Creature Catalog new 3.5 conversions

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Shade

Monster Junkie
Smoke Mephit

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

Smoke Mephit
Small Outsider (Air, Fire, Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +6
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/+0
Attack: Claw +6 melee (1d3)
Full Attack: 2 claws +6 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities, summon mephit
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 10, Dex 15, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +8, Hide +12, Diplomacy +2, Disguise +2 (+4 acting), Intimidate +2, Listen +8, Move Silently +8, Spot +8, Use Rope +2 (+4 with bindings)
Feats: Improved Initiative, Weapon Finesse
Environment: Elemental Plane of Air and Elemental Plane of Fire
Organization: Solitary, gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard
Advancement: 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: +3 (cohort)

This winged creature looks like a sooty, miniature gargoyle.

Smoke mephits come from the Elemental Planes of Air and Fire. They are crude and lazy, and make poor servants. They are fond of bad jokes.

A smoke mephit is about 4 feet tall and weighs about 1 pound.

Smoke mephits speak Common and Ignan.

COMBAT

Smoke mephits fight by biting and clawing or by using their breath weapon.

Breath Weapon (Su): 10-foot cone of soot, damage 1d4, Reflex DC 11 half, once every 1d4 rounds. Living creatures that fail their saves are blinded for 1d2 rounds. The save DC is Constitution-based and includes a +1 racial bonus.

Fast Healing (Ex): A smoke mephit heals only if in contact with smoke.

Spell-Like Abilities: 1/day--dancing lights (DC 12), invisibility. Caster level 6th.

Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of succes. Roll d%. On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.

Originally found in Planescape Monstrous Compendium One (1994).
 
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Shade

Monster Junkie
Andrewsarchus

http://www.enworld.org/showthread.php?p=3607514#post3607514

Andrewsarchus
Large Animal
Hit Dice: 9d8+45 (85 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +6/+18
Attack: Bite +13 melee (2d6+12)
Full Attack: Bite +13 melee (2d6+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +7, Will +4
Abilities: Str 27, Dex 13, Con 20, Int 2, Wis 12, Cha 6
Skills: Hide +1, Listen +7, Spot +7
Feats: Alertness, Endurance, Improved Natural Attack (bite), Run, Track
Environment: Temperate plains
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 10–18 HD (Large); 19-27 HD (Huge)
Level Adjustment: -

This animal looks somewhat like a wolf, but it is bigger than a bear and possesses hoof-like nails instead of claws. Its short fur has similar coloration to that of a lion, except in darker patches along the top of its neck and back, surrounding its eyes, and tipping its tail and feet.

Andrewsarchus (and-rooz-ARK-us) is a mammalian carnivore that resembles a wolf, but is larger than a rhinoceros. These predators tend to hunt and scavenge along riverbanks and shorelines of other bodies of water.

A typical andrewsarchus stands 6 feet tall at the shoulder and is over 15 feet in length. Its skull is nearly 3 feet long and 2 feet wide. It weighs about 3,300 pounds.

COMBAT

An andrewsarchus prefers to hunt other large mammals, tearing through flesh and bone with its enormous jaws and strong teeth.


Originally found in Dragon #167, "Back To the Age of Mammals", David Howery, 1991.
 
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Shade

Monster Junkie
Demon, Death (Ostego)

http://www.enworld.org/showthread.php?p=3607574#post3607574

Demon, Death (Ostego)
Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 7d8+14 (45 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 60 ft. (average)
Armor Class: 19 (–1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +7/+15
Attack: Claw +10 melee (1d6+4 plus paralysis)
Full Attack: 2 claws +10 melee (1d6+4 plus paralysis) and bite +8 melee (1d8+2 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Adamantine claws, paralysis, poison, spell-like abilities, summon demon
Special Qualities: Damage reduction 10/good or cold iron, darkvision 60 ft., immunity to death effects, paralysis, and poison, resistance to acid 10, electricity 10, and fire 10, spell resistance 15, telepathy 100 ft.
Saves: Fort +7, Ref +7, Will +6
Abilities: Str 19, Dex 15, Con 15, Int 8, Wis 13, Cha 12
Skills: Bluff +11, Concentration +12, Diplomacy +3, Disguise +1 (+3 acting), Initimidate +13, Knowledge (the planes) +9, Listen +11, Move Silently +12, Spot +11, Survival +1 (+3 on other planes)
Feats: Improved Sunder, Multiattack, Power Attack
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, or squad (1–4)
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 8–14 HD (Large); 15–21 HD (Huge)
Level Adjustment: +8

This gaunt humanoid creature stands nearly ten feet tall. Its hairless body is covered with dull gray scales and two huge wings like those of a bat sprout from its back. Its eyes glow like smoldering coals above a mouth filled with protruding fangs. Its large claws are metallic black.

Little is know of the origin of the ostegos, or death demons as they are more commonly called. They are neither tanar'ri nor obyrith, but some other breed of Abyssal fiend. They occasionally cooperate with tanar'ri, but just as often rip them to shreds like any other beings.

A death demon stands about 10 feet tall and weighs 550-600 pounds.

Ostegos speak Abyssal and Common.

COMBAT

Death demons have an insatiable desire to destroy. They gleefully rip creatures apart with their deadly claws, tearing through armor with ease. Their powerful bites can paralyze foes, leaving them helpless to the ostego's whims.

Adamantine Claws (Ex): An ostego's claw attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and hardness.

Paralysis (Ex): Those hit by an ostego's claw attack must succeed on a DC 17 Fortitude save or be paralyzed for 2d6 minutes. The save DC is Constitution-based and includes a +2 racial bonus.

Poison (Su): Bite—Injury, Fort DC 15, initial damage 1d6 Con plus 1 Con drain, secondary damage 1d6 Con. The save DC is Constitution-based.

Spell-Like Abilities: At will--greater teleport (self plus 50 pounds of objects only); 3/day--deeper darkness. Caster level 10th.

Summon Demon (Sp): Once per day a death demon can attempt to summon another death demon with a 20% chance of success. This ability is the equivalent of a 3rd-level spell.

Originally found in X2: Castle Amber.
 
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Shade

Monster Junkie
Glommer

http://www.enworld.org/showthread.php?t=66584

Glommer
Medium Magical Beast
Hit Dice: 6d10+12 (45 hp)
Initiative: +4
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 16 (+4 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +6/+8
Attack: Claw +8 melee (1d3+2) or rock +10 ranged (1d4+2)
Full Attack: 4 claws +8 melee (1d3+2) and bite +7 melee (1d6+1) or rock +10 ranged (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend 2d3+3, rock throwing
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +6, Ref +9, Will +3
Abilities: Str 15, Dex 19, Con 12, Int 2, Wis 12, Cha 7
Skills: Climb +11, Hide +5, Jump +11, Listen +5, Move Silently +6, Spot +5
Feats:Alertness, Toughness (x2)
Environment: Warm forests
Organization: Solitary or company (5-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement:
Level Adjustment: —

This man-sized ape has four arms, each holding a rock or a crude club.

Glommers are four-armed simian creatures that often serve more intelligent creatures (such as evil chak) as warriors and beasts of burden. Sages speculate that glommers are to girallons as chimpanzees are to gorillas.

A glommer stands 5-1/2 to 6 feet tall and weighs 325 to 425 pounds.

COMBAT

These fierce carnivores are just as savage and bloodthirsty as girallons, but also possess a cruel streak, often toying with their prey or otherwise dragging out a kill. A glommer can be trained to use a simple club as a weapon, and all are proficient at throwing rocks at adversaries.

Muscular Coordination (Ex): When a glommer uses all four of its forearms to lift a weight, it counts as being a quadruped for the purposes of carrying capacity, maximum load etc.

Rend (Ex): A glommer that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d3+3 points of damage.

Rock throwing (Ex): The range increment is 10 feet for a glommer’s thrown rocks.

Skills: A glommer has a +4 racial bonus on Jump checks and a +8 racial bonus on Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.

Originally found in I11: Needle.
 
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Shade

Monster Junkie
Crane, Giant

http://www.enworld.org/showthread.php?t=199555

Crane, Giant
Medium Animal
Hit Dice: 3d8+3 (16 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 50 ft. (poor)
Armor Class: 16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13
Base Attack/Grapple: +1/+3
Attack: Bite +4 melee (1d6+3)
Full Attack: Bite +4 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, wading
Saves: Fort +4, Ref +6, Will +4
Abilities: Str 14, Dex 17, Con 12, Int 2, Wis 16, Cha 6
Skills: Hide +5, Listen +8, Move Silently +5, Spot +12
Feats: Alertness, Stealthy, Weapon Finesse
Environment: Any marsh
Organization: Solitary, pair, flock (10-30) or great flock (31-50 plus 3-12 fledgelings)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

This white-feathered bird stands nearly seven feet tall, with its legs counting for nearly half its height. Its head bears a red crown, and its bill is long and pointed. Its face, wingtips, and legs are black.

Giant cranes are omnivorous avians found in marshes and swamps. They hunt in water no deeper than their long legs, preying on fish, crustaceans, aquatic insects and plants.

An adult giant crane stands 7 feet tall with a wingspan of 10 feet or more. They weigh only 25-30 pounds.

COMBAT

Giant cranes are nonaggressive, but will fiercely defend their nests and young.

Wading (Ex): Although it does not have a swim speed, a giant crane suffers no movement penalty when walking through water less deep than half its height.

Skills: Giant cranes receive a +4 racial bonus on Spot checks.
 
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Shade

Monster Junkie
Ash Mephit

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

Ash Mephit
Small Outsider (Fire, Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +6
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/+0
Attack: Claw +3 melee (1d3)
Full Attack: 2 claws +3 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, harangue, summon mephit
Special Qualities: Damage reduction 5/bludgeoning or magic, darkvision 60 ft., fast healing 2, immunity to cold, fire, and poison, vulnerability to water and wind
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 10, Dex 15, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +8, Hide +12, Diplomacy +2, Disguise +2 (+4 acting), Intimidate +2, Listen +6, Move Silently +8, Spot +6, Use Rope +2 (+4 with bindings)
Feats: Dodge, Improved Initiative
Environment: Elemental Plane of Fire
Organization: Solitary, gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating: 3
Treasure: Standard
Advancement: 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: +3 (cohort)

This winged creature looks like a short humanoid with ashen gray skin. It lacks any ears.

Ash mephits come from the Elemental Plane of Fire where it borders the Negative Energy Plane. They are constantly bored, frustrated, and depressed.

An ash mephit is about 4 feet tall and weighs about 2 pounds.

Ash mephits speak Common and Ignan in a whining, nasally voice.

COMBAT

Ash mephits rarely fight with their claws, usually only if left with no other options. They prefer to harangue opponents or rely on their breath weapon.

Breath Weapon (Su): 10-foot cone of ash, damage 1d6, Reflex DC 12 half, once every 1d4 rounds. Living creatures that fail their saves must succeed on a DC 12 Fortitude save or spend the next round choking and coughing. The save DCs are Constitution-based and include a +1 racial bonus.

Fast Healing (Ex): An ash mephit heals only if in contact with ashes.

Harangue (Sp): An ash mephit can harangue good and neutral creatures with a lengthy recitation of its woes once per day (this effect does not work on evil-aligned creatures, because they do not care about the mephit's troubles). The subjects must make a DC 13 Will save or become engrossed in conversation with the mephit and each other as if fascinated. On the 7th round, if the mephit is still speaking, each subject must make an additional DC 13 Will save or fall into a rage, attacking all the other conversationalists (except the mephit) for 4 rounds. This effect lasts for 2 rounds after the mephit stops speaking (a standard action each round) or for 10 rounds, whichever is less. This is a language-dependent, mind-affecting compulsion effect. The save DCs are Charisma based.

Immunity to Cold (Ex): Despite possessing the fire subtype, ash mephits are immune to cold thanks to their close proximity to the Negative Energy Plane.

Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of succes. Roll d%. On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.

Vulnerability to Water and Wind (Ex): Ash mephits are particularly vulnerable to air effects and strong winds. An ash mephit takes half again as much (+50%) damage from spells or effects with the air descriptor, and are treated as if in gaseous form for purposes of wind effects. Additionally, ash mephits are particularly vulnerable to water, and contact with it (such as reaching into a pool or being splashed with a vial or bucket of water) inflicts 2d6 points of damage per strike. Complete immersion (including being caught in the rain or being subjected to a high volume of water, as from the geyser function of a decanter of endless water) inflicts 6d6 points of damage per round.

Originally found in Planescape Monstrous Compendium One (1994).
 
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Shade

Monster Junkie
Reviler

http://www.enworld.org/showthread.php?t=78935&page=10

Reviler
Medium Undead (Incorporeal)
Hit Dice: 4d12 (26 hp)
Initiative: +3
Speed: Fly 60 ft. (12 squares) (perfect)
Armor Class: 17 (+3 Dex, +3 natural, +1 deflection), touch 14, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Claw +5 melee (1d6+2 plus bleeding wounds) or touch of evil +5 melee touch
Full Attack: 2 claws +5 melee (1d6+2 plus bleeding wounds) or touch of evil +5 melee touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Bleeding wounds, corrupt fluid, spell-like abilities, touch of evil
Special Qualities: Darkvision 60 ft., incorporeal traits, semicorporeal, +2 turn resistance, undead traits
Saves: Fort +1, Ref +4, Will +5
Abilities: Str 14, Dex 16, Con -, Int 12, Wis 12, Cha 15
Skills: Hide +10, Knowledge (nobility & royalty) +8, Knowledge (religion) +8, Listen +8, Spot +8
Feats: Blind-Fight, Weapon Finesse
Environment: Any land and underground
Organization: Solitary or haunt (2-8)
Challenge Rating: 4
Treasure: None
Alignment: Always evil
Advancement: 5-12 HD (Medium)
Level Adjustment: -

A soft, eerie whispering is heard nearby. Suddenly, a translucent shapes materializes, swooping forth with grasping claws. Its skull-like face leers menacingly.

Revilers are undead created from evil beings by dark deities of discord and destruction to spread terror, strife, and woe. Like most undead, they despise the living, and hold a special hatred for the good and pure. Revilers enjoy nothing more than turning benevolent creatures to evil ends with their corrupting touches. Revilers seek relief from their eternal torment, and believe that by satisfying their dark deities' whims, they make finally enter the afterlife.

Revilers speak any languages they knew in life (usually Common) in soft whispers.

COMBAT

Revilers generally remain invisible until the moment they strike. A reviler usually attempts a touch of evil against any good-aligned foes. Should an opponent fail to succumb to its touch, it will attempt to rip it to shreds with its claws, leaving horrific bleeding wounds to take their toll.

Bleeding Wounds (Ex): A wound from a reviler's claw attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple claw wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application of any cure spell or other healing spell (heal, mass heal, and so on).

Corrupt Fluid (Su): Twice per day, a reviler can transform 1 cubic foot of water into a deadly ingested poison (Fort DC 14, initial damage 1d6 Con, secondary damage 1d4 Con). Corrupted liquids revert to normal after 2d6 hours, and a neutralize poison, purify food and drink, or remove disease immediately removes the corruption. Multiple revilers often work together to corrupt larger bodies of water. The save DC is Charisma-based.

Semicorporeal (Ex): Although the reviler has the incorporeal subtype, it is slightly corporeal at times. As a result, the chance to avoid damage from a corporeal source is only 25% (rather than the usual 50%), and it can be hit by nonmagical weapons, but has a 50% chance to ignore such attacks. When attacking a corporeal target with a magical weapon, the reviler suffers only a 25% miss chance, and can strike with nonmagical weapons with a 50% miss chance. As a semicorporeal creature, a reviler may possess a natural armor bonus, but its deflection bonus is only equal to half its Charisma bonus. A reviler possesses a Strength score, and applies its Strength modifier to melee attack rolls. A reviler can pass through solid objects as incorporeal creatures do, but counts each square as if it were 2 squares, and while passing through a solid object takes a –4 penalty on attack rolls and a –4 penalty to AC. A semicorporeal creature does not always move completely silently, but does gain a +8 racial bonus on Move Silently checks.

Spell-Like Abilities: At will - invisibility; 3/day - arcane lock, detect good, detect magic, telekinesis (DC 17), 1/day - animate object, major image (DC 15), suggestion (DC 15), stone shape. Caster level 10th.

Touch of Evil (Su): As a standard action, a reviler may make a melee touch attack to corrupt a nonevil creature. The target must succeed on a DC 14 Will save. Failure indicates that the creature's alignment switches to evil. The chaotic/neutral/lawful ocmponent of the subject's alignment remains unchanged. The subject retains whatever outlook, allegiances, and relationships it had before, as long as they do not conflict with its new alignment. Otherwise, it acts with its new selfish, bloodthirsty, and cruel outlook in all matters. The save DC is Charisma-based.

An atonement spell restores the subject's original alignment, but a remove curse spell has no effect.

Originally found in Dungeon #71, "Dreadful Vestiges", Steve Johnson, Nov 1998.
 
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Shade

Monster Junkie
Canopic Shade

http://www.enworld.org/showthread.php?p=3616704#post3616704

A canopic shade is actually three separate creatures: a corporeal undead known as a canopic corpse, and two incorporeal undead canopic shades, one known as "the heart" and the other known as "the brain".

CANOPIC CORPSE

Creating a Canopic Corpse

“Canopic corpse” is an inherited template that can be added to any corporeal undead (referred to hereafter as the base creature).

A canopic corpse has all the base creature’s statistics and special abilities except as noted here.

Special Attacks: A canopic corpse retains all the extraordinary and supernatural special attacks of the base creature, but loses any spell-like abilities or spellcasting. It also gains the following.

Canopic Shades: The ritual that creates the canopic corpse also creates two canopic shades: the heart and the mind. These canopic shades have Wisdom and Charisma scores equal to 12 + 1/2 canopic corpse's HD + canopic corpse's relevant ability bonus (minimum 0). For example, a human zombie canopic corpse (2HD, Wis 10, Cha 1) would create shades with Wis 13 and Cha 13, while a vampire spawn (4HD, Wis 13, Cha 14) would create canopic shades with Wis 15 and Cha 16. The save DCs for a canopic shade's abilities are equal to 10 + 1/2 canopic corpse's Hit Dice + canopic shade's Cha modifier.

Special Qualities: A canopic corpse retains all the special qualities of the base creature, and gains the following.

Turn Resistance (Ex): A canopic corpse has +3 turn resistance. If the base creature already possesses turn resistance, it gains a +3 enhancement bonus to its existing turn resistance.

Ability Scores: Modify from the base creature as follows: Int -.

Environment: Any land, underground and aquatic
Organization: Internment (1 canopic corpse plus 1 canopic brain and 1 canopic heart)
Challenge Rating: As base creature +2.

The following sample canopic shade uses a human zombie as the base creature for the canopic corpse.

Sample Canopic Shade
Medium Undead (Incorporeal)
Hit Dice: 1d12+2 (8 hp)
Initiative: +3
Speed: Fly 60 ft. (12 squares) (perfect)
Armor Class: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 12
Base Attack/Grapple: +0/-
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Essence drain, malevolence
Special Qualities: Darkvision 60 ft., incorporeal traits, undead traits, unholy toughness
Saves: Fort +0, Ref +3, Will +2
Abilities: Str -, Dex 16, Con -, Int -, Wis 13, Cha 13
Skills: -
Feats: Ability Focus (malevolence)

Essence Drain (Su): Once a canopic shade has successfully used its malevolence ability and merged with a victim, it begins to drain the victim's essence. Each round, the victim must succeed on a DC 12 Will save (for the brain) or DC 12 Fortitude save (for the heart). Failure indicates that the victim suffers 1 point of ability drain (Charisma for the heart, Consititution for the body). A victim reduced to Cha or Con 0 in this manner dies, and the canopic shade is immediately destroyed as well. The save DCs are Charisma-based.

Each round that a victim succeeds on its saving throw, the canopic shade suffers 1 point of damage. If a canopic shade is destroyed while merged with a victim, a tiny spark of stolen essence bursts forth, granting the victim 1d4 temporary points of Charisma (for the brain) or Constitution (for the heart). These temporary ability scores last for 24 hours.

Malevolence (Su): Once per round, a canopic shade can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level equal to canopic corpse's Hit Dice), except that it uses the canopic jar as a receptacle. To use this ability, the canopic shade must try to move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful DC 14 Will save (for the brain) or DC 14 Fortitude save (for the heart). A creature that successfully saves is immune to that same canopic shade's malevolence for 24 hours, and the canopic shade cannot enter the target’s space. If the save fails, the canopic shade vanishes into the target’s body. The save DCs are Charisma-based.

Unholy Toughness (Ex): A canopic shade gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.

Originally found in Imagine Adventure Games Magazine #12, 1984.
 
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Shade

Monster Junkie
Cath Shee

http://www.enworld.org/showthread.php?p=3624546#post3624546

Cath Shee
Medium Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +4/+7
Attack: Bite +8 melee (1d6+3)
Full Attack: Bite +8 melee (1d6+3) and 2 claws +3 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pounce, rage, rake 1d3+1
Special Qualities: Darkvision 60 ft., dimension door, low-light vision, scent, spell resistance 13
Saves: Fort +6, Ref +8, Will +2
Abilities: Str 16, Dex 19, Con 15, Int 6, Wis 13, Cha 9
Skills: Balance +13, Hide +9, Jump +20, Listen +4, Move Silently +9, Spot +4, Survival +2*
Feats: Alertness, Track, Weapon Finesse
Environment: Any forest
Organization: Solitary, pair, or family (mated pair plus 1-6 kittens)
Challenge Rating: 3
Treasure: None
Alignment: Usually chaotic neutral or chaotic good
Advancement: 5-7 (Medium), 8-12 (Large)
Level Adjustment: -

This greenish-gray feline is about the size of a mountain lion, with large tufted ears and wide golden eyes.

Also known as faerie cats, cath shee are cunning feline predators found in sylvan woodlands. Legends claim that they were created by Corellon Larethian for his beloved elves.

Mated pairs of cath shee will furiously defend each other and their offspring.

A cath shee stands about 4 feet tall at the shoulder weighs up to 400 pounds.

COMBAT

Cath shee are efficient, ferocious predators. They prefer to lie in wait for prey, then dimension door to make a devastating surprise attack.

Dimension Door (Su): A cath shee can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the cath shee, which never appears within a solid object and can act immediately after teleporting.

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

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

Rage (Ex): A cath shee that witnesses its mate or offspring take damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.

Rake (Ex): Attack bonus +8 melee, damage 1d3+1.

Skills: Cath shee have a +8 racial bonus on Balance and Jump checks and a +4 racial bonus on Hide and Move Silently checks.

*Cath shee have a +4 racial bonus on Survival checks when tracking by scent.

Training a Cath Shee

To be trained, a cath shee must have a friendly attitude toward the trainer. A cath shee usually has a friendly attitude toward trainers who are elves or who have elf blood (such as half-elves), provided the trainer supplies the cath shee with sustenance for at least a few days and has not attacked or mistreated the creature. A cath shee is indifferent (at best) toward most other creatures. Changing a cath shee's attitude requires a wild empathy check (with the normal -4 penalty applied against magical beasts). A character can use a Diplomacy check instead, provided the character has some way to communicate with the cath shee.

Training a friendly cath shee requires a Handle Animal check. An elf (or a creature with elf blood) can train a cath shee without penalty, but the Handle Animal DCs for any other trainer increase by 5 (in addition to the normal +5 increase to DCs for training a magical beast). The time require depends on the tricks or task the cath shee must learn, as noted in the Handle Animal skill description.
 
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Shade

Monster Junkie
Sandiraksiva, The Black Courser

http://www.enworld.org/showthread.php?t=73266&page=8

Sandiraksiva, The Black Courser
Large Magical Beast
Hit Dice: 8d10+48 (92 hp)
Initiative: +3
Speed: 70 ft (14 squares), fly 80 feet (good)
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +8/+19
Attack: Hoof +14 melee (1d8+7)
Full Attack: 2 hooves +14 melee (1d8+7)
Space/Reach: 10 ft/5 ft
Special Attacks: Breath weapon
Special Qualities: Aerial sprint, damage reduction 10/magic, darkvision 60 ft, low-light vision, moonlight dependency, spell resistance 22
Saves: Fort +12, Ref +9, Will +4
Abilities: Str 25, Dex 17, Con 22, Int 10, Wis 15, Cha 11
Skills: Climb +19, Jump +23, Listen +12, Spot +12
Feats: Alertness, Iron Will, Run
Environment: Any mountains and plains
Organization: Solitary or herd (Sandiraksiva plus 6-30 horses)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

This magnificent black stallion seems exceptionally strong, while its eyes suggest an intelligence beyond that of a mere animal.

The reincarnated offspring of the legendary dragon Gaumahavi, Sandiraksiva's soul currently resides within the body of an exceptional black stallion.

Sandiraksiva is 8 feet long and weighs 2,200 pounds. Unlike most horses, Sandiraksiva has split hooves to aid him in his mountainous homeland.

Although intelligent, Sandiraksiva cannot speak any languages.

COMBAT

Although non-aggressive, Sandiraksiva fights tenaciously for his freedom. In battle, he strikes with his hooves, reverting to his breath weapon if his attackers do not withdraw.

Aerial Sprint (Ex): Once per hour, Sandiraksiva can move ten times its normal fly speed (800 feet) when it makes a charge.

Breath Weapon (Su): Once every 1d4 rounds, 60-foot cone, damage 5d6 fire, Reflex DC 17 half. The save DC is Constitution-based.

Moonlight Dependency (Su): If Sandiraksiva is not exposed to moonlight for at least 2 hours in a given day, he is fatigued until he next is exposed to the light of the moon. If not exposed to any moonlight in a given day (such as a moonless night), Sandiraksiva is instead exhausted. Spells and effects that remove fatigue or exhaustion cannot remove these conditions; however, spells or effects that create moonlight can do so.

Skills: Sandiraksiva has a +8 racial bonus on Climb checks.

Originally found in module FRA1 – Storm Riders (1990, Troy Denning), module FRA2 – Black Courser (1990), and module FRA3 – Blood Charge (1990).
 
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