Creature Catalog new 3.5 conversions

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Shade

Monster Junkie
Quickbiter

http://www.enworld.org/forum/general-monster-talk/73265-converting-world-greyhawk-monsters-49.html

Quickbiter
Large Magical Beast (Extraplanar)
Hit Dice: 10d10+40 (95 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 18 (–1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +10/+20
Attack: Bite +15 melee (2d6+9/18-20/×3)
Full Attack: Bite +15 melee (2d6+9/18-20/×3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Augmented critical, penetrating bite, sever limb
Special Qualities: All-around vision, damage reduction 10/magic, darkvision 60 ft., immunity to fear, low-light vision
Saves: Fort +11, Ref +9, Will +4
Abilities: Str 22, Dex 15, Con 18, Int 2, Wis 13, Cha 9
Skills: Hide +10, Listen +3, Move Silently +7, Search +5, Spot +7
Feats: Cleave, Combat Reflexes, Improved Initiative (B), Improved Sunder, Power Attack
Environment: Ethereal Plane
Organization: Solitary, pair or family (3-6)
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral evil
Advancement: 11–17 HD (Large); 18–30 HD (Huge)
Level Adjustment: —

A strange creature built like an upright lizard; at the end of its tail is a cluster of inhuman eyes and where its head should be is a large mouth with numerous rows of sharp metal teeth.

Quickbiters are swift, savage extraplanar predators. Little is known about these creatures, but they are believed to be relatives of the ethereal marauder. Adventurers are known to tell fireside tales of quickbiters with the ethereal jaunt ability, appearing out of nowhere and severing an arm or leg of a hapless treasure hunter. The existence of these "ethereal amputators" is probably just a tall tale, though. Although many quickbiters hail from the Ethereal Plane, it is highly possible that they are native to other planes as well.

A typical quickbiter stands 8 feet tall and is 14 feet long from nose to tail, it weighs about 700 pounds.

COMBAT

Quickbiters prefer to attack from ambush, leaping out to bite as many opponents as it can reach. They are bloodthirsty combatants, often fighting to the death.

All-Around Vision (Ex): Quickbiters are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can't be flanked.

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

Penetrating Bite (Ex): A Large quickbiter's bite attack ignores the first 10 points of hardness. A Huge quickbiter's bite attack ignores the first 15 points of hardness.

Sever Limb (Su): If the quickbiter scores a critical hit with its bite attack, the victim must succeed on a DC 21 Fortitude save or lose a hand or foot (determine randomly) A victim who loses a foot falls prone and has its land speed reduced to 5 feet. A severed hand makes it impossible for the subject to use objects in that hand or cast spells with somatic components. The save DC is Strength-based.

Skills: A quickbiter has a +8 racial bonus on Hide checks.

On Oerth

Quickbiters have been sighted in regions near Blackmoor, and it is known that Lyzandred possesses at least one such creature within his crypt.

Originally appeared in Crypt of Lyzandred the Mad (1998).
 
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Shade

Monster Junkie
Sheen, Roller

http://www.enworld.org/forum/general-monster-talk/248323-special-conversion-thread-sheens-12.html

Sheen, Roller
Medium Construct (Living)
Hit Dice: 6d10+30 (63 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 23 (-1 size, -1 Dex, +15 natural), touch 8, flat-footed 23
Base Attack/Grapple: +4/+6
Attack: Claw +5 melee (2d8+2)
Full Attack: 2 claws +5 melee (2d8+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 2d8+2, improved grab, tear asunder, trample 4d8+4
Special Qualities: All-terrain travel, darkvision 60 ft., defensive field, electrically charged, living construct traits, rapid repair
Saves: Fort +7, Ref +1, Will -1
Abilities: Str 14, Dex 9, Con 20, Int 7, Wis 5, Cha 1
Skills: Listen +1, Spot +2
Feats: Improved Bull Rush, Improved Sunder, Power Attack
Environment: Any
Organization: Solitary, pair, or convoy (3-8)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: —

The upper portion of this metallic creature is a mass of irregular iron and crystal nodes, spheres, and chips. From either side protrude two massive metallic triple-joined arms, each ending in large shovel-like appendages lined with metal teeth. A short, flexible stalk connects to the lower chassis, consisting of six metallic barrel-like wheels.

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.

The rollers' primary function is to perform heavy digging and construction for the machine cyst. Their secondary purpose is defense of the cyst, and they are occasionally deployed as elite members of a sheen strike team.

A roller ranges from 7 to 18 feet tall and weighs 4,000 to 6,000 pounds.

Sheens speak their own language.

COMBAT

A roller sheen generally tries to trample as many foes as possible, then grabs targets one at a time and attempts to tear them asunder.

All-Terrain Travel (Ex): A roller sheen ignores all movement penalties based upon terrain (such as ice, undergrowth, etc.).

Constrict (Ex): A roller sheen deals automatic claw damage on a successful grapple check.

Defensive Field (Su): Rollers automatically generate a physical protective field. This grants the walker damage reduction 3/- and resistance to acid 3, cold 3, electricity 3, fire 3, and sonic 3. The defensive field can prevent a total of 108 points of damage per day.

Electrically Charged (Ex): Rollers are powered by electricity. A roller normally carries enough charges to function for up to one month (30 charges). After this time, the walker becomes inert until recharged. Walkers generally return to their cysts before this time elapses.

Within a cyst, a roller may fully recharge after one hour of inactivity. Alternatively, a roller can recharge "in the field" if exposed to an attack that deals electricity damage. An attack that deals electricity damage restores 1 charge for every 5 points of damage the attack would otherwise deal. For example, a roller hit by a lightning bolt gains 3 charges if the attack would have dealt 15 points of damage. A roller gets no saving throw against attacks that deal electricity damage. Regardless of the amount of electricity damage directed at a roller, it cannot exceed its normal maximum of 30 charges.

Improved Grab (Ex): To use this ability, a roller sheen must hit with a claw attack.

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.

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.

Tear Asunder (Ex): A roller that successfully gets a hold on an opponent with its improved grab ability may pull the victim with great force, nearly ripping it apart. This attack deals 4d8+3 damage each round until the victim breaks free or dies, the roller is slain, or the roller uses one of its claw attacks for another purpose.

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 their whereabouts are currently unknown.

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

Monster Junkie
Bloodstinger

http://www.enworld.org/forum/genera...-converting-monsters-dragon-magazine-49.htmll

Bloodstinger
Medium Dragon
Hit Dice: 5d12+10 (42 hp)
Initiative: +1
Speed: 40 ft. (8 squares), fly 60 ft. (clumsy)
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +5/+7
Attack: Sting +7 melee (1d4+2 plus poison) or bite +7 melee (1d10+2)
Full Attack: Sting +7 melee (1d4+2 plus poison) and bite +5 melee (1d10+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, improved grab
Special Qualities: Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 15, Dex 13, Con 14, Int 2, Wis 12, Cha 9
Skills: Hide +11, Listen +3, Move Silently +5, Spot +9, Survival +4
Feats: Ability Focus (poison), Multiattack (B), Spring Attack (B), Track
Environment: Warm or temperate hills and forests
Organization: Solitary, pair, or flight (3–6)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral
Advancement: 6-7 HD (Large); 8–10 HD (Huge); 11–15 HD (Gargantuan)
Level Adjustment: —

This two-legged lizard is built like a tyrannosaur. Its pebbly skin is mottled black and red. Its long tail ends in a foot-long, scorpion-like stinger. It has leathery bat wings and huge jaws filled with long, sharp teeth. A pair of backward-curving horns project from the top of its skull.

Many sages theorize that bloodstingers are a "missing link" between pseudodragons and wyverns. Others argue that they are forebears to one or both species. Regardless of their evolutionary position, bloodstingers clearly share traits of both creatures.

Bloodstingers are smaller and more savage than wyverns. Possessing only an animal intellect, these vicious predators attack nearly anything that moves.

Bloodstingers are generally solitary, wandering hunters. In the spring, they gather in elaborate mating rituals that involve aggressive roars and intricate bobbing dances, which culminate in aerial procreation. The females later lay a clutch of 3-6 eggs in a mountaintop nest. For the first year, the female cares for the young, before leaving them to fend for themselves.

Although coveted as mounts, bloodstingers refuse to acknowledge any master, even if raised in captivity. As a result, they cannot be trained. The only way to claim one as a steed is through magical control.

In addition to harvesting the poison from its stinger, a bloodstinger's skin is often claimed and fashioned into armor. Treat bloodstinger skin as dragonhide for purposes of creating armor. Some tribes of lizardfolk and other savage humanoids fashion the stinger into a spear.

A bloodstinger's body is 7 to 8 feet long, with half that length being its tail. Its wingspan is about 10 feet. A bloodstinger weighs about 250 pounds.

COMBAT

Bloodstingers are fearless, attacking creatures of any size and even in large numbers. It uses its wings mainly to approach prey (or escape), but doesn't engage prey from the air. Bloodstinger generally ignore aerial opponents, preferring to fight on the ground. A bloodstinger treats prey like a cat playing with a mouse. It might sting it once, let it run for a while, all the while toying with it.

Improved Grab (Ex): To use this ability, a bloodstinger must hit with its bite. 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 stings.

Poison (Ex): Injury, Fortitude DC 16, initial damage 1d6 Dex, secondary damage 2d6 Con. The save DC is Constitution-based.

Skills: Bloodstingers have a +3 racial bonus on Spot checks and a +8 racial bonus on Hide checks.

Variant Bloodstinger

Some bloodstingers have developed a poison that slows their prey, rather than damaging its agility. Replace the poison above with this ability:

Poison (Ex): Injury, Fortitude DC 16, initial damage slowed (as the spell) for 5d4 rounds, secondary damage 2d6 Con. The save DC is Constitution-based.

Originally appeared in Dragon Magazine #251 (1998).
 
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Shade

Monster Junkie
Worm, Giant, Eurythoe

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-44.html

Worm, Giant, Eurythoe
Large Vermin (Aquatic)
Hit Dice: 2d8 (9 hp)
Initiative: +0
Speed: 10 ft. (2 squares), swim 10 ft.
Armor Class: 11 (-1 size, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple: +1/+5
Attack: Bite +0 melee (1d4)
Full Attack: Bite +0 melee (1d4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Bristles
Special Qualities: Accelerated healing, darkvision 60 ft., split, tremorsense 60 ft., vermin traits
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 10, Dex 11, Con 11, Int —, Wis 11, Cha 5
Skills: Swim +8
Feats: —
Environment: Any aquatic
Organization: Solitary or colony (2-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Large); 5-8 HD (Huge)
Level Adjustment: —

This long, stout salmon-pink worm is covered in snow-white fringes. Its body is only segmented in a few places. The tips of its pharanx sports a pair of mandibles.

The eurythoe, or "fire worm", is one of the polychaetes, or bristle worms. It prowls shallow, tropical waters feeding on coral. Its nickname arises from the painful, burning sensation caused by the toxin within its bristles.

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 eurythoe is 2 to 4 feet in diameter and 5 to 7 feet long, weighing between 300 and 1,500 pounds.

COMBAT

A eurythoe generally ignores other creatures, only attacking if provoked.

Accelerated Healing (Ex): A eurythoe 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 eurythoe with hand-held weapons or natural weapons takes 1 point of piercing and slashing damage from the worm's bristles and is injected with an agonizing poison. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

Agonizing Venom: DC 15 Fortitude negates, initial damage wracking pains (imposing a -4 penalty on attack rolls, skill checks and ability checks for a duration of 1d6 ×10 minutes), secondary damage 1d6 Dexterity. The save DC is Constitution-based and includes a +4 racial bonus.

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

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

Deinotherium
Huge Animal
Hit Dice: 13d8+78 (136 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 17 (–2 size, +9 natural), touch 8, flat-footed 17
Base Attack/Grapple: +9/+38
Attack: Stamp +18 melee (2d6+11) or gore +18 melee (2d8+5)
Full Attack: 2 stamps +18 melee (2d6+11) and slam +16 melee (2d8+5); or gore +18 melee (2d8+5)
Space/Reach: 15 ft./10 ft. (5 ft. w/gore)
Special Attacks: Trample 2d8+16
Special Qualities: Dire, low-light vision, scent
Saves: Fort +14, Ref +8, Will +10
Abilities: Str 32, Dex 11, Con 23, Int 2, Wis 10, Cha 5
Skills: Listen +10, Spot +10
Feats: Alertness, Endurance, Iron Will, Multiattack, Power Attack
Environment: Temperate forests
Organization: Solitary or herd (3–8)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 14-20 HD (Huge); 21-26 HD (Gargantuan)
Level Adjustment: —

This massive elephant has a shorter trunk than others of its kind. Oddly, its tusks curve downward from its lower jaw.

The deinotherium, whose name means "terrible beast", is a massive relative of the elephant. Larger than the mastodon, it is surpassed only by the largest mammoths among the proboscideans.

Deinotherium's unusual downward-curving tusks may be used to root in soil for roots and tubers, to pull down branches to snap them and reach leaves, or to strip soft bark from tree trunks.

A deinotherium stands 12 to 16 feet tall at the shoulders and weighs between 5 and 14 tons.

COMBAT

A deinotherium will normally attack with its massive front legs, attempting to crush threats with its great strength and reach. If a foe draws close, it rises on its hind legs and crashes down with its tusks.

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

Trample (Ex): Reflex half DC 27. The save DC is Strength-based.

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

Monster Junkie
Sea Wyrm, Greater

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

Sea Wyrm, Greater
Huge Dragon (Aquatic)
Hit Dice: 14d12+98 (189 hp)
Initiative: +6
Speed: 30 ft. (6 squares), swim 50 ft.
Armor Class: 19 (-2 size, +2 Dex, +9 natural), touch 10, flat-footed 17
Base Attack/Grapple: +14/+29
Attack: Bite +19 melee (3d6+10)
Full Attack: Bite +19 melee (3d6+10)
Space/Reach: 15 ft./10 ft. (15 ft. with bite)
Special Attacks: Breath weapon, constrict 3d8+7, constrict ship, improved grab, swallow whole
Special Qualities: Amphibious, darkvision 60 ft., immunity to magic sleep effects and paralysis, low-light vision
Saves: Fort +16, Ref +13, Will +12
Abilities: Str 25, Dex 14, Con 24, Int 7, Wis 16, Cha 15
Skills: Climb +19, Listen +19, Spot +19, Survival +12, Swim +26
Feats: Cleave, 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: 10
Treasure: Double standard
Alignment: Usually chaotic neutral
Advancement: 15-28 HD (Huge); 29-42 HD (Gargantuan)
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 11 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 greater sea wyrm is 16 or more feet long and weighs at least 10,000 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.

Breath Weapon (Su): 50-foot cone of sleep gas, once every 1d4 rounds, Creatures within the cone must succeed on a DC 24 Will save or fall asleep, regardless of HD, for 1d6+8 rounds; effective both on the surface and underwater. The save DC is Constitution-based.

Constrict (Ex): On a successful grapple check, a greater sea wyrm deals 3d8+7 points of damage.

Constrict Ship (Ex): A greater sea wyrm can wrap its serpentine body around all but the largest ships and crush them or drag them below the waves automatically. This can be done to a rowboat (1 round), keelboats (5 rounds), or longship (10 rounds). Sailing ships, warships, and galleys are too large for a greater 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 it establishes a hold and can attempt to constrict the opponent or swallow the opponent in the following round.

Swallow Whole (Ex): A greater sea wyrm can try to swallow a grabbed opponent up to two sizes smaller than itself by making a successful grapple check. A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the wyrm's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge sea wyrm's gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

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.

Feats: A greater sea wyrm that swallows an opponent can use its Cleave feat to bite and grab another opponent.

Originally appeared in Monstrous Compendium Annual Two (1995).
 
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Shade

Monster Junkie
Worm, Giant, Glycera

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-45.html

Worm, Giant, Glycera
Large Vermin (Aquatic)
Hit Dice: 2d8+6 (15 hp)
Initiative: +1
Speed: 5 ft. (1 square), swim 20 ft., burrow 10 ft.
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +1/+11
Attack: Bite +2 melee (1d4+3 plus poison)
Full Attack: Bite +2 melee (1d4+3 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, poison
Special Qualities: Accelerated healing, blind, split, tremorsense 60 ft., vermin traits
Saves: Fort +6, Ref +1, Will -1
Abilities: Str 15, Dex 13, Con 16, Int —, Wis 9, Cha 5
Skills: Swim +10
Feats: —
Environment: Any aquatic
Organization: Solitary or population (2-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Large); 5-8 (Huge); 9-16 (Gargantuan)
Level Adjustment: —

This large, creamy pink worm is covered in small fleshy projections. Its head ends in four small antennae.

The glycera is one of the polychaetes, or bristle worms. It is often called the "bloodworm" because its pale skin allows its red body fluids to show through. These carnivorous worms are good burrowers, prowling the sandy or silty bottoms of intertidal or subtidal regions.

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 glycera is 2 to 4 feet in diameter and 10 to 20 feet in length, weighing anywhere from 500 to 4,000 pounds.

COMBAT

A giant bloodworm feeds by extending a large proboscis that bears four hollow jaws, which releases poison which they use to paralyze their prey.

Accelerated Healing (Ex): A glycera 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.

Blind (Ex): Immune to visual effects, gaze attacks and illusions.

Hold Breath (Ex): A glycera 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 glycera 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.

Poison (Ex): Injury, Fortitude DC 14, initial damage 1d8 Dex, secondary damage 2d6 Dex. The save DC is Constitution-based.

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

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-6.html

Trelon
Large Aberration (Extraplanar)
Hit Dice: 3d8+3 (16 hp)
Initiative: +10
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +6 Dex, +2 natural), touch 15, flat-footed 11
Base Attack/Grapple: +2/+8
Attack: Armspike +7 melee (1d6+2/x4)
Full Attack: 2 armspikes +7 melee (1d6+2/x4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Augmented critical, illuminated and illusory rage
Special Qualities: Darkvision 60 ft., dweomersight, immunity to mind-influencing effects, immunity to shadow magic, light sensitivity, shadow blend, shadow jaunt, shadow jump, spell resistance 12
Saves: Fort +2, Ref +7, Will +3
Abilities: Str 15, Dex 22, Con 12, Int 7, Wis 10, Cha 9
Skills: Hide +8
Feats: Improved Initiative, Weapon Finesse
Environment: Concordant Domain of the Outlands
Organization: Solitary, mob (3-36) or swarm (10-1,000)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: 4-9 (Large)
Level Adjustment: —

This creature could best be described as a mixture of orange and shadow. Its two long arms end in curved spikes, while it maneuvers on two spindly legs. A pair of mandibles clicks near its mouth.

Trelons are unusual creatures with an inborn hatred of magic and those who use it.

Trelons originated on a forgotten world of the Material Plane, where they were discovered by an enterprising sorcerer. Realizing their potential as mage-slaying weapons, the sorcerer brought a number of them to his home on the Outlands, where he unleashed them upon a school of illusionists. The savage trelons slaughtered the illusionists in their sleep.

Since that time, the trelon population has increased rapidly. The reproductive process of these creatures, like much of their background and mindset, is unknown.

A trelon cannot be summoned, but a swarm can be transported via magic (although a trelon is never a willing recipient of magic).

A trelon is 9 feet tall and weighs 1,000 pounds.

Trelons speak their own language, consisting of soft clicks and chittering noises. This communication elevates to a near-deafening screeching when they attack.

COMBAT

Trelons hunt magic-using creatures with their dweomersight. Illumination and illusions drive them into a frothing frenzy. When faced with multiple adversaries, trelons always attack spellcasters first, prioritizing those using illusory magic. Their next likely targets are those carrying the most magical equipment or with lingering spell effects placed upon them by others. A mighty barbarian cutting a swath through a group of trelons with a masterwork greataxe will be largely ignored by the creatures until all magic-wielders are dead.

Augmented Critical (Ex): A trelon's armspikes deal quadruple damage on a successful critical hit.

Dweomersight (Su): A trelon can sense the presence and position of magic auras within 120 feet of itself, and knows the strength and school of each one. It can pinpoint the location of any creature with ongoing spells cast on it, carrying magic items, or otherwise using magic, and it can notice anything within the area of a magic effect. This otherwise functions like blindsense.

Illuminated and Illusory Rage (Ex): Trelons are angered by bright light and illusions. Any spell or effect with the light descriptor or the illusion school that originates within 60 feet of a trelon sends the creature into a berserk rage on its next turn, fighting madly until either it or all all visible creatures are dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily. Existing light sources brought into an area containing trelon does not trigger the rage.

Immunity to Shadow Magic (Ex): Trelons are immune to the deleterious effects of spells with the shadow descriptor.

Light Sensitivity (Ex): Trelons are dazzled in bright sunlight or within the radius of a daylight spell.

Shadow Blend (Su): In any condition of illumination other than full daylight, a trelon can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Shadow Jaunt (Su): A trelon can shift from the Plane of Shadow to the Material Plane or the Outlands as a free action, and shift back again as a move action. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th), replacing all references to the Etheral Plane with the Plane of Shadow.

Shadow Jump (Su): A trelon can travel between shadows as if by means of a dimension door spell. The magical transport must begin and end in an area with at least some shadow. A trelon can jump up to 40 feet each day in this manner; this can be a single jump or a combination of jumps whose distance totals 40 feet. This amount can be split among several jumps, but each one, no matter how small, counts as a 10-foot increment.

Trelon Blades
Trelon talons can be used to create magical swords that are the bane of spellcasters. A single trelon talon can be used to craft a magical Medium shortsword or a Small longsword. The cost to create such a blade is 25% cheaper than usual, and the weapon automatically gains the bane property against creatures with arcane spellcasting ability or innate spell-like abilities. However, these blades share the trelons' hatred of spellcasters, and if a creature that meets the bane criteria is within the weapon's threat range, it has a 50% chance of forcing the wielder to attack that creature (no save).

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

Monster Junkie
Slime Worm

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-45.html

Slime Worm
Huge Magical Beast
Hit Dice: 10d10+50 (105 hp)
Initiative: –2
Speed: 20 ft. (4 squares)
Armor Class: 21 (–2 size, –2 Dex, +12 natural, +3 armor), touch 6, flat-footed 21
Base Attack/Grapple: +10/+26
Attack: Bite +17 melee (2d6+8) or slam +17 melee (2d6+8)
Full Attack: Bite +17 melee (2d6+8) and slam +12 melee (2d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Camouflage, tremorsense 60 ft.
Saves: Fort +12, Ref +5, Will +2
Abilities: Str 27, Dex 6, Con 21, Int 1, Wis 8, Cha 8
Skills: Listen +12
Feats: Cleave, Improved Overrun, Power Attack, Weapon Focus (bite)
Environment: Underground
Organization: Solitary
Challenge Rating: 8
Treasure: Triple coins, double goods, 50% items
Alignment: Always neutral
Advancement: 11-15 HD (Huge); 16–30 HD (Gargantuan)
Level Adjustment: —

What appeared to be a pile of coins and assorted objects begins to move, uncoiling into a serpentine shape. As it opens its maw, it becomes evident that the treasure is clinging to a huge worm.

Slime worms are predatory annelids that have adapted to better hunt their favored prey: humanoids. The slime worm's mottled metallic skin excretes a sticky slime, to which small objects adhere. By moving through treasure hordes of other creatures, the worm picks up a number of coins and other treasure, granting it both a natural camouflage and an armored coating.

The body of a mature slime worm is 5 feet in diameter and 30 feet long, weighing about 15,000 pounds.

COMBAT

In battle a slime worm charges its opponents with its Improved Overrun feat, seeking to push one of them over and get into their midst. It then forms into a coil 15 feet in diameter and bites anything within reach.

Camouflage (Ex): Since a slime worm looks like a pile of coins when at rest, it takes a DC 25 Spot check to notice it before it attacks. Anyone with ranks in Knowledge (dungeoneering) can use one of those skills instead of Spot to notice the worm.

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

Swallow Whole (Ex): A slime worm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d6+12 points of crushing damage plus 8 points of acid damage 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 25 points of damage to the gizzard (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge worm’s interior can hold 1 Large, 4 Medium, 16 Small, or 64 Diminutive or smaller opponents.

A slime worm that swallows an opponent can use its Cleave feat to bite and grab another opponent.

Originally appeared in X2 Castle Amber (1981).
 
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Shade

Monster Junkie
Greyman

http://www.enworld.org/forum/general-monster-talk/258155-converting-greyhawk-monsters.html

Greyman
Medium Construct
Hit Dice: 3d10+20 (36 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 15 (–1 Dex, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +2/+5
Attack: Grafted short sword +6 melee (1d6+3/19-20)
Full Attack: 2 grafted short swords +6 melee (1d6+3/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, oozing demise
Special Qualities: Blindsight 30 ft., construct traits, darkvision 60 ft., immunity to acid, low-light vision
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 16, Dex 9, Con —, Int 1, Wis 11, Cha 1
Skills: Climb +6, Swim +6
Feats: Lightning Reflexes, Weapon Focus (grafted short sword)
Environment: Any
Organization: Solitary or platoon (2–12)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 4-6 (Medium); 7-9 (Large)
Level Adjustment: —

The creature appears to be a nearly dead human at first glance, but it is clearly something else. A gray, oozelike substance seeps from its eye sockets, while a pair of short swords have taken the place of its hands. A jagged scar circles beginning at its forehead circles its bald head. Its jerky motions suggest that it is not comfortable with its own body.

Although it resembles a zombie, a greyman is actually a construct, similar to a flesh golem. A humanoid corpse is magically treated, then filled with a gray ooze, which hollows out the interior but cannot dissolve the magically-enhanced shell. A pair of short swords are grafted to the ends of its arms, replacing its hands.

A typical greyman stands 6 feet tall and weighs 850 pounds.

COMBAT

Like most mindless constructs, a greyman follows the commands of its creator.

Acid (Ex): A greyman secretes a diluted form of the digestive acid produced by the gray ooze trapped inside it. This acid quickly dissolves organic material and metal, but not stone. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 11 Reflex save. A metal or wooden weapon that strikes a greyman also dissolves immediately unless it succeeds on a DC 11 Reflex save. The save DCs are Constitution-based.

The greyman's acidic touch deals 11 points of damage per round to wooden or metal objects, but the greyman must remain in contact with the object for 1 full round to deal this damage.

Grafted Short Swords (Ex): A greyman's arms have been replaced by short swords. These are treated as natural attacks that threaten a critical hit on a natural attack roll of 19–20. As natural attacks, these weapons may not be disarmed. A greyman's grafted short swords are immune to the acid of both the greyman and the gray ooze.

Oozing Demise (Ex): When a greyman is destroyed, the gray ooze trapped within its body is freed to attack as a full-strength creature, taking one round to crawl from the hole in the greyman's back.

Construction
The body of a greyman requires a humanoid corpse that has not decayed significantly. A small hole must be cut in its back above where its heart. A live gray ooze must be trapped and enticed to flow through the hole into the interior. Special unguents and bindings worth 500 gp are also required. Assembling the body requires a DC 12 Craft (alchemy) and DC 12 Craft (leatherworking) check.

CL 5th; Craft Construct, animate dead, bull’s strength, caster must be at least 5th level; Price 5,000 gp; Cost 3,000 gp + 180 XP.

On Oerth
Greymen still wander the crypt of the mad wizard Lyzandred, having killed their creator.

Originally appeared in Crypt of Lyzandred the Mad (1998).
 
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