Creature Catalog new 3.5 conversions

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Monster Junkie
Oak Golem

Oak Golem
Large Construct
Hit Dice: 9d10+30 (79 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 18 (–1 size, -1 Dex, +10 natural), touch 2, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Slam +10 melee (1d6+5)
Full Attack: 2 slams +10 melee (1d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Entangle
Special Qualities: Construct traits, damage reduction 10/slashing, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 21, Dex 9, Con —, Int 2, Wis 11, Cha 11
Skills: Listen +8, Spot +8
Feats: Alertness, Blind-Fight, Improved Initiative, Power Attack
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

This roughly man-shaped wooden statue stands eight feet tall. Its finely carved body is dotted with small thorns.

Oak golems are usually crafted by druids to serve as guardians.

An oak golem stands 8 feet tall and weighs around 800 pounds.

COMBAT

An oak golem pummels adversaries with its thorny fists. It uses its entangle ability as often as possible.

Entangle (Su): An oak golem can use an entangle effect, as the spell, as a free action once every 1d4+1 rounds. The effect has a range of 40 feet and a duration of 4 rounds, requiring a DC 14 Reflex save to avoid entanglement. The save DC is Charisma-based.

Immunity to Magic (Ex): An oak 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 attack that deals fire damage slows an oak golem (as the slow spell) for 3 rounds, with no saving throw.

Plant growth breaks any slow effect on the golem and heals it of all damage.

A warp wood spell deals 2d6 points of damage to the golem, while wood shape heals it of 2d6 points of damage.

A repel wood spell causes the oak golem to flee as if it were an undead creature turned by a cleric.

CONSTRUCTION

An oak golem’s body is carved from a recently fallen oak tree weighing at least 14 pounds, polished with rare oils costing at least 10,000 gp. Assembling the body requires a DC 14 Craft (woodworking) check.

CL 12th; Craft Construct, barkskin, commune with nature, liveoak, shillelagh, caster must be at least 12th level; Price 40,000 gp; Cost 25,000 gp + 1,600 XP.

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

Monster Junkie
Agta

http://www.enworld.org/showthread.php?t=199651&page=9

Agta
Large Fey
Hit Dice: 8d6+32 (60 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +4/+15
Attack: Slam +10 melee (1d6+7)
Full Attack: 2 slams +10 melee (1d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Change size, great roar, rend 2d6+10, spell-like abilities
Special Qualities: Damage reduction 10/cold iron, invisibility, low-light vision, sunlight vulnerability, talisman
Saves: Fort +6, Ref +7, Will +7
Abilities: Str 24, Dex 13, Con 19, Int 10, Wis 12, Cha 11
Skills: Bluff +13, Climb +14, Diplomacy +11, Disguise +0 (+2 acting), Hide +10, Intimidate +13, Move Silently +10, Sense Motive +12, Sleight of Hand +12
Feats: Persuasive, Power Attack, Stealthy
Environment: Any forests
Organization: Solitary
Challenge Rating: 6
Treasure: Double coins, double goods (gems and jewelry), no items (except talisman)
Alignment: Always chaotic neutral
Advancement: 9-24 HD (Large)
Level Adjustment: -

This muscular, hairy humanoid has dark skin and a dark beard, and is clad in a loincloth. Two short ivory tusks jut upwards from its lower jaw, while a pair of shorter fangs curve downward. It smells of tobacco.

The agta (also known as the bawo or ungo), is a mischievous, forest-dwelling fey. It prefers to dwell in tall trees, such as banyans and mangroves. It belongs to a group of fey often referred to as a Filipino demons.

Although they love playing pranks on humanoids, they can be friendly, and have a fondness for human women. An agta that falls in love with a female human will follow her throughout her life.

An agta is 10-12 feet tall and weighs 700 pounds. Skin coloration varies from light brown to coal black.

Agta speak Common and Sylvan.

COMBAT

An agta loves trickery, and uses its invisibility, skills, and ability to change its size to confuse its target. If drawn into battle, it will generally unleash a great roar, increase to Huge size, and pummel foes with its fists.

Change Size (Su): An agta can change size from Tiny to Huge. The agta gains all size adjustments to space/reach, ability scores, skills, damage, and combat options such as grapple, as normal for a monster that changes size. An agta can remain in a given size until it chooses to assume a new one. A change in size cannot be dispelled, but an agta reverts to its natural size when killed. A true seeing spell or ability reveals its natural size.

Huge Agta
Hit Dice: 8d6+48 (76 hp)
Initiative: +0
Armor Class: 21 (-2 size, +13 natural), touch 8, flat-footed 21
Grapple: +23
Attack: Slam +13 melee (1d8+11)
Full Attack: 2 slams +13 melee (1d8+11)
Space/Reach: 15 ft./15 ft.
Special Attacks: rend 2d8+16
Saves: Fort +8, Ref +6
Abilities: Str 32, Dex 11, Con 23
Skills: Climb +19, Hide +5, Move Silently +9, Sleight of Hand +11

Medium Agta
Hit Dice: 8d6+16 (44 hp)
Initiative: +2
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Grapple: +7
Attack: Slam +7 melee (1d4+3)
Full Attack: 2 slams +7 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: rend 2d4+4
Saves: Fort +4, Ref +8
Abilities: Str 16, Dex 15, Con 15
Skills: Climb +11, Hide +15, Move Silently +11, Sleight of Hand +13

Small Agta
Hit Dice: 8d6+8 (36 hp)
Initiative: +3
Armor Class: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
Grapple: +1
Attack: Slam +6 melee (1d3+1)
Full Attack: 2 slams +6 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: rend 2d3+1
Saves: Fort +3, Ref +9
Abilities: Str 12, Dex 17, Con 13
Skills: Climb +9, Hide +20, Move Silently +12, Sleight of Hand +14

Tiny Agta
Hit Dice: 8d6+8 (36 hp)
Initiative: +4
Armor Class: 22 (+4 Dex, +8 natural), touch 14, flat-footed 18
Grapple: -5
Attack: Slam +5 melee (1d2-1)
Full Attack: 2 slams +5 melee (1d2-1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: rend 2d2-1
Saves: Fort +3, Ref +10
Abilities: Str 8, Dex 19, Con 13
Skills: Climb +7, Hide +25, Move Silently +13, Sleight of Hand +15

Great Roar (Su): Once per minute, an agta can emit a frightful roar. All creatures that can hear the agta must succeed on a DC 14 Will save or be panicked for 8 rounds. Even on a successful save, the victim is still shaken for 1 round. This is a sonic, mind-affecting, fear effect. The save DC is Charisma-based.

Rend (Ex): If an agta hits with both slam attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d6+10 points of damage.

Spell-Like Abilities: At will--invisibility (self only). Caster level 8th.

Sunlight Vulnerability (Ex): An agta is dazzled in natural sunlight and cannot use any of its spell-like or supernatural abilities while within the area.

Talisman (Su): An agta bears a talisman that is the source of its strength. If taken or otherwise obtained from the agta, the agta suffers 1d4 points of Strength damage, which is then transferred to the recipient as an enhancement bonus to Strength for 24 hours. If taken after its death, the bearer gains a +4 enhancement bonus to Strength for 24 hours.

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

Kapre

The kapre (or pugot) has all the abilities of the agta, and gains the following additional abilities. A kapre is CR 7.

Alternate Form (Su): A kapre can take the form of a cat, dog, boar, snow-white fowl (use the stats for a raven), or a headless, mutiliated corpse. A kapre can shift between its fey and other forms as a standard action. In animal forms, it cannot use its rend ability, but it can use its other special abilities. The animal's eyes appear fiery red, and the animal exhales a harmless blue-green fire and smoke. In corpse form, it retains all abilities and gains frightful presence.

A kapre remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the kapre revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.

Frightful Presence (Su): In its headless corpse form, a kapre can unsettle foes with its mere presence. The ability takes effect automatically whenever the kapre moves, attacks, or charges. Creatures within a radius of 60 feet are subject to the effect if they have fewer HD than the kapre. A potentially affected creature that succeeds on a DC 14 Will save remains immune to that kapre's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 5d6 rounds and those with 5 or more HD become shaken for 5d6 rounds. Agtas, kapres, and other similar fey ignore the frightful presence of other kapres.

Originally appeared in Imagine Magazine #25 (1985).
 
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Shade

Monster Junkie
Brass Sentinel Golem

http://www.enworld.org/showthread.php?t=211853&page=4

Brass Sentinel Golem
Large Construct
Hit Dice: 11d10+30 (90 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 28 (–1 size, -1 Dex, +20 natural), touch 8, flat-footed 28
Base Attack/Grapple: +8/+19
Attack: Greatsword +14 melee (3d6+10)
Full Attack: Greatsword +14 melee (3d6+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Sunburst
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 25, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 12–18 HD (Large); 19–33 HD (Huge)
Level Adjustment: -

A large brass statue of a handsome humanoid stands before you. It wields a crude greatsword and its skin glows with warm light.

Brass sentinel golems are generally created by good-aligned spellcasters to guard areas under threat from undead and other creatures of shadow and darkness.

A brass sentinel golem stands 12 feet tall and weighs around 3,000 pounds. They are often sculpted in scant armor and with apparent musculature and beauty.

COMBAT

Brass sentinel golems strike with their greatswords. Although mindless, they follow their creators commands to the letter, and if not given specific targets, always go after undead creatures or creatures composed of or utilizing darkness or shadows first.

Immunity to Magic (Ex): A brass sentinel 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 spell with the darkness descriptor slows the golem (as the spell) and suppresses its sunburst effect for a number of rounds equal to the spell level.

A spell with the light descriptor breaks any slow effect on the golem and heals the golem of 1d10 points of damage per spell level.

Sunburst (Su): A brass sentinel golem can use a sunburst effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and deals 6d6 points of damage (11d6 points of damage to undead). A DC 17 Reflex save halves the damage. The save DC is Constitution-based.

CONSTRUCTION

A brass sentinel golem's body must be sculpted from 3,000 pounds of brass, treated with rare tinctures and admixtures worth 1,500 gp. Creating the body requires a DC 15 Craft (armorsmithing) check or a DC 15 Craft (weaponsmithing) check.

CL 15th; Craft Construct, continual flame, ight, limited wish, sunburst, caster must be at least 15th level; Price 50,000 gp; Cost 25,750 gp + 2,000 XP.

Originally appeared in Polyhedron Magazine #30 (1986).
 
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Monster Junkie
Kavainus (Ghost Drake)

http://www.enworld.org/showthread.php?t=213663

Kavainus (Ghost Drake)
Large Dragon
Hit Dice: 13d12+26 (110 hp)
Initiative: +5
Speed: 40 ft. (8 squares), fly 150 ft. (poor)
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +13/+20
Attack: Bite +15 melee (1d10+3)
Full Attack: Bite +15 melee (1d10+3) and 2 claws +15 melee (1d8+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Darkvision 60 ft., etherealness, ethersight, glow, immunity to fear, paralysis, and sleep, low-light vision
Saves: Fort +11, Ref +11, Will +9
Abilities: Str 17, Dex 12, Con 15, Int 4, Wis 13, Cha 12
Skills: Climb +14, Listen +15, Move Silently +14, Spot +15
Feats: Alertness, Endurance, Flyby Attack, Improved Initiative, Lightning Reflexes
Environment: Mountains or hills
Organization: Solitary or mated pair (2) or family (3)
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 14-20 HD (Large), 21-26 HD (Huge)
Level Adjustment: -

This horse-sized dragon bears a ridge of sharp horns on either side of its skull, giving its head a wedge-shaped appearance. It is covered in bone white scales which glow faintly ih the darkness, seeming almost ghostly. Its dark eyes are deep set beneath a bony crest, and its sharp claws and fangs are white as bone.

Their scales of a kaivanus absorb light during the day and glow faintly at night, giving the creature its nickname, “ghost drake.” (The name “kavainus” means “spirit-dragon-kin” in the language of the gray elves, many of whom have domesticated these drakes.) The eerie nocturnal glow of these creatures inspire fear in those who mistake them for undead, while their natural coloration in daylight often leads others to mistake them for white dragons from a distance.

Kavaini cannot speak, but if properly trained can be taught to obey commands in a spoken language.

A kavainus's body is 12 feet long, half of which is its tail. Its wingspan is about 10 feet. A kavainus weighs between 1,250 and 1,500 pounds. Its hard, bony scales range from bone white to snow white to a light, dusty gray.

COMBAT

Kavaini have immensely powerful jaws to bite at foes. If seriously injured, it attempts to escape to the Etheral Plane.

Etherealness (Sp): A kavainus can become ethereal at will. While ethereal, it remains visible and can see on both the Material and Ethereal Planes, but it can be attacked only by other ethereal creatures or those employing plate mail of etherealness, ghost touch weapons, or similar magic. Kavaini take a full round to become ethereal or return fully to the Material Plane, and they generally use this ability only to escape more powerful foes. Anyone in contact with a kavainus can be turned ethereal along with the creature or not, at the drake’s whim, as long as the “passenger” is smaller than the kavainus. This makes it difficult to capture grown specimens; most domestic kavaini are trained from infancy.

Ethersight (Su): A kaivanus can see into the Ethereal Plane at will.

Glow (Ex): The scales of a kaivanus absorbs light during the day and glows faintly in darkness. In areas of darkness or shadowy illumination, a kavainus is treated as if under the effects of a faerie fire spell.

Improved Grab (Ex): To use this ability, a kavainus must hit an opponent 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.

Originally appeared in Dragon Magazine #260 (1999).
 
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Shade

Monster Junkie
Coral Beast

http://www.enworld.org/showthread.php?t=78935&page=17&pp=30

Coral Beast
Large Monstrous Humanoid (Aquatic)
Hit Dice: 10d8+50 (95 hp)
Initiative: +5
Speed: Swim 30 ft. (6 squares)
Armor Class: 20 (–1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +10/+20
Attack: Claw +15 melee (3d6+7/19-20)
Full Attack: 2 claws +15 melee (3d6+7/19-20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Stunning ambush
Special Qualities: Coral camouflage, darkvision 60 ft., low-light vision
Saves: Fort +8, Ref +8, Will +9
Abilities: Str 23, Dex 13, Con 20, Int 14, Wis 15, Cha 11
Skills: Hide +14*, Listen +15, Move Silently +14, Spot +15, Swim +14
Feats: Improved Critical (claw), Improved Initiative, Improved Natural Attack (claw), Power Attack
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 11–20 HD (Large); 21–30 HD (Huge)
Level Adjustment: +6

The coral reef shifts, briefly revealing a relatively humanoid-shaped creature, nearly 10 feet tall, which quickly blends back in with the surrounding coral.

Coral beasts are predatory creatures that lurk in coral reefs. Their coral-like bodies blend in nearly perfectly with the surrounding reef, providing them excellent natural stealth.

A coral beast stands 10 feet tall and weighs 500 pounds.

Coral beasts speak Aquan.

COMBAT

A coral beast lies in ambush, swiftly striking with its claws of sharp coral. It generally uses Spring Attack and its natural camouflage to great effect.

Coral Camouflage (Ex): When remaining still on a coral reef, a coral beast blends in nearly perfectly. An observer must succeed on a DC 20 Spot check to notice the coral beast is really alive.

While moving in areas of coral, a coral beast gains concealment. While in any terrain that is predominantly coral, coral beast can use the Hide skill even while being observed.

Stunning Ambush (Ex): If a coral beast successfully hits a flat-footed opponent, the victim must succeed on a DC 21 Fortitude save or be stunned for 1d4+4 rounds. The save DC is Strength-based.

Skills: Coral beasts have a +4 racial bonus on Hide checks. *The Hide bonus increases by +8 when a coral beast is concealed against a background of coral. Coral beasts have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered.

Originally appeared in Dungeon Magazine #6 (1987).
 
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Shade

Monster Junkie
Koodjanuk

http://www.enworld.org/showthread.php?t=78935&page=17&pp=30

Koodjanuk
Large Magical Beast (Extraplanar)
Hit Dice: 9d10+27 (76 hp)
Initiative: +3
Speed: 60 ft. (12 squares), fly 110 ft. (average)
Armor Class: 22 (–1 size, +3 Dex, +10 natural), touch 12, flat-footed 19
Base Attack/Grapple: +9/+17
Attack: Claw +12 melee (2d8+4) or bite +12 melee (2d6+4)
Full Attack: 2 claws +12 melee (2d8+4) or bite +7 melee (2d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Spells
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., discern alignment, lay on hands, low-light vision, spell resistance 28
Saves: Fort +9, Ref +9, Will +7
Abilities: Str 18, Dex 16, Con 17, Int 18, Wis 19, Cha 18
Skills: Concentration +12, Diplomacy +15, Heal +13, Knowledge (the planes) +13, Knowledge (religion) +13, Listen +13, Sense Motive +13, Spot +13, Survival +4 (+6 on other planes)
Feats: Flyby Attack, Greater Spell Penetration, Hover, Spell Penetration
Environment: Blessed Fields of Elysium
Organization: Solitary or blessed union (1 koodjanuk plus 1 titan, ki-rin, or lammasu)
Challenge Rating: 12
Treasure: Double coins; double goods; standard items
Alignment: Always neutral good
Advancement: 10-18 HD (Huge); 19-27 HD (Gargantuan)
Level Adjustment: -

This large raptor is covered in white feathers, except for the black feathers on its head. It sports a great hooked beak and wicked talons, but its gaze seems both benevolent and thoughtful.

Native to the Blessed Fields of Elysium, koodjanuks occasionally make lairs on cold mountain peaks on the Material Plane.

Koodjanuks can sense the alignment of most creatures with a mere gaze. They offer aid to good-aligned creatures, healing wounds and occasionally offering gifts to aid them in noble endeavors. They ignore neutral creatures for the most part, but may provide assistance if it is requested. Against evil creatures, koodjanuks will usually attack or drive them off with magic.

Koodjanuks occasionally ally with other good-aligned outsiders and magical beasts, such as titans, lammasu, shedu, and ki-rin. They sometimes serve as intermediaries between good-aligned deities and their worshipers. Primitive humanoids occasionally venerate koodjanuks as deities themselves.

A koodjanuk has a wingspan of 30 feet.

Koodjanuks speak Auran, Celestial, Common, and Sylvan.

COMBAT

When battling evil beings, koodjanuks tend to open with their most potent offensive spells before relying on physical attacks. If aiding other good-aligned creatures in a battle, they will alternate between offensive spells and offering aid to their allies.

Discern Alignment (Su): A koodjanuk can continually detect the alignment of any creatures as if under the effects of detect chaos, detect evil, detect good, and detect law spells.

Lay on Hands (Su): As the paladin class feature, except that each day, a koodjanuk can heal 32 points of damage.

Spells: Koodjanuks cast spells as 12th level clerics (which stack with any actual cleric levels) and have access to the Good and Healing domains. Like good-aligned clerics, they may not cast spells with the evil descriptor.

Typical Cleric Spells Prepared:
6th--banishment, heal (D), wind walk;
5th--dispel evil (D), flame strike, insect plague, raise dead;
4th--control water, death ward, holy smite (D), neutralize poison, sending;
3rd--create food and water, daylight, dispel magic, remove disease, magic circle against evil (D), magic vestment;
2nd--aid (D), align weapon (good), calm emotions, lesser restoration, shield other, status;
1st--bless, comprehend languages, divine favor, endure elements, protection from evil (D), remove fear, shield of faith;
0--detect poison (x2), detect magic, purify food and drink, read magic, resistance;
(D) = Domain spell.

Psionic Koodjanuks

If you are using psionics in your campaign, make the following modifications.

Large Magical Beast (Extraplanar, Psionic)
Special Attacks: Psi-like abilities, spells
Challenge Rating: 13

Psi-Like Abilities: At will--ego whip (DC 16), empty mind, id insinuation (DC 16), mind thrust (DC 15), thought shield; 3/day--intellect fortress, mental barrier, psionic blast (DC 17); 1/day--psychic crush (DC 19), tower of iron will. The save DCs are Charisma-based.

Originally appeared in Dragon Magazine #44 (1980).
 
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Shade

Monster Junkie
Feng Huang

http://www.enworld.org/showthread.php?t=69718&page=43&pp=30

Feng Huang
Gargantuan Magical Beast (Extraplanar)
Hit Dice: 22d10+132 (253 hp)
Initiative: +6
Speed: 30 ft. (6 squares), fly 120 ft. (average)
Armor Class: 26 (–4 size, +2 Dex, +13 natural, +5 deflection), touch 13, flat-footed 24
Base Attack/Grapple: +22/+46
Attack: Claw +30 melee (3d6+12/19-20) or bite +30 melee (4d6+12)
Full Attack: 2 claws +30 melee (3d6+12/19-20) and bite +25 melee (4d6+12)
Space/Reach: 20 ft./15 ft.
Special Attacks: Animate fire, breath weapon, flame storm, spell-like abilities, spit flame
Special Qualities: Control temperature, cure disease, darkvision 60 ft., defensive aura, damage reduction 15/epic and cold iron, low-light vision, melt weapons, rebirth, spell resistance 37, telepathy 60 ft., tongues
Saves: Fort +19, Ref +15, Will +14
Abilities: Str 34, Dex 14, Con 23, Int 18, Wis 17, Cha 21
Skills: Concentration +31, Diplomacy +9, Knowledge (arcana) +29, Knowledge (the planes) +29, Sense Motive +30, Spellcraft +33, Spot +28, Survival +3 (+7 on other planes)
Feats: Epic Will, Flyby Attack, Hover, Improved Critical (claw), Improved Initiative, Quicken Spell-Like Ability (invisibility), Snatch, Wingover
Environment: Any extraplanar
Organization: Solitary
Challenge Rating: 26
Treasure: Double standard
Alignment: Always chaotic neutral
Advancement: -
Level Adjustment: -

This immense bird of prey is over 100 feet long from the top of its multicolored crown to the tip of its finned, fishlike tail. Its wings span nearly 200 feet. It is covered in feathers of red, blue, green, orange, and yellow, while black and white stripes run the length of its body.

Also known as the oriental phoenix, the feng huang is among the greatest of avian creatures. Fully aware of its beauty and power, the feng huang is self-centered and arrogant.

Although rarely encountered on the Material Plane, feng huang generally make their elaborate nests of spun gold and silver high atop massive ornamental trees in remote areas of other planes. Feng huang are not bothered by extreme temperatures or weather, so they can reside in nearly any environment.

Feng huang are herbivorous, feeding mostly on flowers and bamboo, and prefer to drink sweet beverages, such as fruit juices or honey-filled waters. They covet treasure, particularly gems.

Feng huang are extremely rare. A female feng huang lays only one egg each year, and each such egg has only 1% chance of hatching.

Much larger than the standard phoenix, a feng huang's bill and neck are shorter in proportion to its body.

A feng huang can speak with any creature with a language, thanks to its tongue ability, and with any avian creature (even those without languages).

COMBAT

A feng huang prefers to avoid combat, but fights aggressively if provoked. It prefers to rely on its spell-like and supernatural abilities rather than resorting to melee combat.

Animate Fire (Su): As a standard action, a feng huang can transform a normal fire into an equivalently-sized fire elemental under its control. After 10 minutes, the elemental reverts to a normal fire.

Breath Weapon (Su): Once per round, 50-foot line, damage 3d10 fire, Reflex DC 27 half. The save DC is Constitution-based.

Control Flames (Su): As a standard action, a feng huang can pyrokinetically control the intensity or movements of one fire source. This functions exactly like the control flames psionic power, treating the feng huang as a 20th-level manifester for determining the power's effects.

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

Cure Disease (Su): With the touch of its wings, a feng huang can remove any disease instantly, even those of a magical nature or requiring a caster level check (such as mummy rot).

Defensive Aura (Su): A feng huang has a +5 deflection bonus to Armor Class. This ability is always in effect.

Flame Storm (Su): Twice per day, a feng huang can unleash a deadly cloud of flame in a 20-foot-high, 15-foot-radius spread. Each creature in the area takes 40d6 points of fire damage (Reflex DC 27 half). The save DC is Constitution-based.

Melt Weapons (Ex): Any metal weapon that strikes a feng huang must succeed on a DC 27 Fortitude save or melt away into slag. The save DC is Constitution-based.

Rebirth (Su): When a feng huang is reduced to 0 hp, it does not die. Instead, its body disappears in a flash of (harmless) flame and smoke, replaced by a jade-like egg. The egg hatches into a feng huang in 3d10 days, which then magically grows to maturity in one day.

Spell-Like Abilities: At will--dispel magic, invisibility, plane shift; 3/day--fire seeds (DC 21), fire shield, heat metal (DC 17), produce flame, pyrotechnics (DC 17); 1/day--incendiary cloud (DC 23), wall of fire. Caster level 20th. The save DCs are Charisma-based.

After 10 rounds of ritual and preparation--dismissal (DC 20), dispel evil (DC 19). Caster level 40th. The save DCs are Charisma-based.

The following abilities are always active on the feng huang, as the spells (caster level 20th); detect evil, detect magic, protection from evil. They can be dispelled, but the feng huang can reactivate them as a free action.

Spit Flame (Su): As a standard action, a feng huang can spit two balls of fire to a range of x feet. This requires a ranged touch attack, and deals 2d10 points of fire damage on a successful hit.

Tongues (Su): A feng huang can speak with any creature that has a language, as though using a tongues spell (caster level 20th). This ability is always active. It can also speak normally with any avians.

Originally appeared in Test of the Samurai (1989).
 
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Shade

Monster Junkie
Braintree

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

Braintree
Huge Aberration (Psionic)
Hit Dice: 12d8+60 (104 hp)
Initiative: -1
Speed: 0 ft.
Armor Class: 12 (–2 size, -1 Dex, +5 natural), touch 7, flat-footed 12
Base Attack/Grapple: +9/+15
Attack: -
Full Attack: -
Space/Reach: 15 ft./15 ft.
Special Attacks: Psionics
Special Qualities: Darkvision 60 ft., power/spell resistance 16, telepathy 60 ft.
Saves: Fort +9, Ref +3, Will +10
Abilities: Str 7, Dex 9, Con 21, Int 9, Wis 15, Cha 16
Skills: Concentration +20
Feats: Expanded Knowledge (id insinuation, psionic blast, read thoughts), Overchannel, Talented
Environment: Underground
Organization: Solitary or stand (2-6)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment: -

A greyish-pink, slime-covered thing resembling a tree grows from the floor. Seven limbs end in what appears to be large, dripping brains.

Creations of the illithids, braintrees are a hybrid of plant and animal matter designed to provide nourishment for neothelids.

A typical braintree stands 16 feet tall. A braintree understands Undercommon, but cannot speak (although it can communicate telepathically).

COMBAT

Completely immobile, a braintree lacks melee attacks, but can defend itself with its psionic powers.

Psionics: A braintree manifests powers as a 7th-level psychic warrior. A braintree knows one power for each brain it possesses. If it loses a brain, randomly determine the power lost.

Typical powers known:
1st--dissipating touch, empty mind, inertial armor
2nd--body adjustment, dissolving touch, id insinuation, read thoughts, thought shield
3rd--mental barrier, psionic blast

Originally appeared in Dungeon Magazine #81 (2000).
 
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Shade

Monster Junkie
Dowagu

http://www.enworld.org/showthread.php?t=73266&page=15&pp=30

Dowagu
Large Undead
Hit Dice: 12d12 (78 hp)
Initiative: +8
Speed: 50 ft. (10 squares), fly 90 ft. (good)
Armor Class: 22 (-1 size, +4 Dex, +9 natural), touch 13, flat-footed 18
Base Attack/Grapple: +6/+17
Attack: Scimitar +12 melee (1d8+7/18-20)
Full Attack: Scimitar +12/+7 melee (1d8+7/18-20) and flail +12 melee (2d6+3) and battleaxe +12 melee (2d6+3/x3) and shortspear +12 melee (1d8+3) and tail +11 melee (1d10+3 plus chilling touch)
Space/Reach: 10 ft./10 ft.
Special Attacks: Chilling touch, constrict 1d10+3, frightful presence, improved grab, spell-like abilities, stamp of Tan Chin
Special Qualities: Aura of silence, darkvision 60 ft., invisible in darkness, invulnerable in darkness, undead traits
Saves: Fort +4, Ref +8, Will +11
Abilities: Str 25, Dex 19, Con -, Int 16, Wis 16, Cha 21
Skills: Concentration +15, Hide +15, Knowledge (religion) +18, Listen +18, Search +18, Spot +18, Survival +18 (+20 following tracks)
Feats: Improved Initiative, Multiattack, Multiweapon Fighting, Track, Weapon Focus (tail)
Environment: Any
Organization: Solitary or group (2-6)
Challenge Rating: 11
Treasure: None (except weapons)
Alignment: Always lawful evil
Advancement: 12-36 HD (Large)
Level Adjustment: -

Barely visibile in the shadows, the creature resembles a 12-foot-long serpent topped with a four-armed humanoid torso and huge, batlike wings. Its face is horrific, with two long, upward curving horns jutting from its forehead and a pair of wicked tusks of the same length protruding from its upper jaw. It is utterly black, except for its beady-blue eyes. Each of its four arms wields a different type of weapon.

Created by a unique undead known as the Raja Ambuchar Devayam, the dowagu usually travel alone carrying out the Raja's orders. Only six dowagu exist at any given time, and should one be destroyed, the Raja replaces it as soon as possible. Their main duty is to wander the world and mark favorable targets with a dark tattoo know as the Stamp of Tan Chin. Marked victims become undead upon their death and march to join the Raja's army.

Dowagu prefer dark, desolate, arid environments, but can exist nearly anywhere. They avoid sunlight for it robs them of their greatest advantages.

A dowagu is 12 feet long and weighs about 2,400 pounds.

A dowagu speaks Common, Infernal, and Undercommon.

COMBAT

Dowagu are frightful adversaries, wielding four weapons simultaneously with great skill. They are capable of draining the strength from foes with their chililng tails, leaving only lifeless husks behind.

Aura of Silence (Su): A dowagu is continuously surrounded by a silence effect to a 5-foot-radius. This functions as the silence spell, but cannot be dispelled.

Chilling Touch (Su): A touch from a dowagu disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful DC 21 Fortitude saving throw. A creature reduced to Strength 0 by a dowagu dies. This is a negative energy effect. The save DC is Charisma-based.

Creatures hitting a dowagu with natural weapons or unarmed attacks are affected by chilling touch as though hit by the dowagu's attack.

Constrict (Ex): A dowagu deals 1d10+3 points of damage with a successful grapple check against a creature one or more size categories smaller than itself. Creatures constricted by a dowagu are also exposed to its chilling touch.

Frightful Presence (Su): A dowagu can unsettle foes with its mere presence. The ability takes effect automatically whenever the dowagu attacks, charges, or flies overhead. Creatures within a radius of 60 feet are subject to the effect if they have fewer HD than the dowagu. A potentially affected creature that succeeds on a DC 21 Will save remains immune to that dowagu's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 5d6 rounds and those with 5 or more HD become shaken for 5d6 rounds. Dowagu ignore the frightful presence of other dowagu.

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

Invisible in Darkness (Ex): In areas of shadowy illumination, a dowagu receives double the normal benefits of concealment (40% miss chance). In areas of darkness, a dowagu is treated as if it were invisible.

Invulnerable in Darkness (Su): In areas of darkness or shadowy illumination, a dowagu is treated as incorporeal for purposes of attacks and effects that target it. Spells and effects with the light descriptor, as well as weapons that generate light or with the brililant energy property, affect the dowagu normally.

Spell-Like Abilities: At will--deeper darkness. A dowagu may also use color spray, disguise self, silent image, and ventriloquism in any combination up to four times per day. For example, a dowagu could use each ability once per day, use color spray 2/day and silent image 2/day, or use ventriloquism 4/day. Caster level 10th.

Stamp of Tan Chin (Su): As a full round action, a dowagu may place a dark tattoo upon a helpless creature. This mark cannot be removed through anything short of divine intervention or the destruction of the dowagu's master, the Raja Ambuchar Devayam. Attempts to conceal the mark always fail--it is clearly visible even through armor, clothing, and makeup. Even spells, such as shapechange or alter self, cannot conceal the mark. The victim still gains the benefits of these spells, but the mark is always present in their current form. Upon the marked victim's death, it becomes a zombie (or greater undead, at the DMs discretion) under the control of the Raja Ambuchar Devayam. The new undead will immediately seek out the Raja to receive orders.

Feats: In combination with its natural abilities, a dowagu's Multiweapon Fighting feat allows it to attack with all its arms at no penalty.

Originally appeared in FRA3: Blood Charge (1990).
 
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Shade

Monster Junkie
Shike

http://www.enworld.org/showthread.php?t=78935&page=18&pp=30

Shike
Diminutive Fey (Swarm)
Hit Dice: 3d6 (10 hp)
Initiative: +6
Speed: 15 ft. (3 squares), fly 60 ft. (perfect)
Armor Class: 20 (+4 size, +2 Dex, +4 natural), touch 16, flat-footed 18
Base Attack/Grapple: +1/-
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, wounding
Special Qualities: Immune to weapon damage, low-light vision, swarm traits
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 3, Dex 15, Con 10, Int 9, Wis 14, Cha 11
Skills: Disguise +6*, Hide +22, Listen +8, Move Silently +10, Spot +8
Feats: Improved Initiative, Stealthy
Environment: Any forests
Organization: Solitary, band (2–4 swarms), or army (11–20 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: -

What at first appeared to be a swarm of beetles is in fact a cluster of tiny faeries. Each is covered in a shell of silvery chitin, which resembles a suit of full plate armor. Their heads are topped with broad crests that give the appearance of crested helm. Their beetlelike wings beat rapidly from beneath hinged plates in their shells.

Shikes are malevolent fey who hate all non-evil fey and attack them on sight. They occasionally ally with other evil sylvan creatures, such as spriggans, to cause greater harm to their good-aligned cousins.

An individual shike stands about 4 inches tall.

Shikes speak Sylvan.

COMBAT

Shikes ram adversaries with their razor-sharp head crests, leaving pools of blood in their wake.

Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Wounding (Ex): Any living creature damaged by a shike swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Skills: A shike swarm has a +10 racial bonus on Disguise checks to impersonate a swarm of beetles.

Originally appeared in Dungeon Magazine #76 (1999).
 
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