Creature Catalog new 3.5 conversions

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Monster Junkie
Brain Coral

http://www.enworld.org/showthread.php?t=201788&page=2

Brain Coral
Small Magical Beast (Aquatic, Psionic)
Hit Dice: 3d10+6 (22 hp)
Initiative: -5
Speed: 0 ft.
Armor Class: 15 (+1 size, -5 Dex, +9 natural), touch 6, flat-footed 15
Base Attack/Grapple: +3/-2
Attack: Sting +3 melee touch (paralysis)
Full Attack: Sting +3 melee touch (paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis, psionics
Special Qualities: Blindsense 30 ft., exoskeleton, immunity to visual effects, low-light vision, psionics
Saves: Fort +5, Ref -2, Will +2
Abilities: Str 8, Dex 1, Con 15, Int 16, Wis 12, Cha 14
Skills: Concentration +8, Diplomacy +10, Listen +7, Sense Motive +7, Psicraft +9
Feats: Expanded Knowledge (Clairvoyant Sense), Psionic Endowment
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: Half standard
Alignment: Always neutral
Advancement: 4-6 HD (Small), 7-9 HD (Medium), 10-12 HD (Large)
Level Adjustment: -

This patch of olive coral resembles a human brain.

Some stony coral has evolved over time into brain coral, so named for its convoluted and ridged exoskeleton. Found mostly in warm waters in tidal zones, brain coral can survive at depths of 1,000 feet or greater. Brain coral generally resides within an existing coral reef or atoll.

On the rare occasions where there may be more than one patch of brain coral in an area, by using their metaconcert power, they can form deadly patches of coral communities stretching many distances over an aquatic domain.

Brain coral does not collect treasure, but incidental treasure may be found in its reef from its victims and the victims of other nearby aquatic hazards.

An average brain coral covers an area 2 feet square. Exoskeletons range from yellow, brown, or olive in color. If removed from the water, the skeleton turns bone white.

Brain coral does not speak, but can communicate via its mindlink ability.

Combat

If attacked, the brain coral uses its telekinetic powers either to move attackers away from the area or to batter one attacker with underwater debris.

Exoskeleton (Ex): The brain coral's exoskeleton has hit points equal to the brain coral's total maximum hit points. All damage dealt to the brain coral first damages the exoskeleton. Once the exoskeleton is reduced to 0 hp, it is destroyed. Any subsequent attacks directly damage the brain coral, and its natural armor bonus is lost, reducing its AC to 6. A brain coral may use its body adjustment ability to repair its exoskeleton. If its exoskeleton is destroyed, the brain coral can regrow it at a rate of +1 natural armor per year.

Paralysis (Ex): A creature hit by a brain coral's sting attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d10 rounds. The save DC is Constitution-based and includes a +2 racial bonus.

Psionic Powers: Brain coral manifests powers as a psion (telepath) of 9th level. The save DCs are Intelligence-based.

Typical Psion Powers Known (power points 72, save DC 10 + power level): 1st - Empathy*, Mindlink*, Mind Thrust (DC 11*), Missive*, Psionic Charm (DC 11*); 2nd - Clairvoyant Sense, Ego Whip (DC 12*), Read Thoughts (DC 12), Thought Shield*; 3rd - Body Adjustment*, False Sensory Input (DC 13*), Telekinetic Force (DC 13*), Telekinetic Thrust (DC 13*); 4th - Correspond, Psionic Dominate (DC 14*), Telekinetic Maneuver*, Thieving Mindlink (DC 14*); 5th - Metaconcert*, Mind Probe (DC 15).
*Power can be augmented.

The brain coral first appeared in Dragon Magazine #116 (1986).
 
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Monster Junkie
Mek

http://www.enworld.org/showthread.php?p=3895132#post3895132

Mek
Large Construct
Hit Dice: 11d10+30 (90 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 24 (-1 size, +1 Dex, +14 natural), touch 10, flat-footed 23
Base Attack/Grapple: +8/+22
Attack: Slam +17 melee (5d6+10)
Full Attack: 2 slams +17 melee (5d6+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, heavy blows
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 30, Dex 12, Con —, Int —, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 12-14 HD (Large), 15-16 HD (Huge)
Level Adjustment: -

A metallic, insectlike creature raises a pair of double-jointed arms ending in barbs. Its barrel chest sits atop a pair of double-jointed legs.

Mek are metallic constructs believed to have been crafted by an extinct race of insectile spellcasters to guard their undergroud strongholds. When nature uncovers one of these buried fortresses, a masterless mek sometimes breaks free and wanders the countryside, destroying all in its path.

Some sages believe that the origin of the meks is somehow tied to apparatuses of Kwalish.

A standard mek is 15 feet tall and weighs 3,000 pounds.

Meks do not communicate, but follow their creators' orders to the best of their ability.

COMBAT

Meks assigned a sentinel role will attack any creature that enters the area they guard. Wild meks are relentless marauders, attacking any creature they encounter.

Breath Weapon (Su): 10-foot cube, cloud of paralyzing gas lasting 2d4 rounds, free action once every 1d4+1 rounds; Creatures within a cone of paralyzing gas must succeed on a Fortitude save (DC 15) or be paralyzed for 1d6 rounds. The save DC is Constitution-based.

Heavy Blows (Ex): If a creature is struck by both of the mek's slam attacks in the same round it must succeed on a DC 25 Fortitude save or be stunned for 1d4-1 rounds and fall prone in its space. Even with a successful save, the victim must succeed on a DC 25 Balance check or fall prone in its space. The save and check DCs are Strength-based.

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

A magical attack that deals fire damage breaks any slow effect on the mek 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 mek to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a mek hit by a fireball gains back 6 hit points if the damage total is 18 points. A mek gets no saving throw against fire effects.

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

CONSTRUCTION

In order to construct a mek, a successful DC 30 Decipher Script check is needed to translate the ancient instructions of the ancient insectile race that first created them. A mek's body is sculpted from 3,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.

CL 14th; Craft Construct, geas/quest, ghoul touch, limited wish, sound burst, caster must be at least 14th level; Price 40,000 gp; Cost 25,000 gp + 1,600 XP.

Originally appeared in Mystara Monstrous Appendix (1994).
 
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Shade

Monster Junkie
Tyrian Slime

http://www.enworld.org/showthread.php?p=3891500#post3891500

Tyrian Slime
Medium Ooze
Hit Dice: 6d10+30 (63 hp)
Initiative: -5
Speed: 30 ft. (6 squares)
Armor Class: 5 (-5 Dex), touch 5, flat-footed 5
Base Attack/Grapple: +4/-1
Attack: Slam +8 melee (1d6+6 plus 2d6 acid)
Full Attack: Slam +8 melee (1d6+6 plus 2d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, enfulf, tangle
Special Qualities: Blindsight 60 ft., damage reduction 10/slashing, immunity to acid and fire, ooze traits
Saves: Fort +7, Ref -3, Will -3
Abilities: Str 18, Dex 1, Con 20, Int -, Wis 1, Cha 1
Skills: -
Feats: -
Environment: Any underground or wet land
Organization: Solitary or puddle (1-3)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-8 HD (Medium), 9-10 HD (Large)
Level Adjustment: -

A bluish-green amoebalike slime seeps though the tunnel.

Tyrian slime lurks in dark and damp underground areas or in mud flats on the surface. It subsists on carrion and refuse, which makes it an ideal groundskeeper (as long as its keepers avoid it). Its malleable body allows it to seep through tight cracks and under doors.

These creatures reproduce asexually via division, and larger Tyrian slimes can sometimes be found in the same area as smaller specimens that it has created via an earlier split.

Tyrian slimes range from 4 to 6 feet in diameter.

COMBAT

Tyrian slimes attack instinctually, simply slamming whatever opponent is closest.

Acid (Ex): A Tyrian slime secretes a digestive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or engulf attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 18 Reflex save. A metal or wooden weapon that strikes a Tyrian slime also dissolves immediately unless it succeeds on a DC 18 Reflex save. The save DCs are Constitution-based.

The ooze’s acidic touch deals 18 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Engulf (Ex): Although it moves slowly, a Tyrian slime can simply mow down Medium or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The Tyrian slime merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the slime, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 18 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the slime moves forward. Engulfed creatures are subject to the slime's acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.

Entangling Spray (Ex): A Tyrian slime can secrete a fast-drying, sticky substance and spray it at a single target within 20 feet. The victim must succeed on a DC 17 Reflex save or become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 17 Strength check or a DC 17 Escape Artist check. The save and check DCs are Constitution-based.

Originally found in Dark Sun: Shattered Lands (1993).
 
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Shade

Monster Junkie
Sand Cat

http://www.enworld.org/showthread.php?p=3898293#post3898293

Sand Cat
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–4
Attack: Claw +4 melee (1d3)
Full Attack: 2 claws +4 melee (1d3) and bite -1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d2
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 7
Skills: Balance +7, Hide +7*, Jump +15, Listen +9, Move Silently +7, Spot +5
Feats: Weapon Finesse
Environment: Warm deserts and plains
Organization: Solitary, pair, or den (2–7)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Level Adjustment: -

This wildcat is only slightly larger than a typical housecat. Its fur is sandy brown, except for the dark brown tip of its tail, and the white tufts at the end of its long, pointed ears.

Sand cats are nocturnal predators of deserts and dry steppes. They prey mostly on small mammals, and only fight larger creatures if cornered or otherwise forced to fight. Sand cats are very territorial, but form small family groups called dens.

Sand cats prefer to lair in small caves or abandone burrows, but will settle for a sheltered overhang if no other options are available. One adult always guards the lair if kittens are present. Sand cat kittens reach maturity in 10 to 12 months. A sand kitten fetches 500 to 2,000 gp on the market, as they are highly prized as pets and hunting companions.

A typical sand cat is 2 to 3 feet long and weighs around 30 to 40 pounds.

Combat

If cornered, or its young are threatened, a sand cat will fight savagely against even a much larger opponent.

A sand cat receives a +1 morale bonus to attack and damage rolls when defending its young.

Improved Grab (Ex): To use this ability, a sand cat 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 sand cat charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +4, damage 1d2.

Skills: Sand cats have a +4 racial bonus on Balance, Hide, and Move Silently checks, and a +8 racial bonus on Jump and Listen checks. They use their Dexterity modifier instead of their Strength modifier for Jump checks. *In desert environments, the Hide bonus improves to +8.

Originally appeared in Dragon Magazine #163 (1990) and later in the Forgotten Realms Monstrous Compendium Appendix.
 
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Monster Junkie
Elemental of Law, Hydrax

http://www.enworld.org/showthread.php?p=3898650#post3898650

Elemental of Law, Hydrax
Large Elemental (Cold, Extraplanar, Lawful, Water)
Hit Dice: 5d8+20 (42 hp)
Initiative: +3
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+11
Attack: Claw +6 melee (1d10+4)
Full Attack: 2 claws +6 melee (1d10+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to cold and water, minor spell invulnerability, see invisibility, vulnerability to fire
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 19, Dex 17, Con 18, Int 12, Wis 12, Cha 15
Skills: Craft (sculpting) +9, Listen +7, Spot +7, Swim +16
Feats: Combat Reflexes, Power Attack
Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always lawful
Advancement: 6-15 HD (Large); 16-48 HD (Huge)
Level Adjustment: -

This crablike creature appears to be formed of deep blue ice. It is nearly eight feet in diameter. It scuttles on six legs while clacking a pair of pincers.

The elemenals of law dedicate themselves to maintaining the forces of law on the Elemental Planes and beyond.

Hydraxes are native to the Elemental Plane of Water, where they spend most of their time sculpting tools, works of art, and even complex cities from ice. Although they are extremely solitary creatures, hydraxes often contribute to the same works, but take turns adding to the group effort rather than working together simultaneously.

Hydraxes tend toward evil, and consider the undines, erdeens, and krysts their greatest foes. Of the elementals of law, they are the least likely to be found beyond their home plane.

A typical hydrax is 8 feet in diameter and weighs around 300 pounds.

Hydraxes speak Aquan, Auran, and Infernal.

COMBAT

A hydrax relies on its spell-like abilties to alter the shape of the battlefield to its liking, then closes to melee with its icy pincers.

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

Minor Spell Invulnerability (Ex): A hydrax is immune to all spell effects of 2nd level or lower.

See Invisibility (Ex): An elemental of law can constantly see invisible creatures as if under the effects of a see invisibility spell.

Spell-Like Abilities: 3/day—detect magic, dispel magic, freezing sphere (DC 18), wall of ice (DC 16), web (DC 14); 1/week--scrying (DC 16). Caster level 9th. The save DCs are Charisma-based.

Transmute Dust to Water (Sp): Three times per day, a hydrax can transform up to 18 ten-foot cubes of normal dust (or similar matter) into water permanently. Any creature caught in the area is allowed a DC 17 Reflex save to escape before the area is transformed into water. Caster level 9th. This ability is equivalent to a 5th-level spell.

Skills: A hydrax 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 appeared in D&D Companion Set and later in Mystara Monstrous Compendium Appendix.
 
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Shade

Monster Junkie
Wraithworm

http://www.enworld.org/showthread.php?t=68207&page=29&pp=30

Wraithworm
Medium Magical Beast (Extraplanar)
Hit Dice: 5d10+5 (32 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 15 (-1 Dex, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +5/+8
Attack: Bite +5 melee (1d8+4 plus energy drain plus venom)
Full Attack: Bite +5 melee (1d8+4 plus energy drain plus venom)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain, paralyzing gaze, spiked defense, venom, wraithform
Special Qualities: Darkvision 60 ft., low-light vision, negative energy affinity, resistance to cold 20, spell resistance 12
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 17, Dex 9, Con 13, Int 1, Wis 12, Cha 14
Skills: Balance +7, Climb +11, Hide +9, Listen +7, Move Silently +5, Spot +7
Feats: Alertness, Improved Initiative, Stealthy (B)
Environment: Any desert
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: -

Nearly ten feet long, this large serpent's scales are black as coal with a diamond-shaped pattern of purple bands running down its back. Bony spines jut from its spine, and three-inch fangs protrude from a large mouth beneath glowing green eyes.

Found throughout the planes in deserts and other wastelands, wraithworms are serpents with unusual ties to negative energy. Solitary hunters, wraithworms roam their territory looking for prey, which often consists of small birds and mammals. Although they don't actively hunt humanoids, wraithworms will attack any creature that ventures too close.

Wraithworms are lethargic and less speedy than most snakes, but make up for it in stealth and their powers related to negative energy.

Although their origins are unknown, sages speculate that a mighty fiend or evil deity created the wraithworm for its own amusement. Others hypothesize that wraithworms were simply normal serpents that evolved after long-term exposure to regions of negative energy.

A wraithworm is 10 feet long and weighs up to 300 pounds.

COMBAT

Wraithworms rely on stealth to stalk their prey, waiting for an opportune moment to strike. A wraithworm uses its wraithform ability to slip through unpassable terrain to setup an ambush, or to flee if the prey proves too challenging.

Energy Drain (Su): Living creatures hit by a wraithworm’s bite attack gain 1d2 negative levels. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wraithworm gains 5 temporary hit points.

Negative Energy Affinity (Su): Due to their connection to negative energy, wraithworms can be turned or rebuked (but not destroyed or commanded) as undead for up to 3 consecutive rounds in any 1 hour period. In addition, conjuration (healing) spells do not heal a wraithworm; instead, the wraithworm takes 1/2 the damage normally healed by the spell. In the same way, negative energy spells (such as the inflict wounds spells) heal a wraithworm of 1/2 the hit points they would otherwise cause.

Paralyzing Gaze (Su): Paralyzed for 2d4 rounds, 15 feet, Fortitude DC 14 negates. The save DC is Charisma-based. The wraithworm may not use this ability while in wraithform.

Spiked Defense (Su): Any creature striking a wraithworm with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the wraithworm's spikes. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

Venom (Su): A creature hit by a wraithworm's bite attack must succeed on a DC 15 Fortitude save or take 1d2 points of Constitution damage and suffer a -4 penalty on attack rolls, skill checks, ability checks, and saving throws, as well as a -4 penalty to Armor Class. Unless negated (via neutralize poison or a similar effect), this venom persists for 1d6 hours. Each hour the victim must make another DC 15 Fortitude save or suffer an additional 1d2 points of Constitution damage and continue to suffer the -4 penalty on attack rolls, skill checks, ability checks, saving throws, and Armor Class. A successful save avoids Constitution damage and negates the penalty for that hour, but the venom remains present and the victim must save again on the next hour unless the venom is negated or the venom's duration lapses. A creature immune to poison is immune to the wraithworm's venom. The save DC is Constitution-based and includes a +2 racial bonus.

Wraithform (Su): A wraithworm may become incorporeal for up to 10 minutes per hour. It may not use its natural attacks or paralyzing gaze while incorporeal.

Skills: A wraithworm has a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A wraithworm can always choose to take 10 on a Climb check, even if rushed or threatened.

Originally appeared in Planescape Monstrous Compendium Appendix II (?).
 
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Shade

Monster Junkie
Neotropical Toad

http://www.enworld.org/showthread.php?t=201507&page=6

Neotropical Toad
Tiny Animal
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 10 ft. (2 squares), climb 5 ft.
Armor Class: 12 (+2 size), touch 12, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: -
Full Attack: -
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Poison
Special Qualities: Amphibious, low-light vision
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 3, Dex 10, Con 11, Int 1, Wis 14, Cha 4
Skills: Climb +8, Hide +16, Jump +0, Listen +4, Spot +4
Feats: Ability Focus (poison), Alertness (B)
Environment: Temperate and warm forests
Organization: Solitary or pair
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny)
Level Adjustment: -

A six inch toad stares at you with horizontal pupils.

Neotropical toads, known also as aga toads, live in temperate deserts and jungles where insects are plentiful. Because they consume large amounts of insects, neotropical toads are often considered a boon to farmers, but their poisonous nature makes them a bane to everyone else.

Normally solitary, neotropical toads compete fiercely for mates, with up to a dozen suitors vying for a single female.

Most neotropical toads are 6 to 8 inches long and weigh up to a pound. A marine variant (2 HD) grows up to 9 inches long and weighs up to 5 pounds.

COMBAT

Neotropical toads hunt only insects, and attempt to escape from any creature that attempts to harm them.

Poison (Ex): A neotropical toad’s poison functions as a contact, ingested, and injury poison.

Contact: Fort DC 14, initial damage stinging, burning, numbness in area touched for 1d6 hours. Poisoned legs force a subject to fall prone while at the same time reducing the subject's land speed to 5 feet. Poisoned arms or hands make it impossible for the subject to use objects or cast spells with somatic components. Venom touching the tongue make it impossible for the subject to use magic items requiring command words or cast spells with verbal components, and makes verbal communication impossible. Secondary damage -.

Ingested/Injury: Fort DC 14, initial damage nauseated for 1d6 hours, secondary damage death.

The save DCs are Constitution-based and include a +2 racial bonus.

Skills: A neotropical toad’s coloration gives it a +4 racial bonus on Hide checks. It has a +8 racial bonus on Climb checks and a +12 racial bonus on Jump checks, and uses its Dexterity modifier rather than its Strength modifier on Climb, Jump, and Swim checks. A neotropical toad can always choose to take 10 on Climb checks, even if rushed or threatened.

Originally found in Dragon Magazine #237 (1997).
 
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Monster Junkie
Carcavulp

http://www.enworld.org/showthread.php?p=3907345#post3907345

Carcavulp
Medium Magical Beast
Hit Dice: 6d10+5 (32 hp)
Initiative: +4
Speed: 40 ft. (8 squares), burrow 10 ft., climb 10 ft
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +6/+8
Attack: Claw +10 melee (1d6+4)
Full Attack: 2 claws +10 melee (1d6+4) and bite +8 melee (2d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful bite
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 19, Dex 19, Con 19, Int 6, Wis 12, Cha 10
Skills: Climb +12, Listen +7, Spot +7
Feats: Alertness, Multiattack, Power Attack, Track (B)
Environment: Cold forests and plains
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral good
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: -

This creature resembles a fox, but is larger, stockier, and more muscular than any fox. Its claws are forearms could easily be those of a wolverine, if not for the fox's coloration.

A carcavulp combines the best attributes of foxes and wolverines. Rumored to have been created via magical crossbreeding, these creatures now breed true. They are incredibly loyal to any master they choose to follow.

A carcavulp is 6 feet long and stands 4 feet tall at the shoulder, and weighs 700 pounds.

COMBAT

Like wolverines, carcavulps are fierce combatants. Although they lack the wolverine's rage, they are every bit as strong and sturdy in a fight.

Powerful Bite (Ex): A carcavulp's bite is always a secondary attack, yet the powerful muscles in its jaws allow it to apply 1.5 times its Strength modifier to damage rolls with its bite.

Skills: Carcavulps have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Originally appeared in AD&D 2nd Edition Trading Cards #606 (1991).
 
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Monster Junkie
Shadow Golem

http://www.enworld.org/showthread.php?t=211853&page=2

Shadow Golem
Large Construct
Hit Dice: 16d10+30 (118 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 26 (–1 size, +2 Dex, +15 natural), touch 11, flat-footed 24
Base Attack/Grapple: +12/+25
Attack: Slam +20 melee (2d10+9 plus 1d6 Strength damage)
Full Attack: 2 slams +20 melee (2d10+9 plus 1d6 Strength damage)
Space/Reach: 10 ft./10 ft.
Special Attacks: Create spawn, Strength damage
Special Qualities: Construct traits, damage reduction 10/adamantine and magic, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +5, Ref +7, Will +5
Abilities: Str 29, Dex 15, Con —, Int —, Wis 11, Cha 1
Skills: Hide -2*, Listen +2, Search +4, Spot +2
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Towering over fifteen feet tall, this humanoid appears to be composed of dull black shadows. Its eyes glow with a wicked red illumination.

Shadow golems are obsidian constructs crafted with the essence of shadow magic. Although mindless, the shadow magic that powers them causes them to behave somewhat malevolently. While they follow instructions like any other golem, they occasionally twist their meaning. The simpler the command, the more likely it will be followed correctly.

A shadow golem is 16 feet tall and weighs around 18,000 pounds.

COMBAT

Shadow golems pound the opposition with their obsidian fists, while sapping the opponents' strength. If their orders allow it, shadow golems seek to destroy any creature using magical light effects.

Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow golem becomes a shadow under the control of its killer within 1d4 rounds.

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

A magical effect that has the light descriptor (such as daylight) deals 1d6 points of damage per level of the spell to the shadow golem.

If a shadow golem is targeted by or within the area of a spell with the darkness or shadow descriptor, the golem is healed of 1d6 points of damage per level of the spell.

Strength Damage (Su): The touch of a shadow golem deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow golem dies. This is a negative energy effect.

Vulnerable to Sunlight (Ex): A shadow golem exposed to natural sunlight can take only a single move action or attack action in the first two rounds, and is destroyed utterly in the third round if it cannot escape.

Skills: Shadows golems have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow golem gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks.

CONSTRUCTION

A shadow golem’s body is chiseled from a single block of obsidian, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 19 Craft (sculpting) check or a DC 19 Craft (stonemasonry) check.

CL 14th; Craft Construct, deeper darkness, greater shadow conjuration, limited wish, caster must be at least 14th level; Price 60,000 gp; Cost 32,500 gp + 2,400 XP.

Originally appeared in Polyhedron Magazine #30 (1986).
 
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Shade

Monster Junkie
Ventriloquist Puppet

http://www.enworld.org/showthread.php?p=3914735#post3914735

Ventriloquist Puppet
Small Construct
Hit Dice: 5d10+10 (37 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 16
Base Attack/Grapple: +3/-1
Attack: Slam +4 melee (1d6)
Full Attack: 2 slams +4 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drumming, spell-like abilities
Special Qualities: Berserk, construct traits, darkvision 60 ft., immunity to mind-affecting spells and abilities, low-light vision, spell resistance 7
Saves: Fort +1, Ref +2, Will +4
Abilities: Str 10, Dex 12, Con -, Int 16, Wis 13, Cha 16
Skills: Concentration +12, Hide +5, Jump +4, Knowledge (arcana) +11, Listen +9, Perform (percussion) +11, Spellcraft +13
Feats: Combat Casting, Iron Will (B), Quicken Spell-Like Ability (ventriloquism)
Environment: Any land
Organization: Solitary, pair, or gang (3-4)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful evil
Advancement: 6-10 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. It begins to move on its own, beating on a tiny drum with two metal-tipped wooden rods.

A ventriloquist puppet is a deadly construct created from dark lore found in the Libram of Constructs, an infernal tome. Through dark arts it is granted possession of a spellcaster's mind and possesses his intelligence and some of his spells.

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

COMBAT

Unless it goes berserk, a ventriloquist puppet will obey its creator's orders to the best of its ability. Left to its own devices, it will battle its creator's adversaries, but is intelligent enough to flee in self-preservation.

Berserk (Ex): When a ventriloquist 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%

Drumming (Su): As a full-round action, a ventriloquist puppet can beat a rhythm on any solid surface. After three consecutive rounds of drumming, any creature that can hear the drumming must succeed on a Will save or be confused (as the spell) for as long as the puppet continues to drum and for 1d4+1 rounds thereafter. The save DC is equal to the puppet's Perform check.

Spell-Like Abilities: 6/day--ventriloquism (DC 14); 1/day--command (DC 14), greater invisibility, hypnotism (DC 14), suggestion (DC 16). Caster level 10th. The save DCs are Charisma-based.

Construction

The secrets to creating a ventriloquist 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 ventriloquist 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. Additionally, the brain of an arcane spellcaster must be aquired to provide sentience and magical ability to the puppet. A dark ritual is performed that transforms the lifeless doll into a construct.

CL 14th; Craft Construct, animate objects, command, greater invisibility, hypnotism, suggestion, ventriloquism, caster must be at least 14th 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 ventriloquist puppet.

Originally appeared in Dungeon #14 (1988).
 
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