to exist: the viper venom dog and scorpion venom dog. Others could potentially exist, but as of yet have not been reported.

The viper venom dog blends the traits of a dog and a Small viper. These strict carnivores swallow their prey whole in the fashion of snakes. Also like snakes, they require much less food than a normal dog, being content with a decent meal every few weeks. As a result, their care is relatively inexpensive. Viper venom dogs have a doglike disposition and can be raised in litters and trained to work together.

Viper venom dogs share many traits with the serpents from which they get half of their heritage. They must shed their skin periodically as they grow in size. Unlike true serpents, these skins do not cover the creature’s eyes—viper venom dogs have standard canine eyes and eyelids as well. However, like many serpents, they do lay leathery eggs from which the venom dog puppies hatch. Although warm-blooded, viper venom dogs enjoy the reptilian pastime of basking in the sun. A viper venom dog cannot bark, only hiss like a serpent.

A viper venom dog is 3-5 feet long and weighs 20 to 50 pounds. Coloration ranges from tan to jet black. Lifespan of both venom dog breeds is about 15 years.

COMBAT

Viper venom dogs hunt much like regular hounds, except their bite packs a venomous punch.

Poison (Ex): Bite, Fortitude DC 13; initial and secondary damage 1d6 Constitution. The save DC is Constitution-based.

Skills: Venom dogs have a +4 racial bonus on Balance, Hide, Jump, Listen, Spot, and Swim checks. *Venom dogs have a +4 racial bonus on Survival checks when tracking by scent.

Training a Venom Dog
A viper venom dog serves readily as a guard animal, but it requires training. Because they take well to training, the Handle Animal DC does not increase due to it being a magical beast. Training a viper venom dog requires a different amount of time depending on the specific training it undergoes. See the Handle Animal skill description for more information on training and handling animals and magical beasts.

Viper venom dog eggs are worth 400 gp on the open market, while pups are worth 800 gp. Professional trainers charge 250 gp to train a viper venom dog.

Originally appeared in Dragon Magazine #243 (1998).
 
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Shade

Monster Junkie
Venom Dog, Scorpion

http://www.enworld.org/forum/general-monster-talk/82565-send-clowns-converting-oddballs-28.html

Venom Dog, Scorpion
Medium Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +4/+6
Attack: Bite +6 melee (1d6+2)
Full Attack: Bite +6 melee (1d6+2) and sting +1 melee (1d4+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 15, Dex 15, Con 15, Int 3, Wis 12, Cha 6
Skills: Jump +10, Listen +6, Spot +11, Survival +1*
Feats: Alertness, Improved Initiative, Track (B)
Environment: Any land
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This large mastiff looks unremarkable, save for the large scorpion tail rising from its hindquarters.

Venom dogs are the blending of dogs and venomous creatures. Two types are known to exist: the viper venom dog and scorpion venom dog. Others could potentially exist, but as of yet have not been reported.

The scorpion venom dog blends the traits of a riding dog and a monstrous scorpion. Scorpion venom dogs tend to be loners, and viciously attack other members of their own species except during mating season. As a result, those who train them must keep them in separate pens or parts of the compound.

Scorpion venom dogs, due to their nasty disposition, are more difficult to train than their viper cousins. They also have the same eating habits as a large dog, requiring daily feedings. However, since they can bark like a normal dog, they make better guards than the hissing viper venom dogs.

A scorpion venom dog is 4 to 6 feet long and weighs 100 to 200 pounds. Coloration is the same as regular dogs, while the tail is usually red, brown, or black. Lifespan of both venom dog breeds is about 15 years.

COMBAT

Scorpion venom dogs are vicious combatants, biting and stinging with their venomous tails.

Poison (Ex): Sting, Fortitude DC 16; initial and secondary damage 1d4 Constitution. The save DC is Constitution-based and includes a +2 racial bonus.

Skills: Scorpion venom dogs have a +4 racial bonus on Jump and Spot. *Scorpion venom dogs have a +4 racial bonus on Survival checks when tracking by scent.

Training a Venom Dog
A scorpion venom dog serves readily as a guard animal, but it requires training. Training a scorpion venom dog requires a different amount of time depending on the specific training it undergoes. See the Handle Animal skill description for more information on training and handling animals and magical beasts.

Scorpion venom dog pups are worth 1,600 gp on the open market. Professional trainers charge 500 gp to train a scorpion venom dog.

Originally appeared in Dragon Magazine #243 (1998).
 
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