Creature Catalog new 3.5 conversions

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BOZ

Creature Cataloguer
"The Creature" (aka "Demon")

http://www.enworld.org/showthread.php?t=78935

The Creature of Havenmere
Medium Monstrous Humanoid (Extraplanar)
Hit Dice: 14d8+98 (161 hp)
Initiative: +4
Speed: 30 ft (6 squares), climb 20 ft
Armor Class: 22 (+12 natural), touch 10, flat-footed 22
Base Attack/Grapple: +14/+19
Attack: Claw +19 melee (2d6+5)
Full Attack: 2 claws +19 melee (2d6+5) and bite +14 melee (2d8+2)
Space/Reach: 5 ft/5 ft
Special Attacks: acidic sweat, barrage of magic missiles, caustic saliva, spell-like abilities
Special Qualities: damage reduction 10/magic and piercing or slashing, darkvision 60 ft, fast healing 3, immunity to acid, fire, mind-affecting effects, paralysis, poison, and sleep, inscrutable mind, spell resistance 29
Saves: Fort +11, Ref +9, Will +13
Abilities: Str 21, Dex 11, Con 24, Int 13, Wis 19, Cha 20
Skills: Balance +7, Climb +23, Concentration +14, Jump +12, Listen +17, Spot +11, Survival +11
Feats: Blind-Fight (B), Improved Initiative, Multiattack, Power Attack, Skill Focus (Climb), Track

Environment: Unknown Alternate Material Plane
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Neutral evil
Advancement: ---
Level Adjustment: ---

This humanoid entity is broad and muscular, with hairless gray skin with a nearly metallic sheen. Its head is disproportinally small in comparison to its body, set on a short, thick neck. Its broad face boast no ears, while two large nostrils are all it has for a nose. Circular, bonelike ridges protect its red eyes. Its mighty arms end in four-fingered hands with wickedly curved claws. A glistening sheen of sweat coats its body, and a bitter reek accompanies its presence.

The Creature of Havenmere is a member of an evil race of monstrous humanoids from an alternate Material Plane. These beings live only to destroy all life other than themselves. On its homeworld, a place of jagged mountains and deadly precipices, its race is the dominant species.

Trapped on this Material Plane by an unusual storm, the creature has quickly resumed its modus operandi, finding the local villagers to be perfect targets for its destructive urges. Unlike many evil beings, the Creature does not enjoy intimidation, torture, or toying with its prey; it is only concerned with snuffing out life in the most expedient manner.

Because of its otherworldly appearance, destructive nature, and array of spell-like abilities, the local villagers who have seen the Creature believe it to be a form of demon.

Although its arrival on this Material Plane was accidental, the Creature has quickly adapted to these new hunting grounds and is in no hurry to return to its home plane. Its goals are simple: eradicate all life in the immediate vicinity, then move on to richer hunting grounds.

The creature is 6 feet tall and weighs about 300 pounds.

COMBAT
The creature is a cunning combatant, using terrain and its abilities to great effect. It often combines its powers to greater impact, such as using heat metal on an opponent's armor followed by slow to increase its torment. It prefers to fight from higher ground, often climbing sheer cliff faces and peppering its opponents with a barrage of magic missiles. If battle swings in favor of the opposition, the creature uses its tongues and suggestion abilities to save its hide, and will offer riches and powers it cannot actually provide in exchange for its freedom.

Acidic Saliva (Ex): The Creature's bite is extremely acidic and highly toxic. Anyone bitten by the Creature must make a DC 24 Fortitude save or take an additional 3d8 points of acid damage. The save DC is Constitution-based.

Barrage of Magic Missiles (Sp): At will, the creature may use magic missile (caster level 25th), except the spell takes effect twice on the chosen targets simultaneously. The affected creatures receives the effects of each spell individually (requiring two separate caster level checks to beat a target's spell resistance).

Caustic Sweat (Ex): A "demon" that performs a stressful activity, such as combat or carrying a heavy load for at least two rounds, begins to sweat. This perspiration is strongly acidic, dealing 1d4 points of acid damage to any creature that touches the Creature with a natural attack or unarmed strike. The Creature also deals this acid damage each round to a grappled opponent. The sweat usually lingers for the duration of the stressful activity, and for a number of rounds equal to the Creature's Constitution modifier after the activity ended.

The creature's sweat has a bitter reek, and is considered an overpowering scent, meaning the Creature can be detected at triple normal range by creatures with the scent ability.

Spell-Like Abilities: At will - feather fall, gust of wind (DC 17), heat metal (DC 17), shatter (DC 17), slow (DC 18); 5/day - blindness/deafness (DC 17), confusion (DC 19), fireball (DC 18), delayed blast fireball (DC 22), jump, shocking grasp; 1/day - earthquake (DC 23), fire storm (DC 23), power word stun, reverse gravity (DC 22), suggestion (DC 18), tongues, wall of ice (DC 19). Caster level 25th. The save DCs are Charisma-based.

Inscrutable Mind (Ex): Any creature attempting to establish a telepathic link to the creature's mind (via detect thoughts, a psionic ability, dominate monster, and so on) must make succeed on a DC 22 Will save or suffer the effects of confusion as cast by a 14th-level sorcerer. The save DC is Charisma-based.

Skills: The creature has a +4 racial bonus on Listen checks.

The creature has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. *It has a +4 racial bonus on Survival checks when tracking by scent.

Originally found in Dungeon Magazine #14 ("A Question of Balance," November/December 1988, Nigel D. Findley).
 
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BOZ

Creature Cataloguer
Silver Warrior

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

Silver Warrior
Medium Fey (Extraplanar)
Hit Dice: 7d6+14 (38 hp)
Initiative: +7
Speed: 20 ft in full plate (4 squares), base speed 30 ft
Armor Class: 19 (+1 Dex, +8 silver full plate), touch 11, flat-footed 18
Base Attack/Grapple: +3/+7
Attack: +1 silver longsword +8 melee (1d8+6/19-20)
Full Attack: +1 silver longsword +8 melee (1d8+6/19-20)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: Low-light vision, see invisibility
Saves: Fort +4, Ref +8, Will +6
Abilities: Str 19 Dex 16 Con 15 Int 10 Wis 13 Cha 14
Skills: Hide +7, Jump +2, Listen +11, Move Silently +7, Sense Motive +11, Spot +11
Feats: Improved Initiative, Power Attack, Weapon Focus (longsword)

Environment: The Shining Isles
Organization: Solitary or company (2-6)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: ---

This armored warrior is clad in skillfully crafted silver plate mail, and carries a shining silver sword.

The silver warriors are the guardians of the Shining Isles of the faedornae. A silver warrior is usually only encountered in its home, though a faedorne can send one to assist an elven champion. A silver warrior will fight to the death to defend its Shining Isle and the faedorne who lives there. When slain, a silver warrior and its gear dissolve into the substance of the Shining Isle.

A silver warrior is about the same size and build as an elf.

A silver warrior can speak Elven and Sylvan.

COMBAT
A silver warrior will almost always use its greater invisibility to gain advantage in combat. A silver warrior will sometimes appear before a worthy foe before becoming invisible and attacking, but will often prefer to surprise a foe initially by remaining unseen.

A silver warrior usually wields its longsword two-handed (reflected in the stats above).

Spell-Like Abilities: At will - greater invisibility. Caster level 7th.

See Invisibility (Su): This ability functions like the see invisibility spell (caster level 7th), except that it is continuously active.

Originally found in module O2 - Blade of Vengeance (1984, Jim Bambra), AC9 - Creature Catalogue (1986), and DMR2 - Creature Catalog (1993).
 
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BOZ

Creature Cataloguer
Necroton

http://www.enworld.org/showthread.php?t=66479

Necroton
Medium Construct
Hit Dice: 8d10+20 (64 hp)
Initiative: +4
Speed: 30 ft (6 squares)
Armor Class: 29 (+4 Dex, +15 natural), touch 14, flat-footed 25
Base Attack/Grapple: +6/+12
Attack: Pincer +12 melee (2d6+6)
Full Attack: 2 pincers +12 melee (2d6+6) and eye ray +11 ranged touch
Space/Reach: 5 ft/5 ft
Special Attacks: death throes, eye rays
Special Qualities: construct traits, damage reduction 5/adamantine, darkvision 60 ft, detect magic, immunity to magic, low-light vision, remote control
Saves: Fort +2, Ref +6, Will +2
Abilities: Str 23, Dex 19, Con ---, Int 3, Wis 11, Cha 7
Skills: Search +8, Sleight of Hand +8, Spot +5
Feats: Skill Focus (Search), Skill Focus (Sleight of Hand), Weapon Focus (eye ray)

Environment: Any
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Usually neutral
Advancement: 9-16 HD (Medium); 17-24 HD (Large)
Level Adjustment: ---

This metallic monstrosity is shaped like a giant crab. Its oval, metallic body has multiple sets of legs and a pair of snapping forepincers. In the center is a luminous, glowing eye.

The necroton is a construct usually created by wizards seeking to amass treasure. Its sole purpose is to gather treasure for its creator, though it can be ordered to do other things if so desired. If its creator has a specific target in mind, he can direct the necroton by verbal command or spells, though he must accompany the necroton unless he is able to scry and issue commands that way. If the creator has more important things on which to focus his attention, he can send the necroton out on its own with a simple set of instructions that the necroton obeys unquestioningly, until the creator issues a new set of orders. Sometimes, a wizard will use other minions to soften up a party for the necroton's attack, and sometimes a wizard will set a necroton in one place until creatures with magic items come along.

A necroton will not rust from exposure to water or oxygen, and has no difficulty traveling underwater on the sea floor.

A necroton is 4-6 feet in diameter and weighs about 2,000 pounds.

COMBAT
A necroton prefers to attack with its powerful central eye to paralyze foes. When it paralyzes one or more members of a party, a necroton will try to drive the others off so that it may begin looting the bodies with its pincers. It takes magic items first, naturally, then gold and platinum as well as gems and jewelry and other obviously valuable items. A necroton has a 3-foot square compartment (1 foot deep) in its back where it stores treasure, and it returns to its master when this compartment is full. A necroton will only kill its helpless victims if so instructed.

A necroton is usually instructed not to use its fireball ray, to prevent damage to any valuables. If a necroton does use its fireball ray, a translucent ridge on its pack begins to pulsate with a white light that grows more intense until the fireball is released.

An opponent can attack a necroton's central eye with a sunder attempt as if it were a weapon. A necroton's central eye has 15 hit points each. Putting out a necroton's central eye deals no damage to the creature, but blinds it and negates its detect magic and eye ray abilities. A blinded necroton immediately retreats unless ordered to do otherwise by its creator.

Death Throes (Ex): When killed, a necroton explodes in a ball of fire that deals 8d6 points of fire damage to anything within a 20-foot-radius spread centered on the creature (Reflex DC 12 half ). Additionally, its creator may command the necroton to self-destruct, instantly activating this ability. This ability counts towards the necroton's daily use of the fireball ray when used. The save DC is Charisma-based.

Eye Rays (Su): A necroton's central eye can produce two different magical rays with a range of 100 feet. The first ray is usable every other round, and the target must succeed on a Fortitude save or be paralyzed for (1d3 minutes?). The second ray is usable once per day, and acts as a fireball spell centered on the target (caster level 8th; Reflex half). Each round, it can fire one ray as a free action, though it cannot use the paralysis ray for three rounds after using the fireball ray, as the paralysis ray must rebuild its power. A necroton can fire an eye ray in the same round that it makes physical attacks. The save DCs for all rays is 18. The save DCs are Dexterity-based.

Detect Magic (Su): A necroton is always aware of any magical auras within 60 feet using its central eye, and it can instantly determine the number, strength, and location of each aura. This ability is otherwise similar to the detect magic spell.

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

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

Remote Control (Su): A necroton can be given commands like a normal golem. Additionally, it can respond to remote commands from its creator by means of a sending, whispering wind, or similar spell. Additionally, the creator may issue commands via a crystal ball with telepathy or a similar magic item.

CONSTRUCTION
A necroton's body is sculpted from 2,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 7,500 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.

CL 16th; Craft Construct, detect magic, fireball, geas/quest, limited wish, polymorph any object, caster must be at least 16th level; Price 70,000 gp; Cost 38,750 gp + 2,800 XP.

Originally found in Dragon Magazine #42 ("Dragon's Bestiary," October 1980, Phil Meyers).
 
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BOZ

Creature Cataloguer
Antaeus

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

Giant, Antaeus
Large Giant (Earth)
Hit Dice: 32d8+158 (302 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 23 (-1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: +24/+45
Attack: Slam +31 melee (2d4+10/19-20)
Full Attack: Slam +31 melee (2d4+10/19-20)
Space/Reach: 10 ft./10 ft.
Special Attacks: ---
Special Qualities: Contact with earth, damage reduction 10/epic, growth, earth mastery, instantaneous healing, low-light vision, resistance to acid 5, superior fast healing
Saves: Fort +22, Ref +10, Will +14
Abilities: Str 25, Dex 10, Con 19, Int 8, Wis 11, Cha 12
Skills: Climb +24, Jump +28, Listen +18, Spot +18
Feats: Awesome Blow, Cleave, Great Cleave, Endurance, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Power Attack, Weapon Focus (slam)
Epic Feats: Epic Toughness, Epic Will, Legendary Wrestler (b)

Environment: Any land
Organization: Solitary
Challenge Rating: 21
Treasure: No coins; triple goods (gems only); no items
Alignment: Chaotic evil
Advancement: By character class
Level Adjustment: ---

This giant has an almost simian appearance, with overlong arms, stooped shoulders, and thick, powerful limbs. It is almost twice as tall as a human.

Antaeus is the offspring of Olympian gods Poseidon and Gaea. His roots to his mother's earth-based powers are strong, as evidenced by his own powers. Antaeus looks almost identical to a typical hill giant at first glance, by both size and appearance.

Antaeus speaks Giant and Abyssal.

COMBAT
As Antaeus enters combat, he is often underestimated as being only a mere hill giant. His appearance begins to change rapidly however, as he uses his Growth power immediately upon beginning combat, and begins to pummel his opponents senseless with his increasing strength.

Growth (Su): As long as he is in contact with the ground, Antaeus may, as a free action, begin growing, increasing his mass and physical prowess incrementally. So long as he wishes and remains in contact with the ground, Antaeus will continue to grow every subsequent round, at the beginning of his turn. When Antaeus grows, his size increases to the next highest size category, gaining all benefits and penalties for the size increase (ability scores, natural armor bonus, and base slam damage change appropriately), and doubling in height and weight. When Antaeus reaches Colossal size he stops growing, but can remain at that size as long as he wishes.

When Antaeus wishes to end this ability, loses contact with the ground, becomes unconscious, or dies, he returns to his normal size by decreasing to the next lowest size category each round.

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

Instantaneous Healing (Ex): If he begins his turn in contact with the earth, Antaeus instantly regains all lost hit points. This works just like natural healing. It does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow Antaeus to regrow or reattach lost body parts.

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

Creature Cataloguer
Dhour

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

Dhour
Large Ooze (Extraplanar)
Hit Dice: 7d8+42 (73 hp)
Initiative: +0
Speed: 20 ft (4 squares)
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +5/+13
Attack: Slam +8 melee (3d4+6)
Full Attack: Slam +8 melee (3d4+6)
Space/Reach: 10 ft/5 ft
Special Attacks: Drown, psionics
Special Qualities: Alien mind, blindsight 60 ft, damage reduction 10/piercing, immunity to bludgeoning damage, ooze traits, planar dependent, planar tracking, plane shift, split, telepathy 100 ft
Saves: Fort +8, Ref +2, Will +5
Abilities: Str 19, Dex 10, Con 22, Int 14, Wis 13, Cha 15
Skills: Gather Information +8, Knowledge (the planes) +10, Listen +5, Search +10, Spot +5, Survival +14 (+16 following tracks, +16 other planes)
Feats: Iron Will, Skill Focus (Survival), Track

Environment: Astral Plane or Ethereal Plane
Organization: Solitary or circle (2-8)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: ---

This pile of ambulatory protoplasm is about as tall as a human. This amoeba-like creature is translucent, and inside can be seen a three-lobed organ that looks like a brain, as well as other strange organs and bizarre pulses of shifting light.

The dhours are voracious hunters of the Astral and Ethereal planes, bound there by the structures of their bodies. These dimensional hunters can only leave these planes by following where other creatures have gone. A dhour will constantly search for recently used conduits or color pools, seeking out whatever made this disturbance to capture and devour it. A dhour often waits and lurks near permanent portals to other planes, taking note of travelers who might make a good meal. A dhour will pursue prey it has marked until it succeeds, even if it takes weeks, months, or years.

Dhours are solitary and hunt alone, each one respecting the other's psychic marks. Dhours only gather in groups rarely on the Astral Plane. The dhours form a circle, drifting aimlessly through the plane, ignoring everything else, and communicate telepathically with each other. The circle will ignore anything but a direct attack. Still, approaching a circle of dhours is extremely dangerous because if they notice any creatures spying on them they are likely to mark the intruders and seek them out later. After such a gathering, the dhours involved split in two, reproducing by amoebalike division. The only time a dhour is likely to converse with anyone else is while it is traveling to or from a circle meeting.

If a dhour flattens itself out to a minimum thickness of one foot, it takes the form of a 10-foot wide circle. Its most common form is a single cone-shaped heap about 6 feet tall. A dhour's average length is about 8 feet, and a dhour weighs about 7,000 pounds.

A dhour cannot speak, but it can respond to telepathy if it wishes to.

COMBAT
A dhour will try to engage its prey while still on the Astral or Ethereal Plane, but if it cannot catch the prey there it has no problem with following it wherever it goes. Once a victim is marked, a dhour will harass it over and over again until it dies or devours its mark.

A dhour prefers to avoid mental combat unless this is necessary to reach its chosen victim. It will use its telepathic abilities to locate its prey, and then set an ambush for the victim, gaining surprise by hiding.

Drown (Ex): The first victim hit by a dhour's pseudopods must make an opposed grapple check with the dhour. If the dhour wins the check, it draws the victim into its fluid body. The victim takes 2d6+6 points points of acid damage per round, and is also at risk of drowning (see Water Dangers in the Dungeon Master's Guide for the risks and effects of drowning). Because a dhour is composed of protoplasm, spells such as water breathing offer no help in surviving the effect of drowning in their fluids.

A trapped victim can attack the dhour or make additional grapple checks to escape its grasp. The character cannot cast spells with a verbal component or use any other item or ability that requires speech. If other characters use slashing or piercing weapons to attack a dhour while it is holding a victim, those attacks have a 25% chance of hitting the trapped character, and they do no harm to the dhour.

While holding a victim, a dhour continues to attack with its pseudopod, dealing slam damage to other characters. A dhour cannot move while holding a victim.

Psionics (Sp): At will - daze monster (DC 14), detect thoughts (DC 14); 3/day - confusion (DC 14), gaseous form, invisibility, major image (DC 15), teleport (DC 17); 1/day--dimensional anchor, finger of death (DC 19), mind blank (self only). Effective caster level 7th. The save DCs are Charisma-based.

Psychic Mark (Ex): A dhour can target, or mark, an individual creature to better hunt that enemy. To do so, the dhour must focus on a foe who is present and visible, or on the depiction or description of one who is not, for 10 minutes. Any interruption ruins the attempt and forces the dhour to start the process again. Once this study is complete, that target is psionically marked.

The psychic mark can be detected with any ability that detects psionics, and can be removed with any effect that negates psionics (such as dispel psionics). However, a successful caster level check equal to the dhour's Hit Dice is necessary for the effect to succeed. A break enchantment spell removes the mark and does not require a caster level check.

A dhour adds its Hit Dice as an insight bonus on all Gather Information, Listen, Search, Spot, and Survival checks made to determine the whereabouts of a psionically marked creature.

A dhour will not approach or attack a creature that has been marked by another dhour, unless the original dhour who marked the prey is dead.

Alien Mind (Ex): Any attempt to establish a telepathic link to a dhour's mind (via detect thoughts, a psionic ability, dominate monster, and so on) automatically fails, unless the dhour chooses to respond. Even then, the dhour chooses what information is being sent.

Planar Dependent (Ex): A dhour is intrinsically bound to the Astral and Ethereal planes. A dhour that travels to a plane other than the Astral or Ethereal plane takes 1 point of Charisma damage every hour, until it returns to the Astral or Ethereal Plane.

Planar Tracking (Su): A dhour can attempt to track normally even through the featureless wastes of the Astral Plane (base DC 25) and the Ethereal Plane (base DC 20). A dhour can use this ability to track quarry that uses a teleportation spell to travel, by entering the Astral Plane at the departure point, following the trail of the teleportation through the Atral Plane, and returning to the plane of departure at its quarry's destination.

While on the Astral or Ethereal Plane, a dhour can also recreate any effect that allowed its quarry to travel from the Astral or Ethereal Plane to another plane and arrive at its quarry's exact destination.

Plane Shift (Sp): A dhour can travel from the Astral Plane to any plane that borders the Astral Plane and back again. A dhour can likewise travel to the Ethereal Plane and back again. This ability is similar to a plane shift spell (caster level 9th), except that the dhour can transport itself only and it chooses its destination with pinpoint accuracy.

Split (Ex): As a full-round action, a dhour can split into two identical dhours, each with half of the original's Hit Dice and current hit points (round down). A dhour with 10 hit points or less cannot be further split and dies if reduced to 0 hit points. A new dhour gains 1 HD per month, until it reaches maturity (7 HD).


PSIONIC DHOUR
If you use the Expanded Psionics Handbook in your game, alter the dhour as follows:
Large Ooze (Extraplanar, Psionic)
Special Attacks: Drown, psi-like abilities.

Substitute the following psi-like abilities for the psionic spell-like abilities given for the dhour:
Psi-Like Abilities: At will - astral traveler (DC 13), aversion (DC 14), chameleon, ego whip (DC 14), read thoughts (DC 14); 3/day - ectoplasmic form, false sensory input (DC 15), id insinuation (DC 14), mind thrust (DC 13), psionic teleport (DC 17), thieving mindlink (DC 16); 1/day - personal psionic mind blank, psionic dimensional anchor, psychic crush (DC 17), teleport trigger. Manifester level 7th. The save DCs are Charisma-based.

Psychic Mark: The mark can be removed by psychic chirurgery.


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

Creature Cataloguer
Shargugh

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

Shargugh
Small Fey
Hit Dice: 3d6 (10 hp)
Initiative: +3
Speed: 40 ft (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/-3
Attack: Bite +4 melee (1d4) or silver dagger +4 melee (1d3-1/19-20)
Full Attack: Bite +4 melee (1d4) or silver dagger +4 melee (1d3-1/19-20)
Space/Reach: 5 ft/5 ft
Special Attacks: ---
Special Qualities: curse of the shargugh, damage reduction 5/cold iron, low-light vision, spell-like ability, wild empathy, woodland dependent, woodland mastery
Saves: Fort +1, Ref +5, Will +3
Abilities: Str 11, Dex 16, Con 10, Int 10, Wis 12, Cha 9
Skills: Climb +3, Hide +15*, Jump +4, Knowledge (nature) +3, Listen +4, Move Silently +15, Search +3, Sleight of Hand +13, Spot +4, Survival +4
Feats: Stealthy, Weapon Finesse

Environment: Temperate forest
Organization: Solitary or grove (2-3)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: ---

This short humanoid seems to be covered in wild, matted brown hair, and its long beard is tangled and twisted. Its ragged clothing is brown and green.

The shargugh is a small faerie creature tied to a whole woodland territory in a way similar to a dryad being tied to a single tree. The symbiosis between a shargugh, or a group of them, and the forest is strong and provides life to both and everything that lives within it.

A shargugh is mischievous, like many other fey, and is likely to steal valuable objects from any creature it encounters. To dissuade this practice, folk of the woodlands often leave offerings of food and drink for the local shargugh. In return, a shargugh may elect to carry out small but useful tasks.

A shargugh speaks Sylvan and Elven.

A shargugh is 3 feet tall and weighs 50 pounds.

COMBAT
A shargugh prefers thievery to combat, relying on its natural stealth and tree stride ability to pilfer valuable objects and escape. If its woodland territory is threatened, it will fight ferociously with bite or dagger to defend its home.

Curse of the Shargugh (Su): Any woodland territory in which all shargughs bound to it have died becomes cursed and infertile for a period of 7 years. New plants and trees will not grow, whilst existing flora will grow normally but bear neither fruit nor flowers. A hallow spell cast within the territory will restore the woodland's fertility.

Spell-Like Ability: 5/day - tree stride. Caster level 3rd.

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

Woodland Dependent (Su): Each shargugh is mystically bound to its woodland territory, which is a section of woods no larger than a 24-mile radius. A shargugh's relationship with its territory is symbiotic, and both draw strength from each other, so a shargugh must never leave its boundaries. Any shargugh who does becomes ill and dies within 1d2 days unless it returns. A shargugh's woodland territory does not radiate magic.

Woodland Mastery (Su): A shargugh is in tune with the woodlands of its territory. They have exact knowledge of their forest home, providing them with +20 to Knowledge (nature) and Survival checks.

Skills: A shargugh has a +4 racial bonus on Move Silently and Sleight of Hand checks. *In forested areas, a shargugh has a +4 racial bonus on Hide checks.

Originally found in module O2 - Blade of Vengeance (1984, Jim Bambra), AC9 - Creature Catalogue (1986), and DMR2 - Creature Catalog (1993).
 
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BOZ

Creature Cataloguer
Enceladus

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

Giant, Enceladus
Colossal Giant
Hit Dice: 48d8+816 (1,032 hp)
Initiative: +8
Speed: 40 ft (8 squares)
Armor Class: 22 (-8 size, +20 natural), touch 2, flat-footed 22
Base Attack/Grapple: +32/+61
Attack: Slam +46 melee (5d10+21/19-20 +1d6)
Full Attack: 2 slams +46 melee (5d10+21/19-20 +1d6)
Space/Reach: 30 ft/30 ft
Special Attacks: Catch spells, frightful presence, rock throwing
Special Qualities: damage reduction 10/epic, immunity to fire, low-light vision, resistance to acid 5, rock catching
Saves: Fort +43, Ref +20, Will +23
Abilities: Str 53, Dex 10, Con 45, Int 7, Wis 13, Cha 14
Skills: Intimidate +19, Jump +25, Listen +18, Spot +18
Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Power Attack, Weapon Focus (slam)
Epic Feats: Devastating Critical (slam), Epic Reflexes, Epic Will, Overwhelming Critical (slam), Superior Initiative

Environment: Any marsh
Organization: Solitary
Challenge Rating: 24
Treasure: None
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: ---

This giant of unbelievable size appears otherwise normal above the waist, but the lower half of his body consists of a writhing mass of huge snake bodies and tails.

The enormous, malformed Enceladus (Enkelados) is one of the Gigantes, a race of giants. The Gigantes (Alcyoneus, Athos, Clytias, Enceladus, Pallas, and Echion) were the offspring of the Olympian gods Uranus and Gaea. The blood of Uranus fertilized Gaea, when their son Cronus the Titan castrated his father and usurped the throne.

The Gigantes ultimately came to war with the Olympian gods, but lost to the more powerful and younger gods. Zeus defeated Enceladus with his thunderbolts, and Athena buried him under a mountain. After a long imprisonment, Enceladus escaped. Enceladus horrifies everything that sees him, and the Gigante is now forced to live alone in a desolate swamp. Enceladus hates the Olympian gods, and will fight against them again if given the chance.

Enceladus is 85 feet tall and weighs 150 tons.

Enceladus speaks Abyssal and Giant.

COMBAT
Enceladus prefers to attack one target at a time, battering with both of his incredible fists. There is a power in Enceladus' hands that allows him to grab spells out of thin air and negate them before they have time to function. Enceladus will try to catch as many spells from enemy spellcasters in one round as he can, even if that prevents him from attacking.

Catch Spells (Su): Enceladus is able to catch and hold spell energy in his hands. When a spell or spell-like ability targets Enceladus, he may automatically attempt to catch the spell. Enceladus must succeed on a special caster check (1d20 + 24) against the spell. The DC for this caster check is 11 + the spell's caster level. If Enceladus succeeds on the check, he catches that spell; if he fails, that spell functions normally.

Enceladus may hold up to two spells in each hand, and may not catch more than four spells per round. For each spell caught, Enceladus may choose to redirect it on his turn. If Enceladus does not redirect the held spells on his next turn, the spell energy dissipates harmlessly.

To redirect a spell, Enceladus makes a ranged touch attack (maximum range 60 feet) against a target of his choice, following all the rules of the original spell for valid targets. The spell is treated exactly as if cast by the original caster, for purposes of determining caster level, etc.

Enceladus may redirect up to two spells by making a throwing motion towards the target, thus losing one of his slam attacks. If Enceladus redirects more than two spells (up to a maximum of four), he loses both slam attacks. The spell is treated exactly as if cast by the original caster (for purposes of determining caster level, etc.) and for determining valid targets (he cannot, for example, throw a charm person at an aberration).

Frightful Presence (Ex): Enceladus can unsettle foes with his mere presence. The ability takes effect automatically whenever Enceladus attacks, charges, or leaps overhead. Creatures within a radius of 300 feet are subject to the effect if they have fewer HD than Enceladus. A potentially affected creature that succeeds on a DC 36 Will save remains immune to Enceladus's frightful presence for 24 hours. On a failure, creatures with 9 or less HD become panicked for 4d6 rounds and those with 10 or more HD become shaken for 4d6 rounds. The save DC is Charisma-based.

Rock Throwing (Ex): The range increment is 200 feet for Enceladus’s thrown rocks. He uses both hands when throwing a rock. Enceladus can hurl rocks of 300 to 500 pounds (Huge objects).

Rock Catching (Ex): Enceladus can catch Small, Medium, Large, or Huge rocks (or projectiles of similar shape). Once per round, when Enceladus would normally be hit by a rock he 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, 25 for a Large one, and 30 for a Huge one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) Enceladus must be ready for and aware of the attack in order to make a rock catching attempt.

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

Creature Cataloguer
Sea Hermit

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

Sea Hermit
Gargantuan Magical Beast (Aquatic, Shapechanger)
Hit Dice: 10d10+30 (85 hp)
Initiative: -1
Speed: 20 ft (4 squares), swim 30 ft
Armor Class: 20 (-4 size, -1 Dex, +15 natural), touch 5, flat-footed 20
Base Attack/Grapple: +10/+33
Attack: Pincer +18 melee (2d8+11/18-20/x3)
Full Attack: 2 pincers +18 melee (2d8+11/18-20/x3)
Space/Reach: 20 ft/15 ft
Special Attacks: Augmented criticals, spells
Special Qualities: Acquire skills, alternate form, amphibious, blindsense 60 ft, darkvision 60 ft, low-light vision, spell resistance 23, tremorsense 60 ft
Saves: Fort +10, Ref +6, Will +7
Abilities: Str 32, Dex 9, Con 17, Int 18, Wis 19, Cha 18
Skills: Bluff +17, Concentration +12, Craft (any one) +9, Diplomacy +15, Disguise +13 (+15 acting), Intimidate +6, Knowledge (arcana) +13, Listen +10, Sense Motive +9, Spellcraft +15, Spot +10, Swim +19

Feats: Empower Spell, Eschew Material Components, Maximize Spell, Weapon Focus (pincer)

Environment: Any aquatic
Organization: Solitary
Challenge Rating: 12
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: 11-20 HD (Gargantuan); 21-30 HD (Colossal)
Level Adjustment: ---

This gigantic hermit grab has a set of large arms ending in huge pincers. Its black eyes are on retractable stalks, and it has two pairs of large feelers. Its horny carapace is dark red, and it pulls itself along on six skinny legs.

The legendary sea hermit is a very dangerous creature of the ocean depths. A sea hermit has the ability to disguise itself as a land-dwelling creature to fool its unwary prey. Since humanoids are its usual prey, a sea hermit usually takes humanoid form, waiting on a deserted beach or other coastal area, leaving its magnificent shell in plain view. A sea hermit will pass itself off as a lonely, benevolent recluse that has made its home in the shell and happily offers traveling visitors shelter therein. In actuality, the large shell really is the creature's natural home, and will not wander far from it for fear of losing it.

A sea hermit is a powerful being from a deep, undersea kingdom, on a mission to study the surface world. It is something of a sage, extracting the memories of surface creatures through arcane rituals. Not only does it gain information about surface dwellers, the sea hermit can take spells and skills from its victims as well. The evil sea hermit uses what methods are available to collect its samples; it has no qualms about deceiving creatures and killing them to learn what it needs.

A sea hermit's feelers allow it to sense heat, motion, and sound.

A sea hermit can speak Aquan and Common, and can learn to speak any language of land-based creatures using its ability to acquire skills.

A sea hermit is 10 feet wide and almost 40 feet long without its shell, and weighs 30 tons.

COMBAT
A sea hermit will rarely attack when not in crab form. Sometimes, it might attack sleeping victims that it has lured into its shell, if it feels they might be too hard to deal with. A sea hermit can only choose forms of intelligent creatures that it has had a chance to study.

If attacked, a sea hermit will revert to its natural form and make use of its full compliment of spells that it has stolen from other creatures. A sea hermit prefers to take victims alive, though it can always extract what it needs from dead creatures. If a sea hermit is in crab form and has trapped hostile creatures within its shell, the sea hermit will dive in the water and break its seals long enough to fill the lower spiral of its shell and drown them as it swims and sinks to the bottom.

Augmented Critical (Ex): A sea hermit's claws threaten a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.

Spells: A sea hermit casts spells as a 16th-level sorcerer. A sea hermit does not possess a typical list of spells known like most sorcerers, nor does it gain new known spells automatically. A sea hermit learns new spells by taking them from the minds of its victims. A victim must be alive, or dead for no more than 1 week for a sea hermit to be able to extract what it needs. For every 8 hours spent studying a victim, a sea hermit permanently gains a new spell from any spell list possessed by the victim (up to the maximum level it can cast) by making a successful Spellcraft check (DC equals 15 + spell level). Failure indicates that it cannot learn that spell. If successful, the sea hermit adds the spell to its list of spells known. All spells cast in this manner are treated as arcane spells.

Typical Sorcerer Spells Known (6/7/7/7/7/6/6/5/3; save DC 14 + spell level): 0 - daze, detect magic, inflict minor wounds, lullaby, mage hand; 1st - bane, entangle, mage armor, magic missile, shield; 2nd - bear's endurance, eagle's splendor, mirror image, misdirection, shatter, undetectable alignment; 3rd - cure serious wounds, diminish plants, fly, glibness, haste, lightning bolt, plant growth; 4th - divine power, greater invisibility, scrying; 5th - flame strike, hold monster, mirage arcana, song of discord, spell resistance; 6th - blade barrier, greater dispel magic, true seeing; 7th - animate plants, control weather, greater teleport, prismatic spray; 8th - control plants, horrid wilting, unholy aura.

Acquire Skills (Ex): A sea hermit can acquire skills known by a creature it has studied. A victim must be alive, or dead for no more than 1 week for a sea hermit to be able to extract what it needs. For every 8 hours spent studying a victim (or 24 hours for a dead victim), a sea hermit permanently gains all of the creature's ranks in a single skill (but not racial or ability score bonuses to the skill modifier) though it cannot exceed the maximum ranks that the sea hermit's Hit Dice would normally allow. This skill becomes a class skill for the sea hermit, 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. While acquiring a skill, the sea hermit must refrain from movement, combat, spellcasting, skill use, or any other fairly demanding physical or mental task during the rest period. If interrupted, each interruption adds 1 hour to the total amount of time needed to acquire a skill.

Alternate Form (Su): A sea hermit can assume any form of Large size or smaller as a standard action. This ability functions as a polymorph spell cast on itself (caster level 15th), except that the sea hermit does not regain hit points for changing form. A sea hermit can remain in its alternate form until it chooses to assume a new one or return to its natural form.

Amphibious (Ex): Although sea hermits are aquatic, they can survive indefinitely on land.

Skills: A sea hermit 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.


SEA HERMIT LAIR
A sea hermit's home is its gigantic, majestic shell. This squat, conical structure is roughly 20 feet in diameter at its base (60 feet in circumference), and rises up in a spiral 30 feet high. The exterior of the shell is usually white with deep blue and red markings. The shell is one foot thick, with a hardness of 6? and 75 hp per foot of thickness.

The interior is no less impressive. The first 40 feet of the shell, as it wraps around the first curve, is where the sea hermit in its natural form fits. Past this, the shell has been reshaped to form archways, stairs, and rooms, including a laboratory and cells for prisoners. A few secret doors may be installed, perhaps some ending in traps for overcurious guests; those often involve spring-loaded tridents tipped with the poison of an exotic fish. In some areas, the overlapping spirals bend some of the ceilings, making the overall architecture lack the hard edges and corners to which most races are accustomed. In areas of sharp upward slope, the sea hermit has formed a polished stairway from the shell's glossy mother-of-pearl interior. The effect is quite beautiful.

When posing as a humanoid, a sea hermit will decorate the lower portion of its shell to add to the camouflage. It clutters the area with driftwoods and minor implements, to suggest a craft workshop or junk storage area and avoid suspicion.

If a sea hermit is killed, its shell can make an excellent shelter and even a small base of operations for an enterprising party. One persistent rumor even suggests that a wizard has transformed one of these great shells into something like a Daern's instant fortress.

Originally found in Red Steel Monstrous Compendium Online (1996, Loren L. Coleman and Ted James Thomas Zuvich) and Monstrous Compendium Annual Four (1998).
 
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BOZ

Creature Cataloguer
Dark Wing

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

Dark Wing
Medium Monstrous Humanoid
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: 20 ft (4 squares), fly 50 ft (poor) (10 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d4+2)
Full Attack: 2 claws +5 melee (1d4+2) and bite +0 melee (1d6+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Group snatch
Special Qualities: Darkvision 60 ft, light sensitivity, silent glide
Saves: Fort +9, Ref +10, Will +5
Abilities: Str 15, Dex 14, Con 12, Int 7, Wis 13, Cha 8
Skills: Hide +3, Listen +2, Move Silently +3, Spot +3, Survival +2
Feats: Flyby Attack, Multiattack

Environment: Any mountains, hills, plains, and underground
Organization: Flock (10-30) or (lair, plus 2-12 young)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +2

This humanoid is covered with green scales and has a pair of black, leathery wings. Its claws are long and sharp, and its mouth is filled with vicious, sharp teeth.

The dark wings are a race of nocturnal flyers that attack livestock in great flocks. They inhabit high rocky crags and mountains, where they can watch and keep an eye on the herds of cattle and sheep in lowlands. Dark wings hate light, and never leave their caves during the day or even on nights of the full moon. The lair is a foul and unsettling place, covered in filth and the bones of victims. Dark wing young roost there on natural ledges, and only fight if threatened or attacked.

Many scholars believe that dark wings are related to deep glaurants.

Dark wings speak their own simple language. Some have learned to speak Common, as well as the languages of other humanoids who might be persuaded to join the flock in raids.

A dark wing is 5 feet tall and weighs X pounds.

COMBAT
Dark wings attack in numbers, to terrify and corner weaker prey. Dark wings will typically work together to carry off smaller creatures. Larger prey like horses or cattle will be dismembered and carried off in pieces.

Group Snatch (Ex): A group of two or more dark wings can lift up and carry away a Medium creature, attacking as a group and using a single grapple check. Only one is required for Small or smaller creatures, and four for a Large creature.

When a creature does not wish to be snatched into the air, an opposed grapple check is required. The dark wings gain a +2 bonus on this grapple check for each dark wing beyond the first participating in the attempt. If the dark wings succeed, the creature is grappled and forced to move along with the dark wings. If they fail, the creature stays on the ground.

Once a creature is airborne, it may choose to continue resisting, forcing a grapple check each round. This reduces the dark wings' flying speed by half. If successful, the creature falls from their grasp and takes falling damage normally.

Light Sensitivity (Ex): A dark wing is dazzled in bright sunlight or within the radius of a daylight spell.

Silent Glide (Ex): While gliding at night, a darkwing's coloration and soft, owl-like feathers grant a +4 circumstance bonus on Hide and Move Silently checks.


DARK WINGS AS CHARACTERS
Most dark wing leaders are barbarians. Clerics are rare among dark wings, but a dark wing cleric has access to two of the following domains: Darkness, Strength, or Trickery.

Dark wing characters possess the following racial traits:

+4 Strength, +4 Dexterity, +2 Constitution, -4 Intelligence, +2 Wisdom, -2 Charisma.
Medium size.
A dark wing's base land speed is 20 feet, and it has a fly speed of 50 feet (poor).
Darkvision out to 60 feet.
Racial Hit Dice: A dark wing begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3 and base saving throw bonuses of Fort +1, Ref +3, and Will +3.
Racial Skills: A dark wing's monstrous humanoid levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Hide, Listen, Move Silently, Spot, and Survival.
Racial Feats: A dark wing's monstrous humanoid levels give it two feats.
+3 natural armor bonus.
Natural Weapons: Claw (1d4) and bite (1d6).
Special Attacks (see above): Group snatch
Special Qualities (see above): Light sensitivity, silent glide
Automatic Languages: Dark Wing. Bonus Languages: Common, Goblin, Draconic, Giant, Gnoll, Orc.
Favored Class: Barbarian.
Level Adjustment +2.


Originally found in AC9 - Creature Catalogue (1986, Jim Bambra, Phil Gallager, & Graeme Morris), DMR2 - Creature Catalog (1993), and Mystara Monstrous Compendium Appendix (1994).
 
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BOZ

Creature Cataloguer
Devil Spider

http://www.enworld.org/showthread.php?t=66479

Devil Spider
Large Magical Beast
Hit Dice: 13d10+39 (110 hp)
Initiative: +7
Speed: 50 ft (10 squares), climb 30 ft (6 squares)
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +13/+21
Attack: Claw +16 melee (1d8+4)
Full Attack: 2 claws +16 melee (1d8+4) and bite +11 melee (2d6+2)
Space/Reach: 10 ft/5 ft
Special Attacks: Web
Special Qualities: Darkvision 60 ft, low-light vision, spell resistance 13, tremorsense 60 ft
Saves: Fort +11, Ref +11, Will +5
Abilities: Str 18, Dex 16, Con 17, Int 10, Wis 13, Cha 9
Skills: Climb +12, Hide +13*, Listen +11, Move Silently +13*, Spot +15
Feats: Alertness, Improved Bull Rush, Improved Initiative, Power Attack, Stealthy

Environment: Warm hills, forests, mountains, and underground
Organization: Solitary
Challenge Rating: 7
Treasure: H
Alignment: Usually lawful evil
Advancement: 14-26 HD (Large); 27-39 HD (Huge)
Level Adjustment: ---

The creature resembles a monstrous spider, of fiery red coloration with shadowy bands of black on its eight legs. Its head looks more like that of a twisted goblin than an arachnid, with two horns jutting from above its eyes and another pair forming a beard beneath its chin. A pair of smaller, pincerlike arms protrude from the sides of its head.

The so-called devil spider gets its name from its devilishly evil attempts to capture prey and treasure, as well as its appearance. A devil spider makes it lair in a chasm or large pit, or in an open area near a well-traveled path or under a bridge. A devil spider prefers to spin a sheet web in an open area, which it waits by all day if it needs to.

A typical devil spider's body is 10 feet long and 5 feet high. It weighs about 900 pounds.

COMBAT
A devil spider will lurk nearby one of its webs, waiting for a potential meal to arrive. It may attack from ground level, or descend from above, suspended by a single strand of webbing. If a victim gets within 5 feet of a web, the devil spider automatically attacks, trying to surprise the victim.

A devil spider is somewhat predictable, in that its favorite tactic is to bull rush foes into its web whenever such a target is available. A devil spider is reasonably intelligent, however, and will act based on circumstances rather than instinct. When it has trapped a victim in its web, the devil spider will try to kill or weaken the target so it cannot escape, ignoring attacks from others unless it is down to less than half its full normal hit points. When its first victim is killed or escapes, the devil spider will try to push another one into the web. The devil spider will bull rush smaller or weaker-looking opponents first, or whatever target is nearest to the web.

Web (Ex): Devil spiders often wait in their webs, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. A devil spider 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 devil spider. An entangled creature can escape with a successful DC 19 Escape Artist check or burst it with a DC 25 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +6 racial bonus.

Devil spiders often create sheets of sticky webbing up to 100 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. In addition, a devil spider's webs are so transparent that they have total concealment against any creature more than 5 feet away. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 15 hit points and sheet webs have damage reduction 5/---.

A devil spider's webs have immunity to fire, and vulnerability to cold.

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

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

Skills: Devil spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A devil spider can always choose to take 10 on Climb checks, even if rushed or threatened. *Devil spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Originally found in Dragon Magazine #55 ("Dragon's Bestiary," November 1981, Erol Otus).
 
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