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Shade

Monster Junkie
Mossmutter

http://www.enworld.org/forum/general-monster-talk/73265-converting-world-greyhawk-monsters-37.html

Mossmutter
Advanced Elite Mold Wyrm False Keraptis
Gargantuan Plant
Hit Dice: 17d8+212 (288 hp)
Initiative: +2
Speed: 0 ft.
Armor Class: 14 (–4 size, +10 natural, -2 Dex), touch 4, flat-footed 14
Base Attack/Grapple: +12/+40
Attack: Bite +29 melee (4d6+24)
Full Attack: Bite +29 melee (4d6+24)
Space/Reach: 20 ft/15 ft (30 ft with bite)
Special Attacks: Improved grab, spore cough, swallow whole, spell-like abilities, hierarchical mind, partial imprint
Special Qualities: Immunity to mind-affecting spells and abilities, insubstantial anatomy, low-light vision, plant traits, telepathy 100 ft, fast healing 5, spell resistance 27
Saves: Fort +26, Ref +10, Will +12
Abilities: Str 43, Dex 6, Con 32, Int 17, Wis 10, Cha 19
Skills: Concentration +36, Knowledge (arcana) +28, Knowledge (dungeoneering) +28, Knowledge (the planes) +28, Spellcraft +28
Feats: Awesome Blow, Improved Bull Rush, Improved Initiative (B), Iron Will, Lightning Reflexes, Power Attack, Quicken Spell-like Ability (magic missile)
Environment: White Plume Mountain, Basin of Boundless Life.
Organization: Solitary
Challenge Rating: 14
Treasure: Standard coins; double goods; standard items
Alignment: Chaotic Evil
Advancement: —
Level Adjustment: —

Before you is a huge mold-covered, gray-scaled worm. Its circular, toothy maw is formed of stones, but no eyes or other sensory organs are visible. Somehow, though, it conveys a sense of intelligence and danger.

Like other mold wyrms, Mossmutter began life due to magical leakage from the Basin of Boundless Life; however, Mossmutter actually entered the basin and gained greater power and intelligence than other mold wyrms (effectively gaining the elite ability score array and advancing to 17 HD). Due to his strong attachment to the Basin of Boundless Life, Mossmutter is rooted to the ground nearby. Mossmutter does not need to assume passive form, but the positive energy from the Basin has granted it fast healing.

One day, Mossmutter managed to devour a gnome wizard false Keraptis, who managed to reseat his Hierarchical Mind within the mold wyrm itself! In the process, some of the wizard's prepared spells became spell-like abilities for Mossmutter, who therefore has more spell-like abilities than the usual false Keraptis. Mossmutter has also retained some of the wizard's knowledge, but its Hierarchical Mind has become tied to its mold wyrm form.

Mossmutter's memories of life as Keraptis are jumbled, chaotic, and vague. Obviously, though, its current form is the result of some brilliant magical experiment.

Mossmutter understands Common, Undercommon, Draconic, Abyssal, and Gnome but cannot speak except through telepathy.

Mossmutter's abilities were Str 13, Dex 8, Con 12, Int 15, Wis 10, Cha 14 before racial, size, HD, and template modifiers.

COMBAT

Due to limited mobility, Mossmutter is forced to rely heavily on Skinpuppet minions, as well as his gnome servant Saprophis, in battle. Mossmutter has at least 6 Skinpuppets nearby at any time, with more present if Mossmutter knows of foes. During battle, Mossmutter alternately channels spell-like-abilities through Skinpuppets, breathes spores, and bites opponents who get too close.

Hierarchical Mind (Su): Mossmutter's consciousness spreads throughout its Subsumed Minds. Mossmutter has access to all the perceptions of all of its Subsumed Minds on the same plane of existence, and it cannot be flanked unless all its Subsumed Minds within line of sight are flanked. Mossmutter may direct the actions of one of its Subsumed Minds as a swift action, three as a move action, five as a standard action, or ten as a full-round action. Instead of directing the Subsumed Minds, Mossmutter may channel its spell-like abilities through the Subsumed Minds; these take effect as if the Subsumed Mind had used them using the Mossmutter's statistics. Mossmutter may channel as many spell-like abilities as it can use during a round, but each must originate from a different Subsumed Mind.

For each 10 Subsumed Minds in the Hierarchical Mind, Mossmutter gains a positive level and a +1 bonus to Intelligence. In addition, for each 10 Subsumed Minds, Mossmutter gains one additional daily use of a single spell-like ability granted by the template and the caster level for all spell-like abilities increases by 1. Mossmutter has 51 Subsumed Minds. The resulting bonus to Intelligence and positive levels are reflected in the above statistics. Any ability checks or unlisted skill checks also receive a +5 bonus from positive levels.

Mossmutter's Hierarchical Mind is now inherently tied to the mold wyrm body. Therefore, when Mossmutter dies, the Hierarchical Mind is destroyed. In that case, all Mossmutter's Skinpuppets also die, becoming normal mold wyrms.

Improved Grab (Ex): To use this ability, a mold wyrm must hit a creature at least one size smaller than itself 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 opponent in the following round.

Insubstantial Anatomy (Ex): Since a mold wyrm is essentially a mass of separated plant matter held together by positive energy, it is difficult to know where to attack the creature. Any melee or ranged attack directed at a mold wyrm has a 50% miss chance. The blow or missile may pass through the creature\'s body without harming it. Even a true seeing effect is useless for determining where and how to strike the creature.

Partial Imprint (Su): Mossmutter's partial imprint ability is tied to its spores. Unlike other mold wyrms, creatures that die from Mossmutter's spore blight become Subsumed Minds, acquiring the Skinpuppet template (see spore cough below).

Spell-like Abilities: 1/day—black tentacles, charm person (DC 15), dimension door, fireball (DC 17), knock, mage hand, mirror image, polymorph, read magic, slow (DC 17), stoneskin, wall of force, wind wall; 2/day—acid arrow*, circle of death* (DC 20), cone of cold* (DC 19), lightning bolt* (DC 17); 3/day—magic missile*. Caster level 17th. The save DCs are Charisma-based.
*Mossmutter has one extra use per day of these due to his Subsumed Minds. As he loses Subsumed Minds, he loses one use per day of each of these SLAs.

Spore Cough (Su): Once every 1d4 rounds, Mossmutter can release a cloud of greenish-gray spores. This spore cough is treated as a 30-foot-cone breath weapon. Creatures in the area must make a Fortitude save each round for 4 rounds (DC 27, +1 per previous check) or spend that round choking and coughing (they can take no actions, though they defend themselves normall). A character who chokes for 2 or more consecutive rounds takes 1d6 points of nonlethal damage each round. In addition, any creature within the area must make a single DC 27 Fortitude save or contract Keraptis spore blight (see below). The save DCs are Constitution-based.

Keraptis Spore Blight: Inhaled DC 27, incubation 1 minute, 1d6 Con. Victims that die from Keraptis spore blight transform into Mossmutter's Subsumed Minds and acquire the Skinpuppet template upon their death. This is a supernatural disease; successful saves do not allow the character to recover. Only magical healing can save the character.

Swallow Whole (Ex): A mold wyrm can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant’s mass, the opponent takes 4d4 points of bludgeoning damage and must succeed on a DC 27 Fortitude save or be exposed to Mossmutter's spores. A new save is required each round inside the plant. The save DC is Constitution-based.

A swallowed creature can climb out of the mass with a successful grapple check. This returns it to the plant’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the mold wyrm's interior (AC 13). Once the creature exits, the plant’s regenerative capacity closes the hole; another swallowed opponent must cut its own way out.

Mossmutter's interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller opponents.

Originally appeared in Return to White Plume Mountain (1999).
 
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Shade

Monster Junkie
Taumet

http://www.enworld.org/forum/genera...-converting-monsters-imagine-magazine-47.html

Taumet
Large Construct
Hit Dice: 45d10 (247 hp) plus base creature's hit points (see text)
Initiative: +3
Speed: 30 ft. (6 squares), fly 50 ft. (clumsy)
Armor Class: 40 (–1 size, -1 Dex, +32 natural) touch 8, flat-footed 40
Base Attack/Grapple: +33/+53
Attack: Bite +48 melee (2d10+15/19-20 plus 1d6 on a critical hit and DC 47 Fort or die)
Full Attack: Bite +48 melee (2d10+15/19-20 plus 1d6 on a critical hit and DC 47 Fort or die) and 2 claws +45 melee (2d8+7) and 2 wings +45 melee (2d6+7) and tail slap +45 melee (2d8+22)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities
Special Qualities: Construct traits, damage reduction 15/magic and adamantine, darkvision 60 ft., disassembly, immunity to magic, incorporate host, low-light vision
Saves: Fort +15, Ref +14, Will +21
Abilities: Str 41, Dex 8, Con —, Int 22, Wis 23, Cha 23
Skills: Bluff +51, Concentration +27, Diplomacy +18, Disguise +6 (+12 acting), Intimidate +51, Knowledge (arcana) +51, Listen +51, Search +51, Sense Motive +51, Spot +51, Survival +6 (+12 following tracks), Use Magic Device +54
Feats: Awesome Blow, Cleave, Devastating Critical (bite), Flyby Attack, Great Cleave, Hover, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Sunder, Multiattack, Overwhelming Critical (bite), Power Attack, Snatch, Weapon Focus (bite), Wingover
Environment: Any
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always evil (see text)
Advancement: —
Level Adjustment: —

This creature appears to be a metallic statue made of a dragon. Its metallic scales are a mixture of black, blue, green, red, and white. Its eyesockets glow with a malevolent orange light.

The Taumet is a unique construct rumored to have been created by Tiamat eons ago. The Taumet is formed when a collection of intelligent, evil, draconic artifacts, known as the Taumet Relics, come together upon a single host. The host is then forced to read a passage from another artifact, the Taumet Codex, and is then transformed into the Taumet.

Although the Taumet can only truly be destroyed by the decimation of its component relics, the defeat of its current incarnation results in the relics being scattered randomly across the world. Agents of Bahamut actively seek to prevent the formation of the Taumet, and a special artifact known as the Wyrmhorn was created by the Platinum Dragon to aid them in this endeavor.

The Taumet's goals are unknown, but it always acts in the interests of Tiamat. It considers metallic dragons to be its greatest foe, and kills them with relish when the opportunity presents itself.

The Taumet is 15 feet long and stands 7 to 8 feet high at the shoulder. It weighs 3 tons.

COMBAT

The Taumet thinks and fights like a great wyrm chromatic dragon. It uses its breath weapon as often as possible, mixing magic and melee in the intervening rounds.

Breath Weapon (Su): 60 ft. cone, every 1d4 rounds, 20d10 acid, cold, electricty, or fire, Reflex DC 32 half. The Taumet decides the type of energy before each use. The save DC is Constitution-based.

Disassembly (Su): The Taumet cannot be destroyed completely. Instead, when it is reduced to zero hit points (or fails a save against the Wyrmhorn, see below), it falls apart into the set of Taumet relics, which individually teleport to random places on the plane.

Immunity to Magic (Ex): The Taumet 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 sonic effect slows it (as the slow spell) for 3 rounds, with no saving throw.

An acid, cold, electricity, or fire effect breaks any slow effect on the Taumet and cures 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Taumet to exceed its full normal hit points, it gains any excess as temporary hit points. For example, if the Taumet is hit by a delayed blast fireball cast by a 15th-level wizard that would normally deal 52 points of damage, it instead gains back 17 hit points. The Taumet gets no saving throw against acid, cold, electricity, or fire effects.

Incorporate Host (Ex): As part of the transformation process, the Taumet acquires all of the host creature's permanent hit points (such as those gained from class levels and unmodified Constitution score). It does not incorporate hit points gained from spells (such as bear's endurance), magic items (such as an amulet of health), or other temporary sources. The Taumet also retains the lawful, neutral or chaotic portion of the host's alignment, although it is always evil.

Spell-Like Abilities: At will—cause fear (DC 17), detect magic; 3/day—command (DC 17), faerie fire, gust of wind (DC 18), locate object ; 1/day—charm monster (DC 20), control weather, darkness, discern location, fireball (DC 19), fog cloud, ice storm, lightning bolt (DC 19), mirage arcana (DC 21), poison (heightened to 4th level, DC 20), ventriloquism (DC 17), wall of fire. Caster level 20th. The save DCs are Charisma-based.

The Taumet Relics

The Taumet relics are a set of five intelligent artifacts thematically linked to chromatic dragons. Each of these relics is driven to seek out the others of its kind, and force the wearer to transform into the Taumet.

When a creature is in possession of more than one of the Taumet relics, use the highest ego score among the items worn. When in pursuit of their special purpose, add a +2 bonus to the items Ego check for each additional item beyond the first.

A partial set of the Taumet relics imparts additional powers:

2 items - 1/day ventriloquism, darkness
3 items - 1/day mirage arcana, wearer gains damage reduction 5/magic
4 items - 1/week discern location
5 items - 1/day breath weapon, 40-foot cone, 5d10 damage, dominant item chooses energy type (acid, cold, electricity, or fire) at time of use, Reflect DC 24 half.

These powers are all at caster level 20th and save DCs are based upon the item with the highest Charisma modifier.

Once all five items are worn by a wearer, the items automatically gain dominance over the wearer (no save allowed). The wearer's personality is totally subsumed by the relics and, if the Taumet Codex is present, the wearer will have no choice but to declaim the passage that creates the Taumet.

Fire Claws: This pair of +5 spiked gauntlets appears to have been fashioned from red metal scales and encrusted with rubies. This chaotic evil intelligent artifact has Int 10, Wis 19, Cha 19, and Ego 33. Additionally, the fire claws function as bracers of armor +8, and grant the wearer resistance to fire 10. The fire claws have 10 ranks in Bluff, and can use detect magic at will, faerie fire and locate object each 3/day, and can create a wall of fire in a ring with the wielder at the center 1/day. Like the other Taumet relics, its special purpose is to join with the other relics to form the Taumet. Its special purpose dedicated power allows it to unleash a 10d6 fireball once per day.

The fire claws have darkvision, blindsense, and hearing to a range of 120 ft. It can speak Common and communicate telepathically with its wielder, and can read all languages as well as use read magic at will. Caster level 20th.

The White Shield: This +4 light steel shield appears to have been fashioned from a single white dragon scale. This chaotic evil intelligent artifact has Int 10, Wis 18, Cha 18, and Ego 30. Additionally, it grants its bearer damage reduction 10/- and resistance to cold 10. The white shield has 10 ranks in Knowledge (arcana), and can use gust of wind 3/day and fog cloud 1/day. Additionally, it generates a continuous sanctuary effect, but only creatures of the dragon type are susceptible to its effects. Like the other Taumet relics, its special purpose is to join with the other relics to form the Taumet. Its special purpose dedicated power allows it to unleash an ice storm once per day.

The white shield has darkvision, blindsense, and hearing to a range of 120 ft. It can speak Common and communicate telepathically with its wielder, and can read all languages as well as use read magic at will. Caster level 20th.

The Venom Lance: The tip of this +4 lance appears to be a dragon's claw. The haft is covered in green scales. This lawful evil intelligent artifact has Int 18, Wis 10, Cha 18, and Ego 30. The venom lance can use detect good at will, can cause fear in an enemy at will, and use water breathing on its wielder 1/day. Additionally, the venom lance can produce a mild venom 3/day. On the next successful melee attack, the venom deals 2 points of Constitution damage (Fortitude DC 24 negates). Like the other Taumet relics, its special purpose is to join with the other relics to form the Taumet. Its special purpose dedicated power allows it to use poison (heightened to 4th level, DC 24, using the Cha modifier rather than Wis modifier) once per day as a touch attack.

The venom lance has darkvision, blindsense, and hearing to a range of 120 ft. It can speak Common and communicate telepathically with its wielder, and can read all languages as well as use read magic at will. Caster level 20th.

The Cloak of Clouds: This wispy, tattered gray cloak has a faint bluish cast to it. This lawful evil intelligent artifact has Int 10, Wis 18, Cha 18, and Ego 25. The cloak of clouds provides a continuous feather fall effect on wearer, and can allow its wearer to fly (as the spell) for up to 10 minutes per day, divided as the cloak wishes. Additionally, the cloak of clouds wreathes its wearer in electricity and causes damage to each creature that attacks the wearer in melee. Any creature striking the wearer with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6+15 points of electricity damage. If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage. The cloak of clouds can use control weather and gust of wind each 1/day. Like the other Taumet relics, its special purpose is to join with the other relics to form the Taumet. Its special purpose dedicated power allows it to unleash a 10d6 lightning bolt once per day.

The cloak of clouds has darkvision, blindsense, and hearing to a range of 120 ft. It can speak Common and communicate telepathically with its wielder, and can read all languages as well as use read magic at will. Caster level 20th.

The Wyrmhelm: This black metal help is elaborately sculpted into a stylized, snarling dragon head. This chaotic evil intelligent artifact has Int 10, Wis 17, Cha 17, and Ego 22. The wyrmhelm provides its wearer resistance to acid 10 and the ability to speak fluent Draconic. The wyrmhelm has 10 ranks in Intimidate, and can use command 3/day. Like the other Taumet relics, its special purpose is to join with the other relics to form the Taumet. Its special purpose dedicated power allows it to use charm monster (heightened to 9th level, DC 23) once per day, but only against creatures of the dragon type.

The wyrmhelm has darkvision, blindsense, and hearing to a range of 120 ft. It can speak and read Common and communicate telepathically with its wielder. Caster level 20th.

Transformation

A host in possession of the complete set of Taumet relics who has read from the Taumet codex begins to transform into the Taumet. The transformation takes 3 full rounds, adding 15d10 HD each round. The proto-Taumet can take no actions (other than to defend itself), and is considered neither helpless nor flat-footed. It gains the disassembly ability immediately, but doesn't gain construct traits, damage reduction, and immunity to magic until the final round. Should the creature be reduced to zero hit points during this time, the host is not slain, but is instead considered stable at -1 hit points.

Other Associated Artifacts

The Wyrmhorn: This instrument appears to be fashioned from solid platinum, molded in the shape of a dragon's horn. This lawful good intelligent artifact has Int 19, Wis 10, Cha 19, and Ego 33. It functions as both a horn of blasting and a horn of goodness. It never risks exploding when used. The Wyrmhorn has 10 ranks in Knowledge (arcana), and can use bless, cure moderate wounds (on wielder), and locate object each 3/day. Created by priests of Bahamut, the Wyrmhorn's special purpose is to destroy the Taumet, and to a lesser extent, any evil dragons that get in its way. Its special purpose dedicated power allows it to unleash a powerful blast in a 60-foot cone once per day. This blast deals 4d10 damage to evil dragons. Against the Taumet, it deals 8d10 points of damage and forces the Taumet to succeed on a DC 25 Fortitude save or discorporate into its component relics, killing the host in the process.

The Wyrmhorn has darkvision, blindsense, and hearing to a range of 120 ft. It can speak Common and communicate telepathically with its wielder, and can read all languages as well as use read magic at will. Caster level 20th.

The Taumet Codex: This tome appears well-worn, burnt, and partially destroyed. Over the years, portions of the book have been lost (perhaps intentionally), and it has been rebound.

The Taumet Codex is an evil minor artifact whose purpose is to assist the Taumet Relics into forming the Taumet. The tome describes the relics and some of their powers, but hides the fact that they are intelligent and seek to take control of their bearers.

The last stained and partial section of the Codex concerns the creation of the Taumet, and is little more than a phonetic speech (in an unintelligible, forgotten tongue) to be read out in the presence of the wearer of the relics. "The Taumet", says the text, "will then be released upon the World and all its kindred." Anyone in possession of the complete set of Taumet relics is forced to read this passage, and will begin the transformation into the Taumet.

A nonevil creature not currently in possession of one or more of the Taumet relics suffers 3d6 points of damage each round the Codex is handled. Should the same creature attempt to read the Codex, a false lindworm (of random color) is instantly summoned and attacks the reader (If you have access to Magic of Faerun, a scalamagdrion may be substituted). The false lindworm fights until either it or the reader is destroyed. Should the reader survive, and attempt to read from the tome again, another false lindworm is called.

Originally appeared in Imagine Magazine #29 (1985).
 
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Shade

Monster Junkie
Sohmien

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-2.html

Sohmien
Large Magical Beast (Extraplanar)
Hit Dice: 2d10+6 (17 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+10
Attack: Gore +6 melee (1d8+5) or spine +4 ranged (1d8+5)
Full Attack: Gore +6 melee (1d8+5) and 2 hooves +3 melee (1d6+2) or spine +4 ranged (1d8+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Bane of nightmares, frightful stampede, impaling maul, powerful charge, spines
Special Qualities: Blindsight 10 ft., damage reduction 5/good, darkvision 60 ft., low-light vision, resistance to fire 5, scent
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 18, Dex 14, Con 16, Int 2, Wis 13, Cha 10
Skills: Listen +4, Spot +3
Feats: Multiattack
Environment: Concordant Domain of the Outlands (Hinterlands)
Organization: Solitary or herd (5-30)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 3-6 HD (Large), 7-10 HD (Huge)
Level Adjustment: —

Approaching is a large horse with dark, leathery skin and long spines growing from its shoulders. Its eyes are soulless and completely white. A faint mist oozes from its hide and trails behind it.

Legend holds that the sohmien were born from the body of the last Nightmare Lord, killed by fiends tired of bargaining for the use of his subject nightmares. Now, nightmares have no single lord, but they have great enemies in the sohmien.

The passage of sohmien leaves a trail of mist (much like that which shrouds the Hinterlands), and the touch of their foul hooves leaves a trail of dead vegetation in their wake.

Sohmien do not need to eat, sleep, or mate. They seem to exist only for vengeance. Herds of sohmien emerge from the Hinterlands randomly, then return, with no evident pattern to these rides. It is likely that they appear only when a creature craves vengeance. Sohmien refuse to be ridden, and no reports on anyone successfully using a sohmien as a mount have surfaced.

A sohmien is about the size of a light war horse.

COMBAT

Sohmien hate nightmares and attack them before all other targets. If nightmares are present, a sohmien generally opens with a volley of spines to impede their escape, then gores the fallen foe. Against other creaturs, sohmien generally execute an impaling maul as soon as possible.

The gore and spines are +1 magic weapons, though their power fades 3 days after separation from the sohmien.

Bane of Nightmares (Su): Sohmien hate nightmares above all other creatures, and seek the eradication of all nightmares from the multiverse. As a result, sohmien possess powerful attacks to aid them in this endeavor.

A sohmien gains a +4 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against nightmares. It also gets a +4 bonus on weapon damage rolls nightmares, and a +4 bonus on rolls made to confirm critical hits vs. nightmares. A sohmien is unaffected by the debilitating effects of a nightmare's smoke ability (although it is still subject to concealment).

A nightmare hit by one of a sohmien's fired spines must succeed on a DC 18 Fortitude save or lose access to its astral projection and etherealness abilities, as well as the ability to fly (immediately plummeting to the ground), until the spine is removed. A spine can be removed with a DC 20 Heal check as a standard action (for a creature with hands, such as a nightmare's rider) or a full-round action (for creatures lacking hands, such as the nightmare itself). The save DC is Constitution-based and includes a +4 racial bonus.

Frightful Herd (Su): When stampeding, a herd of sohmien generates an aura of fear. Any creature within 100 feet of any sohmien in the stampeding herd must succeed on a DC 11 Will save or be affected as though by a fear spell (caster level 5th). For each five sohmien in the herd, the save DC increases by 1. A creature that successfully saves cannot be affected again by the same herd's frightful herd ability for 24 hours. The save DC is Charisma-based.

Impaling Maul (Ex): A sohmien that hits an opponent with its gore attack immediately hits with its subsequent bite attack.

Powerful Charge (Ex): When a sohmien charges, its gore attack deals 2d8+8 points of damage.

Spines (Ex): A sohmien may fire its two primary spines as a standard action (make an attack roll for each spine). This attack has a range of 100 feet with no range increment. Targets must be within 30 feet of each other. A sohmien's spines are treated as magic weapons for the purposes of overcoming damage reduction. Expended spines regrow in 2d4 days.

A nightmare struck by a sohmien's spine loses its ability to fly and travel to other planes (see bane of nightmares, above).

Stampede (Ex): A herd of sohmien may choose to move as a group and literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five sohmien in the herd (Reflex DC 15 half). The save DC is Strength-based.

Summoning Sohmien
Sohmien can be summoned via a ritual called the sohmien pact or through the use of powerful artifacts, the Hearts of the Sohmien.

Sohmien Pact
Conjuration (Calling)
Effective Level: 6th
Skill Check: Knowledge (the planes) DC 26, 6 successes
Failure: Attack
Components: V, S, F
Casting Time: 60 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned creature
Duration: 12 hours
Saving Throw: None
Spell Resistance: No

This incantation calls forth a herd of sohmien to ride forth, destroying all in the path leading to the creature that has wronged the summoner. The ride ends only when the sohmien are slain or when they have reduced the offending creature to 0 hit points. At that point, the sohmien wait, pawing the ground. If their victim desires revenge for the attack, he can send the sohmien stampeding back to attack the summoner.

The incantation summons a herd of five sohmien. By choosing to increase the DC, the summoner may attempt to call forth additional sohmien. For each five poins the DC is increased, five more sohmien are called.

The sohmien pact may only be performed at dusk.

Failure: The sohmien attack the caster, then return to the Hinterlands.

Focus: An item belonging to the target, or part of the target's body (hair, nail, etc.)

Hearts Of The Sohmien: These artifacts, created by drops of blood from the last Nightmare Lord, resemble crystalline hearts. Once per week, the possessor can call a herd of 5d4 sohmien and task them to destroy one enemy; they vanish as soon as that enemy has been killed or otherwise destroyed (or after 1 week at the longest). A good-aligned character that possesses a Heart Of The Sohmien gains a negative level that cannot be removed by any means as long as she possesses the Heart. Caster level 20th.

Originally appeared in Dragon Magazine #262 (1999).
 
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Shade

Monster Junkie
Subsumed Mind

http://www.enworld.org/forum/general-monster-talk/73265-converting-world-greyhawk-monsters-37.html

Subsumed Mind (template)

A Subsumed Mind is the victim of the partial imprint ability of a false Keraptis. The entire intellect of each Subsumed Mind simply increases the capacity of the false Keraptis's hierarchical mind, so Subsumed Minds are capable only of very limited individual actions.

On the other hand, Subsumed Minds are profitable servants for a false Keraptis to possess. They can serve as eyes and ears for the false Keraptis as well as channeling the false Keraptis's spell-like abilities.

Please see the false Keraptis template for additional information. This template describes Subsumed Minds for a false Keraptis with a standard partial imprint ability.

Creating a Subsumed Mind

"Subsumed Mind" is an acquired template that can be added to any living creature with an Intelligence score which has been affected by the partial imprint ability of a false Keraptis (henceforth referred to as the base creature).

Creatures of more than 20 racial HD cannot become Subsumed Minds. If such a creature is affected by the partial imprint ability of a false Keraptis, the hierarchical mind will likely move to the more powerful body, leaving the original false Keraptis body as a Subsumed Mind.

The transformation to a subsumed mind can be reversed with a wish or miracle.

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

Size and Type: The base creature’s size and type are unchanged in the standard Subsumed Mind template.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1).

Speed: The speed and movement forms of the Subsumed Mind are unchanged.

Armor Class: The natural armor of a Subsumed Mind is unchanged. A subsumed mind retains its armor proficiencies.

Base Attack: A Subsumed Mind has a base attack bonus as normal for a creature of its type and hit dice.

Attacks: A Subsumed Mind retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. These attacks are subject to a -1 insight penalty.

Damage: Natural and manufactured weapons deal damage normally.

Special Attacks: A Subsumed Mind retains the base creature's Ex special attacks except for those gained from class abilities. It loses all Su, Sp, and Ps special attacks. It also gains the following special attacks.

Instrument of Hierarchical Mind (Su): A Subsumed Mind can act with the will of the false Keraptis's Hierarchical Mind. If the false Keraptis directs the Subsumed Mind, the Subsumed Mind may take actions as a normal creature. In addition, if the false Keraptis chooses, it may channel spell-like abilities through its Subsumed Minds. This functions as if the Subsumed Mind had used one of the false Keraptis's spell-like abilities, using the false Keraptis's statistics. Each Subsumed Mind may channel only one spell-like ability per round.

Special Qualities: A Subsumed Mind retains the base creature's Ex special qualities except for those gained from class abilities. It loses all Su, Sp, and Ps special attacks. It also gains the following special qualities.

Single Actions Only (Ex): Subsumed Minds have little will of their own and can perform only a single move action or attack action each round, except when they are directed by the Hierarchical Mind (see Instrument of Hierarchical Mind above).

Hierarchical Mind Awareness (Su): All Subsumed Minds and the associated false Keraptis share the awareness of the Hierarchical Mind. A Subsumed Mind cannot be flanked unless all Subsumed Minds (from the same Hierarchical Mind) within line of sight are flanked.

Saves: The Subsumed Mind has base save bonuses appropriate for its hit dice and type.

Abilities:The base creature's ability scores change as follows: Int - .

Skills: A Subsumed Mind has no skills.

Feats: The Subsumed Mind keeps the feats of the base creature but may only use those for which it still meets the prerequisites.

Environment: Any.
Organization: Solitary, ganglion (2-6), or hierarchical mind (3-40 subsumed minds plus possibly false Keraptis).
Challenge Rating: Depends on hit dice, as follows:
HD CR
1/2 1/6
1 1/3
2–3 1
4–5 2
6–7 3
8–9 4
10–11 5
12–14 6
15–17 7
18–20 8
Treasure: None.
Alignment: Always evil (same as associated false Keraptis).
Advancement: Same as the base creature.
Level Adjustment: —.

Sample Subsumed Mind

Subsumed Mind Gnome Warrior 1
Small Humanoid (Gnome)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (+1 size, +4 chain shirt, +1 light shield), touch 11, flat-footed 16
Base Attack/Grapple: +1/–3
Attack: Longsword +1 melee (1d6/19–20) or light crossbow +2 ranged (1d6/19–20)
Full Attack: Longsword +1 melee (1d6/19–20) or light crossbow +2 ranged (1d6/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Instrument of hierarchical mind
Special Qualities: Gnome traits (except Sp abilities), hierarchical mind awareness, single actions only
Saves: Fort +4, Ref +0, Will –1
Abilities: Str 11, Dex 11, Con 14, Int —, Wis 9, Cha 8
Skills: —
Feats: Weapon Focus (light crossbow)
Environment: Any.
Organization: Solitary, ganglion (2-6), or hierarchical mind (3-40 subsumed minds plus possibly false Keraptis).
Challenge Rating: 1/3
Treasure: None.
Alignment: Always evil (same as associated false Keraptis).
Advancement: —
Level Adjustment: —

Originally appeared in Return to White Plume Mountain (1999).
 
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Shade

Monster Junkie
Worm, Giant, Nereis

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-36.html

Worm, Giant, Nereis
Medium Vermin (Aquatic)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 5 ft. (1 square), swim 20 ft., burrow 10 ft.
Armor Class: 12 (+1 Dex, +1 natural), touch 11, flat-footed 11
Base Attack/Grapple: +0/+0
Attack: Bite +0 melee (1d4)
Full Attack: Bite +0 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bristles, improved grab, swallow whole
Special Qualities: Accelerated healing, darkvision 60 ft., hold breath, split, tremorsense 60 ft., vermin traits
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 10, Dex 13, Con 11, Int —, Wis 11, Cha 5
Skills: Swim +8
Feats: —
Environment: Any aquatic
Organization: Solitary or colony (2-12)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Medium); 3-4 HD (Large)
Level Adjustment: —

This large reddish-brown worm is over five feet long. Its head bears four eyes, two feelers, eight tentacles, and a proboscis ending in a pair of wicked hooks.

The nereis is among the most widespread of the polychaetes, or bristle worms. Varieties of nereis include the sand worm and clam worm. Nereis lurk within the mud or sand of water bottoms, sometimes hiding around the bases of giant kelp. These worms construct mucous tubes in debris or loose sand and mud. These tubes are used for ambushing prey, as well as a safe haven in which it can escape.

Nereis subsist mostly on plant matter, supplemented with marine animals small enough to swallow in one gulp. It also eats carrion, if available.

All polychaetes have two sexes, unlike earthworms. Gender is nearly impossible to determine without cutting one open and examining the reproductive organs. This can lead to challenges for would-be breeders, who sometimes use bristle worms to guard moats and harbors.

The body of a mature nereis is 1 to 2 feet in diameter and 5 to 10 feet in length, weighing about 100 pounds. Coloration varies wildly, from reddish-brown to orange, to even blue.

COMBAT

If threatened, a nereis instinctively attempts to flee, either withdrawing into its mucous tube or swimming away. If cornered, it bites at foes, while its bristles poke and scratch melee opponents.

Accelerated Healing (Ex): A nereis recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per HD for a full 8 hours of rest in a day, or 4 hit points per HD for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.

Bristles (Ex): Any creature striking a nereis with handheld weapons or natural weapons takes 1d4 points of piercing and slashing damage from the worm's bristles. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

Hold Breath (Ex): A nereis can remain out of water for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Improved Grab (Ex): To use this ability, a nereis 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 attempt to swallow the foe the following round.

Split (Ex): A critical hit with a slashing weapon deals no damage to a nereis. Instead the worm splits into two identical worms, each with half of the original’s current hit points (round down). A nereis with 1 hit point or less cannot be further split and suffers damage normally.

The headless half may not attack for 8 hours until it grows a new head. It may continue to take other actions, and generally will attempt to flee and hide until its head is formed.

Swallow Whole (Ex): A nereis can try to swallow a grabbed opponent two size categories smaller than itself by making a successful grapple check. Once inside, the opponent takes 1d4 bludgeoning and 1 acid per round from the worm’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 4 points of damage to the gizzard (AC 10). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Medium nereis’s interior can hold 2 Tiny, 8 Diminutive, or 32 fine opponents.

Skills: A nereis 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 #133 (1988).
 
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Shade

Monster Junkie
Faerie Phiz

http://www.enworld.org/forum/genera...al-conversion-thread-finishing-off-fey-2.html

Faerie Phiz
Diminutive Fey
Hit Dice: 10d6+40 (75 hp)
Initiative: -1
Speed: 0 ft.
Armor Class: 20 (+4 size, -1 Dex, +3 natural, +4 mage armor), touch 13, flat-footed 20
Base Attack/Grapple: +5/-4
Attack: Bite +12 melee (2d10+4)
Full Attack: Bite +12 melee (2d10+4)
Space/Reach: 1 ft./0 ft.
Special Attacks: Impossible bite, spells, spit
Special Qualities: Camouflage, damage reduction 10/cold iron and slashing, hands-free spellcasting, knowledgeable, low-light vision, polyglot, spell resistance 22
Saves: Fort +7, Ref +6, Will +12
Abilities: Str 17, Dex 8, Con 18, Int 20, Wis 20, Cha 19
Skills: Bluff +17, Concentration +17, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +6, Knowledge (arcana) +18, Knowledge (history) +18, Knowledge (local) +18, Knowledge (nature) +18, Listen +18, Sense Motive +18, Spellcraft +20 (+22 scrolls), Spot +18, Survival +5 (+7 in aboveground natural environments), Use Magic Device +17 (+19 scrolls)
Feats: Ability Focus (spit), Eschew Materials (B), Extend Spell, Maximize Spell, Spell Penetration
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 11
Treasure: Half standard
Alignment: Any
Advancement: 11-15 HD (Tiny), 16-30 HD (Small) or by character class
Level Adjustment: —

A striking visage suddenly appears on the wooden surface. It is clearly alive, for its eyes blink and its lips twitch.

The faerie phiz is a strange fey creature bound to wooden surfaces. Its name arises from the old elven word for "face", as these creatures are most often found in ancient elven kingdoms and sylvan settings. A faerie phiz can appear in any type of wood, although oak is by far the most common. Though most often found on trees, they have been seen on ancient wooden doors, bridges, and even walls of houses.

Sages who study phizonomie, the study of judging character solely based on facial features, believe that the phiz arise from overflows of potent faerie magic. They are also thought to arise from the energy released upon the death of a potent spellcaster while in an area of ancient woods. Faerie phiz do not react lightly to threats, and will never impart their knowledge under duress, preferring its own destruction. Having little use for wealth, it is unlikely that a faerie phiz can be bribed to share information, although the offer of powerful magic items can sometimes make it amenable. The only surefire way to encourage a phiz to share its knowledge is by offering it the rich faerie food upon which it subsists.

Obtaining faerie food is a dangerous endeavor. One such way to acquire this meal is to join a faerie ring, a circle of mushrooms in which sprites and other tiny fey dance and frolic. The seeker must enter the circle, then dance or sing in hopes of being offered food. Although the dance seems to take but a few moments, there is the possibility that seven years have passed in the outside world. Another method to acquire faerie food requires an invitation to enter a faerie hill. The seeker must exercise extreme caution to not consume any of the delectable morsels and libations, else be polymorphed into a tiny sprite and forever imprisoned, and possibley enslaved to evil fey.

Faerie food appears no different that normal food, but is extremely delicious. The phiz grows hungry only once each year, usually in the spring for good-aligned phiz and winter for evil faerie phiz. This food is stored in an extradimensional cavity that serves as the phiz's stomach. From these stores the phiz nibbles for the next year.

These fey are extremely long-lived, and as such, are an excellent source of knowledge. However, a faerie phiz generally prefers to be left alone, and may pretend to be old and weary, even senile, to avoid having to spend time with travelers imparting its knowledge.

Faerie phiz get along well with most sylvan beings, and are on especially good terms with treants.

Faerie phiz range in size from the face of pixie (Diminutive) to that of a hill giant (Small). No two ever look alike, although in extremely rare cases (once a millenium), a pair of twins may occur. Appearances run the gamut from dour and ugly as hill giants to the regal, beautiful countenance of elflords. The lifespan of a faerie phiz can exceed 1,500 years.

Faerie phiz can speak nearly any language thanks to their polyglot ability.

COMBAT

Faerie phiz are powerful spellcasters, and prefer to rely on their magic in battle. They abhor fire, and generally will spit on any lingering flames or bearers of torches and other fiery effects.

Camouflage (Ex): Since a faerie phiz looks like a normal tree when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the phiz. Elves and druids receive a +2(?) bonus on their checks.

Hands-free Spellcasting (Ex): A faerie phiz may ignore the somatic component of any spell it casts.

Impossible Bite (Su): A faerie phiz's bite attack is an extension of the extradimensional space in which it stores its meals. As such, it deals far more damage than usual for a creature of its size. Despite the size of its maw, a faerie phiz does not digest food in a normal manner, and thus chooses not to swallow living creatures.

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

Polyglot (Ex): A faerie phiz speaks all languages except for secret languages, such as Druidic.

Spells: A faerie phiz casts spells as a 10th-level druid and 10th-level wizard. Additionally, a faerie phiz is considered to have Spell Mastery as a bonus feat for all of its spells.

Typical Druid Spells Prepared (6/6/5/4/4/3; save DC 15 + spell level):
0—create water (2), detect magic, detect poison, guidance, resistance;
1st—cure light wounds, entangle x2, faerie fire, obscuring mist, speak with animals;
2nd—extended obscuring mist, gust of wind, lesser restoration, resist energy (fire), wood shape;
3rd—call lightning, cure moderate wounds, plant growth, speak with plants;
4th—command plants, control water, dispel magic, spike stones;
5th—maximized chill metal, tree stride, wall of thorns.

Typical Wizard Spells Prepared (4/6/5/4/4/3; save DC 15 + spell level):
0—daze, detect magic, prestidigitation, read magic;
1st—charm person, comprehend languages, mage armor, magic missile, ray of enfeeblement, shield;
2nd—acid arrow, blur, shatter, whispering wind;
3rd—deep slumber, extended hideous laughter, lightning bolt, suggestion;
4th—dimension door, extended slow, fear, greater invisibility;
5th—baleful polymorph, cloudkill, mind fog.

Spit (Ex): Once every 1d4 rounds, a faerie phiz may spit a flame-suppressing gob up to 300 feet. If it strikes a fire, this functions as a quench spell (caster level equals faerie phiz's Hit Dice). Living creatures hit by the spittle must succeed on a DC 21 Fortitude save or suffer an intense itching sensation. This itching imposes a -4 penalty on Armor Class and a -2 penalty on attack rolls and Dexterity-based checks for 1d4 rounds. Additionally, an affected creature must succeed on a Concentration check (DC 20 + spell level) to cast a spell. An affected creature can spend a full-round action to scratch itself, thereby ending the effect. The save DC is Constitution-based.

Advanced Faerie Phiz

Many faerie phiz advance only by increasing Hit Dice. For every two additional Hit Dice gained, a faerie phiz increases its spellcasting ability by one level in both druid and wizard spells. Its spell resistance and Challenge Rating both increase by 1 at the same rate. Thus, a 16 HD faerie phiz casts spells as a 13th-level druid and 13th-level wizard, has spell resistance 25, and is CR 14.

Some faerie phiz instead choose to advance by class levels. Mystic theurge is their favored class, and their innate druid and wizard levels count towards meeting the prerequisites to enter the prestige class. Additionally, they stack with any spellcasting levels gained via the prestige class. The spell resistance of a faerie phiz increases by +1 for each class level taken.

Originally appeared in Dragon Magazine #191 (1993)
 
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Shade

Monster Junkie
Sheen, Dasher

http://www.enworld.org/forum/general-monster-talk/248323-special-conversion-thread-sheens.html

Sheen, Dasher
Medium Construct (Living)
Hit Dice: 3d10+9 (25 hp)
Initiative: +5
Speed: 240 ft. (48 squares)
Armor Class: 23 (+5 Dex, +8 natural), touch 15, flat-footed 18
Base Attack/Grapple: +2/+4
Attack: Mandible slash +7 melee (1d12+3)
Full Attack: Mandible slash +7 melee (1d12+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful charge, sonic boom, speed
Special Qualities: Darkvision 60 ft., immunity to electricity, living construct traits, meltdown, rapid repair
Saves: Fort +4, Ref +6, Will -2
Abilities: Str 15, Dex 20, Con 16, Int 6, Wis 5, Cha 1
Skills: Jump +86, Listen +0, Spot +0
Feats: Run, Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium), 7-12 HD (Large)
Level Adjustment: —

This creature resembles a nightmarishly elongated iron mantis. It moves at seemingly impossible speed on its six spindly legs, kicking up a cloud of debris and a shower of sparks on the stones.

Sheens are highly-advanced clockwork constructs from an unknown world or plane. Trapped on worlds where magic is mightier than technology, the sheens have learned to mimic life in order to better survive. As a result, sheens have learned to self-replicate and have taken on some living traits. Sheens also modify themselves and their progeny to better survive in their new world.

Sheens are concerned only with their own continued existence and expansion. They regard living creatures as competitors, and expend local resources at an alarming rate.

Dashers are used primarily for defense by a machine cyst. Although they can cover an incredible amount of ground in a short time, dashers rarely venture far from the cyst, for they expend an extraordinary amount of energy. A dasher must return to the machine cyst daily to replenish its energy stores, else it slows to a standstill and falls inactive.

A dasher is 6 feet long and weighs 300 pounds.

Sheens speak their own language.

COMBAT

Dashers make hit-and-run attacks, using their great speed to deliver a mandible slash then move out of range of retaliation. Dashers can easily leap over defensive barriers and other obstacles, and can even strike at low-flying aerial enemies.

Living Construct Traits: As living constructs, a sheen has a Constitution score. A sheen does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a sheen does not automatically have low-light vision or darkvision (although many varieties do possess one or both of these traits). Unlike other constructs, a living construct can use the run action.

A sheen has immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A sheen cannot heal damage naturally (but does have the rapid repair special quality).

Unlike other constructs, sheens are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, and ability drain.

Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.

A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A sheen can be raised or resurrected.

A sheen not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions. A sheen does not need to sleep, but must rest for 8 hours before preparing spells.

Sheens, unlike other living constructs, are immune to death effects, death necromancy effects, and mind-influencing effects.

Magic Susceptibility (Ex): Sheens have vulnerability (+50% damage) to damaging magic.

Meltdown (Ex): Any round that a dasher does not move at least its base speed, the dasher loses one-third of its normal full hit points each round. If it reaches 0 hp, it is destroyed completely and reduced to molten slag due to the extra heat generated by its power source.

Powerful Charge (Ex): When a dasher moves at least its base speed in a round, its mandible slash attack deals 2d12+6 points of damage.
Rapid Repair (Ex): A sheen that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a sheen to regrow or reattach lost body parts.

A character can assist a sheen's self-repair with a Craft (metalworking) check (DC 15). If the check is successful, the the sheen repairs 2 hit points per hour of rest. Providing assistance to the sheen counts as light activity for the assisting character, and a character can assist only one sheen at a time. A sheen cannot assist its own repair.

Sonic Boom (Ex): Once per day, a dasher can briefly exceed the sound barrier, producing a sonic boom. All creatures within 300 ft of the dasher's position at the end of its movement take 1d8 points of sonic damage and must succeed on a DC 14 Fortitude save or fall prone and be deafened for 1d4 minutes. The save DC is Constitution-based.

Speed (Ex): A dasher's speed grants it Spring Attack as a bonus feat. In addition, a dasher is so fast that it does not provoke attacks of opportunity for moving through areas an opponent threatens (an opponent may ready an action to attack a dasher that moves into a threatened area as usual, however). Finally, a dasher has a +1 speed bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves.

On Oerth

The two known machine cysts on Oerth are the Barrier Peaks cyst and the Rael cyst. Many more are suspected to exist, but there whereabouts are currently unknown.

Originally appeared in Dragon Magazine #258 (1999).
 
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Shade

Monster Junkie
Spirit-Ghoul

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-37.html

Spirit-Ghoul
Medium Outsider (Chaotic, Evil, Extraplanar, Incorporeal)
Hit Dice: 3d8+3 (14 hp)
Initiative: +2
Speed: Fly 30 ft. (perfect)(6 squares)
Armor Class: 15 (+2 Dex, +3 deflection), touch 15, flat-footed 13
Base Attack/Grapple: +3/—
Attack: Incorporeal touch +5 melee (ghoul touch)
Full Attack: Incorporeal touch +5 melee (ghoul touch)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fiendish transformation, ghoul touch, possession
Special Qualities: Darkvision 60 ft., immunity to acid, electricity, and fire, incorporeal traits, resistance to cold 10, spell resistance 11, telpathy 100 ft.
Saves: Fort +4, Ref +5, Will +5
Abilities: Str —, Dex 15, Con 13, Int 13, Wis 14, Cha 16
Skills: Balance +6, Bluff +9, Diplomacy +7, Disguise +3 (+5 acting), Intimidate +11, Knowledge (religion) +7, Knowledge (the planes) +7, Listen +8, Search +7, Sense Motive +8, Spot +8, Survival +2 (+4 following tracks, +4 on other planes), Tumble +8
Feats: Ability Focus (fiendish transformation), Ability Focus (possession)
Environment: Infinite Layers of the Abyss
Organization: Solitary (or possessing spirit-ghoul victim)
Challenge Rating: 3
Treasure: None (unless possessing a victim)
Alignment: Always chaotic evil
Advancement: 6-12 HD (Medium)
Level Adjustment: —

An unnerving chill is felt nearby, accompanied by the faint stench of rotting carrion.

A spirit-ghoul is a malevolent demon that seeks out mortal hosts to possess. These possessed individuals take on ghoulish aspects, feeding on other members of their species. The corruptive influence extends to the victim's physical appearance, making them appear in nearly all aspects as a true undead ghoul.

A spirit-ghoul is the size of a human, but weightless.

Spirit-ghouls speak Abyssal, Celestial, and Draconic, and can communicate telepathically.

COMBAT

A spirit-ghoul seeks a suitable host to possess, and always seeks the quickest means to this end. If other creatures manage to get in its way, it will attempt to paralyze them with its incorporeal touch.

Once in possession of a victim, a spirit-ghoul seeks to create as much havoc among members of the victim's community. It encourages the belief that the victim has become a typical undead ghoul.

A spirit-ghoul's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Fiendish Transformation (Su): After 24 hours of possessing a creature, the spirit-ghoul may attempt to transform the victim into a spirit-ghoul victim. The target must make a DC 16 Fortitude save or gain the spirit-ghoul victim template (see below). If the save succeeds, the victim is immune to the spirit ghoul's fiendish transformation for 24 hours, but the possession is not ended. If the save fails, the spirit-ghoul takes control of the victim (as a magic jar spell, except that it does not require a receptacle). Once the victim is transformed, only banishment, dispel evil, dismissal, holy word, or similar magic can end the possession and return the target to its previous state, as can a turning attempt that would destroy an undead of the spirit-ghoul victim's HD plus 2. The save DC is Charisma-based.

Ghoul Touch (Su): A living humanoid struck by a spirit-ghoul's incorporeal touch attack must succeed on a DC 14 Fortitude save or be paralyzed for 1d6+2 rounds. A paralyzed victim also exudes a carrion stench that causes all living creatures in a 10-foot-radius spread to become sickened (DC 14 Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. This is a negative energy effect. The save DC is Charisma-based.

Possession (Su): Once per round, a spirit-ghoul possess a creature by moving into that creature's space (this movement does not provoke an attack of opportunity). The target can resist the attack with a successful DC 16 Will save. A creature that successfully saves is immune to that same spirit-ghoul’s possession for 24 hours, and the spirit-ghoul cannot enter the target’s space. If the save fails, the spirit-ghoul vanishes into the target’s body. While the spirit-ghoul does not control the target, it is aware of everything the target is. Banishment, dispel evil, dismissal, holy word or similar magic ends the possession. The save DC is Charisma-based.

Spirit-Ghoul Victim

"Spirit-Ghoul Victim" is an acquired template that can be added to any living humanoid that has been possessed by a spirit-ghoul (henceforth referred to as the base creature).

Size and Type: The base creature’s size and type are unchanged.

Attack: A spirit-ghoul victim retains all the attacks of the base creature and also gains a bite and two claw attacks if it didn't already have them. If the base creature uses weapons, the spirit-ghoul victim retains this ability. A creature with natural weapons retains those natural weapons. A spirit-ghoul victim without a weapon uses its bite attack. A spirit-ghoul victim armed with a weapon uses its bite or a weapon, as it desires.

Full Attack: A spirit-ghoul victim fighting without weapons uses its bite and 2 claws to attack. If armed with a weapon, it chooses whether to use the weapon or use its natural attacks.

Damage: Spirit-ghoul victims have bite and claw attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the spirit-ghoul victim's size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.

Size / Bite Damage / Claw Damage
Fine / 1 / -
Diminutive / 1d2 / 1
Tiny / 1d3 / 1d2
Small / 1d4 / 1d3
Medium / 1d6 / 1d4
Large / 1d8 / 1d6
Huge / 2d6 / 1d8
Gargantuan / 2d8 / 2d6
Colossal / 4d6 / 2d8

Special Attacks: A spirit-ghoul victim retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 the spirit-ghoul victim's HD + spirit-ghoul victim's Cha modifier unless otherwhise noted.

Aligned Strike (Ex): A spirit-ghoul victim’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Paralysis (Ex): Victims hit by a spirit-ghoul victim’s bite or claw attack must make a successful Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis.

Special Qualities: A spirit-ghoul victim retains all the special qualities of the base creature and gains those described below.

Spell Resistance (Ex): A spirit-ghoul victim has spell resistance equal to that of the possessing spirit-ghoul.

Abilities: Increase from the base creature as follows: Str +2, Dex +4. In addition, a spirit-ghoul victim uses the possessing spirit-ghoul's mental ability scores (Int, Wis, and Cha).

Skills: A spirit-ghoul victim gains a +2 racial bonus to Balance, Climb, Hide, Jump, Move Silently, and Spot checks. In addition, the spirit-ghoul victim may use the spirit-ghoul's skill ranks in place of its own for any skill check. A spirit-ghoul victim otherwise retains its own skills and ranks.

Feats: A spirit-ghoul victim retains all its feats, and it gains Multiattack as a bonus feat.

Challenge Rating: Same as the base creature +1.
Alignment: Base creature's alignment changes to chaotic evil.
Level Adjustment: +2.

Spirit-Ghouls and Fiendish Codex I

If you are using Fiendish Codex I in your campaign, the spirit-ghoul should be considered a loumara demon.

Originally appeared in Dragon Magazine #138 (1988).
 
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Shade

Monster Junkie
Gigantes

http://www.enworld.org/forum/genera...thread-finishing-off-giants-their-kin-28.html

Gigantes, Large
Large Giant
Hit Dice: 30d8+210 (345 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 24 (-1 size, +15 natural), touch 9, flat-footed 24
Base Attack/Grapple: +22/+37
Attack: Slam +32 melee (1d8+11) or rock +22 ranged (2d6+11)
Full Attack: 2 slams +32 melee (1d8+11) or rock +22 ranged (2d6+11)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, resistance to acid 5, rock catching
Saves: Fort +24, Ref +10, Will +10
Abilities: Str 32, Dex 10, Con 24, Int 8, Wis 11, Cha 12
Skills: 33 (see below)
Feats: 11 (4 can be epic)(see below)
Environment: Any
Organization: Solitary
Challenge Rating: 21
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 31-34 HD (Large) or by character class
Level Adjustment: —

Gigantes, Huge
Huge Giant
Hit Dice: 35d8+315 (472 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 26 (-2 size, +18 natural), touch 8, flat-footed 26
Base Attack/Grapple: +26/+49
Attack: Slam +39 melee (2d6+15) or rock +25 ranged (3d6+15)
Full Attack: 2 slams +39 melee (2d6+15) or rock +25 ranged (3d6+15)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, resistance to acid 5, rock catching
Saves: Fort +28, Ref +11, Will +11
Abilities: Str 40, Dex 10, Con 28, Int 8, Wis 11, Cha 12
Skills: 38 (see below)
Feats: 12 (5 can be epic)(see below)
Environment: Any
Organization: Solitary
Challenge Rating: 22
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 36-39 HD (Huge) or by character class
Level Adjustment: —

Gigantes, Gargantuan
Gargantuan Giant
Hit Dice: 40d8+440 (620 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 28 (-4 size, +22 natural), touch 6, flat-footed 28
Base Attack/Grapple: +30/+61
Attack: Slam +45 melee (3d6+19) or rock +27 ranged (4d6+19)
Full Attack: 2 slams +45 melee (3d6+19) or rock +27 ranged (4d6+19)
Space/Reach: 20 ft./20 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, resistance to acid 5, rock catching
Saves: Fort +33, Ref +13, Will +13
Abilities: Str 48, Dex 10, Con 32, Int 8, Wis 11, Cha 12
Skills: 43 (see below)
Feats: 14 (7 can be epic)(see below)
Environment: Any
Organization: Solitary
Challenge Rating: 24
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 41-44 HD (Gargantuan) or by character class
Level Adjustment: —

Gigantes, Colossal
Colossal Giant
Hit Dice: 45d8+585 (787 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 29 (-8 size, +27 natural), touch 2, flat-footed 29
Base Attack/Grapple: +33/+72
Attack: Slam +48 melee (4d6+23) or rock +26 ranged (6d6+23)
Full Attack: 2 slams +48 melee (4d6+23) or rock +26 ranged (6d6+23)
Space/Reach: 30 ft./30 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, resistance to acid 5, rock catching
Saves: Fort +37, Ref +15, Will +15
Abilities: Str 56, Dex 10, Con 36, Int 8, Wis 11, Cha 12
Skills: 48 (see below)
Feats: 16 (9 can be epic)(see below)
Environment: Any
Organization: Solitary
Challenge Rating: 25
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 46+ (Colossal) or by character class
Level Adjustment: —

The gigantes are a race of legendary giants, the offspring of the Olympian gods Uranus and Gaea. The blood of Uranus fertilized Gaea, when their son Cronus the Titan castrated his father and usurped the throne.

The Gigantes ultimately came to war with the Olympian gods, but lost to the more powerful and younger gods. As a result, most surviving gigantes hate the Olympian gods, and will fight against them again if given the chance.

Gigantes can vary wildly in appearance, although most are quite muscular. Large gigantes range from 10 to 15 feet tall, weighing 1,500 to 7,000 pounds. Huge gigantes are 16 to 32 feet tall, with weights of 5,000 to 25,000 pounds. Gargantuan gigantes reach 33 to 60 feet in height and from 15 to 120 tons in weight. Colossal gigantes tower over 60 feet tall, and weigh in at 120 tons at the very least.

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

Combat

Each gigantes has its own set of specialized abilities, making tactics vary wildly. However, gigantes are first and foremost giants, so most relish the opportunity to pummel lesser creatures with their mighty fists or smash them from afar with thrown boulders.

Rock Catching (Ex): A gigantes can catch Small, Medium, or Large rocks (or projectiles of similar shape).

Once per round, a gigantes that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The gigantes must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex): Gigantes are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A gigantes can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The size of the range increment varies with the giant’s size (provide details). A Huge gigantes can hurl rocks of 60 to 80 pounds (Medium objects).

Skills: Choose from the following: Climb, Craft, Intimidate, Jump, Listen, Spot.

Feats: Choose from the following: Alertness, Awesome Blow, Cleave, Combat Reflexes, Great Cleave, Improved Bull Rush, Improved Critical, Improved Initiative, Improved Natural Attack, Improved Overrun, Improved Sunder, Iron Will, Point Blank Shot, Power Attack, Precise Shot, Snatch (if gigantes possesses animalistic traits), Weapon Focus. A gigantes also may have a number of epic feats. Choose from the following list: Damage Reduction, Devastating Critical, Dire Charge, Epic Reflexes, Epic Toughness, Epic Will, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Legendary Wrestler, Overwhelming Critical, Superior Initiative. Epic feat slots may be filled with general feats.

Specialized Powers for Gigantes

A gigantes gains a number of specialized powers equal to 1 + (Hit Dice divided by 10). Thus, a Large or Huge gigantes has 4 specialized powers, a Gargantuan has 5, and a Colossal gigantes possesses 5 or more of these abilities.

All-Around Vision (Ex): The gigantes is covered in eyes, giving it a +4 racial bonus on Spot and Search checks. Additionally, it can't be flanked.

Animalistic Traits (Ex): The gigantes has the head and arms of an animal, such as a bear or bird. It gains bite and claw attacks based on its size, as follows.

Size / Bite / Claw
Large / 2d8 / 2d6
Huge / 3d6 / 2d8
Gargantuan / 4d6 / 3d6
Colossal / 6d6 / 4d6

The claw attacks replace the gigantes slam attacks.

Berserker: The gigantes gains the mighty rage and tireless rage abilities of a 20th-level barbarian. A gigantes with this trait should consider the Chaotic Rage, Mighty Rage, Ruinous Rage, Terrifying Rage, and Thundering Rage epic feats when selecting feats.

Born with Armaments: The gigantes was born armed with a magic weapon or armor. The DM may determine this randomly from the magic item charts, or simply select properties of the appropriate value. The total enhancement bonus (or equivalent value of properties) is based on the gigantes size: +3 for Large, +4 for Huge, +5 for Gargantuan, and +6 for Colossal). Thus, a Gargantuan gigantes with this power could have a +5 greatclub, a +3 flaming burst greatsword, or a +2 greataxe and +3 breastplate.

Bonus Feat: The gigantes gains an extra feat from the list above as a bonus feat.

Born to Fight (Ex): The gigantes is treated as a fighter of a level equal to its Hit Dice for the purposes of qualifying for feats, using magic items, and the like.

Breath Weapon (Su): Cone based on size (Large=40 ft., Huge=50 ft., Gargantuan=60 ft., Colossal=70 ft.), every 1d4 rounds, damage based on size (Large=15d8, Huge=20d8, Gargantuan=25d8, Colossal=30d8), Reflex save half. The save DC is Constitution-based. The DM may pick the energy type or determine randomly with a d6 roll (1=acid, 2=cold, 3=electricity, 4=fire, 5=sonic, 6=choose or roll again).

Catch Spells (Su): The gigantes is able to catch and hold spell energy in its hands. When a spell or spell-like ability targets the gigantes, it may automatically attempt to catch the spell. The gigantes must succeed on a special caster check (1d20 + 1/2 gigante's Hit Dice) against the spell. The DC for this caster check is 11 + the spell's caster level. If the gigantes succeeds on the check, it catches that spell; if it fails, that spell functions normally.

The gigantes may hold up to two spells in each hand, and may not catch more than four spells per round. For each spell caught, the gigantes may choose to redirect it on its turn. If the gigantes does not redirect the held spells on its next turn, the spell energy dissipates harmlessly.

To redirect a spell, the gigantes makes a ranged touch attack (maximum range 60 feet) against a target of its choice, following all the rules of the original spell for valid targets. The spell is treated exactly as if cast by the original caster, for purposes of determining caster level, etc.

The gigantes may redirect up to two spells by making a throwing motion towards the target, thus losing one of its slam attacks. If the gigantes redirects more than two spells (up to a maximum of four), it loses both slam attacks. The spell is treated exactly as if cast by the original caster (for purposes of determining caster level, etc.) and for determining valid targets (it cannot, for example, throw a charm person at an aberration).

Damage Reduction (Ex): The gigantes is able to shrug off a large amount of injury from each blow or attack it faces, making it nearly invulnerable. It gains damage reduction 20/-.

Earth Mastery (Ex): The gigantes gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the gigantes takes a –4 penalty on attack and damage rolls.

Frightful Presence (Ex): The gigantes can unsettle foes with its mere presence. The ability takes effect automatically whenever the gigantes attacks, charges, or leaps overhead. Creatures within a radius of 300 feet are subject to the effect if they have fewer HD than the gigantes. A potentially affected creature that succeeds on a Will save remains immune to that gigantes' frightful presence for 24 hours. On a failure, creatures with 9 or less HD become panicked for 4d6 rounds and those with 10 or more HD become shaken for 4d6 rounds. The save DC is Charisma-based.

Great Wrestler: The gigantes gains Improved Grapple and Legendary Wrestler as bonus feats.

Growth (Su): As long as it is in contact with the ground, the gigantes may, as a free action, begin growing, increasing his mass and physical prowess incrementally. So long as it wishes and remains in contact with the ground, the gigantes will continue to grow every subsequent round, at the beginning of its turn. When the gigantes grows, its size increases to the next highest size category, gaining all benefits and penalties for the size increase (ability scores, natural armor bonus, and base slam damage change appropriately), and doubling in height and weight. When the gigantes reaches Colossal size it stops growing, but can remain at that size as long as it wishes.

When the gigantes wishes to end this ability, loses contact with the ground, becomes unconscious, or dies, it returns to its normal size by decreasing to the next lowest size category each round.

Immunity to Energy (Ex): The gigantes is immune to one type of energy (acid, cold, electricity, fire, or sonic). Pick one based on its preferred terrain (fire for a volcano dweller, for example) or theme (such as electricity or sonic for one associated with thunderstorms), or determin randomly.

Instantaneous Healing (Ex): If the gigantes begins its turn in contact with the earth, it instantly regains all lost hit points. This works just like natural healing. It does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow the gigantes to regrow or reattach lost body parts.

Mental Giant: The gigantes gains Great Charisma, Great Intelligence, and Great Wisdom as bonus feats.

Oversized Weapon (Ex): The gigantes can wield a weapon sized for a creature one size larger without penalty. This applies only to manufactured weapons, and not to the giant's thrown rocks.

Physically Dominating: The gigantes gains Great Constitution, Great Dexterity, and Great Strength as bonus feats.

Pummel (Ex): If the gigantes hits with both slam attacks, its attacks are especially punishing and may knock the opponent senseless. This attack automatically deals additional damage equal to double its slam damage plus 1-1/2 times its Strength modifier, and the victim must succeed on a Fortitude save or be dazed for 1 round. The save DC is Strength-based.

If the gigantes possesses claws from the animalistic traits ability, it gains a rend ability instead.

Shockwave (Ex): As a standard action, the gigantes can stomp the earth with one of its massive feet. This causes a severe localized earth tremor, affecting all creatures standing on the ground within 100 feet of the giantes. Creatures in this region must succeed on a Reflex save or fall prone. Structures in this area suffer 4d12 + gigante's Strength modifier points of damage, and this attack ignores hardness. The save DC is Strength-based.

Spell Resistance (Ex): The gigantes is incredibly resistant to magic. It gains spell resistance based on its size: Large = 32, Huge = 33, Gargantuan = 34, Colossal = 35.

Water Walking (Su): The gigantes can walk over any liquid as if it were solid ground.

Sample Gigantes

Alcyoneus
Colossal Giant
Hit Dice: 45d8+630 (832 hp)
Initiative: +9
Speed: 40 ft. (8 squares)
Armor Class: 37 (-8 size, +1 Dex, +27 natural, +3 breastplate), touch 3, flat-footed 36
Base Attack/Grapple: +33/+73
Attack: Oversized +3 longspear +53 melee (8d6+39/19-20/x3 plus 2d6 on critical hit and DC 56 Fort save or die) or slam +49 melee (4d6+24) or rock +27 ranged (6d6+24)
Full Attack: +3 longspear +53/+48/+43/+38 melee (8d6+39/19-20/x3 plus 2d6 on critical hit and DC 56 Fort save or die) or 2 slams +49 melee (4d6+24) or rock +27 ranged (6d6+24)
Space/Reach: 30 ft./30 ft. (35 ft. w/longspear)
Special Attacks: Rock throwing
Special Qualities: Low-light vision, resistance to acid 5, rock catching, specialized powers (berserker, born with armaments, oversized weapon, physically dominating, spell resistance 32)
Saves: Fort +38, Ref +16, Will +15
Abilities: Str 58, Dex 12, Con 38, Int 8, Wis 11, Cha 12
Skills: Intimidate +49
Feats: Awesome Blow, Cleave, Devastating Critical (longspear), Dire Charge, Great Cleave, Great Constitution (B), Great Dexterity (B), Great Strength (B), Improved Bull Rush, Improved Critical (longspear), Improved Initiative, Improved Sunder, Overwhelming Critical (longspear), Power Attack, Ruinous Rage, Superior Initiative, Terrifying Rage, Thundering Rage, Weapon Focus (longspear)
Environment: Any
Organization: Solitary
Challenge Rating: 25
Treasure: Standard (in addition to arms and armor above)
Alignment: Usually chaotic evil
Advancement: 46+ (Colossal)
Level Adjustment: —

Berserker: Alcyoneus has the mighty rage and tireless rage abilities of a 20th-level barbarian.

Born with Armaments: Alcyoneus was born armed with a +3 longspear and a +3 breastplate.

Oversized Weapon (Ex): Alcyoneus wields a weapon sized for a creature one size larger without penalty.

Physically Dominating: Alcyoneus gains Great Constitution, Great Dexterity, and Great Strength as bonus feats.

Originally appeared in Legends & Lore (1990).
 
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Shade

Monster Junkie
Houyhnhnm

http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-40.html

Houyhnhnm
Large Magical Beast
Hit Dice: 3d10+9 (24 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +3/+10
Attack: Hoof +5 melee (1d4+3)
Full Attack: 2 hooves +5 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Brave, low-light vision, scent, unusual physique
Saves: Fort +6, Ref +4, Will +3 (+5 vs. fear)
Abilities: Str 16, Dex 13, Con 17, Int 13, Wis 14, Cha 12
Skills: Autohypnosis +5, Jump +18, Listen +5, Spot +5, Survival +5, Swim +6
Feats: Endurance, Run
Environment: Temperate plains
Organization: Solitary, team (2-20) or herd (10-100)
Challenge Rating: 2
Treasure: No coins, standard goods, standard items
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +2

This horse is very well-groomed. Its mane and tail are long and natural, yet not wild or tangled.

Houyhnhnms are a race of magical horses of great wisdom and keen intellect. On their island home, the native humans (called yahoos) are wild beasts suitable for little more than physical labor.

Houyhnhnms are innately benevolent, and are ignorant of cruelty, warfare, and deception. They never quarrel among themselves, and are universally friendly in their first reactions to other creatures. Houyhnhnms are utterly rational, and seem to lack all of the negative passions that most other sentient beings possess.

Despite their benevolence, Houyhnhnms consider themselves nature’s perfect form. As such, they view only other intelligent quadrupeds, such as pegasi and unicorns, to be their equal. A bipedal creature with the ability to assume an equine form is quite impressive to the houyhnhnms, while centaurs and other equine hybrids confound them.

Houyhnhnms are quite agile, able to raise their front hooves up to their mouths or above their eye level without bending their backs. They have learned to use their pasterns, the area between their fetlock and hoof, to milk cows, construct buildings or even thread a needle.

Houyhnhnms eat grass, hay, and a mash made of oats and milk. Typical Houyhnmnms farms have asses, cats, cows, and other domesticated animals.

Houyhnhnms average 8 feet in length and weigh 1,000 to 1,200 pounds. Houyhnhnms appear in all the same colors and patterns as normal horses. They are always well-groomed and wear their manes and tails long. Houyhnmnms see no need for clothing, although on occasion they wear aprons, capes or shawls. They never put on bridles, saddles or other riding equipment, and will allow no creature to ride them. The average lifespan of a houyhnmnm is 70 to 80 years.

Houyhnhnms speak Draconic and Sylvan with a voice that sounds like soft and mild neighing.

COMBAT

With their peaceful outlook and general lack of threats, Houyhnhnms have had little need to master the use of weapons. However, they do possess potent natural weapons, and have crafted specialized horseshoes for utilitarian purposes (such as spikes to aid in traction and sickles for cutting grain) which could easily be converted to battle. Additionally, hHouyhhhnms could wear any form of barding that would fit a horse.

Should their beloved island home come under attack, the houyhnhnms could easily become fierce warriors, for they are nearly oblivious to fear and possess a strong sense of unanimity with their kin.

Brave (Ex): Houyhnhnms have a +2 racial bonus on saves against fear effects.

Unusual Physique (Ex): Although they can use weapons, houyhnhnms are non-proficient with all weapons other than crossbows, gauntlets, spiked gauntlets, and armor spikes, due to their hooflike hands. Houyhnhnms may treat gauntlets, spiked gauntlets, and armor spikes as special monk weapons.

Houyhnmnm Society
On the magical isle the Houyhnmnms call home, no creatures can suffer from disease or illness. In fact, a creature with a pre-existing condition that visits this isle is immediately the recipient of a remove disease spell.

Houyhnmnms have formed a utopian commonwealth completely free of crime. Their stratified society is ruled by philosophers, who in turn elect a representative council that meets on the vernal equinox of every fourth year. Representatives from every part of their island assemble upon a large plain or grassland to discuss the state of the nation. These meetings are also used to regulate the number of children born during the upcoming years.

Houyhnhnms utilize primitive tools, constructing their homes and other buildings from wattle and daub. They are fond of crafting pottery, poems in the praise of virtue or songs of praise.

Houyhnhnms use arranged marriages based upon the strength of one partner and the comeliness of the other. Positive human desires of romantic pleasures, such as courtship, presents, and love, as well as negative emotions such as jealousy, quarreling and discontent are unknown in their thoughts and language. They have a gestation period of ten months and produce one child per birth. Youths of both sexes get the same education in temperance, industry, and cleanliness. Exercise races are held many times each year to increase agility, endurance, speed and strength in their children. Winners of such races are rewarded with a song of praise.

Houyhnhnms as Characters
Houyhnhnm leaders are usually monks. Houyhnhnm clerics can choose any two of the following domains: Animal, Law, and Knowledge.

Houyhnhnm characters possess the following racial traits:
  • +6 Strength, +2 Dexterity, +6 Constitution, +2 Intelligence, +4 Wisdom, +2 Charisma.
  • Large size.
  • A houyhnhnm's base land speed is 60 feet.
  • Low-light vision and scent.
  • Racial Hit Dice: A houyhnhnm begins with three levels of magical beast, which provide 3d10 Hit Dice, a base attack bonus of +3 and base saving throw bonuses of Fort +3, Ref +3, and Will +1.
  • Racial Skills: A houyhnhnm's magical beast levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Autohypnosis, Jump, Listen, Spot, Swim, and Survival.
  • Racial Feats: A houyhnhnm's magical beast levels give it two feats.
  • +3 natural armor bonus.
  • Special Qualities (see above): Brave, unusual physique.
  • Automatic Languages: Draconic, Sylvan. Bonus Languages: Common, Dwarven, Elven, Giant, Gnome, Halfling.
  • Favored Class: Monk.
  • Level Adjustment +2.
Originally appeared in Polyhedron Magazine #106 (1995)
 
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