Creature Catalog new 3.5 conversions

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Shade

Monster Junkie
Dinosaur, Nothosaurus

http://www.enworld.org/forum/showthread.php?t=67093&page=25

Dinosaur, Nothosaurus
Large Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d8+4)
Full Attack: Bite +6 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Dart, hold breath, low-light vision, scent
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 15, Int 2, Wis 13, Cha 7
Skills: Hide -1, Listen +6, Move Silently +11, Spot +6, Swim +13
Feats: Alertness, Stealthy
Environment: Warm aquatic
Organization: Solitary, pair or shoal (3-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large) 9-12 HD (Huge)
Level Adjustment: -

This horse-sized reptile has smooth skin, long jaws with needle-like teeth, webbed paws and a short fin running along its back and tail.

A nothosaurus is a primitive semi-aquatic reptile related to plesiosaurs.

Nothosaurs live on beaches in tropical and semi-tropical climates, and behave much like seals- spending most of their time sleeping on the shore and going into the water to feed. Despite their bulk (10 feet long and about 500 pounds), they are very graceful in the water, where they hunt small fishes and squid.

COMBAT

Nothosaurs are usually not aggressive to anything larger than a fish, but during mating season the bulls do get territorial and lash out against anything in their way. If provoked, a nothosaurus attacks with its bite and its two front claws.

Dart (Ex): Once per hour, a nothosaurus can swim five times its normal speed (200 feet) when it makes a charge.

Hold Breath (Ex): A nothosaurus can hold its breath for a number of rounds equal to 8 times its Constitution score before it risks drowning.

Improved Grab (Ex): To use this ability, a nothosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills: A nothosaurus has a +8 racial bonus on Move Silently checks. A nothosaurus has a +8 racial bonus on any Swim check to perform a 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 Monster Manual II (1983).
 
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Shade

Monster Junkie
Shadowcrawler

http://www.enworld.org/forum/showthread.php?t=106747&page=23

Shadowcrawler
Medium Magical Beast
Hit Dice: 7d10+14 (52 hp)
Initiative: +4
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +7/+9
Attack: Claw +9 melee (1d4+2)
Full Attack: 4 claws +9 melee (1d4+2) and bite +7 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, earth glide, improved grab
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +7, Ref +9, Will +3
Abilities: Str 14, Dex 19, Con 14, Int 12, Wis 13, Cha 11
Skills: Balance +15, Climb +12, Hide +15*, Jump +25, Move Silently +15, Spot +5, Tumble +18
Feats: Acrobatic, Multiattack, Stealthy
Environment: Underground
Organization: Solitary, mated pair, or shadowkitten clutch (2-12 noncombatant young)
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral evil
Advancement: 8-14 HD (Medium), 15-22 HD (Large), 23-30 HD (Huge)
Level Adjustment: -

A pair of cat's eyes stare from the shadows, as an ebony-furred creature scuttles along the wall, seeming to combine the traits of a cat and spider. Its head is clearly feline, although its snout is a bit longer, and its tail is that of a black cat. Its eight legs are furry and end in clawed paws, but are segmented in an arachnoid fashion.

Shadowcrawlers are subterranean predators, gaining their name from their near-invisibility in shadows. Cunning and sly, shadowcrawlers are patient hunters, lying in ambush or tracking prey from the shadows for hours before selecting an opportune moment to strike.

Shadowcrawlers hate all other living things, even others of their kind, and thus stake out a solitary existence in a dry subterranean cave. A shadowcrawler lines a small hollow with fur in which to sleep, and spends the rest of its time stalking a large territory around its lair, tolerating no weaker predators in its domain. Shadowcrawlers feed on nearly any creatures, but prefer the blood of mammals. Shadowcrawlers are intelligent enough to avoid stronger predators, and will abandon their territory if a stronger creature moves in.

A male shadowcrawler seeks out a mate every four years, issuing a yowling cry to attract a female. The union is brief, and they quickly return to their own territories. In about three months, the female lays a large egg sac and secures it in a well-hidden place in the shadows. One month later, the eggs hatch, unleashing a clutch of 2-12 shadowkittens. The shadowkittens quickly scatter, and few survive the year it takes to reach maturity.

A shadowcrawler is 5 feet long and 2 feet tall, weighing 100 pounds.

Shadowcrawlers speak Common in a guttural voice.

COMBAT

A shadowcrawler attempts to grab a single opponent with its forelegs, then drag it through the earth on its hindlegs, all the while draining blood with its fangs.

Blood Drain (Ex): A shadowcrawler drains blood from a grabbed opponent, dealing 1d4 points of Constitution damage each round it maintains the hold.

Earth Glide (Ex): A shadowcrawler can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A shadowcrawler can also carry a grappled Medium or smaller creature through earth.

A phase door or move earth spell cast on an area containing a burrowing shadowcrawler kills the shadowcrawler and any creature it carries instantly if they fails a Fortitude save (DC determined as usual by spell level and caster ability modifier).

Improved Grab (Ex): To use this ability, a shadowcrawler must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Wallcrawling (Ex): A shadowcrawler need not make Climb checks to traverse a vertical or horizontal surface (even upside down). It retains its Dexterity bonus to Armor Class while climbing and opponents get no special bonus to their attacks against it.

Skills: Shadowcrawlers have a +4 racial bonus on Balance, Hide, Move Silently, and Spot checks and a +8 racial bonus on Climb and Jump checks. Shadowcrawlers use either their Strength or Dexterity modifier for Climb and Jump checks, whichever is higher.

*A shadowcrawler's racial bonus on Hide checks improves to +8 in areas of shadowy illumination.

Originally appeared in GR2 - Dungeons of Mystery (1992).
 
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Shade

Monster Junkie
Giant, Swamp

http://www.enworld.org/showthread.php?t=227195&page=7

Giant, Swamp
Huge Giant
Hit Dice: 15d8+105 (172 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 19 (–2 size, +8 natural, +3 green dragonhide armor) touch 8, flat-footed 19
Base Attack/Grapple: +11/+28
Attack: Spear +19 melee (3d6+13/x3) or slam +18 melee (1d6+9) or spear +10 ranged (3d6+9/x3)
Full Attack: Spear +19/+14 melee (3d6+13/x3) or 2 slams +18 melee (1d6+9) or 2 spears +10 ranged (3d6+9/x3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Spell-like abilities
Special Qualities: Fast healing 5, low-light vision
Saves: Fort +16, Ref +5, Will +7
Abilities: Str 29, Dex 10, Con 25, Int 8, Wis 14, Cha 14
Skills: Climb +13, Craft (woodworking) +7, Hide -5*, Listen +4, Spot +4, Survival +5 (includes -2 armor check penalty)
Feats: Far Shot, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Weapon Focus (spear)
Environment: Warm forests and marshes (Chislev)
Organization: Solitary, hunting party (2-3) or village (5-11 adults plus 5-11 infants and juveniles plus one 8th- to 12th-level leader and one 1st- to 6th-level shaman)
Challenge Rating: 10
Treasure: Double goods; standard items
Alignment: Often neutral
Advancement: By character class
Level Adjustment: -

This humanoid towers over 15 feet tall. Muscular and handsome, it wears armor fashioned from emerald scales of some great creature, and it wields a large spear. Its skin is dark green, and its long, braided hair and short-trimmed facial hair are the color of grass.

Swamp giants are native to the jungle planet Chislev. They are believed to have evolved from the other native giant species, the bosk giants. Swamp giants are smarter than their taller cousins, and have developed a rudimentary civilization.

Swamp giants construct simple treehouses of wood and reeds within massive trees in the jungles of their homeworld. These trees often exceed 100 feet in height with 10- to 20-foot diameter trunks.

Swamp giants live off the land, growing crops or hunting and foraging. They do not keep livestock. Swamp giants prefer the flesh of young green dragons, while the older green dragons consider swamp giants a delicacy. A strong emnity exists between the swamp giants and green dragons, and they've long fought each other with neither side a clear victor.

Among the giants of Chislev, the swamp giants are by far the most cordial to other races. They trade with their bosk giant cousins, and are happy to assist humanoids in locating useful plants. They also can be hired as guides.

A swamp giant stands about 16 feet tall and weighs about 4,000 pounds. Skin coloration ranges from pale olive to green so dark it is nearly black. Their hair is always green, generally worn long and braided, and festooned with ornaments collected from battle. Swamp giants can live to be 160 years old.

A swamp giant's bag usually contains carved wooden objects, such as spoons, bowls, and small art objects.

Swamp giants speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.

Combat

Swamp giants prefer to seek a peaceful solution to conflicts before resorting to violence, except when facing evil dragons, which they attack on sight. In battle, swamp giants attempt to encircle their foes, using their natural camouflage to their advantage. A common hunting tactic is to open with an entangle spell-like ability, then hurl volleys of spear at the trapped prey.

Favored Enemy (Ex): Due to its extensive study of and training in the proper techniques for combating dragons, a swamp giant gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of the dragon type. Likewise, a swamp giant gets a +2 bonus on weapon damage rolls against such creatures. This ability stacks with the ranger's class feature of the same name.

Spell-Like Abilities: 3/day—entangle (DC 13); 1/day—plant growth. Caster level 5th. The save DCs are Charisma-based.

Skills: Swamp giants have a +2 racial bonus on Craft checks involving wooden items, and a +4 racial bonus on Climb checks. *Swamp giants gain a +8 racial bonus on Hide checks made in marsh and jungle environments.

Swamp Giant Society

Swamp giants form small villages led by the strongest and wisest member of the tribe. Many tribes contain a shaman (typically a 1st- to 6th-level druid). The shamans act as advisers to the village leader. Each of the village leaders report to the king of the swamp giants. Sully Gatherer-Clan is the current king, achieving his throne three decades ago after killing an adult green dragon with his bare hands.

Swamp Giant Characters

Most adult swamp giants are rangers. Those that become shamans are generally druids, although a rare few become clerics. A swamp giant cleric has access to two of the following domains: Community, Plant, Strength, and Weather.

Swamp Giant Shaman
6th-level druid
Huge Giant
Hit Dice: 15d8+90 plus 6d8+36 (220 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 20 (–2 size, +1 Dex, +8 natural, +3 green dragonhide armor) touch 9, flat-footed 19
Base Attack/Grapple: +15/+34
Attack: Spear +25 melee (3d6+16/x3) or slam +18 melee (1d6+11) or spear +14 ranged (3d6+11/x3)
Full Attack: Spear +25/+20 melee (3d6+16/x3) or 2 slams +24 melee (1d6+11) or 2 spears +14 ranged (3d6+11/x3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Spell-like abilities, spells, wild shape (2/day)
Special Qualities: Animal companion, fast healing 5, low-light vision, nature sense, resist nature's lure, trackless step, wild empathy, woodland stride
Saves: Fort +20, Ref +8, Will +15
Abilities: Str 32, Dex 13, Con 22, Int 10, Wis 20, Cha 14
Skills: Climb +15, Concentration +14, Craft (woodworking) +8, Hide -4*, Knowledge (nature) +8, Listen +7, Spellcraft +8, Spot +7, Survival +8 (+10 in aboveground natural environments)(includes -2 armor check penalty)
Feats: Extend Spell, Far Shot, Natural Spell, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Weapon Focus (spear)
Environment: Warm forests and marshes (Chislev)
Organization: Solitary or village (1 plus 5-11 adult swamp giants plus 5-11 infants and juveniles plus one 8th- to 12th-level swamp giant leader)
Challenge Rating: 16
Treasure: Double goods; standard items
Alignment: Often neutral
Advancement: By character class
Level Adjustment: -

Typical Druid Spells Prepared (Caster level 6th, save DC 15 + spell level)
0 - detect magic (x2), detect poison, know direction, purify food and drink;
1 - longstrider, magic fang, hide from animals, pass without trace, speak with animals;
2nd--barkskin, tree shape, wood shape;
3rd--cure moderate wounds, speak with plants, plant growth.

King Sully Gatherer-Clan
10th-level monk
Huge Giant
Hit Dice: 15d8+105 plus 10d8+70 (287 hp)
Initiative: +1
Speed: 60 ft. (12 squares)(unarmored only)
Armor Class: 22 (–2 size, +1 Dex, +8 natural, +3 monk, +2 Wis) touch 14, flat-footed 21
Base Attack/Grapple: +18/+41
Attack: Unarmed strike +32 melee (3d6+16/19-20) or slam +32 melee (1d6+16) or +1 flaming returning javelin +18 ranged (2d6+12 plus 1d6 fire)
Full Attack: Unarmed strike +32/+32 melee (3d6+16/19-20) or flurry of blows +32/+32/+32 melee (3d6+16/19-20) or 2 slams +32 melee (1d6+16) or +1 flaming returning javelin +18 ranged (2d6+12 plus 1d6 fire)
Space/Reach: 15 ft./15 ft.
Special Attacks: Flurry of blows, spell-like abilities
Special Qualities: Fast healing 5, fast movement +30 ft., improved evasion, ki strike (lawful, magic), low-light vision, purity of body, slow fall 40 ft., still mind, wholeness of body
Saves: Fort +23, Ref +13, Will +18
Abilities: Str 32, Dex 13, Con 24, Int 10, Wis 14, Cha 19
Skills: Balance +11, Climb +17, Craft (woodworking) +8, Diplomacy +24, Hide -3*, Jump +25, Listen +12, Sense Motive +22, Spot +12, Survival +5, Tumble +9
Feats: Awesome Blow, Combat Reflexes (B), Deflect Arrows, Epic Prowess, Epic Will, Improved Bull Rush, Improved Critical (unarmed strike), Improved Grapple (B), Improved Trip (B), Improved Unarmed Strike (B), Negotiator, Power Attack, Stunning Fist (11/day, DC 24)
Environment: Warm forests and marshes (Chislev)
Organization: Solitary or village (Sully plus 5-11 adult swamp giants plus 5-11 infants and juveniles one 1st- to 6th-level shaman)
Challenge Rating: 25
Treasure: Double goods; standard items including amulet of mighty fists +5, monk's belt, +1 flaming returning javelin
Alignment: Neutral
Advancement: By character class
Level Adjustment: -

As a child, Sully was taken captive by spelljamming pirates, eventually beings sold into slavery in the Kara-Tur region of Shou Lung. During his four years of slavery, and the ensuing years of travel among some friendly spelljamming Shou Lung adventurers, Sully mastered martial arts. Upon returning to his homeworld, he killed an adult green dragon with his bare hands. This feat of martial prowess earned him the mantle of king.

Since becoming king of the swamp giants, Sully has trained other members of his clan in the fighting techniques of the Shou Lung. He wages an endless war against the increasingly aggressive green dragons of Chislev.

Sully is welcoming to non-evil visitors of other races (including spelljamming visitors from other worlds). He often negotiates trade agreements with other races.

Originally appeared in SJR7 - Krynnspace (1993).
 
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Shade

Monster Junkie
Dinosaur, Shonisaurus

http://www.enworld.org/forum/showthread.php?t=67093&page=25

Dinosaur, Shonisaurus
Colossal Animal
Hit Dice: 18d8+144 (225 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 13 (-8 size, +2 Dex, +9 natural), touch 10, flat-footed 12
Base Attack/Grapple: +13/+44
Attack: Bite +21 melee (5d8+22)
Full Attack: Bite +21 melee (5d8+22)
Space/Reach: 30 ft./20 ft.
Special Attacks: Vortex maw
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +21, Ref +13, Will +8
Abilities: Str 40, Dex 15, Con 26, Int 2, Wis 14, Cha 9
Skills: Listen +14, Spot +15, Swim +23
Feats: Alertness, Dodge, Great Fortitude, Mobility, Power Attack, Spring Attack, Weapon Focus (bite)
Environment: Warm aquatic
Organization: Solitary, pair or school (3-12)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 19-36 HD (Colossal)
Level Adjustment: -

This massive creature vaguely resembles a cross between a fish and a dolphin. It has long, paddle-like flippers extending from a whale-like body. Its jaws are long and pointed, with large teeth only near the front.

A shonisaurus is the largest of the icthyosaurs, fast marine predators fully adapted to life in the water.

A shonisaurus is 50 feet long.

COMBAT

A shonisaurus attacks large prey with hit-and-run tactics. Against smaller prey, it simply uses its vortex maw to draw its victims to its massive maw.

Hold Breath (Ex): A shonisaurus can hold its breath for a number of rounds equal to 6 times its Constitution score before it risks drowning. For a typical shonisaurus, this is 120 rounds, or 12 minutes.

Vortex Maw (Ex): A shonisaurus can open its mouth so quickly that it creates a powerful suction. All creatures within a 40-foot cone must make Strength checks opposed by the shonisaurus's Strength check (+31 for a standard shonisaurus), with the same modifiers as a bull rush. If the shonisaurus beats a creature's Strength check result, it pulls the victim 5 feet closer to its jaws. For each 5 points by which its check result is greater than a victim's check result, the shonisaurus pulls the victim an additional 5 feet closer. The victim provokes attacks of opportunity if it is moved.

Skills: A shonisaurus 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 Dragon Magazine #187 (1992).
 
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Shade

Monster Junkie
A'azzatz

http://www.enworld.org/forum/showthread.php?t=199651&page=24

Demon, A'azzatz
Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 12d8+96 (150 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 21 (-1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
Base Attack/Grapple: +12/+24
Attack: Claw +19 melee (1d6+8 plus strength drain)
Full Attack: 2 claws +19 melee (1d6+8 plus strength drain) and bite +17 melee (1d12+4/19-20 plus soul bite)
Space/Reach: 10 ft./10 ft.
Special Attacks: Slow, soul bite, strength drain
Special Qualities: Damage reduction 15/cold iron, darkvision 60 ft., negative energy affinity
Saves: Fort +16, Ref +11, Will +10
Abilities: Str 26, Dex 17, Con 26, Int 12, Wis 15, Cha 13
Skills: Balance +5, Bluff +16, Climb +23, Diplomacy +3, Disguise +1 (+3 acting), Hide +14, Intimidate +18, Jump +33, Knowledge (the planes) +16, Listen +17, Spot +17, Survival +2 (+4 on other planes), Tumble +20
Feats: Ability Focus (soul bite), Cleave, Improved Critical (bite), Multiattack, Power Attack
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic evil
Advancement: None
Level Adjustment: -

A black, nearly indiscernible humanoid crackles with dark energy. Black pits mark its eyes and mouth, and an alien symbol of utter chaos is drawn upon its brow.

A'azzatz is an ancient demon from an unknown region of the Abyss. He has ties to negative energy, and is able to sap the strenght from the living.

A'azzatz is currently confined aboard the Iron Galleon, a plane-hopping vessel. He is impaled upon the aft mast, bound with cold iron chains, and trapped within a pentacle. In his current predicament, he is nearly insensate, his sole pleasure derived from the consumption of the strength of any living creatures that come within reach.

A'azzatz stands 10 feet tall and weighs 800 pounds.

A'azzatz speaks Abyssal, Celestial, and Draconic.

COMBAT

A'azzatz is a cruel brute, biting and clawing any living creatures that come near.

Negative Energy Affinity (Ex): A'azzatz is affected by cure spells and inflict spells as if it were an undead creature.

Slow (Su): Any creature drained of at least 1 point of Strength by A'azzatz must succeed on a DC 24 Fortitude save or be slowed (as the spell) for 1 minute (or until the drained Strength is restored, if before the minute is up). The save DC is Constitution-based.

Soul Bite (Su): Any creature bitten by A'azzatz takes 1d8+1 points of negative energy damage (Fortitude DC 26 half). The save DC is Constitution-based.

Strength Drain (Su): A'azzatz's touch deals 1 point of Strength drain to a living foe. A creature reduced to Strength 0 by A'azzatz dies. This is a negative energy effect. For each point of Strength drained, A'azzatz gains 10 temporary hit points.

Originally appeared in Imagine Magazine #22 (1985).
 
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Shade

Monster Junkie
Segarran, Lesser

http://www.enworld.org/showthread.php?t=227195&page=7

Segarran, Lesser
Medium Monstrous Humanoid (Reptilian)
Hit Dice: 5d8+25 (27 hp)
Initiative: +0
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 19 (+9 natural), touch 10, flat-footed 19
Base Attack/Grapple: +5/+9
Attack: Glaive +9 melee (1d10+4/x3) or bite +9 melee (2d8+4)
Full Attack: Glaive +9 melee (1d10+4/x3) and bite +4 melee (2d8+2)
Space/Reach: 5 ft./5 ft. (10 ft. w/glaive)
Special Attacks: -
Special Qualities: Darkvision 60 ft., hold breath, spell resistance 6
Saves: Fort +6, Ref +4, Will +5
Abilities: Str 18, Dex 11, Con 21, Int 10, Wis 12, Cha 11
Skills: Listen +7, Spot +7, Swim +16
Feats: Cleave, Power Attack
Environment: Any
Organization: Solitary or cadre (2-20)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3

This stocky, muscular humanoid possesses a head and tail of a crocodile. It wields a wicked glaive.

Segarrans are servants of the ancient, evil goddess Ragarra, queen of the jungle, typhoons, and revenge. They are formed from either humanoid followers who undergo a divine transformation, or from infant crocodiles by priestesses of Ragarra.

At the height of Ragarra's power, lesser segarrans could assume human form and freely interlope among humanoids. As open worship of Ragarra is no longer commonplace, her power has waned, and the lesser segarans have lost their ability to take human form.

Lesser segarrans are most often found as defenders of Ragarra's few remaining shrines. They occasionally mingle within humanoid society, but only outdoors at night, where they can disguise their monstrous features.

Voracious carnivores, lesser segarrans hunt animals and devour the remains of their enemies.

A lesser segarran stands 6 feet tall and weighs 200 pounds.

Lesser segarrans speak Common and Midani.

Combat

Lesser segarrans take advantage of the reach of their halberds while biting at adjacent foes.

Hold Breath (Ex): A lesser segarran can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Magic Form (Ex): Lesser segarrans are magical creatures, created from humans or baby crocodiles by a ritual carried out by clerics of Ragarra of at least 7th level. A true seeing spell reveals a lesser segarran's original form, and lesser segarrans return to their original form on death. In addition, a break enchantment spell will return a lesser segarran to its original form if the caster succeeds on a DC 22 caster level check.

Skills: A lesser segarran 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.

Greater Segarrans

Ragarra's most favored priestesses may undergo a path that brings about a powerful transformation. By sacrficing some of her spellcasting and swearing an oath to perform some difficult and dangerous service for her deity, a priestess may gain increased physical prowess and a powerful reptilian form. After undergoing this transformation, the priestess is known as a greater segarran.

The natural form of a greater segarran shows no outward signs of transformation. However, she does gain a strong craving for raw meat. Greater segarrans are expected to eat the flesh of vanquished foes in tribute to their goddess.

A greater segarran who fails Ragarra faces a painful demise and an eternity of undeath.

HIT DIE: d8.

REQUIREMENTS:
To qualify to become a greater segarran, a character must fulfill all the following criteria.
Type: Humanoid
Gender: Female
Wisdom: 17
Patron Deity: Ragarra
Spells: Able to cast 6th-level or higher divine spells.
Special: Must swear to undertake a difficult quest or perform a dangerous service for Ragarra.

CLASS SKILLS:
The greater segarran's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history)(Int), Knowledge (religion)(Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Swim (Str).

Skill Points at Each Level: 2 + Int modifier.

Code:
Lvl 	BAB 	Fort Ref Will 	Special 					Spells per Day 
1st 	+0 	+2 +0 +2 	+4 Strength, reptilian form 			-
2nd 	+1 	+3 +0 +3 	Spell resistance				+1 level of existing divine spellcasting class 
3rd 	+2 	+3 +1 +3 	+4 Strength, trip				-
4th 	+3 	+4 +1 +4 	-- 						+1 level of existing divine spellcasting class 
5th 	+3 	+4 +1 +4 	+4 Strength, wings 				+1 level of existing divine spellcasting class

CLASS FEATURES:
All of the following are class features of the greater segarran prestige class.

Weapon and Armor Proficiency: Greater segarrans are proficient with all simple weapons and Ragarra's favored weapon, the glaive. They are also proficient with all natural attacks of their reptilian form (see below). Greater segarrans are proficient with no form of armor or shield.

A greater segarran who wears armor or carries a shield is unable to cast divine spells or use any of its supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells per Day/Spells Known: A greater segarran continues training in divine spellcasting as well as learning. At each level gained in the greater segarran class except for 1st and 3rd, she gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one divine spellcasting class before becoming a greater segarran, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

Strength Bonus: At 1st level, a greater segarran's Strength score increases by 4. At 3rd and 5th levels, it increases by an additional 4 points.

Subtypes: At 1st level, a greater segarran gains the reptilian and shapechanger subtypes.

Reptilian Form (Su): At 1st level, a greater segarran may assume the form of a humanoid/reptilian hybrid. While in this form, the segarran increases by one size category, gains a +2 natural armor bonus, and gains a bite and tail slap attack. The bite attack is a primary natural weapon that deals 3d6 + segarran's Str modifier points of damage, and a tail slap attack that deals 2d10 + 1-1/2 times the segarran's Str modifier points of damage.

In reptilian form, the segarran gains a swim speed of 30 feet. It gains a +8 racial bonus on any Swim check to perform a 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.

Spell Resistance (Ex): Beginning at 2nd level, a greater segarran gains spell resistance equal to its total Hit Dice + 5.

Trip (Ex): At 3rd-level, when assuming reptilian form, a greater segarran that hits with a tail slap attack can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the greater segarran.

Wings (Ex): At 5th level, when assuming reptilian form, a greater segarran grows two batlike wings. This grants it a fly speed of 50 feet (poor maneuverability). Additionally, the segarran gains two wing buffet attacks as secondary natural weapons that deal 1d4 + 1/2 Strength modifier points of damage.

Originally appeared in Ruined Kingdoms (1994).
 
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Shade

Monster Junkie
Living Muck

http://www.enworld.org/forum/showthread.php?t=73328&page=15

Living Muck
Large Ooze
Hit Dice: 11d10+88 (148 hp)
Initiative: –5
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 4 (–1 size, –5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +9/+23
Attack: Slam +18 melee (2d4+15 plus 3d8 acid)
Full Attack: Slam +18 melee (2d4+15 plus 3d8 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acid, constrict 2d6+4 plus 3d8 acid, improved grab, paralysis
Special Qualities: Immunity to acid, electricity, and poison, lifesense 90 ft., resistance to fire 10, split, ooze traits
Saves: Fort +11, Ref –2, Will –2
Abilities: Str 30, Dex 1, Con 26, Int —, Wis 1, Cha 1
Skills: Climb +18
Feats: —
Environment: Underground
Organization: Solitary or mess (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 12–15 HD (Huge); 16–30 HD (Gargantuan)
Level Adjustment: —

The pile of muck in the corner begins to slide towards you.

Living muck is a subterranean ooze reportedly created by the same Dark God that created ogre slugs. Like most oozes, it simply moves along until it senses living creatures or plants upon which to feed.

The typical living muck measures 8 feet across and 2 feet thick. It weighs about 1,500 pounds.

COMBAT

A living muck attacks by grabbing and squeezing prey, and possesses a potent acid and paralytic enzymes.

Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 23 Reflex saves. A metal or wooden weapon that strikes a living muck also dissolves immediately unless it succeeds on a DC 23 Reflex save. The save DCs are Constitution-based.

The living muck's acidic touch deals 23 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.

Constrict (Ex): A living muck deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a living muck must hit with its slam 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.

Lifesense (Su): A living muck notices and locates living creatures within 90 feet, just as if it possessed the blindsight ability.

Paralysis (Ex): A living muck secretes an anesthetizing slime. A target hit by a living muck's slam attack must succeed on a DC 23 Fortitude save or be paralyzed for 3d6 rounds. The save DC is Constitution-based.

Split (Ex): Slashing and piercing weapons deal no damage to a living muck. Instead the creature splits into two identical living mucks, each with half of the original’s Hit Dice and current hit points (round down). A living muck with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

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

Originally appeared in Eye of the Beholder III: Assault on Myth Drannor PC game rule book (1993).
 
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Shade

Monster Junkie
Living Muck

http://www.enworld.org/forum/showthread.php?t=73328&page=15

Living Muck
Large Ooze
Hit Dice: 11d10+88 (148 hp)
Initiative: –5
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 4 (–1 size, –5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +9/+23
Attack: Slam +18 melee (2d4+15 plus 3d8 acid plus paralysis)
Full Attack: Slam +18 melee (2d4+15 plus 3d8 acid plus paralysis)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acid, constrict 2d6+4 plus 3d8 acid, improved grab, paralysis
Special Qualities: Immunity to acid, electricity, and poison, lifesense 60 ft., resistance to fire 10, split, ooze traits
Saves: Fort +11, Ref –2, Will –2
Abilities: Str 30, Dex 1, Con 26, Int —, Wis 1, Cha 1
Skills: Climb +18
Feats: —
Environment: Underground
Organization: Solitary or mess (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 12–15 HD (Huge); 16–30 HD (Gargantuan)
Level Adjustment: —

The pile of muck in the corner begins to slide towards you.

Living mucks are voracious, predatory oozes found mostly in subterranean locales. They are rumored to have been creatd by the same Dark God that created the ogre slugs.

Although they prefer to eat live flesh or plant matter, living mucks will scavenge between hunts, devouring carrion, compost, and offal. Living mucks reproduce through fission. They can be found in nearly any climate.

The typical living muck measures 8 feet across and 2 feet thick. It weighs about 1,500 pounds.

COMBAT

A living muck attacks any living creature or plant it senses.

Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 23 Reflex saves. A metal or wooden weapon that strikes a living muck also dissolves immediately unless it succeeds on a DC 23 Reflex save. The save DCs are Constitution-based.

The living muck's acidic touch deals 23 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.

Constrict (Ex): A living muck deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a living muck must hit with its slam 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.

Lifesense (Su): Unlike most oozes, a living muck lacks blindsight. Instead, a living muck notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

Paralysis (Ex): A living muck secretes an anesthetizing slime. A target hit by a living muck's slam attack must succeed on a DC 23 Fortitude save or be paralyzed for 3d6 rounds. The save DC is Constitution-based.

Split (Ex): Slashing and piercing weapons deal no damage to a living muck. Instead the creature splits into two identical living mucks, each with half of the original’s Hit Dice and half of the original’s current hit points (round down). A living muck with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

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

Originally appeared in Eye of the Beholder III: Assault on Myth Drannor PC game rule book (1993).
 
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Shade

Monster Junkie
Imorph

Converting Monsters from D&D Official Video Games - Page 15 - EN World D&D / RPG News

Imorph
Medium Aberration (Shapechanger)
Hit Dice: 5d8 (22 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 15 (+5 natural) touch 10, flat-footed 15
Base Attack/Grapple: +3/+3
Attack: Tentacle +3 melee (1d4)
Full Attack: Two tentacles +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Imorphism
Special Qualities: Darkvision 60 ft., imorphism
Saves: Fort +1, Ref +1, Will +4
Abilities: Str 11, Dex 10, Con 11, Int 2, Wis 12, Cha 2
Skills: Climb +8, Disguise -4*, Listen +3, Spot +11
Feats: Alertness, Improved Initiative
Environment: Temperate and warm forests, hills or badlands and underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: -

A grey-green, cylindrical creature ambles forth on a series of suction cups along its underbelly and at the end of its snail-like tail. A pair of tentacles, each nearly five feet long, flail about from its top. The entirety of the creature is rubbery and lumby, the color of bilious human flesh. As you watch, its mass begins to change its form, its arms slightly resembling your own weaponry.

An imorph is a bizarre aberration found in the wilderness and underground. Unless bothered, it is generally harmless, spending its time foraging for leaves, stems, soft bark, fruit, algae, and small insects. Although no smarter than most animals, its ability to emulate other creatures can afford it instinctual advantages when fighting for its survival.

An imorph has a strange form of locomotion, ambling along via a series of suction cups that line its underbelly and the tip of its tail.

A typical imorph is 4 feet tall and 2 feet in diameter. It weighs around 200 pounds.

Combat

An imorph normally only attacks in retaliation, lashing out with its tentacles as its imorphism slowly changes its shape to that of its attacker.

Imorphism (Su): When engaged in melee an imorph begins to emulate its opponent, altering both its appearance and some of its combat abilities. If faced with more than one attacker, the imorph will select one at random to emulate. An imorph can emulate any living creature that is within one size category of its own. An imorph cannot emulate constructs, elementals, undead, or creatures with the swarm subtype.

At the end of each round, the imorph gains a +3 racial bonus (or a -3 racial penalty) on attack rolls, grapple checks, and armor class, and a +1 racial bonus (or a -1 racial penalty) on saving throws, not to exceed the emulated creature's scores. At the same time, the imorph gradually changes its appearance to match its opponent. Once the imorphs AC, primary attack modifier, grapple modifier, and saving throws equal those of the emulated creature, the imorph completes the transformation. It gains the emulated creature's size, reach, and speed (and all non-magical forms of movement). The hit points and other attributes of the imorph remain unchanged.

An imorph retains its own natural attacks; they simply appear as the weapons of its emulated opponent. It deals standard damage for its two tentacles, even though one tentacle may look like an arm wielding a sword and the other an arm holding a shield. The imorph can gain reach with its tentacle attacks if it completely emulates a creature of sufficient size, or one wielding a reach weapon.

If the emulated foe dies during melee, or retreats, the imorph immediately begins to emulate another opponent. When the melee is over, or when the imorph is reduced to one-third or less of its maximum normal hit point total, it begins to revert to its original form. This reverses the process, removing 3 points of racial bonus or penalty to AC, attack rolls, and grapple checks, and 1 point of racial bonus or penalty to saving throws each round until all scores have returned to normal.

Note that an imorph may receive both bonuses and penalties in a given round. For example, if its attack modifier is already greater than the creature it is emulating, but its AC is lower, it would receive a racial bonus on AC and a penalty on attack rolls until both equal its emulated opponent.

If the opponent has its attributes changed by any means, such as shapechanging or an enhancement spell, the imorph will begin to emulate the modified attributes instead of the opponent's previous attributes. If the imorph has already achieved complete emulation, it retains any current changes to size, reach and movement forms until it completely matches its opponent's new form.

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

*When using imorphism to completely emulate an opponent, an imorph gains a +10 circumstance bonus on Disguise checks.

Originally appeared in Fiend Folio (1981).
 
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Shade

Monster Junkie
Pythosaurus

http://www.enworld.org/forum/showthread.php?t=67093&page=28

Pythosaurus
Colossal Magical Beast (Aquatic)
Hit Dice: 18d10 +180 (279 hp)
Initiative: +2
Speed: Swim 80 ft. (16 squares)
Armor Class: 16 (-8 size, +2 Dex, +14 natural), touch 4, flat-footed 14
Base Attack/Grapple: +18/+50
Attack: Bite +26 melee (5d6+24/19-20)
Full Attack: Bite +26 melee (5d6+24/19-20)
Space/Reach: 40 ft./40 ft. (70 ft. w/bite)
Special Attacks: Improved grab, paralysis glare, swallow whole
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +21, Ref +13, Will +9
Abilities: Str 42, Dex 14, Con 30, Int 2, Wis 13, Cha 17
Skills: Listen +11, Spot +11, Swim +30
Feats: Ability Focus (paralysis glare), Awesome Blow, Improved Bull Rush, Improved Critical (bite), Iron Will, Power Attack, Snatch
Environment: Temperate or cold aquatic
Organization: Solitary or pod (2-12)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 19-50 HD (Colossal)
Level Adjustment: -

This massive reptile is longer than two boats. Its neck is long and serpentine, and its head is somewhat draconic. Four flippers, each the size of a small boat, propel it through the water. A ridge of plates runs down its neck and back, and its body terminates in a long tail.

A pythosaurus is a cold-loving aquatic reptile that resembles a dinosaur. Pythosaurs are gregarious towards others of their kind, and over a dozen such creatures have been known to take up residence within a single lake.

A pythosaurus is 120 feet long with a 70-foot neck.

COMBAT

A pythosaurus generally attempts to simply bite and swallow smaller prey, particular those who have succumbed to its paralysis gaze.

Improved Grab (Ex): To use this ability, a pythosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Paralysis Glare (Su): This is similar to a gaze attack, except that the pythosaurus must take a standard action, and those merely looking at it are not affected. Paralyzed for 2 minutes, range 60 feet; Fortitude DC 24 negates. The save DC is Charisma-based.

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

The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the pythosaurus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out.

A pythosaurus's gizzard can hold 2 Huge, 8 Large, 32 Medium, or 128 Small or smaller opponents.

Skills: A pythosaurus 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.

In the Realms

Lake Esmel near Amn is famous for its resident monster, known as "Esmelda". Esmelda is actually a group of pythosaurs that live within the depths of the lake.

Originally appeared in Lands of Intrigue (1997).
 
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