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BOZ

Creature Cataloguer
Fyrefly

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

Fyrefly
Fine Magical Beast
Hit Dice: 1/2 d10-1 (1 hp)
Initiative: +7
Speed: Fly 50 ft (perfect) (10 squares)
Armor Class: 25 (+8 size, +7 Dex), touch 25, flat-footed 18
Base Attack/Grapple: +1/-20
Attack: Touch +4 melee touch (1 fire plus combustion)
Full Attack: Touch +4 melee touch (1 fire plus combustion)
Space/Reach: 1 ft/0 ft
Special Attacks: Combustion
Special Qualities: Darkvision 60 ft, immunity to fire, low-light vision, partial immunity to cold, vulnerability to water
Saves: Fort +1, Ref +8, Will +1
Abilities: Str 1, Dex 25, Con 8, Int 9, Wis 12, Cha 13
Skills: Hide +23, Listen +4, Move Silently +9, Spot +4
Feats: Alertness

Environment: Warm and temperate forest
Organization: Solitary
Challenge Rating: 1/8
Treasure: None
Alignment: Usually chaotic neutral
Advancement: ---
Level Adjustment: ---

This large black insect has red wings that buzz as it moves slowly about. It is fairly nondescript compared to other insects, except for its large reddish eyes.

The fyrefly is a benign insect, which spends its nights flitting from plant to plant, eating leaves and rotting vegetation. As an adult, a fyrefly is mostly harmless; only during its reproductive cycle is it actually dangerous of other creatures.

Fyreflies are the creation of the mad wizard Grebdews, who accidentally allowed his "pets" to escape into the world.

A fyrefly is only one inch long and weighs less than a pound.

COMBAT
The adult fyrefly is not aggressive in the least. When it comes into contact with anything flammable, it sets objects ablaze, and it can use this ability to defend itself.

Combustion (Ex): Anyone a fyrefly touches must succeed on a DC 10 Reflex save or take an extra 1d6 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d3 rounds after the fyrefly's last successful attack. Fyreflies can also ignite flammable materials with a touch. The save DC is Constitution-based.

Partial Immunity to Cold (Ex): The fyrefly is partially immune to cold damage. Each time it would normally take damage from a cold attack, it takes no damage but instead falls into a catatonic coma for 24 hours. During this time, it cannot be awakened by any means. This is not a sleep effect.

Vulnerability to Water (Ex): Contact with water or a spell with the water descriptor has the same effect as its partial immunity to cold, except the fyrefly is allowed a DC 10 (or 10 + spell level) Fortitude save to negate the effect.


Larval Fyrefly Swarm
Fine Magical Beast (Swarm)
Hit Dice: 5d10 (27 hp)
Initiative: +4
Speed: Fly 50 ft (perfect) (10 squares)
Armor Class: 22 (+8 size, +4 Dex), touch 22, flat-footed 18
Base Attack/Grapple: +5/---
Attack: Swarm (1d6 plus 1d6 fire plus combustion)
Full Attack: Swarm (1d6 plus 1d6 fire plus combustion)
Space/Reach: 10 ft/0 ft
Special Attacks: Combustion, distraction
Special Qualities: Darkvision 60 ft, immune to weapon damage, immunity to fire, low-light vision, partial immunity to cold, swarm traits, vulnerability to water
Saves: Fort +4, Ref +8, Will +2
Abilities: Str 1, Dex 19, Con 10, Int 9, Wis 12, Cha 13
Skills: Hide +20, Listen +5, Move Silently +8, Spot +5
Feats: Ability Focus (combustion), Alertness

Environment: Warm and temperate forest
Organization: Solitary or cloud (2-3 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Usually chaotic neutral
Advancement: ---
Level Adjustment: ---

When a fyrefly has spent two months feeding, it will seek out an open fire and fly into it to begin the reproductive process. Inside the fire, the fyrefly metamorphoses into a mote of extremely hot, bright flame, beginning a process of division that produces many tiny balls of flame. After 10 minutes in this state undisturbed, the original fyrefly dies and produces two larvae, which remain in the fire. For each round thereafter, each new fyrefly generates two offspring; thus, the number of fyreflies increases exponentially. One minute after this process begins, all of the larval fyreflies fall dormant on their own and begin a 9-day transition to adulthood.

COMBAT
Oddly enough, the larval fyrefly is much more dangerous than the adult. Before the larval fyreflies become dormant, they become frenzied and seek to set any nearby living creatures on fire. In this aggressive, agitated state, the larval fyreflies form into a swarm and attack anything that moves.

Combustion (Ex): Any creature that begins its turn with a fyrefly swarm in its space must succeed on a DC 14 Reflex save or take an extra 2d6 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d6 rounds after the fyrefly swarm's last successful attack. Any flammable materials in a swarm's space also ignite immediately. The save DC is Constitution-based.

Distraction (Ex): Any living creature vulnerable to a swarm's damage that begins its turn with a larval fyrefly swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Partial Immunity to Cold (Ex): The fyrefly is partially immune to cold damage. Each time a fyrefly swarm would normally take damage from a cold attack, it takes no damage but instead falls into a catatonic coma for 24 hours. During this time, it cannot be awakened by any means. This is not a sleep effect.

Vulnerability to Water (Ex): Contact with water or a spell with the water descriptor has the same effect as its partial immunity to cold, except the fyrefly swarm is allowed a DC 10 (or 10 + spell level) Fortitude save to negate the effect.


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

Creature Cataloguer
The Abomination of Diirinka

http://www.enworld.org/showthread.php?t=106747

Abomination of Diirinka
Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 20d8+120 (230 hp)
Initiative: +4
Speed: 20 ft (4 squares), burrow 20 ft (4 squares)
Armor Class: 23 (-1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: +20/+33
Attack: Claw +28 melee (2d4+9/19-20)
Full Attack: 3 claws +28 melee (2d4+9/19-20) and 3 bites +26 melee (1d3+4 plus energy drain)
Space/Reach: 10 ft/10 ft
Special Attacks: Attach, energy drain, rend 2d4+13
Special Qualities: Alien mind, all-around vision, blindsight 60 ft, damage reduction 15/bludgeoning and good, darkvision 60 ft, earth glide, immunity to acid, cold, electricity, fire, and poison, regeneration 6, rejuvenation, spell resistance 27, spell turning, tremorsense 60 ft
Saves: Fort +18, Ref +12, Will +14
Abilities: Str 29, Dex 10, Con 22, Int 10, Wis 11, Cha 10
Skills: Hide +19, Intimidate +23, Listen +25, Knowledge (dungeoneering) +23, Move Silently +23, Search +27, Spot +29, Survival +23 (+25 following tracks, +25 underground)
Feats: Alertness, Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Iron Will, Multiattack, Power Attack

Environment: Cavern of the Abomination
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Chaotic evil
Advancement: ---
Level Adjustment: ---

This loathsome creature has an oblong body the size of two plow horses and is covered in a stony carapace. It has no head, but it has three dead, milk-white eyes lacking lids and pupils, spaced at equal intervals around its upper body. Three sinewy, double-jointed arms sprout from the top of the body, each ending in a sharp set of talons. Three smaller arms jut from the mid-body, one below each eye; each ends in a drooling mouth. Swirling patterns of light and dark energy ripple along the creature's skin; a close look reveals these patterns to be the images of dwarven faces writhing in torment.

The Abomination was created aeons ago by the mad derro power Diirinka. The god created this monster in answer to a plea from a treacherous dwarf who was driven to betrayal and murder by his desire to own the Axe of the Dwarvish Lords. Diirinka gave the dwarf a talisman to control the creature, but it was design to fail, freeing the Abomination to run amok.

Diirinka most likely created the Abomination by corrupting a xorn with his magic. Like the xorn, the Abomination has a taste for precious metals and minerals. However, its favorite food is the life force of living creatures, dwarves in particular.

The Abomination was trapped in its cavern-dimension for centuries, until freed by a powerful wizard named Tairdo, and his mistress, a goblin woman named Qamhuul, to wreak havoc among the dwarves they both hated.

The Abomination is 12 feet tall and weighs 1,800 pounds.

The Abomination speaks Abyssal, Common, Dwarven, Terran, and Undercommon.

COMBAT
The Abomination attacks with its six limbs; it can attack six different targets, but usually concentrates on only one or two. The Abomination's favorite mode of attack is to wait just beneath an earth or stone surface until a foe comes within reach, then emerge suddenly, catching its opponents by surprise. If reduces to 0 hit points, the Abomination appears to melt into the nearest stone or earthen surface.

When the Abomination is summoned but is not under someone's control, it will charge off in search of dwarven prey. It remains on the plane it has been summoned to until it has slain and consumed several dwarves, returning home when it has been satiated. After a few months of hunting, if it has not been successful, it will return home hungry.

An opponent can attack the Abomination's mouth-arms with a sunder attempt as if they were weapons. The Abomination's mouth-arms have 10 hit points each. If the Abomination is currently grappling a target with the mouth-arm that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of the Abomination's mouth-arms deals 5 points of damage to the creature. The creature regrows severed limbs in 2d6 hours.

Attach (Ex): If the Abomination hits with its bite attack, it uses its powerful jaws to latch onto the opponent's body. The Abomination may attach more than one mouth to a creature by making additional bite attacks; each mouth deals automatic bite damage and energy drain on a successful grapple check.

When attached, the Abomination is effectively grappling its prey, and can be struck with a weapon or grappled itself. A creature can wrench a mouth-arm loose by making a successful grapple check; however the creature takes 2d6 points of damage in the process.

Energy Drain (Su): Living creatures hit by the Abomination's bite attack gain one negative level. The DC is 26 for the Fortitude save to remove a negative level. The save DC is Constitution-based.

Draining completely destroys the victim's body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic. If the Abomination destroys a dwarf this way, the victim's tortured visage appears on the Abomination's body.

Rend (Ex): If the Abomination hits with two or more bite attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d4+13 points of damage.

Alien Mind (Ex): Any attempt to establish a telepathic link to the Abomination's mind (via detect thoughts, a psionic ability, dominate monster, and so on) automatically fails.

All-Around Vision (Ex): The Abomination's symmetrically placed eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. The Abomination can't be flanked.

Earth Glide (Ex): The Abomination can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing the burrowing Abomination flings the Abomination back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Regeneration (Ex): Good-aligned bludgeoning weapons, holy water, and spells or effects with the good descriptor deal normal damage to the Abomination.

Rejuvenation (Su): The Abomination may only be permanently destroyed on its home plane. If the Abomination is reduced to -10 or fewer hit points on another plane, it dissipates and reforms on its home plane 2d6 hours later. Reducing the Abomination's hit points to -10 or lower on its home plane incapacitates it but doesn't destroy it. However, dousing its remains with holy water and powder from the amulet that controls it will kill it.

Spell Turning (Su): The Abomination is permanently protected by a spell turning effect (caster level 20th). Any targeted spell that the Abomination successfully resists is turned back at the caster. The caster becomes either the spell's target or the point of origin for the spell's effect, as appropriate.


Amulet of the Abomination (major artifact)
The derro power Diirinka crafted this jewel for Brassbeard Moradinson, the dwarf who murdered his uncle Irontooth to get the Axe of the Dwarvish Lords. The amulet is about the size of a walnut and consists of a single piece of clear crystal cut into the likeness of a dwarf's head; however, the piece has no curves, so only angles and facets define the head's contours. The crystalline material looks and feels something like diamond. It is tougher, but less bright. The amulet has no pin or chain; it has to be carried in a pouch or tucked into the user's clothing.

By holding the amulet and concentrating on it, the bearer can summon the Abomination of Diirinka, which arrives one round later. If the Abomination has recently been slain outside its home plane, it will not appear until it has recovered (see rejuvenation, above). The summoning attempt will fail if the Abomination is on a plane other than its home plane. When the Abomination appears, it appears in any location the bearer can see, regardless of the distance, as chosen by the bearer.

Once the Abomination appears, it must succeed on a DC 35 Will save or be under control of the amulet's wielder for 10 minutes. While under the wielder's control, the Abomination performs any action the wielder desires, including returning to its home dimension, so long as the action is within the Abomination's capabilities. The wielder can issue commands only when the Abomination is within sight; if the Abomination is not within the wielder's sight it will follow its last instruction to the best of its ability.

If the Abomination succeeds on its saving throw or if the control's duration runs out, the Abomination will act of its own accord. If the duration runs out and the Abomination is in sight, the wielder may attempt to regain control for another 10 minutes, forcing the Abomination to make another Will save.

Each time the amulet is used to summon or gain control of the Abomination, the DC for the Will save decreases by 1. If the amulet is not used for 100 years, the save DC increases to its maximum of 35.

The Abomination counts as a summoned creature for the purposes of spells such as protection from evil and magic circle against evil. Any effect that blocks mind control or mind-affecting effects also blocks the amulet wielder's control over the Abomination.

The Amulet of the Abomination can be destroyed only by an epic good-aligned weapon forged by dwarves, or a wish or miracle spell cast by a dwarven spellcaster.

Originally found in Axe of the Dwarvish Lords (1999, Skip Williams).
 
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BOZ

Creature Cataloguer
Pasha of the Efreet, Vizier of the Fire Sultan

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

Pasha of the Efreet
Large Outsider (Extraplanar, Fire)
Hit Dice: 30d8+240 (375 hp)
Initiative: +13
Speed: 60 ft (12 squares), fly 60 ft (perfect)
Armor Class: 42 (-1 size, +9 Dex, +17 natural, +7 insight), touch 25, flat-footed 33
Base Attack/Grapple: +30/+47
Attack: Slam +42 melee (2d6+13 plus 3d8 fire) or +3 flaming burst unholy falchion +42 melee (2d6+21 plus 1d6 fire/18-20 plus 1d10 fire)
Full Attack: 2 slams +42 melee (2d6+13 plus 3d8 fire) or +3 flaming burst unholy falchion +42/+37/+32/+27 melee (2d6+21 plus 1d6 fire/18-20 plus 1d10 fire)
Space/Reach: 10 ft/10 ft
Special Attacks: Change size, heat, spell-like abilities, summon efreet
Special Qualities: Darkvision 60 ft., fast healing 5, immunity to fire, plane shift, spell resistance 31, telepathy 100 ft., vulnerability to cold
Saves: Fort +25, Ref +26, Will +24
Abilities: Str 36, Dex 29, Con 26, Int 22, Wis 25, Cha 25
Skills: Bluff +40, Craft (any one) +39, Concentration +41, Diplomacy +11, Disguise +7 (+9 acting), Intimidate +42, Jump +25, Knowledge (any 3) +39, Knowledge (the planes) +42, Listen +40, Move Silently +42, Sense Motive +40, Spellcraft +39 (+41 scrolls), Spot +40, Survival +7 (+9 on other planes), Use Magic Device +40 (+42 scrolls)
Feats: Combat Expertise, Combat Reflexes, Dodge, Empower Spell-Like Ability (fireball), Empower Spell-Like Ability (flame strike), Improved Initiative (B), Improved Natural Attack (slam), Mobility, Quicken Spell-Like Ability (fireball), Quicken Spell-Like Ability (scorching ray), Skill Focus (Knowledge [the planes]), Spring Attack

Environment: Elemental Plane of Fire
Organization:
Challenge Rating: 22
Treasure: Double coins; triple goods; double items
Alignment: Always lawful evil
Advancement: ---
Level Adjustment: ---

This being looks like a mighty giant with brick-red skin, fiery eyes, small horns, and jutting tusks. It wields a jet-black falchion wreathed in flame. All manner of brass jewelry decorates its powerful frame, and a harness bristling with wands and other magical devices crosses its chest.

The Sultan of the Efreet has appointed six Pashas of considerable power to serve him as Viziers in the City of Brass. Each one has his own dominion and wealth, and spends his time on the Elemental Plane of fire unless ordered elsewhere by the Sultan. The Sultan has granted them a great deal of freedom of action, and they occasionally take advantage of that to rampage through other planes.

A Pasha of the Efreet stands about 12 feet tall and weighs about 2,000 pounds.

Efreet speak Auran, Common, Ignan, and Infernal.

COMBAT
Like other efreet, Pashas love to mislead, befuddle, and confuse their foes, for their own amusement as well as a tactical advantage. Although incredibly confident, a Pasha generally uses its summon efreet ability to open a battle, then relies on its magic while its allies shield it from immediate danger. If drawn into melee, however, a Pasha fights with great gusto. If at any point it believes it is in danger of being defeated, it uses its plane shift ability to escape, returning at a more favorable time to complete its mission or exact revenge.

Note that while a Pasha can fulfill another's wish, it is loath to do so.

Change Size (Sp): 5/times per day, a pasha can magically change a creature's size. This works just like a enlarge person or reduce person spell (the pasha chooses when using the ability), except that the ability can work on the pasha and other efreeti. A DC 32 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Heat (Ex): A pasha's red-hot body deals 3d8 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.

Spell-Like Abilities: At will - detect magic, fireball (DC 20), flame strike (DC 22), gaseous form, invisibility, permanent image (DC 23), polymorph (self only) produce flame, pyrotechnics (DC 19), scorching ray (3 rays, +36 ranged touch), wall of fire (DC 21); 1/day - grant up to three wishes (to nongenies only). Caster level 20th. The save DCs are Charisma-based.

Summon Efreet (Sp): Once per day a Pasha can attempt to summon 1d3 efreet with a 75% chance of success. This ability is the equivalent of a 9th-level spell.

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

Originally found in module I4 - Oasis of the White Palm (1983, Philip Meyers and Tracy Hickman).
 
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BOZ

Creature Cataloguer
Giant Nautilus

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

Giant Nautilus
Gargantuan Magical Beast (Extraplanar, Water)
Hit Dice: 14d10+140 (217 hp)
Initiative: +3
Speed: Swim 50 ft (10 squares)
Armor Class: 23 (-4 size, -1 Dex, +18 natural), touch 5, flat-footed 23
Base Attack/Grapple: +14/+40
Attack: Tentacle +24 melee (1d8+14/19-20)
Full Attack: 20 tentacles +24 melee (1d8+14/19-20) and bite +19 melee (3d4+7)
Space/Reach: 20 ft/15 ft (40 ft with tentacles)
Special Attacks: Constrict 1d8+14, constrict ship, improved grab, spell-like abilities, swallow whole
Special Qualities: Darkvision 60 ft, low-light vision, spell resistance 17, telepathy 100 ft
Saves: Fort +19, Ref +8, Will +12
Abilities: Str 38, Dex 9, Con 31, Int 18, Wis 22, Cha 20
Skills: Concentration +20, Diplomacy +7, Intimidate +15, Knowledge (nature) +19, Knowledge (the planes) +21, Listen +23, Sense Motive +11, Spot +23, Survival +6 (+8 aboveground, +8 on other planes), Swim +22, Use Magic Device +20
Feats: Alertness, Blind-Fight, Improved Critical (tentacle), Improved Initiative, Iron Will

Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Usually neutral
Advancement: 15-28 HD (Gargantuan); 29-42 HD (Huge)
Level Adjustment: ---

This gargantuan mollusk appears to be little more than an enormous, spirally coiled shell with numerous tentacles reaching out from the opening.

While the giant nautilus resembles its diminutive cousin superficially, it has powers far beyond the reach of an ordinary nautilus. The giant nautilus is a native of the Elemental Plane of Water, but it can often be found in the various great waterways and oceans of the Outer Planes, as well as wandering the depths of the deepest Material Plane oceans. It has no permanent home or lair, spending the millennia wandering. It likely only returns to the plane of Water to mate.

The creature is often called the "druid of the deep" because of its absolute neutral alignment and insistence on maintaining the balance of the underwater world. A giant nautilus will usually be on good terms with most underwater races, even the sahuagin and ixitxachitl, and serves as an impartial judge and mediator for the tritons, merfolk, and locathah. A giant nautilus likes to keep the seas and oceans it encounters clean of things that don't belong there. It considers a sunken ship a terrible eyesore and actively helps in its removal by protecting those removing the ship from the fearsome predators of the depths. A giant nautilus has no need for treasure but is not completely naive of avarice and greed; it will demand that ships without treasure or precious cargo be removed before more valuable ones, and that the entire vessel be removed rather than just its contents.

A giant nautilus only directly intervenes when creatures operate at the expense of the environment. It puts a stop to anyone over-fishing a particular location or polluting areas of the sea by dumping garbage. It attempts to negotiate a settlement at first, and if this fails to work, it then warns the offenders. If the warnings are not heeded, the giant nautilus forcibly puts a stop to the offending action. A giant nautilus will most find itself in conflict with the kraken, and will likely find itself forced to intervene with the kraken's grandiose schemes of underwater empire.

The shell of the giant nautilus is a great prize. It can be converted into a roomy, virtually crush-proof submarine for exploring the depths of the ocean. A giant nautilus's shell is from 50-60 feet in diameter.

A giant nautilus speaks with most creatures using its telepathy.

COMBAT
The giant nautilus has seldom been known to attack humans or any of the intelligent ocean-dwelling races, except in self-defense. The giant nautilus is a carnivore, and it preys on huge crustaceans such as giant crabs and giant lobsters. A giant nautilus can attack 20 separate targets or attack a single target with all 20 tentacles, though it generally only uses three tentacles per Medium opponent.

An opponent can attack a giant nautilus's tentacles with a sunder attempt as if they were weapons. A giant nautilus's tentacles have 15 hit points each. If a giant nautilus is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant nautilus's tentacles deals 7 points of damage to the creature. A giant nautilus usually withdraws from combat if it loses 12 tentacles. The creature regrows severed limbs in 1d6+6 days.

Constrict (Ex): A giant nautilus deals automatic tentacle damage with a successful grapple check.

Constrict Ship (Ex): A giant nautilus can wrap six or more of its tentacles around all but the largest ships and crush them or drag them below the waves automatically. This can be done to rowboats (1 round), keelboats (3 rounds), longships (5 rounds), and sailing ships (10 rounds). Warships and galleys are too large for a giant nautilus to affect in this way.

Alternatively, a giant nautilus can attempt to crush a ship of any size in its tentacles. It must make a Strength check to breach the ship's hull, which causes the ship to sink in 1d10 minutes. The break DC varies with the type of vessel, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30.

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

Spell-Like Abilities: At will - charm animal (DC 16), charm person (DC 16), control water, detect magic, locate creature (aquatic animals or plants only), summon nature's ally III (aquatic creatures only), wall of coral (as wall of stone); 3/day - summon monster VI (water elementals only); 1/day - plane shift. Caster level 14th. The save DC is Charisma-based.

The following abilities are always active on a giant nautilus' person, as the spells (caster level 14th): detect evil, detect good. They can be dispelled, but the giant nautilus can reactivate them as a free action.

Swallow Whole (Ex): A giant nautilus can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 12 points of acid damage per round from the nautilus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50 points of damage to the gizzard (AC 19). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Gargantuan giant nautilus's interior can hold 1 Huge, 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

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

Originally found in Dragon Magazine #193 ("The Dragon's Bestiary," May 1993, Randy Maxwell), and Monstrous Compendium Annual One (1994).
 
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BOZ

Creature Cataloguer
Gorgosaurus

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

Dinosaur, Gorgosaurus
Huge Animal
Hit Dice: 13d8+52 (110 hp)
Initiative: +2
Speed: 40 ft (8 squares)
Armor Class: 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +9/+24
Attack: Bite +14 melee (2d6+10/19-20)
Full Attack: Bite +14 melee (2d6+10/19-20)
Space/Reach: 15 ft/10 ft
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +10, Will +6
Abilities: Str 25, Dex 14, Con 19, Int 2, Wis 15, Cha 10
Skills: Hide -5, Jump +11, Listen +14, Spot +14
Feats: Alertness, Improved Critical (bite), Run, Toughness, Track

Environment: Any land
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 14-26 HD (Huge), 27-39 HD (Gargantuan)
Level Adjustment: ---

This massive, stocky biped has a huge head with sharp-toothed jaws, powerful legs and almost comically small arms.

A gorgosaurus is a smaller, leaner relative of the famous tyrannosaurus, also known as the albertosaurus.

Gorgosaurs are about 30 feet in length and weigh 2-3 tons. Unlike the tyrannosaurus, which occasionally hunts in pairs, the gorgosaurus is usually a solitary beast. They are unusually specialized, as most of their nourishment comes from stealing the kills of other animals, such as dinonychus packs or even human hunters. They are still capable of hunting, however, and usually target young and infirm lambeosaurs and anatotitans when they do.

COMBAT
Gorgosaurs are reckless combatants, grabbing and swallowing smaller creatures until all are dead or the rest flee. Against equal sized creatures, they attempt to drag them to the ground and consume them alive.

Improved Grab (Ex): To use this ability, a gorgosaurus must hit an opponent of up to one size smaller 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.

Swallow Whole (Ex): A gorgosaurus can try to swallow a grabbed opponent of up to two size categories smaller by making a successful grapple check.

The swallowed creature takes 2d8+8 points of crushing damage plus 8 points of acid damage per round from the gorgosaurus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gorgosaurus's gut (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge gorgosaurus's gizzard can hold 2 Medium, 8 Small, 32 Tiny or 128 Diminutive or smaller creatures.

Skills: A gorgosaurus receives a +2 racial bonus on all Listen and Spot checks.

Originally found in the first edition Monster Manual (1977, Gary Gygax), Monstrous Compendium MC3 - Forgotten Realms Appendix I (1989), and Monstrous Compendium Annual Two (1995).
 
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BOZ

Creature Cataloguer
Flitte

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

Flitte
Small Magical Beast
Hit Dice: 3d10-3 (13 hp)
Initiative: +4
Speed: 10 ft (2 squares), fly 60 ft (good)
Armor Class: 17 (+1 size, +4 Dex, +2 natural), touch 15, flat-footed 13
Base Attack/Grapple: +3/-3
Attack: Bite +8 melee (1d6-2)
Full Attack: Bite +8 melee (1d6-2) or sting +10 melee (1d3/19-20) or sting +10 melee touch (sting of cancellation)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities, sting of cancellation, submission gaze, suggestion
Special Qualities: Blink, darkvision 60 ft, dimension door, fast healing 1, low-light vision, scent, spell resistance 12
Saves: Fort +2, Ref +7, Will +2
Abilities: Str 6, Dex 19, Con 8, Int 14, Wis 13, Cha 15
Skills: Concentration +4, Hide +10, Listen +4, Sense Motive +4, Spellcraft +7, Spot +4, Survival +4
Feats: Ability Focus (sting of cancellation), Weapon Finesse

Environment: Any land and underground
Organization: Solitary or family (2 plus 1-3 pups)
Challenge Rating: 3
Treasure: No coins; standard goods; standard items
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: +2 (cohort)

This small dog has humanoid arms and hands in place of a normal canine's front legs. It has a long, flexible tail with a stinger on the end, and a pair of butterfly wings.

The flitte was a creation of a demented wizard with a hatred of magic and other wizards. Its sole purpose in life is to reduce the amount of magic in the world, sacrificing its own life it necessary to achieve that goal. This solitary creature will hide until it finds a powerful source of magic to destroy.

A flitte builds its lair in a small hollow inside solid rock, which can only be reached through a teleportation effect. It can live there alone, though mated pairs will occasionally lair together, whether or not they are raising a family. The ideal location for such a lair is any area likely to attract individuals carrying magic items, so that the flitte will not have to journey far to find them.

A flitte can be compelled to serve a master, or become a familiar to a being that hates magic. Its primary goal remains the destruction of magic, and it will not retrieve magic items for someone else to use.

Flittes speak Common and the language of blink dogs. Exceptionally intelligent flittes may also speak Dwarven, Elven, Goblin, Draconic or Giant.

A flitte is 1 foot high at the shoulder and 2 feet long, and weighs 20 pounds. A flitte can walk erect on its hind legs for short periods of time, but normally walks on all fours.

COMBAT
A flitte normally begins an encounter after it has sensed the use, or impending use, of powerful magic. When a flitte senses the use of potent magic within 30 feet, it observes the situation from a hidden nearby position.

When meeting a lone individual that is carrying magic items, the flitte uses its suggestion power to make the character remove all the magic items in his possession. The flitte then gathers up the items and uses its dimension door to escape, destroying the items later at its leisure.

A flitte begins blinking immediately when engaging a hostile foe, unless it is already invisible. If a creature is using a powerful magic item, a flitte will use its stinger to destroy its powers. In the presence of lesser magic items, a flitte will use its stealth, suggestion, and bite attack as applicable. If reduced to 4 hit points or fewer, a flitte will flee using its dimension door ability.

The stinger is a +2 magic weapon, though its power fades if removed from the flitte. If the flitte dies or if the stinger is no longer attached to its body, the cancellation power will not function.

Spell-Like Abilities: At will - detect magic; 2/day - invisibility (self only). Caster level 6th. The save DC is Charisma-based.

Sting of Cancellation (Su): 3 times per day, a flitte may make a melee touch attack with its stinger against a magic item. The item must succeed on a DC 15 Will save or be drained of all magical ability. If a creature is holding it at the time, then the item can use the holder's Will save bonus in place of its own if the holder's is better. Drained items can only be restored by a wish or miracle. The save DC is Charisma-based.

Submission Gaze (Su): Range 30 feet, Will DC 13 negates. As a free action, a flitte's gaze imposes a -2 morale penalty on subsequent Will saves for a single creature for one round.

Suggestion (Su): A flitte can use suggestion as the spell (caster level 6th; Will DC 15), with a duration of 6 rounds. The save DC is Charisma-based.

If the victim is carrying an intelligent item, then the wielder uses the item's save or its own, whichever is better.

Blink (Su): A flitte can use blink as the spell (caster level 6th), and can evoke or end the effect as a free action.

Dimension Door (Su): A flitte can teleport, as dimension door (caster level 6th), once per round as a free action. The ability affects only the flitte, which never appears within a solid object and can act immediately after teleporting.

Originally found in Dragon Magazine #40 ("Dragon's Bestiary," August 1980, Pat Rankin).
 
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BOZ

Creature Cataloguer
Dragon Beetle

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

Dragon Beetle
Tiny Vermin
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 40 ft (8 squares)
Armor Class: 13 (+2 size, +1 Dex), touch 13, flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Bite +3 melee (1d6-3) or stinger +3 melee (1d2-3 plus dragonbane venom)
Full Attack: Bite +3 melee (1d6-3) or stinger +3 melee (1d2-3 plus dragonbane venom)
Space/Reach: 2 1/2 ft/0 ft
Special Attacks: Dragonbane venom, swarmfighting
Special Qualities: Darkvision 60 ft
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 4, Dex 13, Con 11, Int ---, Wis 10, Cha 7
Skills: ---
Feats: Weapon Finesse (b)

Environment: Warm desert and underground
Organization: Nest (2-16 plus nest leader)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny)
Level Adjustment: ---

This oversized beetle is dark crimson in color, and its spiked shell is trimmed with black. It has three horns, a vicious-looking stinger, and a set of strong mandibles. Unlike most beetles, this one has no wings.

The dragon beetle is a social creature, unlike most other types of beetles. Dragon beetles live in nests, which they defend to the death. A nest can be found in underground ruins, cramped caves, and in thick clumps of underground vegetation. Dragon beetles are foraging carrion-eaters, with half of the nest ranging out during the day for food. Though they will always settle for recently dead creatures, a group of dragon beetles can bring down small prey if they attack in sufficient numbers. The corpse is dragged back to the nest, and serves not only as a food source, but as a depository for eggs.

They are basically unintelligent, and do not see or hear very well. They rely on taste and touch to interact with the world around them. Dragon beetles communicate among themselves by touch and a small variety of sounds, but have no capacity for understanding or communicating with intelligent creatures.

A dragon beetle is one-foot long, and weighs 1 pound.

COMBAT
A dragon beetle is not typically very aggressive, and lone dragon beetles will flee when confronted, if possible. If it cannot escape, a dragon beetle will lie perfectly still and produce a raspy, hissing sound, refusing to fight even if attacked. In groups of two or more, dragon beetles can be very aggressive, attacking any creature that comes within 10 feet.

Dragonbane Venom (Ex): A dragon beetle secretes a venom from its stinger that is harmful only to creatures of the dragon type. To other creatures, it causes only a mild skin irritation and a burning red scar.

Injury, Fortitude DC 14, initial damage 1d10 hp, secondary damage 2d10 hp. The save DC is Constitution-based and includes a +4 racial bonus.

Swarmfighting (Ex): Dragon beetles can coordinate melee attacks against a single target and are adept at fighting side by side in close quarters. When a dragon beetle engages a Small or larger creature in melee, and at least one other dragon beetle occupies the target's space, it gains a +1 morale bonus on the attack roll. This bonus increases by +1 for each additional dragon beetle beyond the first that occupies the target's space.


Dragon Beetle, Nest Leader
Tiny Vermin
Hit Dice: 3d8+3 (16 hp)
Initiative: +1
Speed: 40 ft (8 squares)
Armor Class: 15 (+2 size, +1 Dex, +2 natural), touch 13, flat-footed 14
Base Attack/Grapple: +1/-9
Attack: Bite +4 melee (1d6-2) or stinger +4 melee (1d2-2 plus dragonbane venom)
Full Attack: Bite +4 melee (1d6-2) or stinger +4 melee (1d2-2 plus dragonbane venom)
Space/Reach: 2 1/2 ft/0 ft
Special Attacks: Dragonbane venom, swarmfighting
Special Qualities: Darkvision 60 ft
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 6, Dex 13, Con 13, Int ---, Wis 10, Cha 7
Skills: ---
Feats: Weapon Finesse (b)

Environment: Warm desert and underground
Organization: Nest (1 plus 2-16 dragon beetles)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

Every dragon beetle nest is occupied by at least one larger, stronger dragon beetle. This nest leader has a stronger shell, and its venom is more potent.

A nest leader is 1 1/2 feet long, and weighs 2 pounds.

Dragonbane Venom (Ex): A dragon beetle secretes a venom from its stinger that is harmful only to creatures of the dragon type. To other creatures, it causes only a mild skin irritation and a burning red scar.

Injury, Fortitude DC 15, initial damage 1d12 hp, secondary damage 2d12 hp. The save DC is Constitution-based and includes a +4 racial bonus.

Originally found in City by the Silt Sea (1994, Shane Lacy Hensley) and Monstrous Compendium Annual Two (1995).
 
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BOZ

Creature Cataloguer
Gyerian

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

Gyerian
Small Monstrous Humanoid
Hit Dice: 3d8-3 (10 hp)
Initiative: +4
Speed: 40 ft (8 squares)
Armor Class: 17 (+1 size, +4 Dex, +2 natural), touch 15, flat-footed 13
Base Attack/Grapple: +3/-3
Attack: Claw +2 melee (1d6-2)
Full Attack: 2 claws +2 melee (1d6-2) and beak +0 melee (2d4-2)
Space/Reach: 5 ft/5 ft
Special Attacks: Sneeze
Special Qualities: Darkvision 60 ft
Saves: Fort +0, Ref +7, Will +4
Abilities: Str 7, Dex 18, Con 9, Int 8, Wis 13, Cha 10
Skills: Hide +11, Jump +2, Listen +4, Move Silently +7, Spot +4, Survival +3
Feats: Alertness, Multiattack (b), Stealthy

Environment: Temperate plains and forest
Organization: Foraging party (1-4), wing (5-8), flock (10-40 plus 100% noncombatants plus 1 cockrobin per 10 gyerians, plus 1 rooster per flock)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic good
Advancement: 4 HD (Small); 5-9 HD (Medium), or by character class
Level Adjustment: +1

This short, bird-like humanoid creature has bulging eyes, a sharp, hooked beak, and three-toed clawed feet. Its body is covered with fine, pale feathers and its arms have longer feathers that make them resemble wings. As the birdman's arms move, its thin, graceful four-fingered hands under the feathers become visible.

The gyerian is an excitable creature that makes its home in grasslands and forests. These flightless avians are migratory beings that travel in flocks, moving east to west every spring and returning in the fall. A gyerian's feathers range from light tan to deep brown.

Gyerians are very social with each other, but are extremely shy, nervous, and impatient among other humanoid races. Gyerians prefer to avoid contact with other humanoids, particularly humans. Gyerians have developed an affinity with elves, however, and will be put at ease if a mixed humanoid party contains an elf. Gyerians treasure gems and other shiny objects for their pretty appearance, and this fascination will always lead a gyerian to become more friendly to someone possessing gems and baubles.

The gyerians' villages, always called Gyer, are integral to the race's society as a whole. These simple settlements are composed of nesting huts woven from straw and branches and daubed with mud. Plains gyerians hide their dwellings among tall grasses, while those in the woods secret them within tall bushes. They build these homes quickly each year, meaning them to last only until migration. Each flock has its own migratory pattern and settlement areas; a gyerian separated from its flock always can find its way back to one of its flock's nesting grounds.

Most gyerians are 3-4 feet tall, but cockrobins and roosters can be as tall as 6 feet. A normal gyerian weighs X pounds.

Gyerians can speak Auran and Elven.

COMBAT
Gyerians are such an excitable people that they get nervous at the drop of a hat. Just dealing with other humanoids (except for elves) can make a gyerian nervous. Combat makes them extremely nervous, and a gyerian will flee rather than fight whenever possible, though a gyerian will squeal and squawk to call allies if it cannot escape. When a gyerian gets particularly nervous it exhales a sneeze so powerful that it can bowl over creatures standing in front of the gyerian. Failing a Will save or Concentration check, becoming flanked, or coming under any magical fear effect will almost certainly make a gyerian nervous enough to sneeze.

A normally cowardly gyerian will only attack when it cannot retreat or when its young are threatened. A gyerian can rip into a foe with its powerful taloned kick and its hooked, beaklike nose.

Sneeze (Ex): When a gyerian becomes nervous (see above) it must succeed on a DC 15 Will save or let out a powerful sneeze (the gyerian can fail the Will save if it wishes) that affects a single adjacent creature. This creature must succeed on a DC 10 Reflex save or be affected by the forceful sneeze: Small or smaller creatures are blown away, Medium creatures are knocked down and prone, and Large or larger creatures are checked for one round. The save DC is Constitution-based.

Gyerian, Cockrobin
Medium Monstrous Humanoid
Hit Dice: 5d8 (22 hp)
Initiative: +3
Speed: 40 ft (8 squares)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +5/+5
Attack: Claw +5 melee (1d6)
Full Attack: 2 claws +5 melee (1d6) and beak +3 melee (2d6)
Space/Reach: 5 ft/5 ft
Special Attacks: Sneeze
Special Qualities: Darkvision 60 ft
Saves: Fort +1, Ref +7, Will +5
Abilities: Str 11, Dex 16, Con 11, Int 8, Wis 13, Cha 12
Skills: Hide +6, Jump +4, Listen +5, Move Silently +6, Spot +5, Survival +3
Feats: Alertness, Multiattack (b), Stealthy
Challenge Rating: 2

A cockrobin is a larger specimen of gyerian, usually at least 5 feet tall. A cockrobin is a more formidable foe than a typical gyerian, and often serves as a flock's defender.

Sneeze (Ex): The save DC for a cockrobin's sneeze is 12.

Gyerian, Rooster
Medium Monstrous Humanoid
Hit Dice: 7d8+14 (45 hp)
Initiative: +3
Speed: 40 ft (8 squares)
Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple: +7/+9
Attack: Claw +10 melee (1d6+2)
Full Attack: 2 claws +10 melee (1d6+2) and beak +8 melee (2d8+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Sneeze
Special Qualities: Darkvision 60 ft, inspire courage
Saves: Fort +3, Ref +8, Will +6
Abilities: Str 14, Dex 16, Con 12, Int 8, Wis 13, Cha 14
Skills: Hide +7, Jump +6, Listen +5, Move Silently +7, Spot +5, Survival +3
Feats: Alertness, Multiattack (b), Stealthy, Weapon Finesse
Challenge Rating: 3

A rooster is the leader of a gyerian flock. A rooster is very strong and tall for a gyerian, being about 6 feet in height. A rooster is much less likely to flee from combat, and in fact inspires courage in other gyerians.

Sneeze (Ex): The save DC for a rooster's sneeze is 14.

Inspire Courage (Su): The mere presence of a rooster inspires courage in gyerians (including the rooster himself), bolstering them against fear. To be affected, a gyerian must be within 30 feet and able to see or hear the rooster. The effect lasts for as long as the gyerian remains within 30 feet of the rooster and for 5 rounds thereafter. An affected gyerian receives a +2 morale bonus on saving throws against charm and fear effects. This is a mind-affecting ability.

Originally found in module CM5 - Mystery of the Snow Pearls (1985, Anne Gray McCready), and AC9 - Creature Catalogue (1986), DMR2 - Creature Catalog (1993), and Mystara Monstrous Compendium Appendix (1994).
 
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BOZ

Creature Cataloguer
Entrope

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

Entrope
Huge Outsider (Chaotic, Extraplanar)
Hit Dice: 11d8+55 (104 hp)
Initiative: -1
Speed: 30 ft (6 squares)
Armor Class: 17 (-1 size, -1 Dex, +9 natural), touch 8, flat-footed 17
Base Attack/Grapple: +11/+28
Attack: Claw +18 melee (1d8+9)
Full Attack: 2 claws +18 melee (1d8+9) and bite +16 melee (1d12+4)
Space/Reach: 15 ft/10 ft
Special Attacks: Planar rip
Special Qualities: Damage reduction 10/magic, darkvision 60 ft, immunity to planar effects, immunity to acid, cold, electricity, and fire, negative energy protection, plane shift
Saves: Fort +12, Ref +6, Will +8
Abilities: Str 28, Dex 8, Con 20, Int 9, Wis 13, Cha 17
Skills: Climb +19, Jump +19, Knowledge (the planes) +16, Listen +15, Search +13, Spot +15, Survival +13 (+15 other planes, +15 following tracks), Swim +19
Feats: Ability Focus (planar rip), Multiattack, Power Attack, Skill Focus (Knowledge [the planes])

Environment: Any Elemental Plane or Energy Plane
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always chaotic neutral
Advancement: 12-22 HD (Huge); 23-33 HD (Gargantuan)
Level Adjustment: ---

This elongated, wormlike creature has multiple sets of legs, with a front pair equipped with huge claws. Its bulbous horned head has multiple mouths, one large among them a gigantic tooth-filled maw, and multiple eyes spaced along the front of the head.

The entrope is an artificial creation designed by the planar faction known as the Doomguard. The Doomguard, or sinkers, believe that all things come to entropy in time, and like to speed the process along. Their magicians and alchemists spent hundreds of years on research and trial and error to devise a means to weaken the structure of the Elemental and Energy planes. The creatures that resulted were named entropes, for they "feed" on whatever it is that keeps the Inner Planes intact. This feeding on planar boundaries causes the two planes to blend temporarily, and it is the Doomguard's hope that the barriers will eventually weaken enough that the two planes bleed into each other and become indistinguishable.

Entropes are petulant engines of destruction that hate everything, even the very space they occupy. They seek the annihilation of all things, and have developed antagonistic relations with everything they have encountered, including each another. Those that have escaped the Doomguard's control wander the Inner Planes on their own, chewing away at the fabric of reality as they see fit. Those still under control of the Doomguard remain so only through careful use of powerful magic. The Doomguard considers the creation of the entropes one of their greatest achievements.

An entrope is 20 feet long, and weighs 8,000 pounds.

An entrope cannot speak, but can understand Common.

COMBAT
Entropes are nothing to fool around with, because they literally have the ability to break down the fabric of reality. An entrope can "eat" through the Inner Planes, causing rifts that damage basically everything other than itself. Even when this tactic is not effective enough, an entrope can defend itself with perfectly normal physical attacks. An entrope is immune to most harmful effects, and will try to destroy any creature it meets. Entropes mostly stay on the Inner Planes, as their powers really don't work on the Outer Planes.

Planar Rip (Su): An entrope can tear a temporary hole in reality itself once every three rounds, pulling in matter or energy from one Elemental or Energy plane to another. This is a one-way portal to the plane the entrope currently occupies, so nothing can enter into the rip from the plane on which the entrope creates it. A surge of the foreign element or energy bursts through the rent in space with great power, affecting anything within 25 feet. The results depend on which plane the hole leads to, as determined by the entrope:

- Air, Earth, or Water: Raw elemental forces explodes through the hole from the Elemental Planes of Air, Earth, or Water with great force, inflicting 3d10 points of bludgeoning damage, knocking the victim prone, and stunning it for 1 round. A successful DC 20 Reflex save halves the damage and negates the stunning, and prevents the creature from being knocked prone. The save DC is Charisma-based.

- Fire: Raw elemental fire gushes through the rent, inflicting 8d6 points of fire damage (save Reflex DC 20 half). The save DC is Charisma-based.

- Negative Energy: The void created by this hole sucks the life energy from all victims, inflicting one negative level. The save DC to remove the negative level 24 hours later is 20. The save DC is Charisma-based.

- Positive Energy: Positive energy pours through the rent, infusing creatures with 8d6 points of positive energy. This energy damages undead and heals living creatures. Living creatures that are at full hit points gain the remaining hit points as temporary hit points, which fade 1d20 rounds later. For each round that a creature's temporary hit points exceed its normal hit point total, the creature must make a successful DC 20 Fortitude save or die as it explodes in a riot of energy.

Immunity to Planar Effects (Ex): An entrope has immunity to naturally occurring damaging conditions on the Elemental Planes of Air, Earth, Fire, and Water, and the Negative and Positive Energy planes. These effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself. This ability lets an entrope breathe water on a water-dominant plane and be immune to suffocation on an earth-dominant plane. An entrope can't be blinded by the energy of a major positive-dominated plane and automatically stops gaining temporary hit points when they equal the entrope's full normal hit point total. Negative-dominant planes don't deal damage or bestow negative levels to an entrope.

The effects of gravity traits, alignment traits, and magic traits aren't negated by this ability, nor is the special entrapping trait that some planes have. This ability does not provide protection against creatures, native or otherwise, nor does it protect against spells, special abilities, or extreme and nonnatural formations within the plane.

Negative Energy Protection (Su): An entrope has immunity to energy drain and any negative energy effects.

Plane Shift (Sp): An entrope can enter any of the elemental or energy planes. This ability transports the entrope only. It is otherwise similar to the spell of the same name (caster level 11th).

Originally found in Planescape Monstrous Compendium Appendix III (1998, Monte Cook).
 

BOZ

Creature Cataloguer
Elf, Rockseer

http://www.enworld.org/showthread.php?t=106747

Rockseer Elf, 1st-Level Warrior
Medium Humanoid (Elf)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 30 ft (6 squares)
Armor Class: 16 (+1 Dex, +3 studded leather, +2 heavy steel shield), touch 11, flat-footed 15
Base Attack/Grapple: +1/+1
Attack: Longsword +1 melee (1d8/19-20)
Full Attack: Longsword +1 melee (1d8/19-20)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: Call forth stone, freedom of movement, rockseer elf traits, stone walk
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 11, Dex 13, Con 10, Int 14, Wis 11, Cha 6
Skills: Appraise +4, Craft (gemcutting) +4, Hide +4, Listen +4, Move Silently +4, Search +4, Spot +4 (including Armor Check Penalty)
Feats: Stealthy

Environment: Underground
Organization: Squad (2-4 plus 1 fighter 4/wizard 4), company (5-30 plus 1 fighter of 7th-10th level and 1 wizard of 7th-12th level) or clan (60-100 plus 20% noncombatants plus 1 fighter of 7th-10th level and 1 wizard of 7th-12th level per 30 adults, plus 3-5 10th-11th level bodyguards and 3-5 11th-14th level advisors and 1 13th-18th level wizard-chieftain)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +2

This humanoid, unusually slender and taller than most humans, is androgynous and gives away no hint of its gender. Its eyes are a pale, almost ice-blue, its skin is very pale, and it has long, extraordinarily fine silky silver hair with no body hair. It is dressed very plainly in a brown and grey cloak and garments that blend in with its surroundings.

The rockseer is one of the rarest types of elves. Rockseers separated themselves from the rest of elvenkind millennia ago due to their own myths. Rockseer history tells that they were cowards at the great battle that forever separated Corellon and Lolth, fleeing below ground to hide. As such, rockseers believe themselves to be shunned by the elven gods, and rockseer clerics are unheard of. Rockseers are calm, enigmatic, and extraordinarily hard for outsiders to understand.

An average rockseer stands 7-8 feet tall and weighs between 120 and 140 pounds, with little difference between genders. Rockseers have a natural life-span of over 1,400 years.

Rockseer elves speak Elven and Undercommon, and most know Gnome, Terran, and sometimes Dwarven.

The rockseer elf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 12, Wis 9, Cha 8.

COMBAT
Rockseers exist in too few numbers to risk pointless deaths, so they abstain from fighting whenever possible. If forced to fight, a rockseer will unflinchingly defend to the death others of its own kind. A rockseer is usually armed with a longsword, dagger, spear, or a stone quarterstaff that is as hard as steel. Potential aggressors rarely even see rockseer elves due to their great underground special skills.

Spell-Like Abilities: At will - meld into stone. In addition, rockseers of 5th level or higher can use stone shape once per day, and rockseers of 9th level or higher can use stone tell once per day. These abilities are as the spells cast by a sorcerer of the rockseer's level. The DCs of these abilities are Charisma based.

Call Forth Stone (Su): As a full-round action, a group of at least three rockseers may link hands to create a wall of stone, as the spell. Caster level equals 6 + 1 per rockseer involved in the link.

Freedom of Movement (Su): For a total time per day of 1 round per character level a rockseer elf possesses, the elf can act normally regardless of magical effects that impede movement as if it were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This ability stacks with the power granted to a rockseer elf cleric with access to the Travel domain.

Rockseer Elf Traits (Ex): Rockseer elves possess the following racial traits.
-2 Strength, +2 Dexterity, -2 Constitution, +4 Intelligence, +2 Wisdom, -2 Charisma.
Medium size.
A rockseer elf's base land speed is 30 feet.
Immunity to petrification.
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
+1 racial bonus on saving throws against all earth spells and effects. This bonus increases by +1 for every five class levels the rockseer attains.
-1 racial penalty on saves against spells with the air descriptor.
(Not reflected in the saving throw modifiers given here.)
Darkvision out to 240 feet.
Weapon Proficiency: Rockseer elves are automatically proficient with the longsword and rapier.
+2 racial bonus on Appraise and Craft (gemcutting) checks.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Automatic Languages: Elven, Undercommon. Bonus Languages: Common, Draconic, Drow Sign Language, Terran.
Favored Class: Wizard.

Stone Walk (Sp): A rockseer elf with 3 or more character levels can stone walk for a total distance of 300 feet once per day; this distance increases by 300 feet for each additional level gained. This allows the rockseer to move through stone at her normal land speed. Rockseers intuitively sense distances between passages and caverns separated by walls, so that they always know whether a stone walk can take them to a safe place or whether they might be trapped in solid stone at the end of the walk. Her burrowing leaves behind no tunnel or hole, nor does she create any ripple or other signs of her presence. A move earth spell cast on an area containing a stonewalking rockseer flings the elf back 30 feet, stunning her for 1 round unless she succeeds on a DC 15 Fortitude save.

A rockseer of 9th level can take one additional Medium creature with her on such a stone walk; this number increases at the rate of one passenger per level beyond 9th (thus at 10th level the rockseer could take two companions). Companions must all remain in physical contact with the rockseer while stonewalking.


ROCKSEER SOCIETY
Rockseers know of the drow and hate them, avoiding them as much as possible. They have no knowledge of any other elven race. They are extremely isolated by their choice, shunning the company of all other races save svirfneblin and pech. They have little curiosity about the ways of other folk due to their deep shame over their history. However, Rockseers rarely possess bows, as suitable bowstrings are difficult to come by underground, so they prize such items when they become available and would be willing to trade with anyone who had one.

Since rockseers believe that all they have is themselves and the riches of the earth, they are powerfully cohesive socially. Chieftains are generally elected by a conclave of the most powerful warriors and wizards on the death of the previous leader. A wise rockseer leader does not give orders without consulting his or her advisors; rockseers do not tolerate tyrannical leadership, nor do they suffer fools.

Rockseers disguise the network of caverns and passages that serve as their lair supremely well, and ward them with multiple cunningly placed spells to prevent other creatures from even suspecting the existence of such places. Spies melded into stone are placed to watch over entry points, except when a rockseer clan lives in caverns accessible only by stone walking, hundreds of feet into solid rock with only small fissures to provide air.

Rockseer gem cutters and craftsmen are almost without equal; even gnomes and dwarves would hesitate to claim better craftsmanship. Underdark lore says that a rockseer can almost detect gemlodes by scent, no matter how deep underground they are. The greatest of rockseer artisans think nothing of spending ten years crafting and sculpting a single gem. Craftsmen with magical talent as well can sculpt gems into forms of almost painfully exquisite beauty, generating fractal patterns of brilliant color and radiance within the heart of the gem as it grows. It is said that if these gems are used to fashion a helm of brilliance, each gem can perform its spell-like power five times before becoming depleted, instead of just once.


Summon Earth Elemental [General]
Rockseer elves have developed the ability to summon earth elementals to help with tasks and defense.
Prerequisite: Rockseer elf, character level 6th.
Benefit: Once per day, you may summon an earth elemental. If acting alone, you may only summon a Small earth elemental. For each additional rockseer elf employing this feat in conjunction with you, you may summon an earth elemental one size larger (see the table on Monster Manual page 83). For example, a group of four rockseer elves with this feat can summon a Huge earth elemental, and a group of six rockseer elves can summon an elder earth elemental. Working together in this fashion uses this ability for all involved elves for the day.
This is a spell-like ability and is treated as if the characters involved are casting a summon monster spell of the appropriate level, with the exception that they can only summon earth elementals. Unlike the spell, you cannot use this ability to summon multiple elementals at a time.

Rockseer Magic [General]
You have studied the long-standing arcane traditions of your people which allows you to better harness the powers of the earth.
Prerequisite: Rockseer elf, ability to prepare and cast 3rd-level arcane spells.
Benefit: You gain +1 caster level when casting a spell with the earth descriptor. Your racial bonus against spells with the earth descriptor also increases by +1. In addition, you add the following spells to your wizard spell list.
1st - Entangle (affects stone rather than plants), magic stone
2nd - Melf's acid arrow, soften earth and stone
3rd - Stone shape
4th - Spike stones
5th - Wall of stone
6th - Acid fog, stoneskin
7th - Earthquake
8th - Iron body
9th - Elemental swarm*
*Cast as an earth spell only.


Rod of Acrid Steam and Vapor
This rod has the following two magical powers:

* Steam: Once per day as a standard action, the wielder can cause the rod to spout forth a jet of superheated, acidic steam as a 50-foot cone. The steam forms a cloud that persists for three rounds, slowly cooling and dissipating. In the first round, the steam deals 3d6 points of acid damage and 3d6 points of fire damage; in the second round the steam deals 2d6 points of acid damage and 2d6 points of fire damage and in the third and final round the steam deals 1d6 points of acid damage and 1d6 points of fire damage. Creatures that succeed on a Reflex save take half damage. Also, living creatures caught in the cloud of acid on the first round must succeed on a DC 15 Fortitude save or be blinded permanently as though by the blindness spell.

* Vapor: Three times per day as a standard action, the wielder can cause billows of warm, steamy vapors to gout forth from the rod. These vapors spread out to an 80-foot radius cloud that lasts for six rounds. Creatures with the Cold subtype trapped within the cloud will suffer 1d6 points of damage per round. This effect otherwise functions as the fog cloud spell.

Moderate evocation; CL 11th; Craft Rod, acid fog, fog cloud; Price 27,255 gp.


STONE DRAGONET
Rockseer elves know the secret to crafting a magical construct called a stone dragonet. A stone dragonet resembles an incredibly intricate, slender stone statue of a dragon, though it moves as if perfectly articulated. A dragonet is one foot long, plus an additional 9-12 inches of tail, with extraordinary gems for eyes.

A rockseer elf with the Improved Familiar feat and Rockseer Magic feat can take a stone dragonet as a familiar upon reaching 7th level. A wizard with a stone dragonet as a familiar gains a +2 bonus on Armor Class and cannot be caught flat-footed.

A stone dragonet's body is chiseled from a single block of hard stone, weighing around 40 pounds. The stone must be of exceptional quality and costs 400 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.

CL 7th; Craft Construct (see MM page 303), Rockseer Magic, fear, ghoul touch, stone shape, caster must be at least 7th level; Price 2,500 gp; Cost 1,450 gp + 84 XP.

Stone dragonet: Tiny construct; HD 2d10; hp 11; Init +3; Spd 20 ft. (4 squares), climb 20 ft.; AC 22, touch 15, flat-footed 19; Base Atk +1; Grp -7; Atk +1 melee (1d3, claw); Full Atk +1 melee (1d3, claw) and +4 melee (1d4, bite); Space/Reach 2 1/2 ft./0 ft.; SA brilliant glare; SQ construct traits, darkvision 60 ft, immunity to earth magic, low-light vision, spell resistance 16; AL N; SV Fort +0, Ref +3, Will +0; Str 10, Dex 17, Con ---, Int ---, Wis 11, Cha 1.

Brilliant Glare (Su): Once per day, a stone dragonet can release a blast from its gem-eyes, targeting one creature within 60 feet. The target must succeed on a DC 11 Fortitude save or become sickened for 2d4 rounds. If the target has less than 5 HD, it is also panicked for 1d4 rounds. The save DC is Constitution-based.

Immunity to Earth Magic (Ex): A stone dragonet is immune to the harmful effects of any spell with the earth descriptor.


Originally found in the Night Below boxed set (1995, Carl Sargent) and Monstrous Compendium Annual Three (1996).
 
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