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Creature Catalog new 3.5 conversions

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Shade

Monster Junkie
Worm, Giant, Eunice

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

Worm, Giant, Eunice
Huge Vermin (Aquatic)
Hit Dice: 8d8+40 (76 hp)
Initiative: +7
Speed: 5 ft. (1 square), swim 20 ft., burrow 10 ft.
Armor Class: 17 (-2 size, +3 Dex, +6 natural), touch 11, flat-footed 14
Base Attack/Grapple: +6/+22
Attack: Bite +12 melee (2d6+12/18-20/x3)
Full Attack: Bite +12 melee (2d6+12/18-20/x3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Augmented critical
Special Qualities: Accelerated healing, darkvision 60 ft., hold breath, split, tremorsense 60 ft., vermin traits
Saves: Fort +11, Ref +5, Will +1
Abilities: Str 27, Dex 16, Con 20, Int —, Wis 9, Cha 5
Skills: Hide -5*, Swim +16
Feats: Improved Initiative (B), Snatch (B)
Environment: Any aquatic
Organization: Solitary or colony (2-20)
Challenge Rating: 4
Treasure: 1/3 goods (gems; see text)
Alignment: Always neutral
Advancement: 9-15 HD (Huge); 16-31 HD (Gargantuan); 32-48 HD (Colossal)
Level Adjustment: —

The head of this long, bristly worm ends in five long tentacles.

The eunice is one of the polychaetes, or bristle worms. It is a larger relative of diopatra. Its notable differences are its shorter palpidae, and that it bores tunnels bored into coral reefs rather than crafting tubes from sand and debris.

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 jaws of a eunice are hardened by thick deposits of mother-of-pearl, reflected in the treasure line above.

The body of a mature eunice is 2 to 3 feet in diameter and 30 to 50 feet in length, weighing about 5,000 pounds. Eunice have two eyes and five tentacles. Coloration varies from dark purple-brown to red-brown with a white ring at the fourth segment.

COMBAT

Eunice bury themselves in the ocean floor, waiting for prey to approach, then swiftly striking with its sharp jaws. A eunice attacks with such frightening speed that its prey is sometimes sliced in half.

Accelerated Healing (Ex): A eunice 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.

Augmented Critical (Ex): A eunice's bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

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

Split (Ex): A critical hit with a slashing weapon deals no damage to a eunice. Instead the worm splits into two identical worms, each with half of the original’s current hit points (round down). A eunice 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.

Skills: A eunice 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.

*A eunice has a +12 racial bonus on Hide checks made while buried in sand, silt, mud, or gravel, or while motionless near coral.

Originally appeared in Dragon Magazine #133 (1988).
 
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Shade

Monster Junkie
Dragger

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-19.html

Dragger
Large Elemental (Earth, Extraplanar)
Hit Dice: 8d8+24 (60 hp)
Initiative: -3
Speed: 30 ft. (6 squares)
Armor Class: 20 (–1 size, -3 Dex, +14 natural), touch 6, flat-footed 20
Base Attack/Grapple: +6/+16
Attack: Bite +11 melee (2d8+9)
Full Attack: Bite +11 melee (2d8+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, spell-like abilities, swallow whole
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., earth glide, elemental traits, immunity to magic, split, tremorsense 60 ft.
Saves: Fort +9, Ref -1, Will +1
Abilities: Str 22, Dex 5, Con 17, Int 5, Wis 8, Cha 12
Skills: Listen +7, Spot +8
Feats: Ability Focus (hallucinatory terrain), Alertness, Stand Still
Environment: Elemental Plane of Earth
Organization: Solitary or cluster (2-6)
Challenge Rating: 5
Treasure: No coins, standard goods (gems only), no items
Alignment: Usually neutral
Advancement: 9–15 HD (Large), 16–24 HD (Huge)
Level Adjustment: —

The fissure in the nearby rock snaps open, revealing a huge maw filled with rock-like teeth. A single pair of extremities float through the rock, dragging forth a boulder-shaped creature.

Draggers are carnivorous earth elementals named for their preferred hunting method of dragging victims below the ground within their maws.

Draggers reproduce asexually, splitting into a number of smaller specimens. During this process, any gems within the creature are expelled onto the cavern floor and left behind. The newly born draggers may stay together for awhile before seeking their own hunting grounds, although they have no social interaction beyond feeding side by side. Draggers never fight others of their kind, and instinctively move far enough from one another to provide adequate food for all.

Draggers have been known to go dormant for long periods of time, hiding inside solid rock and ignoring food nearby; no good reasons for this behavior has yet been offered.

Draggers are strict carnivores, eating any meat they can find. They have little interest in plants, other than fungi, which the avidly devour. A dragger will attempt to devour prey only once every three hours, and regardless of success, it ignores other potential prey until its next feeding interval. Draggers can go long periods of time between meals, even up to a year or more. Their digestive juices can digest virtually anything except gems.

A dragger is 8 to 12 feet in diameter and weighs 9,000 to 25,000 pounds.

Draggers speak Terran, but rarely choose to do so.

COMBAT

Draggers prefer to use their earth glide to sit right beneath the surface of a cavern floor, using hallucinatory terrain to hide its exposed mouth and sensory organs. When prey approaches, it attempts to bite and swallow a single victim, then descend deeper into the earth while it digests its meal.

Earth Glide (Ex): A dragger 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 move earth spell cast on an area containing a burrowing dragger flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Immunity to Magic (Ex): A dragger 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 dragger is affected normally by force effects, such as a magic missile spell.

A move earth spell forces the dragger to drop any grappled or swallowed prey, then drives the dragger back 120 feet and deals 3d12 points of damage to it.

A stone shape spell either forces the dragger to drop any grappled or swallowed prey, or seals its maw shut (preventing use of its bite attack) for 1d4 rounds.

A stone to flesh spell does not actually change the dragger's structure but negates its damage reduction and natural armor for 1 full round, while immobilizing the creature.

A transmute rock to mud spell slows a dragger (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.

Improved Grab (Ex): To use this ability, a dragger 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.

Spell-Like Abilities: At will—hallucinatory terrain (DC 17). Caster level 8th. The save DCs are Charisma-based.

Split (Ex): A fully healed dragger of 16 or more HD can split into multiple draggers. The new draggers may have any combination of HD that totals to the HD of the original dragger, but each must have at least 8 HD. Each new dragger has average hit points for its Hit Dice. This process takes 1 minute, during which the dragger may take no other actions.

Swallow Whole (Su): A dragger can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 3d4 points of acid damage per round from the dragger's gullet. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Large dragger’s gullet can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

In The Realms

A large number of draggers inhabit the underways of Ravens Bluff, where they have been the doom of more than a few smugglers.

Originally appeared in Polyhedron Magazine #44 (1988).
 
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Shade

Monster Junkie
Skorpio

http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-43.html

Skorpio
Medium Monstrous Humanoid
Hit Dice: 3d8+3 (16 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +3/+4
Attack: Falchion +4 melee (2d4+1/18-20) or tail +7 melee (1d6+1 plus poison) or javelin +7 ranged (1d6+1)
Full Attack: Falchion +4 melee (2d4+1/18-20) and tail +2 melee (1d6 plus poison) or javelin +7 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft.
Saves: Fort +2, Ref +7, Will +4
Abilities: Str 13, Dex 18, Con 13, Int 5, Wis 12, Cha 10
Skills: Climb +5, Hide +8, Spot +5, Survival +7
Feats: Endurance, Weapon Finesse
Environment: Warm deserts
Organization: Solitary or tribe (2-8 plus 1-12 females and 3-6 noncombatant young)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class (favored class: barbarian)
Level Adjustment: +3

This man-sized, bipedal scorpion wields a large curved sword in its humanoid hands. Its snapping tail ends in a wicked stinger.

Skorpio are a race of sentient, bipedal scorpions that terrorize the deserts. Originally the result of magical experimentation, they have long bred true.

Skorpio form small clans, living in underground burrows or within the crevasses of rock formations. A typical tribe consists of 2-8 males, 1-12 females, 3-6 young, and 1-4 eggs. Females are even more vicious than males, and fly into a frenzy when their young or eggs are threatened. Females carry young on their backs, making them difficult to target while the mothers are in a berserk fury.

The carnivorous skorpio feed on any living creatures they can catch. They prefer the slaughter of humanoids, as they have an affinity for weapons and other gear.

A skorpio is 5 to 6 feet tall and weighs 100 to 200 pounds. Exoskeleton coloration ranges from tan to dark brown.

Skorpio speak Common with a gutteral, chirping accent.

COMBAT

Skorpio wade gleefully and carelessly into battle, utilizing weapons claimed from their previous kills and lashing out with their venomous tail stingers. Skorpio tend to favor falchions, spears, and javelins.

Skorpio are proficient with all simple weapons and all melee martial weapons.

Poison (Ex): Injury, Fortitude DC 12, initial damage 1 Con, secondary damage 1d3 Con. The save DC is Constitution-based.

Skills: A skorpio has a +4 racial bonus on Climb, Hide, and Spot checks.

Skorpio as Player Characters
  • Strength +2, Dexterity +8, Constitution +2, Intelligence -6, Wisdom +2.
  • Size Medium.
  • A skorpio's base land speed is 30 feet.
  • Darkvision 60 ft.
  • Racial Hit Dice: A skorpio begins with three levels of Monstrous Humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3.
  • Racial Skills: A skorpio's Monstrous Humanoid levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Climb, Hide, Spot and Survival.
  • Racial Skill Bonuses: A skorpio has a +4 racial bonus on Climb, Hide, and Spot checks.
  • Racial Feats: A skorpio's Monstrous Humanoid levels give it two feats.
    Proficiency in simple weapons and all melee martial weapons.
  • +6 natural armour bonus.
  • Automatic Languages: Common. Bonus Languages: Goblin, Giant, Gnoll and Orc. Skorpio speak with a gutteral, chirping accent.
  • Favoured Class: Barbarian.
  • Poison (Ex): A skorpio has a venomous stinger doing 1d6 piercing damage that it may use as a primary or secondary natural attack. Its poison does initial damage 1 Con, secondary damage 1d3 Con. The save DC is Constitution-based.
  • Level Adjustment: +3.
Originally appeared in Polyhedron #53 (1990).
 
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Shade

Monster Junkie
Lindworm, False

http://www.enworld.org/forum/general-monster-talk/219404-converting-monsters-dragon-magazine-46.html

Lindworm, False
Large Dragon
Hit Dice: 5d12+15 (47 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +8 natural), touch 9, flat footed 17
Base Attack/Grapple: +5/+14
Attack: Bite +9 melee (2d6+5)
Full Attack: Bite +9 melee (2d6+5) and claw +7 melee (1d8+2) and tail slap +7 melee (1d8+7)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks: Breath weapon
Special Qualities: Blindsense 30 ft., immunity to energy, immunity to magic sleep effects and paralysis, keen senses, low-light vision
Saves: Fort +7, Ref +14, Will +5
Abilities: Str 21, Dex 10, Con 17, Int 6, Wis 12, Cha 9
Skills: Hide +6, Listen +9, Move Silently +10, Spot +9
Feats: Multiattack, Stealthy
Environment: Any
Organization: Solitary or pair
Challenge Rating: 5
Treasure: Standard
Alignment: Always evil
Advancement: 6-8 HD (Large); 9-15 (Huge); 16-25 HD (Gargantuan)
Level Adjustment: —

This creature is clearly draconic, but its body is birdlike and it bears only two legs.

A false lindworm bears little relation to the mighty linnorms. In fact, it is a deficient form of chromatic dragon. What results in such a birth is unknown, although some speculate it is curse of the gods, while others postulate it is an innate way of controlling the dragon population. Regardless of reason, lindworms are rare, only appearing once in about every 100 births. On extremely rare situations, twin lindworms hatch from the same egg.

Chromatic dragon parents want nothing to do with these deficient hatchlings, generally abandoning or banishing them from the clutch. As a result, false lindworms grow up bitter, selfish, and extremely vicious. They feel robbed of their full draconic heritage, and seek revenge on the world. Their anger and self-loathing is so great, they despise even others of their kind. Twins are the sole exception, sticking together and remaining fiercely loyal to one another until their deaths.

False lindworms make their homes in enviroments similar to their parents. They eat anything they can catch, and are nearly always hungry. False lindworms don't covet treasure like the true dragons, but do keep some on hand to use as bait for intelligent prey.

False lindworms have breath weapons and immunities similar to their chromatic parents. They never gain frightful presence or any form of magical abilities.

An adult false lindworm is 20 feet long and weighs 2,000 pounds. Scale coloration is similar to their parents.

False lindworms speak Draconic.

COMBAT

Lindworms learn to hunt through trial and error, generally relying on ambush tactics that emulate their parentage. White lindworms bury themselves in snow, black lindworms lie submerged in murky water, blue lindworms cover themselves in sand, and so forth.

Breath Weapon (Su): 40-foot line or 20-foot cone (based on color), once every 1d4 rounds (up to a total of 3/day), damage 5d8 energy (based on color), Reflex DC 15 half. The save DC is Constitution-based.

Color / Breath Weapon
Black = line of acid
Blue = line of electricity
Green = cone of corrosive (acid) gas
Red = cone of fire
White = cone of cold

Immunity to Energy (Ex): A false lindworm gains immunity to a specific form of energy based on its color.

Color / Immunity
Black = Acid
Blue = Electricity
Green = Acid
Red = Fire
White = Cold

Keen Senses (Ex): A false lindworm sees three times as well as a human in shadowy illumination. It also has darkvision out to 90 feet.

Advanced False Lindworms
As false lindworms increase in size, they gain crush and tail sweep attacks as true dragons. A false lindworm's natural armor bonus improves to +13 at Huge and +20 at Gargantuan.

A false lindworm's breath weapon damage increases by 1d8 for each additional 2 Hit Dice. Its breath weapon dimensions improve as its size increases, as follows: Huge = 50-foot line or 25-foot cone
Gargantuan = 60-foot line or 30-foot cone

False Lindworms Based on Other Chromatic Dragons

If you are using additional chromatic dragons in your campaign, such as the brown dragon in Monsters of Faerun, simply match the breath weapon damage type and immunity to that of the parent dragon. Scale coloration matches that of the parent dragon as well.

Originally appeared in Dragon Magazine #182 (1992).
 
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Shade

Monster Junkie
Sea Wyrm, Lesser

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-24.html

Sea Wyrm, Lesser
Large Dragon (Aquatic)
Hit Dice: 10d12+50 (115 hp)
Initiative: +6
Speed: 30 ft. (6 squares), swim 50 ft.
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +10/+19
Attack: Bite +14 melee (2d6+7)
Full Attack: Bite +14 melee (2d6+7)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks: Constrict 2d8+5, constrict ship, improved grab
Special Qualities: Amphibious, darkvision 60 ft., immunity to magic sleep effects and paralysis, low-light vision
Saves: Fort +13, Ref +11, Will +10
Abilities: Str 21, Dex 14, Con 20, Int 7, Wis 16, Cha 15
Skills: Climb +15, Listen +15, Spot +15, Survival +10, Swim +24
Feats: Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack
Environment: Temperate and warm aquatic
Organization: Solitary, mated pair, or family (mated pair plus hatchling)
Challenge Rating: 7
Treasure: Double standard
Alignment: Usually chaotic neutral
Advancement: 11-13 HD (Large) and see text
Level Adjustment: —

The serpentine creature racing through the water looks like a legless, wingless dragon. Its manner is serene and majestic.

Sea wyrms are lesser dragons found in tropical and subtropical seas. They are often mistaken for sea serpents. Lesser sea wyrms are the adolescent members of the species, eventually growing into greater sea wyrms upon reaching adulthood (at 14 HD).

Sea wyrms make their lairs in caves beneath the surface or in remote areas of islands. Fully amphibious, they are just as likely to be found on land as they are underwater. They mate for life, and always produce a single egg which both parents fervently guard. Hatchlings remain with their parents until able to forage for themselves, then seek out a lair of their own.

The diet of sea wyrms includes just about any edible food, but they prefer fish and fruit, even going so far as to slither around a fruit tree to reach the tasty morsels.

Hatchling sea wyrms can be raised as loyal and affectionate pets by aquatic races, and will fight to the death to protect their companions. Traders also raise sea wyrms to accompany and protect their ships. Sea wyrm skins fetch 1,000 to 3,000 gp on the open market.

A lesser sea wyrm is 12 or more feet long and weighs at least 4,000 pounds.

Sea wyrms speak Draconic.

COMBAT

Although generally non-agressive, sea wyrms are highly territorial, claiming a two-mile radius around their lairs, and will attack ships that venture within their domains.

Constrict (Ex): On a successful grapple check, a lesser sea wyrm deals 2d8+5 points of damage.

Constrict Ship (Ex): A lesser sea wyrm can wrap its serpentine body around smaller boats and crush them or drag them below the waves automatically. This can be done to a rowboat in 3 rounds. Other seafaring vessels are too large for a lesser sea wyrm to affect in this way.

Improved Grab (Ex): To use this ability, a sea wyrm 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 constrict.

Skills: A sea wyrm 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 Monstrous Compendium Annual Two (1995).
 
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Shade

Monster Junkie
Arsinoitherium

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-32.html

Arsinoitherium
Large Animal
Hit Dice: 9d8+36 (76 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (–1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +6/+17
Attack: Gore +13 melee (2d8+10/18-20/x3)
Full Attack: Gore +13 melee (2d8+10/18-20/x3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, powerful charge, trample 2d8+10
Special Qualities: Dire, low-light vision
Saves: Fort +10, Ref +6, Will +9
Abilities: Str 24, Dex 10, Con 19, Int 2, Wis 13, Cha 2
Skills: Listen +7, Spot +7, Swim +11
Feats: Diehard, Endurance, Iron Will, Weapon Focus (gore)
Environment: Warm forests and marshes
Organization: Solitary or herd (2–12)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 10–12 HD (Large); 13–27 HD (Huge)
Level Adjustment: —

This creature resembles a rhinorceros, except in place of its single horn is an enormous pair of knife-like horns. A second, tinier pair of horns rises atop its head behind the larger pair.

Although it resembles a rhino, arsinoitherium is actually a closer relative to elephants. This herbivorous creature is most often found in tropical rainforests at the margin of swamps.

The arsinoitherium's size, build, and deadly horns leave it untouched by most predators.

An arsinoitherium is three to six feet tall at the shoulders and 6 to 10 feet long. It weighs around 5,000 pounds.

COMBAT

Much like a rhinoceros, an arsinoitherium lowers its head and charges if disturbed or annoyed.

Augmented Critical (Ex): An arsinoitherium's gore threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

Dire (Ex): An arsinoitherium is considered to be a dire animal for the purposes of saving throws.

Powerful Charge (Ex): An arsinoitherium deals 4d8+20 points of damage when it makes a charge.

Trample (Ex): Reflex half DC 21. The save DC is Strength-based.

Skills: An arsinoitherium has a +4 racial bonus on Swim checks.

Originally appeared in Dragon Magazine #137 (1988).
 
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Shade

Monster Junkie
Statue of Shaktari

http://www.enworld.org/forum/general-monster-talk/78935-converting-monsters-dungeon-magazine-47.html

Statue of Shaktari
Large Construct (Extraplanar)
Hit Dice: 21d10+40 (155 hp)
Initiative: -2
Speed: 50 ft. (10 squares), fly 50 ft. (poor), climb 30 ft., burrow 20 ft.
Armor Class: 30 (-2 size, -2 Dex, +24 natural), touch 6, flat-footed 30
Base Attack/Grapple: +15/+36
Attack: Slam +19 melee (3d6+13)
Full Attack: 8 slams +19 melee (3d6+13)
Space/Reach: 15 ft./15 ft.
Special Attacks: Breath weapon
Special Qualities: Construct traits, damage reduction 15/adamantine and bludgeoning, darkvision 60 ft., immunity to cold, fire, and electricity, immunity to magic, low-light vision
Saves: Fort +7, Ref +5, Will +7
Abilities: Str 37, Dex 7, Con —, Int —, Wis 11, Cha 1
Skills: Climb +21
Feats: —
Environment: Infinity Layers of the Abyss (Vudra)
Organization: Solitary or pair
Challenge Rating: 15
Treasure: None
Alignment: Always chaotic evil
Advancement: 22-32 HD (Huge); 33-54 HD (Gargantuan); 55-96 (Colossal)
Level Adjustment: —

This black stone statue appears to be an eight-armed attractive human woman with the lower half of a massive serpent. Its eyes burn with a malevolent green glow.

A statue of Shaktari is a powerful demonic golem created in the image of the Queen of the Mariliths. These automatons are often set to guard temples and patrol the sweltering, venomous jungles of Vudra, the 531st layer of the Abyss.

These powerful constructs are animated by Shaktari herself, and cannot be constructed by traditional means. However, a greater planar ally or gate may call forth one or more.

A statue of Shaktari is 12 feet tall and weighs 6 tons.

Statues of Shaktari do not speak.

COMBAT

A statue of Shaktari pummels adversaries with its octet of heavy fists between releases of its devastating venomous breath.

Breath Weapon (Su): 100-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 2d8 Con, secondary damage death, Fortitude DC 20 negates. The save DC is Constitution-based.

Immunity to Magic (Ex): A statue of Shaktari 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 transmute rock to mud spell slows a statue of Shaktari (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.

A stone to flesh spell does not actually change the statue's structure but negates its damage reduction and immunity to magic for 1 full round.

A spell with the chaotic or evil descriptor (such as chaos hammer or unholy blight) breaks any slow effect on the statue of Shaktari and cures 1 point of damage for each 3 points of damage it would otherwise deal. It is fully affected by spells with the law or good descriptor, unless its construct traits make it immune to the spell's effects (it cannot be blinded by a holy aura, for example, because that effect allows a Fortitude save).

As an extraplanar creature, a statue of Shaktari on the Material Plane can be driven back to its home plane by a dispel evil or dispel chaos spell (as well as by holy word or dictum), but it is not affected by banishment or dismissal since they are not good or lawful spells.

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

Originally appeared in Dungeon Magazine #60 (1996).
 
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Shade

Monster Junkie
Angel, Dominion

http://www.enworld.org/forum/genera...els-possibly-other-heavenly-creatures-21.html

Angel, Dominion
Large Outsider (Angel, Extraplanar, Good)
Hit Dice: 19d8+95 (180 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 33 (-1 size, +4 Dex, +20 natural), touch 13, flat-footed 29
Base Attack/Grapple: +19/+29
Attack: +4 merciful heavy mace +28 melee (2d6+13) or slam +24 melee (2d8+6)
Full Attack: +4 merciful heavy mace +28/+23/+18/+13 melee (2d6+13) or slam +24 melee (2d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Awe, brazen bottle, repel evil, spell-like abilities
Special Qualities: Change shape, damage reduction 15/evil, darkvision 60 ft., immunity to acid, cold, mind affecting spells and abilities, and petrification, low-light vision, protective aura, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 31, tongues
Saves: Fort +18 (+22 against poison), Ref +15, Will +18
Abilities: Str 23, Dex 19, Con 20, Int 24, Wis 24, Cha 27
Skills: Balance +26, Concentration +27, Craft (any 2) +29, Diplomacy +34, Intimidate +30, Knowledge (any 3) +29, Listen +29, Move Silently +26, Search +29, Sense Motive +31, Spellcraft +29, Spot +29, Survival +7 (+9 following tracks)
Feats: Cleave, Dodge, Great Fortitude, Improved Initiative, Mobility, Negotiator, Power Attack
Environment: Any good-aligned plane
Organization: Solitary or pair
Challenge Rating: 18
Treasure: No coins; double goods; standard items
Alignment: Always good (any)
Advancement: 19-33 HD (Large); 34-57 HD (Huge)
Level Adjustment: —

This creature resembles a divinely beautiful human of unusual size. From its shoulders sprouts a pair of feathered wings. It carries a macelike sceptre with a glowing orb of light upon its head.

Dominions regulate the duties of lower angels. They rarely interfere in the affairs of mortals, but are occasionally dispatched to deal with fiends that take too much interest in the Material Plane. Dominions also are tasked with illuminating the activities of false prophets or mortals masquerading as divine beings.

A dominion is 9 feet tall and weighs 500 pounds.

Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.

COMBAT

Although they generally deal with confrontation through the use of diplomacy and intimidation, dominions are not afraid to wade into melee with their +4merciful heavy maces. They take great pleasure in battling and defeating fiends.

A dominion's natural weapons, as well as any weapons it wields, are treated as epic and good-aligned for the purpose of overcoming damage reduction.

Awe (Su): Once per day, a dominion may create an aura that can deeply affect mortals. Creatures that can see the dominion must succeed on a DC 27 Will save to avoid the effects. A creature that succeeds on its saving throw remains immune to that dominion's awe for 24 hours. This effect lasts for 2d6+6 rounds. This is a mind-affecting effect. The save DC is Charisma-based.

A dominion can choose from the following effects each round as a free action while its awe power is in effect:
Daze: Affected beings just stare at the dominion in fascination. Awed creatures may defend themselves normally, but can take no actions. If a creature attacked physically, it will recover in the following round.

Fright: Affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the dominion makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.

Resolve: The dominion's allies receive a +4 morale bonus on attack rolls, saves, and checks, while the dominion's foes suffer a –4 morale penalty on attack rolls, saves, and checks.

Brazen Bottle: Each dominion carries a special form of iron flask which may only be used to trap evil outsiders.

Change Shape (Su): A dominion can assume the form of any Small or Medium humanoid.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 19th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)

Regeneration (Ex): A dominion takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.

Repel Evil (Su): Three times per day, a dominion can attempt to telepathically drive away all evil creatures from an area. All evil beings without a divine rank within a 60-foot-radius must succeed on a DC 27 Will save or immediately exit the area to the best of their abilities. This effect otherwise functions as the repulsion spell in that area, except it only effects evil creatures without a divine rank, and it has a duration of 24 hours. The save DC is Charisma-based.

Spell-Like Abilities: At will—continual flame, dispel evil, greater dispel magic, holy smite (DC 22), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, speak with dead; 3/day—banishment (DC 25), blade barrier (DC 24), power word stun, raise dead, waves of fatigue; 1/day—baleful polymorph (DC 23), flesh to stone (DC 24), greater shout (DC 26), greater restoration, mass hold monster (DC 27), waves of exhaustion. Caster level 19th. The save DCs are Charisma-based.

The following abilities are always active on the dominion's person, as the spells (caster level 19th); detect evil, detect snares and pits, discern lies (DC 22), see invisibility, and true seeing. They can be dispelled, but the dominion can reactivate them as a free action.

Tongues (Su): A dominion can speak with any creature that has a language, as though using a tongues spell (caster level 19th). This ability is always active.

Originally appeared in Dragon Magazine #35 (1980).
 
Last edited:

Shade

Monster Junkie
Faerie, Unseelie

http://www.enworld.org/forum/genera...al-conversion-thread-finishing-off-fey-6.html

Faerie, Unseelie, Diminutive
Diminutive Fey
Hit Dice: 1d6 (3 hp)
Initiative: +6
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 20 (+4 size, +6 Dex), touch 20, flat-footed 14
Base Attack/Grapple: +0/–16
Attack: +1 shortsword +1 melee (1d2-3/19-20) or longbow +10 ranged (1d3/x3)
Full Attack: +1 shortsword +1 melee (1d2-3/19-20) or longbow +10 ranged (1d3/x3)
Space/Reach: 1 ft./0 ft.
Special Attacks: Seelie spell of forgetting (DC 14), spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 12, vulnerability to salt
Saves: Fort +0, Ref +8, Will +3
Abilities: Str 3, Dex 22, Con 10, Int 12, Wis 12, Cha 12
Skills: Concentration +4, Hide +22, Knowledge (nature) +5, Listen +5, Move Silently +10, Spot +5, 1 more at 4 ranks (see below)
Feats: 1 (see below)
Environment: Any
Organization: Solitary, pair, or court (6-40 unseelie faeries of mixed sizes)
Challenge Rating: 1
Treasure: No coins; 50% goods; 50% items
Alignment: Any evil
Advancement: —
Level Adjustment: +3

Faerie, Unseelie, Tiny
Tiny Fey
Hit Dice: 2d6+2 (9 hp)
Initiative: +5
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 17 (+2 size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple: +1/–10
Attack: +1 shortsword +1 melee (1d3-2/19-20) or longbow +8 ranged (1d4/x3)
Full Attack: +1 shortsword +1 melee (1d3-2/19-20) or longbow +8 ranged (1d4/x3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Seelie spell of forgetting (DC 15), spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 13, vulnerability to salt
Saves: Fort +1, Ref +8, Will +4
Abilities: Str 5, Dex 20, Con 12, Int 14, Wis 13, Cha 14
Skills: Concentration +6, Hide +18, Knowledge (nature) +7, Listen +6, Move Silently +10, Spot +6, 2 more at 5 ranks each (see below)
Feats: 1 (see below)
Environment: Any
Organization: Solitary, pair, or court (6-40 unseelie faeries of mixed sizes)
Challenge Rating: 2
Treasure: No coins; 50% goods; 50% items
Alignment: Any evil
Advancement: 3 HD (Tiny)
Level Adjustment: +3

Faerie, Unseelie, Small
Small Fey
Hit Dice: 4d6+8 (22 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 15 (+1 size, +4 Dex), touch 15, flat-footed 11
Base Attack/Grapple: +2/–4
Attack: +1 shortsword +2 melee (1d4-1/19-20) or longbow +7 ranged (1d6/x3)
Full Attack: +1 shortsword +2 melee (1d4-1/19-20) or longbow +7 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Seelie spell of forgetting (DC 16), spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 14, vulnerability to salt
Saves: Fort +3, Ref +8, Will +6
Abilities: Str 7, Dex 18, Con 14, Int 16, Wis 14, Cha 16
Skills: Concentration +9, Hide +15, Knowledge (nature) +10, Listen +9, Move Silently +11, Spot +9, 3 more at 7 ranks each (see below)
Feats: 2 (see below)
Environment: Any
Organization: Solitary, pair, or court (6-40 unseelie faeries of mixed sizes)
Challenge Rating: 3
Treasure: No coins; 50% goods; 50% items
Alignment: Any evil
Advancement: 5 HD (Small)
Level Adjustment: +4

Faerie, Unseelie, Medium
Medium Fey
Hit Dice: 6d6+18 (39 hp)
Initiative: +3
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+3
Attack: +1 shortsword +4 melee (1d6+1/19-20) or longbow +6 ranged (1d8/x3)
Full Attack: +1 shortsword +4 melee (1d6+1/19-20) or longbow +6 ranged (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Seelie spell of forgetting (DC 17), spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 16, vulnerability to salt
Saves: Fort +5, Ref +8, Will +7
Abilities: Str 10, Dex 16, Con 16, Int 16, Wis 15, Cha 18
Skills: Concentration +12, Hide +12, Knowledge (nature) +12, Listen +11, Move Silently +12, Spot +11, 3 more at 9 ranks each (see below)
Feats: 3 (see below)
Environment: Any
Organization: Solitary, pair, or court (6-40 unseelie faeries of mixed sizes)
Challenge Rating: 5
Treasure: Standard
Alignment: Any evil
Advancement: 7-9 HD (Medium)
Level Adjustment: +4

Faerie, Unseelie, Large
Large Fey
Hit Dice: 10d6+40 (75 hp)
Initiative: +2
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +5/+13
Attack: +1 shortsword +9 melee (1d8+5/19-20) or longbow +6 ranged (2d6/x3)
Full Attack: +1 shortsword +9 melee (1d8+5/19-20) or longbow +6 ranged (2d6/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Seelie spell of forgetting (DC 18), spell-like abilities
Special Qualities: Damage reduction 10/cold iron, low-light vision, spell resistance 18, vulnerability to salt
Saves: Fort +7, Ref +9, Will +10
Abilities: Str 18, Dex 14, Con 18, Int 16, Wis 16, Cha 20
Skills: Concentration +17, Hide +11, Knowledge (nature) +16, Listen +16, Move Silently +15, Spot +16, 3 more at 13 ranks each (see below)
Feats: 4 (see below)
Environment: Any
Organization: Solitary, pair, or court (6-40 unseelie faeries of mixed sizes)
Challenge Rating: 7
Treasure: Standard
Alignment: Any evil
Advancement: 11-13 HD (Large)
Level Adjustment: +5

Faerie, Unseelie, Huge
Huge Fey
Hit Dice: 15d6+75 (127 hp)
Initiative: +1
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 21 (-2 size, +1 Dex, +12 natural), touch 9, flat-footed 20
Base Attack/Grapple: +7/+21
Attack: +1 shortsword +12 melee (2d6+7/19-20) or longbow +6 ranged (3d6/x3)
Full Attack: +1 shortsword +12/+7 melee (2d6+7/19-20) or longbow +6/+1 ranged (3d6/x3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Seelie spell of forgetting (DC 19), spell-like abilities
Special Qualities: Damage reduction 15/cold iron, low-light vision, spell resistance 20, vulnerability to salt
Saves: Fort +10, Ref +10, Will +12
Abilities: Str 22, Dex 12, Con 20, Int 16, Wis 17, Cha 23
Skills: Concentration +23, Hide +11, Knowledge (nature) +21, Listen +21, Move Silently +19, Spot +21, 3 more at 18 ranks each (see below)
Feats: 6 (see below)
Environment: Any
Organization: Solitary, pair, or court (6-40 unseelie faeries of mixed sizes)
Challenge Rating: 9
Treasure: Standard
Alignment: Any evil
Advancement: 16-30 HD (Huge)
Level Adjustment: +5

Unseelie faeries live among the Unseelie Court, a hideous mockery of the Seelie Court. It is located in the most haunted, twisted forest of the Plane of Faerie. The Court spends its time plotting and scheming against the Seelie Court.

Most unseelie faeries are encountered outside the court. Because evil seeks its own reflection and treachery breeds mistrust, the unseelie faeries see an enemy in nearly everyone they encounter.

Appearance

Unseelie faeries appear in a wide range of sizes and appearances. When you create a new seelie faerie, roll on the following tables to determine it's appearance. Feel free to change, add, or delete choices from the following tables as you see fit.

Head
1 - Human
2 - Goblinoid
3 - Orc
4 - Goat
5 - Canine
6 - Pumpkin (often rotting)

Head Adornment
1 - Horns
2 - Antennae (often mothlike)
3 - Feathers
4 - Leaves (may be moldy)
5 - Blooms (possibly dried)
6 - Motes of darkness

Hair
1 - Ivy
2 - Silken
3 - Color-changing
4 - Spikey
5 - Horse mane
6 - Bald

Legs
1 - Humanoid
2 - Insectile
3 - Goatlike
4 - Mermaid tail (faerie's land speed is reduced to 20 ft., gains swim speed of 40 ft.)
5 - Cluster of vines
6 - Serpent tail (faerie's land speed is reduced to 20 ft., gains climb speed of 20 ft.)

Feet
1 - Humanoid
2 - Humanoid, but six-toed
3 - Cloven
4 - Clubfoot
5 - Talons
6 - Feline

Tail
1 - Catlike
2 - Rabbitlike
3 - Foxlike
4-6 - None

Wings
1 - Gossamer
2 - Butterfly
3 - Bat
4 - Bird
5 - Bee
6 - None

Themes

Unseelie faeries fall into one of four themes: avenger, frightener, shadow, and trickster.

Avengers exists solely to exact vengeance for some slight, real or imagined, against the natural world or the Unseelie Court. Their appearances and powers are often mockeries of that which they champion in their vengeance. For example, an unseelie faerie seeking vengeance on those who destroy forests may appear plantlike, with twisted and blighted leaves and branchlike claws, and might bestow curses that cause the victim's touch to blight plants.

Frighteners delight in spreading fear and sowing terror. They are often mistaken for ghosts, haunting old ruins and out-of-the-way places. Their powers are often illusions or necromantic in nature.

Shadow faeries have strong ties to the Shadow World, and often have a dusky or insubstantial appearance. Their powers are often those of stealth and shadow magic.

Tricksters, like their seelie counterparts, delight in twisting every encounter with other creatures to their own personal amusement. However, their tricks are far more malicious and often lethal.

Special Attacks and Qualities

All unseelie faeries have a number of abilities equal to half their Hit Dice (minimum of one). When determining abilities, roll d% and consult the following table. Most abilities do not stack, so if you roll a duplicate that doesn't stack with itself simply re-roll until you get one that works.

d% Roll Ability
01-02 Gaze of ruin
03-08 Wild empathy
09-20 Musical instrument
21-22 Woodland stride
23-24 Lose the way
25-28 Unearthly grace
29-35 Better blade*
36-38 Trackless step
39-40 Corruption of beauty
41-45 Sneak attack
46-50 Elite faerie*
51-55 Enhanced senses
56-58 Beguiling song
59-65 Resilient*
66-68 Easily Forgotten
69-72 Mystical*
73-76 Quickness*
77-80 Terrain feature dependent
81-86 Multi-layered*
87-90 Swift flier*
91-92 Size change
93-94 Greater musical instrument
95-96 Curse of cannibalism
97-98 Curse of familicide
99-100 Curse of nature's blindness
*This ability may be rolled more than once.

Beguiling Song (Su): The unseelie faerie can attempt to beguile creatures with its song. The faerie sings, targeting a single creature it can see within 300 feet. This is a sonic, mind-affecting ability, and the creature must be able to hear the faerie for it to take effect. The targeted creature must make a Will saving throw. If the save is successful, that creature cannot be affected by that faerie's song for one day.

Failure indicates the creature is utterly beguiled and moves toward the faerie, taking the most direct route available. If that path leads into a dangerous area (such as very deep or fast-moving water) the beguiled creature gets a second saving throw. A beguiled creature may take no actions other than defending himself. A beguiled victim who moves within 5 feet of the faerie must make a Will save or be charmed as per charm monster (caster level equals faerie's Hit Dice). Success means that the character is freed from the beguilement and is immune to that faerie's beguiling song for 24 hours. The beguiling effect continues so long as the faerie sings. A faerie does not need to continue to sing to keep a victim charmed. The save DCs are Charisma-based.

Better Blade: The enhancement bonus of the unseelie faerie's short sword increases by +1.

Corruption of Beauty (Su): Any creature who sees the unseelie faerie must make a Will save or fall in love with it. This ability works as the charm person spell (caster level equals faerie's Hit Dice). If the creature is of the opposite sex, it treats the unseelie faerie as the love of its life, the center of his universe, and will do anything short of ending its own life, or violating its basic ethos, to please the unseelie faerie. Those charmed by an unseelie faerie will not leave its side while the charm is in effect for any reason, and will defend the faerie to the death. (Note: Defending one's love to the death is different than throwing oneself off a cliff simply because the beloved wished one to do so.) Once per week, the unseelie faerie can permanently drain one point of Charisma and one point of Constitution from any creature under the effects of its charm ability. The range of this ability is 30 feet, and the affected creatures can make a Fortitude save to resist this effect. Members of the opposite sex receive a -2 circumstance penalty to this saving throw, as they would willingly give the unseelie faerie anything it requests. The save DCs are Charisma-based.

Curse of Cannibalism (Su): When this unseelie faerie curses an opponent, the victim must pass succeed on a Will save or forever be able only to gain nutrition from the flesh of his own race. All other foods turn to ashes in his mouth, and unless he eats the flesh of his own kind, he will begin to take damage from starvation. The save DC is Charisma-based. Curse of cannibalism can be removed with a remove curse or break enchantment (caster level check DC = HD of the unseelie faerie).

Curse of Familicide (Su): When this unseelie faerie curses an opponent, the victim must succeed on a Will save or, for the next 24 hours, see his friends and family as grotesque monsters and be forced to attack them to the best of his ability. This acts as the "attack nearest creature" function of a confusion spell except that the victim only targets those that he would ordinarily be friendly or helpful towards. The save DC is Charisma-based. Curse of cannibalism can be removed with a remove curse or break enchantment (caster level check DC = HD of the unseelie faerie).

Curse of Nature's Blindness (Su): When this unseelie faerie curses an opponent, the victim must succeed on a Will save or be completely unable to see any creatures with the fey or animal type, as if they were under the effects of an improved invisibility spell. The save DC is Charisma-based. Curse of cannibalism can be removed with a remove curse or break enchantment (caster level check DC = HD of the unseelie faerie).

Easily Forgotten: The unseelie faerie gains a +2 racial bonus on the save DC of its seelie spell of forgetting ability.

Elite Faerie: One of the unseelie faerie's ability scores, determined randomly, gains a +4 bonus.

Enhanced Senses: The unseelie faerie gains darkvision 60 ft. and scent.

Gaze of Ruin (Su): Anyone within 30 feet of the unseelie faerie who meets the creature's eyes must succeed on a Will save against this mind-affecting fear effect or become overwhelmed with feelings of hopelessness and despair; these victims can do nothing but sink to the ground and sob until the unseelie faerie leaves or deactivates its gaze attack. Such victims are considered to be helpless. Unseelie faeries are immune to this ability. The unseelie faerie can suppress this gaze as a free action; when it is active the faerie's eyes shine with a blinding light that illuminates a 60-foot radius.

Greater Musical Instrument (Su): The unseelie faerie possesses a magical musical instrument. When it plays, all creatures within a 60-foot spread (except fey) must succeed on a Will save or be affected by hideous laughter or irresistable dance (caster level equals faerie's HD; the faerie chooses the tune and its effect). In the hands of other beings, this instrument has no special powers. A creature that successfully saves against any of the instrument's effects cannot be affected by the same instrument for 24 hours. The save DC is Charisma-based.

Lose the Way (Sp): Once per day, the unseelie faerie can touch a victim and render him or her completely unable to find his or her way anywhere for the next 3d6 hours. The unseelie faerie must succeed on a melee touch attack. The character cannot use the intuit direction aspect of the Survival skill to avoid becoming lost, and loses its innate sense of north if it has 5 or more ranks in Survival. The character cannot even find its way out of a closet without assistance, though he or she is perfectly capable of following other characters.

Multi-layered: The unseelie faerie isn't easily categorized, and may select an additional theme from which to choose its spell-like abilities. (can be gained more than once)

Musical Instrument (Su): The unseelie faerie possesses a magical musical instrument. When it plays, all creatures within a 60-foot spread (except fey) must succeed on a Will save or be affected by charm person, sleep, or fear (caster level equals faerie's HD; the faerie chooses the tune and its effect). In the hands of other beings, this instrument has no special powers. A creature that successfully saves against any of the instrument's effects cannot be affected by the same instrument for 24 hours. The save DC is Charisma-based.

Mystical: The unseelie faerie gains an additional spell-like ability based upon its theme.

Quickness: The unseelie faerie's land speed increases by +10 feet.

Resilient: The unseelie faerie gains one of the following bonus feats, chosen randomly: Great Fortitude, Iron Will, or Lightning Reflexes.

Size Change (Su): x/day, the unseelie faerie can change its size to make itself up to two size categories larger (maximum Huge) or smaller (minimum Diminutive). Use the statistics of an unseelie faerie of the appropriate size, above.

Sneak Attack: The unseelie faerie gains the sneak attack ability of a rogue of a level equal to its Hit Dice.

Swift Flier: The unseelie faerie's fly speed increases by +10 feet.

Terrain Feature Dependent (Su): The unseelie faerie is mystically bound to a single terrain feature (such as a tree, pool, hill, etc.) and must never stray more than 300 yards from it. If it does, it becomes ill and dies within 4d6 hours. The unseelie faerie's dependent terrain feature does not radiate magic.

Trackless Step: The unseelie faerie gains trackless step, as the druid class feature.

Unearthly Grace (Su): The unseelie faerie adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the unseelie faerie has a +6 racial bonus on the check.

Woodland Stride: The unseelie faerie gains woodland stride, as the druid class feature.

Seelie Spell of Forgetting (Sp): At will, a seelie faerie may create up to a 50-foot cube of showering pixie dust. This effect must originate within 150 feet of the seelie faerie. All creatures within the pixie dust must succeed on a Will save or have its memory of time spent among the faeries erased. With a successful save, a creature recalls the faerie encounter as a dream. Failure results in complete memory loss pertaining to the faerie encounter. Should the victim recall anything, the memory is hazy and seems not quite real. The character cannot recollect names, locations, directions, or any other specifics unless the seelie faerie so desires. For example, a seelie faerie might cast this spell on a lost traveler to make him or her forget the faerie’s name and the location of the Seelie Court, but may allow the character to remember directions to the nearest safe haven.

If the recipient again encounters a faerie or place “forgotten” as a result of this spell, he or she experiences a sense of deja vu, but does not recall specifics.

The spell does not negate other spell effects resulting from time spent among the faeries (thus, a recipient of a geas would still be under the geas). The character does, however, forget the circumstances and the spellcaster that bound him or her with such magic.

A limited wish, miracle, or wish can restore the lost memories.

This is a mind-affecting, charm effect, and is the equivalent of a 3rd-level spell. The save DC is Charisma-based. Fey are immune to this ability, while elves and druids gain a +4 bonus on their saves.

Spell-Like Abilities: Always active—detect chaos, detect evil, detect good, detect law; at will—invisibility (self only).

An unseelie faerie gains additional spell-like abilities based upon its theme (avenger, shadow, and so forth). The unseelie faerie gains two spell-like abilities at Diminutive size, and two additional spell-like abilities for each size category greater. Thus, a Medium avenger gains the abilities of Small, Tiny, and Diminutive avengers.

Caster level for all spell-like abilities equals faerie's Hit Dice. The save DCs are Charisma-based.

Avengers choose from the following list:
Diminutive: acid splash, flare, touch of fatigue
Tiny: entangle, faerie fire, true strike
Small: bull's strength, rage, shatter, summon swarm
Medium: hallucinatory terrain, major image, secret page
Large: crushing despair, mark of justice, rusting grasp
Huge: creeping doom, earthquake, reverse gravity, whirlwind

Frighteners choose from the following list:
Diminutive: dancing lights, ghost sound, prestidigitation
Tiny: bane, cause fear, doom
Small: mirror image, misdirection, phantom trap, scare
Medium: fear, hallucinatory terrain, major image
Large: mirage arcana, nightmare, phantasmal killer
Huge: bolts of bedevilment, maze, symbol of fear, veil

Shadow faeries choose from the following list:
Diminutive: daze, open/close, inflict minor wounds
Tiny: chill touch, darkness, obscure object
Small: ghoul touch, obscuring mist, shadow conjuration
Medium: deeper darkness, shadow evocation, vampiric touch
Large: armor of darkness, black tentacles, greater shadow conjuration
Huge: greater shadow evocation, power word blind, simulacrum

Tricksters choose from the following list:
Diminutive: faerie fire, ghost sound, prestidigitation
Tiny: entangle, grease, lesser confusion
Small: daze monster, hideous laughter, misdirection
Medium: deep slumber, quench, warp wood
Large: baleful polymorph, confusion, song of discord
Huge: maze, mislead, repel gravity

Vulnerability to Salt (Ex): An unseelie faerie struck by salt (usually thrown as a splash weapon) immediately becomes visible and cannot use its invisibilty spell-like ability for 1d4 minutes.

Skills: An unseelie faerie has skills common to all of its kind, in addition to a number of skills based on its theme. The number of additional skills and associated ranks are listed in its statistics block. When crafting an unseelie faerie, assign the additional skills and ranks based on the following themes:

Avenger: Climb, Intimidate, Sense Motive, Knowledge (nobility and royalty), Survival

Frightener: Climb, Disable Device, Intimidate, Open Lock, Search

Shadow Faerie: Balance, Climb, Sleight of Hand, Tumble, Use Magic Device

Trickster: Bluff, Disguise, Perform (comedy), Sense Motive, Sleight of Hand

Feats: An unseelie faerie has feats common to all of its kind, in addition to a number of feats based on its theme. When crafting an unseelie faerie, select feats from the common list and the list based on its theme:

Common: Alertness, Dodge, Empower Spell-Like Ability, Quicken Spell-Like Ability, Skill Focus, Weapon Finesse (Tiny, Small, and Medium only)

Avenger: Track, Power Attack (Large and Huge only), Two-Weapon Fighting, Great Fortitude

Frightener: Stealthy, Improved Initiative, Blind-fight, Combat Reflexes

Shadow Faerie: Mobility, Spring Attack, Combat Expertise, Whirlwind Attack

Trickster: Combat Expertise, Deft Hands, Improved Feint, Persuasive

Originally appeared in Blood Spawn (1992)(Birthright).
 
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Shade

Monster Junkie
Worm, Giant, Vanadis

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-43.html

Worm, Giant, Vanadis
Large Vermin (Aquatic)
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: Swim 40 ft.
Armor Class: 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+5
Attack: Touch +3 melee touch (attach)
Full Attack: Touch +3 melee touch (attach)
Space/Reach: 10 ft./15 ft.
Special Attacks: Attach, swallow whole, venomous bristles
Special Qualities: Accelerated healing, darkvision 60 ft., split, vermin traits
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 10, Dex 17, Con 11, Int —, Wis 11, Cha 5
Skills: Spot +4, Swim +8
Feats: Weapon Finesse (B)
Environment: Any aquatic
Organization: Solitary or colony (5-50)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Large); 5-8 (Huge); 9-16 (Gargantuan)
Level Adjustment: —

This long, bristly worm is translucent. It sports a pair of red, bulbous eyes and an long, evertible pharynx.

The vanadis is one of the polychaetes, or bristle worms.

A vanadis does not build a burrow like many other bristle worms, but is a swift swimmer that lives in the open ocean.

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.

A typical mature Vanadis is 1½ to 3 feet in diameter and 15 to 30 feet long, weighing between 500 and 4000 pounds. They can grow considerably larger than this.

COMBAT

A vanadis usually floats motionless in the water until an animal small enough for it to tackle wanders into reach, then shoots out its pharynx to swallow it whole. They will chase after prey, but prefer to wait for their meals to come to them. A badly injured vanadis will swim away from its attackers at its top speed.

Accelerated Healing (Ex): A vanadis 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.

Attach (Ex): If a vanadis hits with a touch attack, it uses its proboscis to latch onto the opponent’s body. An attached vanadis is effectively grappling its prey. The vanadis loses its Dexterity bonus to AC and has an AC of 11, but holds on with great tenacity. Vanadis have a +x racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached vanadis can be struck with a weapon or grappled itself. To remove an attached vanadis through grappling, the opponent must achieve a pin against the worm. An attached vanadis can attempt to swallow the foe the following round.

Split (Ex): A critical hit with a slashing weapon deals no damage to a vanadis. Instead the worm splits into two identical worms, each with half of the original’s current hit points (round down). A vanadis 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 vanadis 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 11). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Large vanadis’s interior can hold 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents.

Venomous Bristles (Ex): Any creature that grapples a vanadis or hits it with a natural weapon is exposed to its poison.

Vanadis Bristle Venom: Contact, Fortitude DC 11, initial damage sickened for 1 minute, secondary damage 1d2 Dex and sickened for 1d10 minutes. The save DC is Constitution-based.

Skills: A vanadis has a +4 racial bonus on Spot checks. A vanadis 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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