Creature Catalog new 3.5 conversions

Status
Not open for further replies.

Shade

Monster Junkie
Wavefire

http://www.enworld.org/newreply.php?do=newreply&noquote=1&p=3867998

Wavefire
Large Elemental (Extraplanar, Fire, Water)
Hit Dice: 8d8+32 (68 hp)
Initiative: +7
Speed: 10 ft. (2 squares), swim 120 ft.
Armor Class: 21 (-1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
Base Attack/Grapple: +6/+14
Attack: Slam +9 melee (2d8+4 plus 2d6 fire)
Full Attack: 2 slams +9 melee (2d8+4 plus 2d6 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Steam
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire and water, one with water, vulnerability to cold
Saves: Fort +10, Ref +5, Will +2
Abilities: Str 18, Dex 17, Con 18, Int 8, Wis 11, Cha 11
Skills: Listen +5, Spot +6, Swim +12
Feats: Dodge, Improved Initiative, Power Attack
Environment: Quasiplane of Steam or Elemental Plane of Water
Organization: Solitary or pack (2-3)
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large); 16-35 HD (Huge)
Level Adjustment: -

This massive amount of boiling water somehow holds together as it races over the waves.

Wavefires are unusual paraelementals of sorts combining the elements of fire and water. Some speculate that the elemental planes once had a different configuration, one in which the planes of Fire and Water bordered each other. They posit that wavefires are relics of this past planar structure. Regardless of the truth of their origin, these creatures reside on the Quasielemental Plane of Steam, and are occasionally found in warmer waters on other planar seas.

Sustenance for wavefires comes in the form of dry air, which it simply absorbs into its scalding mass. They will often attack planar travelers, for the lungs of these interlopers are one of the best sources of their dietary needs. When not seeking to draw the air from live prey, wavefires search for bubbles of pure air that have leaked onto their plane from elsewhere.

Wavefires tend to be solitary, but occasionally form small packs that travel together to seek food. The scarcity of their food makes these alliances short-lived. Wavefires tend to ignore the other creatures that share their plane.

A Large wavefire is generally 12 feet long and weighs 1,500 pounds.

Wavefires speak Aquan and Ignan in hissing, gurgling tones.

COMBAT

A straightforward a combatant, a wavefire speeds towards its foes and slams them with a forceful, boiling wave of water.

Immunity to Water (Ex): A wavefire is immune to the detrimental effects of spells with the water descriptor.

One with Water (Su): A wavefire gains a +5 deflection bonus if it is touching water. (This modifier is not included in the statistics block.)

Steam (Ex): A creature struck by a wavefire's slam attack also takes 2d6 points of fire damage. A successful DC 18 Fortitude save halves the damage. The save DC is Constitution-based. A Huge wavefire's steam damage increases to 2d8.

Vulnerability to Cold (Ex): A wavefire takes half again as much (+50%) damage from cold effects. Additionally, a wavefire is slowed (as the spell) for 1d3 rounds.

Skills: A wavefire 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.
 
Last edited:

log in or register to remove this ad

Shade

Monster Junkie
Copper Automaton, Miniature

http://www.enworld.org/showthread.php?t=73328&page=9

Copper Automaton, Miniature
Small Construct
Hit Dice: 3d10+10 (26 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 15 (+1 size, -1 Dex, +5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +2/-2
Attack: Slam +4 melee (1d4)
Full Attack: 2 slams +4 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Construct traits, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +1, Ref +0, Will +1
Abilities: Str 11, Dex 8, Con -, Int 5, Wis 11, Cha 1
Skills: Listen +2, Spot +5
Feats: Alertness, Weapon Focus (slam)
Environment: Any land and underground
Organization: Solitary, pair, or gang (3-18)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Small)
Level Adjustment: -

This three-foot-tall statue of copper, iron, and bronze resembles an armored human sentry. The metal shows patches of corrosion. The clicks and whirs of multiple gears and levers can be hear as it moves. Its eyes stare blankly.

Like the standard copper automatons, these miniature versions are clockwork constructs created to serve as laborers or guards. The craftsmanship of the miniature copper automatons is inferior to that of the larger variety, and their fine motor skills are less precise. However, they can perform simple tasks like pulling levers and opening doors.

A miniature copper automaton stands 3 to 5 feet tall and weighs 250 pounds.

COMBAT

Miniature copper automatons pummel foes with their fists.

Immunity to Magic (Ex): A miniature copper automaton is immune to any spell or spell-like ability that allows spell resistance.

CONSTRUCTION

A copper automaton is crafted from 250 pounds of copper ore, iron gears, and lead counterweights, and requires a 500 gp gem as the focus for its magical energy source. Assembling the body requires a DC 12 Craft (metalworking) check.

CL 6th; Craft Construct, grease, caster must be at least 9th level; Price 5,000 gp; Cost 2,250 gp + 20 XP.

Originally appeared in Al-Qadim: The Genie's Curse, p. 49.
 
Last edited:

Shade

Monster Junkie
Stun Puppet

http://www.enworld.org/showthread.php?p=3837925#post3837925

Stun Puppet
Small Construct
Hit Dice: 6d10+10 (43 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 18 (+1 size, +1 Dex, +6 natural), touch 13, flat-footed 15
Base Attack/Grapple: +4/+1
Attack: Slam +6 melee (1d10+1 plus stunning fists)
Full Attack: 2 slams +6 melee (1d10+1 plus stunning fists)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stunning fists
Special Qualities: Berserk, construct traits, darkvision 60 ft., immunity to electricity, low-light vision
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 13, Dex 11, Con -, Int 6, Wis 11, Cha 14
Skills: Listen +3, Spot +6
Feats: Ability Focus (stunning fists), Improved Sunder, Power Attack
Environment: Any land
Organization: Solitary, pair, or gang (3-4)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Small)
Level Adjustment: -

This appears to be an intricate ventriloquist's dummy, about two feet tall, made of wood, brass, and steel, dressed in a cloth costume. Its bronze fists are oversized for its body. It begins to move on its own.

A stun puppet is a deadly construct created from dark lore found in the Libram of Constructs, an infernal tome.

A stun puppet stands just over 2 feet tall and weighs 20 pounds.

COMBAT

Unless it goes berserk, a stun puppet will obey its creator's orders to the best of its ability. Left to its own devices, it will bash foes with its bronze fists.

Berserk (Ex): When a stun puppet enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled puppet goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The puppet's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the puppet, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the puppet to reset the puppet's berserk chance to 0%

Stunning Fists (Ex): A stun puppet's slam attacks threaten a critical hit on a 19-20. Additionally, anyone struck by a stun puppet's slam attack must succeed on a DC 16 Fortitude save or be stunned for 1d6+1 rounds. The save DC is Strength-based.

Construction

The secrets to creating a stun puppet are found in the Libram of Constructs, an evil tome thats origins can be traced to the Nine Hells of Baator. Rumor has it that the book always finds its way into the hands of a powerful lawful evil wizard, as a reward for services to the baatezu.

The materials involved in the construction of a conjurer puppet's body are inexpensive (500 gp), but the actual crafting of the body is more difficult. To craft the body requires a DC 25 Craft (Woodworking) or a DC 25 Profession (Puppeteer) check. A dark ritual is performed that transforms the lifeless doll into a construct.

CL 12th; Craft Construct, animate objects, resist energy, sound burst, caster must be at least 12th level; Price 5,000 gp; Cost 1,000 gp + 180 XP.

*Note: Casting limited wish as an additional prerequisite eliminates the berserk ability from the stun puppet.

Originally appeared in Dungeon #14 (1988).
 
Last edited:

Shade

Monster Junkie
Aeraldoth, Vizier to the Caliph of the Djinn

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

Aeraldoth, Vizier to the Caliph of the Djinn
Large Outsider (Air, Extraplanar)
Hit Dice: 27d8+216 (337 hp)
Initiative: +15
Speed: 60 ft (12 squares), fly 60 ft (perfect)
Armor Class: 42 (-1 size, +11 Dex, +15 natural, +7 insight), touch 27, flat-footed 31
Base Attack/Grapple: +27/+35
Attack: Slam +30 melee (2d6+10) or +3 keen shocking burst +33 melee (1d8+13/15-20 plus 1d6 electricity [plus 1d10 on critical hit])
Full Attack: 2 slams +30 melee (2d6+10) or +3 keen shocking burst +33/+28/+23/+18 melee (1d8+13/15-20 plus 1d6 electricity [plus 1d10 on critical hit])
Space/Reach: 10 ft/10 ft
Special Attacks: Air mastery, spell-like abilities, whirlwind
Special Qualities: Control temperature, darkvision 60 ft., immunity to acid, plane shift, spell resistance 31, telepathy 100 ft.
Saves: Fort +23, Ref +26, Will +22
Abilities: Str 30, Dex 32, Con 26, Int 24, Wis 25, Cha 25
Skills: Appraise +37 (+39 related to weapons), Balance +13, Concentration +38, Craft (weaponsmithing) +37, Diplomacy +41, Escape Artist +41, Jump +24, Knowledge (nobility and royalty) +37, Knowledge (the planes) +37, Listen +37, Move Silently +41, Sense Motive +37, Spellcraft +37 (+39 scrolls), Spot +37, Survival +37 (+39 on other planes), Tumble +41, Use Magic Device +37 (+39 scrolls), Use Rope +11 (+13 bindings)
Feats: Combat Expertise, Combat Reflexes, Dodge, Empower Spell-Like Ability (chain lightning), Improved Initiative (b), Improved Natural Attack (slam), Improved Whirlwind Attack (epic), Mobility, Quicken Spell-Like Ability (chain lightning), Quicken Spell-Like Ability (control winds), Spring Attack, Whirlwind Attack
Environment: Elemental Plane of Air
Organization: Solitary
Challenge Rating: 22
Treasure: Double standard
Alignment: Always chaotic good
Advancement: -
Level Adjustment: -

The being looks like a well-formed human with a dark complexion, but nearly twice as tall. He wields a majestic scimitar crackling with electricity.

Aeraldoth is one of the six viziers who serve the Caliph of the Djinn. He and the other five viziers do not intervene in mortal affairs unless evil forces threaten to seriously disrupt the balance.

Aeraldoth stands 10-1/2 feet tall and weighs 1,000 pounds.

Aeraldoth speaks Auran, Celestial, Common, and Ignan.

COMBAT
Like other djinn, Aeraldoth disdains physical combat, preferring to use his magical powers and aerial abilities against foes. If overmatched in combat, Aeraldoth usually takes flight and becomes a whirlwind to harass those who follow.

Note that while Aeraldoth can fulfill another's wish, he seldom does so for fear of disrupting the universal balance.

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against Aeraldoth.

Control Temperature (Su): As a swift action, Aeraldoth can raise or lower the temperature by 10 degrees in a 100-foot-radius centered on him. Subsequent uses of this ability stack, so he could, for example, lower the temperature by a total of 20 degrees after two rounds.

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

Spell-Like Abilities: At will—Call lightning, control weather, control winds, create food and water, create wine (as create water, but wine instead), dispel magic, finger of death, gaseous form, invisibility (self only), pass without trace, persistent image (DC 23), resist energy (fire only), wind walk; 1/day—grant up to three wishes (to nongenies only), major creation (created vegetable matter is permanent). Caster level 25th. The save DCs are Charisma-based.

Whirlwind (Su): Aeraldoth can transform himself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, he can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. Aeraldoth controls the exact height, but it must be at least 10 feet.

Aeraldoth’s movement while in whirlwind form does not provoke attacks of opportunity, even if he enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if Aeraldoth moves into or through the creature's space.

Creatures one or more size categories smaller than Aeraldoth might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 36 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 36 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a fly speed is allowed a DC 36 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.

Creatures trapped in the whirlwind cannot move except to go where Aeraldoth carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. Aeraldoth can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.

Aeraldoth can eject any carried creatures whenever he wishes, depositing them wherever the whirlwind happens to be.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on Aeraldoth and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

Aeraldoth in whirlwind form cannot make melee attacks and does not threaten the area around him.

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

Shade

Monster Junkie
Black Widow Totem

http://www.enworld.org/showthread.php?p=3884963#post3884963

Black Widow Totem
Small Construct
Hit Dice: 7d10+10 (48 hp)
Initiative: +3
Speed: 60 ft. (12 squares), climb 40 ft.
Armor Class: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +5/+1
Attack: Bite +9 melee (1d10 plus poison)
Full Attack: Bite +9 melee (1d10 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, web
Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 11, Dex 17, Con -, Int 8, Wis 10, Cha 1
Skills: Climb +11, Hide +12, Move Silently +12
Feats: Ability Focus (poison), Ability Focus (web), Weapon Finesse
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 8-16 HD (Small); 17-24 HD (Medium)
Level Adjustment: -

This automaton resembles a 2-foot-diameter spider with a ruby-red cross centered on its back and eyes that resemble opals.

Constructed by noble drow to honor Lolth, the black widow totem is a spiderlike construct with virulent venom and the ability to spit webs.

Although its construction requires the participation of both a male drow wizard and a female drow cleric, only the cleric can control the black widow totem. She can program a command word or action to allow others to bypass the construct.

A black widow totem is 2 feet in diameter and weighs 4,000 pounds.

COMBAT

A black widow totem follows the commands of the drow cleric creator to the best of its abilities.

Immunity to magic (Su): A black widow totem is immune to all spells and spell-like abilities that allow spell resistance, except as follows.

Neutralize poison causes the black widow totem's poison to become inactive for one minute if the totem fails its Will save.

Poison (Ex): Injury, Fort save DC 17, primary damage 1d6 Con, secondary damage 2d6 Con. The save DC is Constitution-based and includes a +2 racial bonus and a +2 bonus from its Ability Focus feat.

Spit Web (Su): A black widow totem can spit forth a web as a ranged touch attack (maximum range 90 feet, range increment 10 feet). A Medium or smaller creature hit by this attack is entangled (-2 on attack rolls, -4 penalty to Dexterity, unable to move). An entangled creature attempting to cast a spell must succeed at a Concentration check (DC 17) to do so. An entangled creature can escape with a successful Escape Artist check (DC 15) or burst the web with a Strength check (DC 19). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Once the black widow totem spits a web, it can't spit another one until 1d4 rounds later.

Skills: A black widow totem has a +4 racial bonus on Hide checks and a +8 racial bonus on Climb checks. It can always choose to take 10 on Climb checks, even if rushed or threatened. A black widow totem uses either its Strength or Dexterity modifier for Climb checks, whichever is higher.

CONSTRUCTION

A black widow totem's body is chiseled from a single block of hard stone, weighing at least 4,000 pounds. The construction also requires an opal and a ruby, each worth at least 5,000 gp. The construction ritual may only be performed by a male drow wizard and a female drow cleric of Lolth. Assembling the body requires a DC 15 Craft (sculpting) check or a DC 15 Craft (stonemasonry) check.

CL 12th; Craft Construct, animate objects, cat's grace, prayer, spider climb, cleric must be at least 11th level and wizard must be at least 12th level; Price 30,000 gp; Cost 25,000 gp + 1,200 XP.

Originally appeared in Imagine Magazine #19 (1984).
 
Last edited:

Shade

Monster Junkie
Wilbur the Pig-Iron Golem

http://www.enworld.org/showthread.php?t=211853

Wilbur the Pig-Iron Golem
Small Construct
Hit Dice: 5d10+10 (37 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 25 (+1 size, +14 natural), touch 11, flat-footed 25
Base Attack/Grapple: +3/+4
Attack: Bite +7 melee (1d6+4)
Full Attack: Bite +7 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Feed, sundering bite
Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 17, Dex 11, Con —, Int 5, Wis 11, Cha 8
Skills: Appraise +1, Search +1
Feats: Improved Sunder, Power Attack
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

This pig appears to be made of raw iron. It reeks of garbage, and scraps of unknown material are stuck to its face and teeth.

Wilbur the pig-iron golem is a trash disposal on legs. Created as a gag gift, Wilbur continues to seek out and consume trash. As a construct, he doesn't actually gain any sustenance from this garbage, and the consumed contents are whisked away to an extradimensional space.

Although not particularly intelligent, Wilbur has a friendly, laid-back disposition and enjoys conversation. His favorite topics of conversation include why he can speak ("to get others to move while I'm cleaning"), why others are particular about what they eat ("I'll eat anything!", and his greatest desire, to be a flying pig.

Wilbur is 4 feet long and weighs 83 pounds.

COMBAT

Wilbur has no interest in combat. He seeks only to consume what he sees as garbage. If threatened, he'll first attempt to sunder the adversary's weapons, then bite the attacker until he can escape.

Feed (Ex): Wilbur can consume a limitless amount of material, but he only does so if it is considered trash by his owner. He enjoys this part of his job very much. Matter consumed by Wilbur resideds in an extradimensional space, similar to a portable hole, which can only be accessed via Wilbur's mouth. The portal within Wilbur closes 1d10 rounds after the golem's destruction, and thereafter can only be reached via plane shift or similar magic.

Immunity to Magic (Ex): Wilbur is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals electricity damage slows Wilbur (as the slow spell) for 3 rounds, with no saving throw.

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

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

Sundering Bite (Ex): Wilbur's bite attack overcomes any type of damage reduction that can be overcome (in other words, anything but "-"), and it ignores hardness as if it were an adamantine weapon.

CONSTRUCTION

Although Wilbur is unique, the construction process of a pig iron golem could be duplicated. A pig iron golem’s body is sculpted from 833 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 5,000 gp. Assembling the body requires a DC 15 Craft (armorsmithing) check or a DC 15 Craft (weaponsmithing) check.

CL 11th; Craft Construct, feather fall, geas/quest, secret chest, shrink item, caster must be at least 11th level; Price 50,000 gp; Cost 27,500 gp + 2,000 XP.

Originally appeared in Polyhedron Magazine #62 (1991).
 
Last edited:

Shade

Monster Junkie
Poisonous Frog

http://www.enworld.org/showthread.php?t=201507&page=5

Poisonous Frog
Fine Animal
Hit Dice: 1/4d8 (1 hp)
Initiative: +5
Speed: 10 ft. (2 squares)
Armor Class: 23 (+8 size, +5 Dex), touch 23, flat-footed 18
Base Attack/Grapple: +0/-21
Attack: -
Full Attack: -
Space/Reach: 1/2 ft./0 ft.
Special Attacks: Poison
Special Qualities: Low-light vision
Saves: Fort +2, Ref +7, Will +1
Abilities: Str 1, Dex 20, Con 10, Int 1, Wis 12, Cha 2
Skills: Climb +5, Hide +29, Jump +9, Swim +5
Feats: Ability Focus (poison)
Environment: Tropical forests
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

A brightly colored frog clings to a nearby tree.

These tropical frogs make their homes near water in tropical forests. Males mark their territory with scent and chirp loudly when other males enter their territory. Females lay their eggs in water pooled in large leaves. When the tadpoles hatch, they wriggle onto their father's back, who carries them to deep water and leaves them to fend for themselves.

Poisonous frogs secrete a creamy venom from glands located on either side of its head. One dose of venom can be extracted by roasting a poisonous frog over a fire, collecting the flowing poison as the skin contracts.

A poisonous frog is 1 to 2 inches long and nearly weightless. Coloration is always bright with vivid streaks of green, red, orange, yellow, and pink.

COMBAT

Poisonous frogs avoid combat and seek only to escape.

Poison (Ex): A poisonous frog's poison functions as both a contact and ingested poison.

Contact, Fort DC 14, initial effect nauseated for 1d6 minutes, secondary effect nauseated for 1d2 hours.

Injury, Fort DC 14, initial effect paralyzation for 1d10 rounds, secondary effect death.

The save DCs are Constitution-based and include a +2 racial bonus and a +2 bonus from the Ability Focus feat.

Skills: A poisonous frog has a +8 racial bonus on Hide checks and a +12 racial bonus on Jump checks. It uses its Dexterity modifier rather than its Strength modifier on Climb, Jump, and Swim checks.

Originally found in Dragon Magazine #237 (1997).
 
Last edited:

Shade

Monster Junkie
Baba Yaga

http://www.enworld.org/showthread.php?t=175232

Baba Yaga
Medium Outsider (Evil, Native)
Hit Dice: 30d8+240 (375 hp)
Initiative: +11
Speed: 30 ft. (6 squares)
Armor Class: 42 (+7 Dex, +7 natural, +10 deflection, +8 insight), touch 35, flat-footed 35
Base Attack/Grapple: +30/+39
Attack: Claw +39 melee (1d8+9/19-20)
Full Attack: 2 claws +39 melee (1d8+9/19-20) and bite +34 melee (2d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of horror, consume spirits, deadly rending, spell-like abilities, spells
Special Qualities: Change shape, damage reduction 15/magic (15/magic and non-metal within her hut), darkvision 120 ft., immunity to mind-affecting spells and abilities, magical aging effects, and necromantic effects, knowledgeable, resistance to cold 10 and fire 10, regeneration 3, scent, "sniff out knowledge", spell resistance 41, tongues
Saves: Fort +25, Ref +24, Will +27
Abilities: Str 29, Dex 24, Con 26, Int 32, Wis 30, Cha 27
Skills: Bluff +41, Concentration +41, Decipher Script +44, Diplomacy +45, Disguise +41 (+43 acting), Hide +40, Intimidate +43, Knowledge (arcana) +44, Knowledge (local) +44, Knowledge (nature) +46, Knowledge (the planes) +44, Listen +43, Move Silently +40, Search +44, Sense Motive +43, Spellcraft +46 (+48 scrolls), Spot +43, Survival +43 (+45 following tracks, +45 on other planes), Use Magic Device +41 (+45 scrolls)
Feats: Brew Potion (B), Empower Spell, Extend Spell, Heighten Spell, Improved Critical (claw), Improved Initiative (B), Improved Metamagic, Improved Spell Capacity (x2), Intensify Spell, Maximize Spell, Power Attack, Quicken Spell
Environment: Temperate and cold forest
Organization: Solitary
Challenge Rating: 25
Treasure: Double standard
Alignment: Always neutral evil
Advancement: -
Level Adjustment: -

This hideous old woman walks crouched over. Her nearly skeletal limbs are gray-brown and tatooed with runes, and her gnarled hands end in iron claws. Cold black eyes sit above her long, warty nose, and her chin juts out beneath a mouth full of pointed teeth.

Baba Yaga is the most famous of witches. Rumored to be the mother of Iggwilv, her power rivals that of many archfiends and demigods. She is said to be related to both hags and fiends.

Baba Yaga preys on humanoid men, eating as many as ten per day. She ranges wide in her predations, traveling in her Dancing Hut. She sometimes wanders the planes to meet with fiendish allies or to search for powerful artifacts.

Although evil and known to feed on men, many sages and heroes seek her out for her great knowledge. She will accept audience with those who remain polite, and may even be helpful, requiring the requestors to accept a geas for a nearly impossible quest in return for her information.

Baba Yaga never harms children or particularly weak non-evil creatures (1 HD or less), fearing retribution from good-aligned deities. She sometimes takes children in as servants, often rewarding them with great gifts.

Most evil creatures fear Baba Yaga's power, and fiends generally fulfill her commands quickly in order to be free from her.

Baba Yaga stands 5 feet tall and weighs 100 pounds.

Baba Yaga speaks Abyssal, Common, Draconic, Infernal, and Sylvan, but can speak with almost any creature because of her tongues ability.

Combat

Baba Yaga relies heavily on protective spells, and generally has used divinations before combat to best prepare for that battle. She summons fiends to her aid, knowing they fear and respect her. Baba Yaga prefers to attack weaker creatures with her claws and teeth.

Aura of Horror (Su): Baba Yaga can radiate a 15-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 33 Will save or be affected as though by a fear spell (caster level 20th). A creature that successfully saves cannot be affected again by Baba Yaga's aura for 24 hours. The save DC is Charisma-based.

Change Shape (Su): Baba Yaga can assume the form of any Small, Medium, or Large animal or humanoid.

Consume Spirits (Su): When Baba Yaga slays a humanoid opponent, she can devour its life force, as a full-round action. This 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 consumed victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.

Baba Yaga heals 10 hit points per Hit Die of the creature whose spirit she consumes.

Deadly Rending (Ex): If Baba Yaga hits with both claw attacks and her bite attack, she latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d6+13 points of damage. Additionally, the victim must succeed on a DC 34 Fortitude save or die. This is a death effect. The save DC is Strength-based.

Knowledgeable (Ex): Baba Yaga makes Knowledge checks for any Knowledge skills as if she had a minimum of 10 ranks in that skill. To surpass the 10-rank minimum, she must assign more than 10 ranks to the skill as normal.

Regeneration (Ex): Fire and acid deal normal damage to Baba Yaga. If Baba Yaga loses a limb or body part, the lost portion regrows in 3d6 minutes. She can reattach the severed member instantly by holding it to the stump.

Sniff Out Knowledge (Su): If Baba Yaga successfully detects a creature via her scent ability, she gains a +10 circumstance bonus on Knowledge checks made to identify monsters and their special powers or vulnerabilities. She may also discern the creature's nationality if she succeeds on a Knowledge (local) check (DC equals 10 + creature's HD). With a standard action, she may discern a creatures alignment as if using detect chaos/evil/good/law.

Spell-Like Abilities: At will--comprehend languages, detect magic, discern lies (DC 22), read magic. Caster level 20th. The save DCs are Charisma-based.

Spells: Baba Yaga casts spells a 25th level wizard. Baba Yaga can also add spells found on scrolls, or other sources, containing divine spells to her arcane spellbook. Baba Yaga can learn and thus prepare divine spells in this fashion as if they were on the sorcerer/wizard spell list at the same level.

Typical Wizard Spells Prepared (CL 25th, save DC 18 + spell level)
0-- arcane mark, ghost sound, mending, prestidigitation (4 total)
1st-- deathwatch, expeditious retreat, mage armor, pass without trace, shield, unseen servant, ventriloquism (7 total)
2nd-- death knell, desecrate, misdirection, spectral hand, tree shape, undetectable alignment, warp wood (7 total)
3rd-- bestow curse, deeper darkness, diminish plants, dominate animal, haste, maximized ray of enfeeblement, nondetection (7 total)
4th-- blight, extended fly, freedom of movement, giant vermin, quickened true strike, rusting grasp (6 total)
5th-- commune with nature, extended greater invisibility, insect plague, maximized lightning bolt, quickened scorching ray, true seeing (6 total)
6th-- geas, greater dispel magic, liveoak, maximized enervation, quickened bestow curse, word of recall (6 total)
7th-- blasphemy, control weather, creeping doom, empowered quickened vampiric touch, heightened dominate person, plane shift (6 total)
8th-- control plants, greater prying eyes, intensified scorching ray, moment of prescience, unholy aura (5 total)
9th-- foresight, quickened greater dispel magic, shambler, weird, wail of the banshee (5 total)
10th -- heightened bestow curse, quickened greater teleport (2 total)
11th -- empowered maximized horrid wilting, intensified cloudkill (2 total)

Tongues (Su): Baba Yaga can speak with any creature that has a language, as though using a tongues spell (caster level 20th). This ability is always active.

Skills: Baba Yaga has a +4 racial bonus on Listen and Spot checks.

BABA YAGA'S HUT

Huge Construct
Hit Dice: 40d10+40 (260 hp)
Initiative: +2
Speed: 120 ft. (24 squares)
AC: 30 (–2 size, +2 Dex, +20 natural), touch 10, flat-footed 28
Base Attack/Grapple: +30/+53
Attack: Claw +43 melee (4d6+15/19-20)
Full Attack: 2 claws +43 melee (4d6+15/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved grab, hurl, smash
Special Qualities: All-around vision, construct traits, damage reduction 15/adamantine and epic, darkvision 60 ft., fast healing 3, immunity to acid, cold, electricity, and fire, immunity to divinations, immunity to magic, immunity to water, low-light vision, reflective exterior, stability
Saves: Fort +18, Ref +18, Will +18
Abilities: Str 40, Dex 14, Con —, Int 14, Wis 11, Cha 11
Skills: Climb +59, Jump +105, Perform (dance) +46, Search +6, Spot +4, Swim +69
Feats: Combat Expertise, Dodge, Epic Fortitude, Epic Reflexes, Epic Skill Focus (Jump), Epic Skill Focus (Swim), Epic Will, Improved Critical (claw), Legendary Leaper, Mobility, Power Attack, Run, Spring Attack, Whirlwind Attack
Environment: Any
Organization: Solitary or with Baba Yaga
Challenge Rating: 25
Treasure: See below
Alignment: Neutral
Advancement: -
Level Adjustment: -

This small, windowless log cabin is hexagonal in shape, with a decorated wooden roof. It is fifteen feet wide and stands nearly twelve feet high at the peak of the roof, with a small chimney on top. A pair of twelve-foot-long chicken legs extend from the bottom, upon which the hut begins to dance.

The Hut "dances" by rapidly spinning on its chicken feet, completing a revolution every six seconds and stamping the ground every half second. The Hut can withdraw its legs into a small crawlspace on its underside, allowing it to rest securely on the ground to allow visitors to enter or exit it interior.

While the Hut has no treasure of its own, it generally contains the bulk of Baba Yaga's treasure.

COMBAT

An opponent can make sunder attempts against the Hut's legs as if they were weapons. Each leg has 48 hit points. Severing a leg deals 24 points of damage to the Hut. The Hut reforms severed legs in 1d10+10 days.

All-Around Vision (Ex): Due to its constant spinning, Baba Yaga's Hut gains a +4 racial bonus on Spot and Search checks, and it can't be flanked.

Immunity to Divinations (Ex): No method of divination - even a wish or miracle - will reveal the Hut's current location.

Immunity to Magic (Ex): Baba Yaga's Hut is immune to any spell or spell-like ability that allows spell resistance.

Immunity to Water (Ex): Baba Yaga's Hut is immune to the detrimental effects of spells with the water descriptor.

Improved Grab (Ex): To use this ability, the Hut must hit a Large or smaller opponent with a claw 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 smash or hurl the opponent.

Hurl (Ex): The Hut can hurl a grappled creature as a standard action. A hurled creature travels 2d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled. The victim must also succeed on a DC 45 Fortitude save or be stunned for 2d6 rounds. The save DC is Strength-based.

Plane Shift (Sp): At will, Baba Yaga's Hut can plane shift (as the spell) itself and any creatures or objects inside it.

Reflective Exterior (Ex): The Hut's walls are powerfully enchanted, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated.

Smash (Ex): The Hut may attempt to smash a grappled creature to the ground as a free action. With a successful grapple check, the victim takes 4d10+22 bludgeoning damage and is considred pinned. The Hut usually hurls a smashed opponent in the following round.

Stability (Ex): Regardless of the Hut's actions (such as spinning, fighting, or running), the interior always remains stable and calm.

Originally appeared in Dragon Magazine #83 (1984).
 
Last edited:

Shade

Monster Junkie
http://www.enworld.org/showthread.php?p=3890112#post3890112

Giant Vampire Frog
Small Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+10
Attack: Bite +4 melee (1d6 plus attach)
Full Attack: Bite +4 melee (1d6 plus attach) and 2 claws -1 melee (1d2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach, blood drain
Special Qualities: Darkvision 60 ft., glide, low-light vision
Saves: Fort +4, Ref +5, Will +0
Abilities: Str 10, Dex 15, Con 12, Init 1, Wis 11, Cha 7
Skills: Hide +14, Listen +2, Move Silently +10 (+14 gliding), Spot +3
Feats: Weapon Finesse
Environment: Any swamp
Organization: Colony (3–18)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: -

A slimy, bile-green frog the size of a dog leaps from its perch high in a treetop. Gliding on slimy, transluscent membranes connecting its fore and rear limbs, it extends its clawed forelimbs and opens its mouth, revealing a pair of three-inch fangs.

Giant vampire frogs lurk in swamps overgrown with large trees. They feed on the blood of other creatures, and do not appear to do much else. Their adhesive secretions and natural camouflage allows them to hide easily among the treetops. When at rest, they hang upside down like bats.

A giant vampire frog is 3 feet long and weighs up to 30 pounds.

COMBAT

A giant vampire frog hangs from a branch high in trees, waiting in ambush. When warm-blooded prey approaches, it silently extends its membranes and glides forth. It extends its fangs and pierces the victim's neck, entwining its body in the prey's hair. It manuevers its clawed feet to the victim's ears, then hangs upside down, fastening its mouth over the wound and begins draining blood.

Attach (Ex): If a giant vampire frog hits with a bite attack, it plunges its long fangs into the the opponent’s body and latches on. An attached giant vampire frog is effectively grappling its prey. The giant vampire frog loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Giant vampire frogs have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached giant vampire frog can be struck with a weapon or grappled itself. To remove an attached giant vampire frog through grappling, the opponent must achieve a pin against the frog. When attempting to strike the frog with a weapon, follow the normal rules for attacking a grappler, with only a 40% chance of hitting the frog, and a 60% chance of hitting the victim to which it is attached.

Blood Drain (Ex): A giant vampire frog drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and hops off to digest the meal. If its victim dies before the frog's appetite has been sated, the giant vampire frog detaches and seeks a new target.

Glide (Ex): A giant vampire frog can use its wings to glide, negating any damage from a fall of any height and allowing travel 20 feet horizontally for every 5 feet of descent. A giant vampire frog glides at a speed of 50 feet (poor maneuverability).

Skills: A giant vampire frog has a +8 racial bonus on Hide and Move Silently checks. *When gliding, giant vampire frogs bonus on Move Silently checks increases to +12.

Originally appeared in Dragon Magazine #50 (1981).
 
Last edited:

Shade

Monster Junkie
Land Linnorm

http://www.enworld.org/showthread.php?p=3892298#post3892298

Land Linnorm
Gargantuan Dragon
Hit Dice: 13d12+117 (201 hp)
Initiative: +0
Speed: 50 ft. (10 squares), burrow 30 ft., fly 60 ft. (good), swim 30 ft.
Armor Class: 30 (-4 size, +24 natural), touch 6, flat-footed 30
Base Attack/Grapple: +13/+37
Attack: Bite +21 melee (4d6+12)
Full Attack: Bite +21 melee (4d6+12) and 2 claws +19 melee (2d8+6) and tail slap +19 melee (2d8+18)
Space/Reach: 20 ft./15 ft.
Special Attacks: Breath weapon, crush 4d6+18, runes, spell-like abilities, tail sweep 2d6+18
Special Qualities: Blindsense 60 ft., damage reduction 10/magic, immunity to disease, paralysis, and sleep, keen senses, spell resistance 30
Saves: Fort +17, Ref +8, Will +13
Abilities: Str 34, Dex 10, Con 28, Int 16, Wis 20, Cha 19
Skills: Bluff +20, Concentration +25, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +22, Knowledge (arcana) +19, Listen +21, Search +19, Sense Motive +21, Spellcraft +21, Spot +21, Survival +5 (+7 following tracks), Swim +20
Feats: Cleave, Flyby Attack, Multiattack, Power Attack, Snatch
Environment: Temperate or warm land
Organization: Solitary
Challenge Rating: 19
Treasure: Double coins, 50% goods, 50% items
Alignment: Usually chaotic evil
Advancement: 14-39 HD (Gargantuan)
Level Adjustment: -

The lusterless scales of this large, wingless dragon alternate from green to brown to gray.

Land linnorms are greedy to a fault. Although they can be found in any non-arctic land, they prefer to lair in hilltop caves near human settlements. Land linnorms despise humans, coveting the ease with which they acquire wealth. While they generally destroy or enslave humans, land linnorms have been known to form alliances with humans, providing protection and mercy in exchange for magical lore and wealth.

Although they are usually solitary, land linnorms will occasionally ally with others of their ilk against powerful humanoid settlements or parties. Once victory is achieved, they split the spoils and go their separate ways. Mated pairs can also be ecountered, but they only stay together long enough for the hatchlings to fend for themselves.

Although they can substist on nearly anything, even rocks, land linnorms relish the taste of dwarf flesh.

Land linnorms speak Draconic and Abyssal.

COMBAT

A land linnorm is extremely cautious, often studying its targets for days to ascertain any advantages it may attain before making its assault. It opens battle with its breath weapon and magical powers, and only closes to melee with opponents it is confident it can defeat. If adversaries prove too dangerous, a land linnorm flees without hesitation.

Breath Weapon (Su): 60-foot line of searing heat, once every 1d4 rounds; damage 6d12 fire, Reflex DC 25 half. Additionally, a creature damaged by the breath weapon is fatigued. The save DC is Constitution-based.

Crush (Ex): A flying linnorm can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the linnorm's body. Each creature in the affected area must succeed on a DC 28 Reflex save or be pinned, automatically taking 4d6+18 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the linnorm chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round. The save DC is Strength-based.

Runes (Su): A land linnorm does not gain spells like most other linnorms. Instead, it may select up to 12 spells per day to inscribe as runes. These spells must be selected from the cleric spell list and the Destruction and Evil domains. Inscribing a rune is a full-round action. Once inscribed, a rune is activated by touch. The save DCs for runes are equal to 10 + spell level + land linnorm's Wisdom modifier (15 + spell level for a typical land linnorm). Caster level 17th?

An erase spell (DC 15 + linnorm's caster level) or a targeted dispel magic spell can disable a rune. A rogue with Disable Device can attempt to disarm a rune as if it were a magic trap (DC 25 + spell level).

In all other respects, runes function as divine spells.

Spell-Like Abilities: At will--fly; 3/day--earthquake, invisibility, move earth, stone shape, summon monster IX (earth elementals only); 1/day--transmute mud to rock (DC 19), transmute rock to mud (DC 19). Caster level 15th.

Tail Sweep (Ex): A linnorm can sweep with its tail as a standard action. The sweep affects creatures four or more size categories smaller than the linnorm within a 20-foot-radius half-circle centered on the linnorm's rear. Each affected creature that fails a Reflex save (DC 25 half) takes 2d6+18 points of damage. The save DC is Constitution-based.

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

Originally appeared in Dragon #182 (1992) and MCA1.
 
Last edited:

Status
Not open for further replies.
Remove ads

Top