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Monster Junkie
Space Drake

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-22.html

Space Drake
Gargantuan Dragon
Hit Dice: 26d12+182 (351 hp)
Initiative: +7
Speed: 30 ft. (6 squares), fly 80 ft. (average)
Armor Class: 35 (-4 size, +3 Dex, +26 natural), touch 9, flat-footed 32
Base Attack/Grapple: +26/+51
Attack: Bite +35 melee (4d6+13/19-20 plus 1d6 on a successful critical hit and DC 36 Fort save or die) or tail slap +35 melee (2d8+19)
Full Attack: Bite +35 melee (4d6+13/19-20 plus 1d6 on a successful critical hit and DC 36 Fort save or die) and tail slap +30 melee (2d8+19)
Space/Reach: 20 ft./15 ft. (20 ft. with bite)
Special Attacks: Breath weapon, constrict 4d8+13, crush 4d6+19, improved grab, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to cold, fire, magic sleep effects, and paralysis, locate portal, low-light vision, restore air, spaceborn, spell resistance 24
Saves: Fort +22, Ref +18, Will +15
Abilities: Str 36, Dex 17, Con 24, Int 3, Wis 11, Cha 10
Skills: Listen +29, Spot +29
Feats: Cleave, Devastating Critical (bite), Great Cleave, Flyby Attack, Improved Critical (bite), Improved Initiative, Overwhelming Critical (bite), Power Attack, Weapon Focus (bite)
Environment: Space
Organization: Solitary, mated pair, or family (mated pair plus hatchling)
Challenge Rating: 17
Treasure: Double standard
Alignment: Always neutral, often evil
Advancement: 27-40 HD (Gargantuan); 41-78 HD (Colossal)
Level Adjustment: —

A massive, serpentine creature floats through space. Its head is clearly draconic, with a maw full of sharp teeth. A dorsal fin extends from its head and neck. Glittering, pearlescent scales cover its long body.

Space drakes are primal cousins of the spaceborne radiant dragon (not to be confused with the celestial radiant dragons found in the Draconomicon). These territorial dragons tend to make their lairs in hollowed-out asteroids or deserted fortresses or vessels of spacefaring species.

Space drakes are truly omnivorous, subsisting on rocks and space dust when organic matter cannot be found. They prefer meat, and given the choice, would rather eat it while it's still living. When hungry enough, a space drake will occasionally enter a planet's atmosphere and go on an eating binge on its surface.

A space drake is 50 feet long and weighs 15 to 20 tons.

Space drakes speak Draconic.

COMBAT

Space drakes are fearless combatants, taking on any creature they encounter, and even spacefaring vessels. They prefer to open with their breath weapons, then savaging prey with their powerful bites while constricting with their coils.

Breath Weapon (Su): A space drake has one type of breath weapon, a pulse of 6 force missiles usable once every 1d4 rounds. These pulses can strike up to six creatures, no two of which can be more than 30 ft. apart. It can direct more than one pulse at a single target, if desired. Each pulse unerringly strikes its target, dealing 2d6 points of damage. The missile then explodes in a 5-foot burst of force that deals half this amount of damage to any creatures adjacent to the primary target.

The missile strikes unerringly, even if the target is in melee or has anything less than total cover or concealment. The space drake cannot single out specific parts of a creature, but can target and damage unattended objects.

Constrict (Ex): On a successful grapple check, a space drake deals 4d8+13 points of damage.

Crush (Ex): A flying space drake can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the space drake's body. Each creature in the affected area must succeed on a DC 36 Reflex save or be pinned, automatically taking 4d6+19 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the space drake chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round. The save DC is Strength-based.

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

Locate Portal (Sp): Twice per day, the space drake may locate any nearby wormholes, teleport anchors, or other interdimensional travel locales (such as gates or portals). This functions as a find the path spell, except it indicates all portals within 100 miles. This is the equivalent of a 6th-level spell. Caster level 20th.

Restore Air (Sp): Twice per day, the space drake may create a bubble of clean, fresh air around 6creatures. This bubble follows the creature for 3 hours (or until the effect is dispeled). If the creature enters an area of impure air, such as the area of a stinking cloud or a poison gas trap, the creature is rendered immune to these effects. This is the equivalent of a 3rd-level spell. Caster level 20th.

Spaceborn (Ex): A space drake is immune to the deleterious effects of space. It need not breathe, and faces no threat of decompression.

Spell-Like Abilities: At will—light; 2/day—daylight. Caster level 20th.

Originally appeared in SJA2 - Skull & Crossbows (1990).
 
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Shade

Monster Junkie
Phase Dragon

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine.html

Phase Dragon
Tiny Dragon
Hit Dice: 3d12+3 (22 hp)
Initiative: +2
Speed: 15 ft. (3 squares), fly 60 ft. (good)
Armor Class: 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple: +3/–6
Attack: Bite +7 melee (1d4–1)
Full Attack: Bite +7 melee (1d4–1)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Breath weapon, spells
Special Qualities: Blindsense 60 ft., darkvision 60 ft., ethereal jaunt, immunity to sleep and paralysis, low-light vision, spell resistance 18, telepathy 60 ft.
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 8, Dex 14, Con 13, Int 11, Wis 12, Cha 13
Skills: Appraise +3, Concentration +7, Diplomacy +4, Knowledge (arcana) +6, Listen +7, Spellcraft +9, Spot +7
Feats: Flyby Attack, Spell Penetration, Weapon Finesse (B)
Environment: Any forests
Organization: Solitary or pair
Challenge Rating: 3
Treasure: Triple standard
Alignment: Always chaotic, rarely evil
Advancement: 4–5 HD (Tiny) or by character class (favored class: sorcerer)
Level Adjustment: +5

The glossy, light blue-gray scales of this tiny dragon have a sheen similar to mother-of-pearl.

Phase dragons are tiny dragons, every bit as greedy as their larger kin. Like the phase spider, they can make brief jaunts into the Ethereal Plane. They use this ability not only for defense, but to occasionally swipe unattended valuables that it feels it must possess.

Phase dragons make their lairs in stout, hollow trees or caves in sparsely inhabited forest regions.

A phase dragon is roughly 3 feet long (including the tail) and weighs 8 to 10 pounds.

Phase dragons speak Draconic and Common.

COMBAT

A phase dragon prefers to avoid combat, utilizing its breath weapon to cover its escape into the Ethereal Plane. If forced to fight, it uses its ethereal jaunt ability to make jaunt-and-run attacks.

Blindsense (Ex): A phase dragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the phase dragon can’t actually see still have total concealment against the phase dragon.

Breath Weapon (Su): A phase dragon has one type of breath weapon, a 10-foot cone of confusion gas. Any creature within the area of the gas must succeed on a DC 12 Will save or become confused (as the spell) for 1d6 rounds. The save DC is Constitution-based.

Ethereal Jaunt (Su): A phase dragon can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th).

Spells: A phase dragon casts spells as a 1st-level sorcerer.

Typical Sorcerer Spells Known (5/4; save DC 11 + spell level):
0—dancing lights, daze, ghost sound, prestidigitation ;
1st—color spray, hypnotism.

Originally appeared in Dragon Magazine #94 (1985).
 
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Shade

Monster Junkie
Sheen, Burrower

http://www.enworld.org/forum/general-monster-talk/248323-special-conversion-thread-sheens-14.html

Sheen, Burrower
Huge Construct (Living)
Hit Dice: 10d10+50 (105 hp)
Initiative: +3
Speed: 20 ft. (4 squares), burrow 30 ft.
Armor Class: 23 (-2 size, -1 Dex, +16 natural), touch 7, flat-footed 23
Base Attack/Grapple: +7/+18
Attack: Tentacle +8 melee (1d6+3)
Full Attack: 6 tentacles +8 melee (1d6+3) and 6 plasma needles +4 ranged touch (1d4+1 fire)
Space/Reach: 15 ft./15 ft. (20 ft. with tentacles)
Special Attacks: Plasma needles, submerged tactics
Special Qualities: Darkvision 60 ft., electrically charged, living construct traits, rapid repair, tremorsense 60 ft., tunneling
Saves: Fort +8, Ref +2, Will +2
Abilities: Str 17, Dex 9, Con 20, Int 7, Wis 5, Cha 1
Skills: Hide +2*, Move Silently +4*
Feats: Improved Initiative, Iron Will, Point Blank Shot, Stealthy
Environment: Any
Organization: Solitary, pair, or excavation detail (3-4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Level Adjustment: —

A mass of metallic tentacles burst from the ground, each ending in small orifices. A small portion of a mirror-bright cone can be seen above the surface, suggesting a much larger body beneath the ground.

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.

Burrowers serve the machine cyst primarily as prospectors, creating mining shafts through which the ore-recovery walkers can perform their duties. Burrowers also aid in the defense of the cyst, attacking any biological life it encounters. Burrowers must return to the machine cyst where they were constructed once every month to replenish their complete energy stores.

A burrower moves through the earth with its cone chassis in a manner similar to a water-wheel conveyor belt. The cylindrical sides of the cone constantly flow from tip to base. The native strength of the cone, combined with a reinforcing version of a sheen defensive field, allow the cone to pierce even hard rock, and through the action of the moving cone, pull the creature through the earth trailing its mass of manipulative arms after.

A burrower consists of a 24-foot-long cone-shaped chassis with 10- to 30-foot long tentacles. It weighs 4,000 to 6,000 pounds.

Sheens speak their own language.

COMBAT

When attacking biological lifeforms on the surface or within a nearby cavern, the burrower’s preferred tactic is to tunnel to within a few feet of the open air, then burst through the rock with only its arms, leaving the bulk of its body beneath the surface.

An opponent can attack a burrower's tentacles with a sunder attempt as if they were weapons. A burrower's tentacles have 10 hit points each. Severing one of a burrower's tentacles deals 5 points of damage to the creature. A burrower usually withdraws from combat if it loses six or more tentacles. The creature regrows severed limbs in 1 day. A severed tentacle results in the loss of one of the burrower's tentacle or plasma needle attacks (50% chance of either).

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

Within a cyst, a burrower may fully recharge after one hour of inactivity. Alternatively, a burrower 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 burrower hit by a lightning bolt gains 3 charges if the attack would have dealt 15 points of damage. A burrower gets no saving throw against attacks that deal electricity damage. Regardless of the amount of electricity damage directed at a burrower, it cannot exceed its normal maximum of 30 charges.

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.

Plasma Needles (Ex): The burrower's plasma needles are ranged touch attacks that deal 1d4+1 fire damage with a range of 30 feet (no range increment). They may be used simultaneously with melee attacks as part of a full attack action.

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.

Submerged Tactics (Ex): A burrower has improved cover when attacking while its body is underground. Additionally, its opponents do not gain the benefit of cover when the burrower is attacking in this manner.

Tunneling (Ex): A burrower can tunnel through solid stone at its burrow speed, leaving behind an intact tunnel.

Skills: *A burrower has a +8 racial bonus on Hide and Move Silently checks when at least partially burrowed.

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
Swarm, Cheirolepis

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

Swarm, Cheirolepis
Tiny Animal (Aquatic, Swarm)
Hit Dice: 11d8+22 (71 hp)
Initiative: +6
Speed: Swim 30 ft. (6 squares)
Armor Class: 17 (+2 size, +2 Dex, +3 natural), touch 13, flat-footed 16
Base Attack/Grapple: +7/-
Attack: Swarm (3d6 plus bleeding wounds)
Full Attack: Swarm (3d6 plus bleeding wounds)
Space/Reach: 10 ft./0 ft.
Special Attacks: Bleeding wounds, distraction
Special Qualities: Half damage from slashing and piercing weapons, low-light vision, scent, swarm traits
Saves: Fort +9, Ref +9, Will +4
Abilities: Str 6, Dex 15, Con 14, Int 1, Wis 12, Cha 2
Skills: Hide +13, Listen +5, Move Silently +5, Spot +5, Swim +10
Feats: Ability Focus (distraction), Dodge, Improved Initiative, Mobility
Environment: Warm aquatic
Organization: Solitary or school (2-4 swarms)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

Rushing toward you is a mass of gnashing needle-like teeth in the mouths of creatures vaguely resembling armored herring.

Cheirolepis are distant basal relations to the herring and gar, among other fish. Ranging from just under 2 feet to 3 feet in length, their swarming colonies prod and snap around the rocks and weeds of the shallow coastal oceans in search of crayfish and small placoderms, which they promptly snap into with their needle-sharp teeth. Larger colonies can even threaten large eurypterids (sea scorpions) or monstrous crabs.

Humanoids are not within the typical dietary range of a cheirolepis but are a perfect target for an ankle-biting warning swarm. In spite of this, there is danger of potential consumption if someone is foolish enough to let their guard down while bleeding in the water; as such, the most common encounters with cheirolepis an adventurer will have is right after fighting a larger creature and flooding the scent of blood into the water around them. Their jaws can stretch into a wide arc to allow for chunks of flesh at least as large as they are to be ripped out by their labyrinth of teeth, causing heavy bleeding and potential arterial cuts.

COMBAT

Cheirolepis attack by swarming over their opponents and letting their wide-hinging jaws grasp over as much exposed flesh as possible as their needle-sharp teeth sink in and rake along the body.

Bleeding Wounds (Ex): Any living creature damaged by a cheirolepis swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 15 Heal check or the application of a cure spell or some other healing magic.

Distraction (Ex): Any living creature vulnerable to the cheirolepis swarm's damage that begins its turn with a cheirolepis swarm in its square is nauseated for 1 round; a DC 19 Fortitude save negates the effect. The save DC is Constitution-based.

Skills: A cheirolepis swarm uses its Dexterity modifier instead of its Strength modifier for Swim checks. A cheirolepis swarm 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 #176 (1991) as "armored predatory fish".
 
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Shade

Monster Junkie
Angel, Virtue

http://www.enworld.org/forum/genera...els-possibly-other-heavenly-creatures-24.html

Angel, Virtue
Medium Outsider (Angel, Extraplanar, Good)
Hit Dice: 10d8+50 (95 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 23 (+4 Dex, +9 natural), touch 14, flat-footed 19
Base Attack/Grapple: +10/+13
Attack: +1 holy halberd +14 melee (1d10+5/x3) or slam +13 melee (1d8+3)
Full Attack: +1 holy halberd +14/+9 melee (1d10+5/x3) or slam +13 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Change shape, damage reduction 10/evil, darkvision 60 ft., healing touch, immunity to acid, cold, and petrification, low-light vision, protective aura, resistance to electricity 10 and fire 10, spell resistance 22, tongues, touch of beneficence
Saves: Fort +12 (+16 against poison), Ref +11, Will +12
Abilities: Str 17, Dex 19, Con 20, Int 18, Wis 17, Cha 21
Skills: Balance +17, Concentration +18, Craft (any 1) +17, Diplomacy +20, Escape Artist +17, Knowledge (any 3) +17, Listen +16, Move Silently +17, Sense Motive +16, Spot +16, Use Rope +4 (+6 bindings)
Feats: Improved Initiative, Iron Will, Power Attack, Quicken Spell-Like Ability (hold person)
Environment: Any good-aligned plane
Organization: Solitary or pair
Challenge Rating: 12
Treasure: No coins; double goods; standard items
Alignment: Always good (any)
Advancement: 11-20 HD (Medium); 21-30 HD (Large)
Level Adjustment: —

This perfectly formed human has a glowing countenance and white, feathered wings.

Virtues are tasked with working toward the greater good on the Material Plane. They are known to work miracles and bestow grace and valor to the worthy.

A virtue is about 7-1/2 feet tall and weighs about 250 pounds.

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

COMBAT

A virtue joins battle whenever it serves the greater good, slashing evil foes with its +1 holy halberd.

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

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

Healing Touch (Su): At will, with a mere touch, a virtue may channel positive energy into a creature to wipe away its afflictions. This immediately ends any of the following conditions affecting the subject: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and stunned. It negates sleep effects and the effect of the feeblemind spell, and ends any additional effects from poison, as the neutralize poison spell. It also cures 1d8 points of damage + 1 point per HD of the angel (1d8+10 for a typical virtue, maximum +20).

Healing touch does not remove ability damage, negative levels, or permanently drained levels.

Used against an undead creature, healing touch deals damage instead of curing the creature (Will DC 20 half), but it has no other effect. The save DC is Charisma-based.

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 10th). 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.)

Spell-Like Abilities: At will—command (DC 16), create food and water, hold person (DC 18), insect plague, speak with dead (DC 18), true seeing; 3/day—quickened hold person (DC 18); 1/day—raise dead; 1/year—miracle. Caster level 10th. The save DCs are Charisma-based.

Summon Angels (Sp): Once per day, a virtue can can attempt to summon 1d3 angels of the ninth order or 1d3 movanic devas with a 50% chance of success. This ability is the equivalent of an 8th-level spell.

Tongues (Su): A virtue can speak with any creature that has a language, as though using a tongues spell (caster level 10th). This ability is always active.

Touch of Beneficence (Su): Once per week, a virtue can bestow upon a deserving mortal a fraction of their god's own radiance, conveying a permanent +2 bonus to the mortal's Charisma score. This is an inherent bonus and does not stack with bonuses granted from wish spells or similar effects, including another touch of beneficence.

Originally appeared in Dragon Magazine #35 (1980).
 
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Shade

Monster Junkie
Worm, Giant, Sabella

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-48.html

Worm, Giant, Sabella
Colossal Vermin (Aquatic)
Hit Dice: 32d8+256 (400 hp)
Initiative: +1
Speed: 0 ft. (immobile)
Armor Class: 23 (-8 size, +1 Dex, +20 natural), touch 3, flat-footed 22
Base Attack/Grapple: +24/+56
Attack: Tentacle +32 touch (grapple)
Full Attack: 8 tentacles +32 touch (grapple)
Space/Reach: 30 ft./20 ft. (60 ft. with tentacles)
Special Attacks: Improved grab, poisonous flesh, swallow whole
Special Qualities: Accelerated healing, armored tube, tremorsense 60 ft., vermin traits
Saves: Fort +26, Ref +19, Will +9
Abilities: Str 42, Dex 13, Con 26, Int —, Wis 9, Cha 5
Skills: —
Feats: Combat Reflexes (B)
Environment: Any aquatic
Organization: Solitary or grove (2-12)
Challenge Rating: 14
Treasure: 1/10th coins; 25% goods; 25% items (only non-organic treasure)
Alignment: Always neutral
Advancement: 33-64 HD (Colossal)
Level Adjustment: —

A massive tube of sand, easily one hundred feet long, protrudes from the ocean floor. A fan of feather red and purple tentacles protrude from the tube, floating lazily in the water.

The sabella is one of the polychaetes, or bristle worms. Found mostly in shallow, tidal waters, it builds a smooth tube of mud or sand held together by mucus upright from the sea bed. Sabella is known as the "peacock worm" due to its fan of brightly-colored tentacles. It uses these tentacles to feed by filtering small food particles. The giant sabella is so massive that "small food particles" includes creatures up to Large size.

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 giant sabella is 10 feet in diameter and 120 feet in length. Its elongated, heavily-segmented body is grey-green, while its tentacles are brown, red, or purple with darker bands of similar color.

COMBAT

These worms are mindless, fighting purely on instinct. A Sabella tries to seize any object within reach that is small enough to swallow, spitting them out or cementing them into their armoured tube if they prove inedible. If they take more than three-quarters damage (300 hp) or lose more than half their tentacles they retreat into their tubes.

A giant sabella, like all aquatic creatures with tremorsense, can also sense the location of creatures moving through water.

A giant sabella has a number of tentacles equal to its hit dice, but can only use 8 of them in a full-round attack. An opponent can make sunder attempts against the sabella's tentacles as if they were weapons, each tentacles has 20 hit points. If the giant sabella is currently grappling a target with one tentacle, it usually uses another tentacle to make its attack of opportunity against the sunder attempt. Severing a giant sabella’s tentacle deals damage to the sabella equal to half the limb’s full normal hit points, the severed tentacle regrows in 1d6+6 hours. A sabella usually withdraws from combat if it loses more than half its tentacles.

Accelerated Healing (Ex): A giant sabella 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.

Armored Tube (Ex): A giant sabella can flee into its armored tube to gain the benefits of full cover. Its tube has hardness 7 and 100 hit points.

Improved Grab (Ex): To use this ability, a giant sabella must hit with a tentacle 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.

Poisonous Flesh (Ex): Any creature that makes a successful bite attack against a giant sabella or eats its flesh is exposed to the sabella's poison.

Sabella Poison: Ingested, Fortitude DC 34, initial damage sickened for 1d3 minutes, secondary damage 1d3 Con and nauseated for 1d3 minutes. The save DC is Constitution-based.

Swallow Whole (Ex): A giant sabella can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 3d8+16 points of crushing damage plus 1d8+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 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A giant sabella worm’s interior can hold 4 Large, 16 Medium, 64 Small, or 256 Tiny or smaller opponents.

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

Monster Junkie
Lussina, the Dark Queen

http://www.enworld.org/forum/general-monster-talk/219413-converting-epic-level-creatures-22.html

Lussina, the Dark Queen
Medium Fey
Hit Dice: 27d6+81 (175 hp)
Initiative: +3
Speed: 30 ft. (6 squares) in elven chain (base speed 40 ft.), fly 40 ft. (good)
Armor Class: 32 (+3 Dex, +10 deflection, +9 +4 greater shadow elven chain), touch 23, flat-footed 29
Base Attack/Grapple: +13/+13
Attack: +3 keen spell-storing cold iron kukri +19 melee (1d4+3/15-20) or +2 composite shortbow +18 ranged (1d6+2/x3 plus bane arrows)
Full Attack: +3 keen spell-storing cold iron kukri +19/+14/+9 melee (1d4+3/15-20) or +2 composite shortbow +18/+13/+8 ranged (1d6+2/x3 plus bane arrows)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bane arrows, seelie spell of forgetting, spell-like abilities, spells
Special Qualities: Armored mage, damage reduction 15/cold iron and epic, immunity to illusions and mind-affecting spells and abilities, low-light vision, spell resistance 32, wild empathy
Saves: Fort +22, Ref +28, Will +29
Abilities: Str 11, Dex 17, Con 17, Int 24, Wis 18, Cha 30
Skills: Balance +5*, Bluff +40, Concentration +33, Craft (sculpting) +32, Craft (weaponsmithing) +32, Diplomacy +38, Disguise +10 (+14 acting), Intimidate +44, Jump +6*, Knowledge (arcana) +37, Knowledge (nature) +37, Listen +34, Sense Motive +34, Spellcraft +41 (+45 scrolls), Spot +34, Survival +4 (+8 in aboveground natural environments), Tumble +26*, Use Magic Device +35 (+39 scrolls) *Includes -2 armor check penalty
Feats: Craft Arms and Armor, Craft Construct, Craft Wondrous Item, Efficient Item Creation (Craft Construct), Permanent Emanation (blasphemy), Spell Focus (necromancy), Spell Knowledge, Spell Penetration, Spell Stowaway (heal), Weapon Finesse
Environment: The Unseelie Court
Organization: Solitary or Court (the Dark Queen plus 4-32 unseelie faeries of various sizes)
Challenge Rating: 21
Treasure: Double standard (excludes weapons and armor listed above)
Alignment: Neutral evil
Advancement: —
Level Adjustment: —

A shadowy, elflike female stands before you. Although not beautiful, her allure is almost overpowering. She wields a wickedly sharp curved blade, and wears form-fitting black chainmail of exceptional quality.

Lussina, The Dark Queen, holds the Unseelie Court in the vise of her will. The daughter of the Faerie Queen, her unimaginable outer beauty did not match her envy and ambition. Jealous of her mother's power, she attempted to usurp the Seelie Court; the Faerie Queen could bear only to exile her own daughter, rather than execute her for her betrayal. Lussina gathered her followers and founded the Unseelie Court to feed her rage.

Lussina has a heart of ice, serving only herself and weighing all decisions only against her own ambition. Despite the loss of her beauty to the corruption of evil, she remains adept at seducing new allies in her war against the Seelie Court, though she favors seduction by appealing to ambition rather than lust. Recently, she has begun to craft an army of constructs to aid her struggle.

The Dark Queen has no mercy, thinking her mother a fool for sparing her life. Indeed, she brooks no dissent, rewarding disloyalty and incompetence alike with instant death. Still, the Unseelie Court continues to grow with exiles from the Seelie Court, undead faeries created in the war, and her own constructs.

Lussina stands 4 feet 4 inches tall and weighs 50 pounds.

The Dark Queen speaks Celestial, Common, Draconic, Elven, Gnome, and Sylvan.

COMBAT

The Dark Queen is a cunning adversary, utilizing all of her magic to her utmost advantage. She is never encountered without followers, and they defend their queen to the death with utmost zeal.

The Dark Queen's +3 keen spell-storing cold iron kukri generally carries a touch of idiocy spell.

Armored Mage (Ex): The Dark Queen does not have an arcane spell failure chance when wearing light armor.

Bane Arrows (Su): Every arrow the Dark Queen fires from her +2 bane composite shortbow becomes the bane of whatever it last struck.

Seelie Spell of Forgetting (Sp): At will, the Dark Queen may create up to a 50-foot cube of showering pixie dust. This effect must originate within 150 feet of the Dark Queen. All creatures within the pixie dust must succeed on a DC 23 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 Dark Queen so desires. For example, the Dark Queen 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). Caster level 27th.

Spells: The Dark Queen casts spells as a 20th-level sorcerer. The Dark Queen can also cast cleric spells and those from the Charm, Darkness, Death, and Trickery domains as arcane spells.

Sorcerer Spells Known (6/9/9/8/8/8/8/7/7/7, save DC 20 + spell level, necromancy spells DC 21 + spell level):
0—arcane mark, dancing lights, detect poison, detect magic, ghost sound, mage hand, message, prestidigitation, touch of fatigue;
1st—disguise self, divine favor, protection from good, shield, true strike;
2nd—knock, hideous laughter, mirror image, see invisibility, touch of idiocy;
3rd—arcane sight, clairaudience/clairvoyance, haste, rage;
4th—confusion, crushing despair, cure critical wounds, death ward;
5th—feeblemind, mind fog, prying eyes, seeming;
6th—greater dispel magic, heal, mislead;
7th—blasphemy, greater scrying, project image;
8th—demand, greater shadow evocation, polymorph any object;
9th—dominate monster, time stop, wail of the banshee.

Unearthly Charms (Su): Any male creature that looks directly at the Dark Queen must succeed on a DC 33 Will save or be charmed permanently as though by the charm monster spell. Lussina can suppress or resume this ability as a free action. The save DC is Charisma-based.

Unearthly Grace (Su): The Dark Queen adds her Charisma modifier as a bonus on saving throws, and as a deflection bonus to Armor Class. Included above.

Vulnerability to Salt (Ex): If the Dark Queen is struck by salt (usually thrown as a splash weapon), she immediately becomes visible and cannot use her invisibilty spell-like ability for 1d4 minutes.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the Dark Queen has a +10 racial bonus on the check (and a +4 synergy bonus from her Handle Animal skill ranks).

In Cerilia

In the Birthright setting, the Unseelie Court resides in the Shadow World.

Originally appeared in Blood Spawn (2002).
 
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Shade

Monster Junkie
Agnath, Electric

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-40.html

Agnath, Electric
Tiny Animal (Aquatic)
Hit Dice: 1d8+3 (7 hp)
Initiative: +1
Speed: Swim 10 ft. (2 squares)
Armor Class: 16 (+2 size, +1 Dex, +3 natural), touch 13, flat-footed 15
Base Attack/Grapple: +0/-9
Attack: —
Full Attack: —
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Electric discharge
Special Qualities: Blindsense 30 ft., low-light vision
Saves: Fort +5, Ref +3, Will +1
Abilities: Str 9, Dex 13, Con 16, Int 1, Wis 12, Cha 2
Skills: Hide +9, Listen +2, Spot +3, Swim +9
Feats: Ability Focus (electric discharge)
Environment: Warm aquatic
Organization: Solitary or school (2-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

Slowly paddling along the bottom of the murky shallows is a fish resembling an obese salmon in armor. Its head has a wedge-like shape that it uses to plow into the mud.

Electric agnaths are plodding shallow-water fish in the order known as cephalaspids. Spending most of their time lazily wallowing in the detritus that they pry microbes and shellfish out of, agnaths are rarely seen, and when they are encountered it is usually the result of a careless adventurer stepping on one by mistake.

For all their dopey-looking air of harmlessness, these aquatic bottom-feeders are best left alone due to their hard shells and their capability to create a vicious electrical shock. This electricity is generated from bony ossicles known as electroplaques that are embedded along the length of its spinal armor. The electric agnath is often nicknamed "paladin lighter" due to their increased hazard for any armored warrior trudging through their waters.

An electric agnath is about 1 foot in length and weighs 7 pounds.

COMBAT

When endangered, the first strategy of an electric agnath is to attempt to bury itself in the mud and act like a stone in the detritus. If this doesn't work, it will proceed to violently discharge current from its electroplaques in an attempt to dissuade further provocation.

Electric Discharge (Su): Once per round, an electric agnath can release a jolt of electricity in a 5-foot-radius centered on itself. The shock deals 1d6 points of electricity damage (Reflex DC 15 half). Creatures in metal armor suffer a -4 penalty on their saving throws. The save DC is Constitution-based.

Skills: An electric agnath uses its Dexterity modifier instead of its Strength modifier for Swim checks. An electric agnath 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 #176 (1991).
 
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Shade

Monster Junkie
Undead Unseelie Faerie

http://www.enworld.org/forum/genera...al-conversion-thread-finishing-off-fey-9.html

Undead members of the Unseelie Court come into being when a faerie (of any alignment) dies in a battle between the two courts. The horror of kin slaying kin creates a ripple through the Seeming itself, preventing the deceased faerie from dissipating into it. The creature’s spirit becomes trapped, sentenced to eternally walk the Shadow World but stripped of the magical abilities it once had. It becomes an unthinking being, lashing out in anger and resentment at the living, held in check only by the Dark Queen.

Undead faeries are incorporeal phantasms of their former selves. Their eyes have no pupils—only blank, white-hot glowing orbs that seethe hatred.

An undead unseelie faerie speaks any languages it knew in life.

Creating An Undead Unseelie Faerie

"Undead unseelie faerie" is an acquired template that can be added to any fey creature (referred to hereafter as the "base creature"). An undead unseelie faerie uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to undead (augmented fey) and it gains the incorporeal subtype. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Armor Class: An undead unseelie faerie gains a deflection bonus equal to its Charisma modifier.

Attacks: The creature loses all its attacks and gains an incorporeal touch attack.

Damage: The base damage for the undead unseelie faerie's incorporeal touch attack depends on the size of the creature, as shown on the table below. The attack also deals 1d6 points of Wisdom damage.

Fine 1d2
Diminutive 1d3
Tiny 1d4
Small 1d6
Medium 1d8
Large 2d6
Huge 2d8
Gargantuan 3d6
Colossal 4d6

Special Attacks: An undead unseelie faerie loses all spellcasting ability, spell-like abilities, and special attacks pertaining to manufactured weapons (such as a pixie's special arrows) of the base creature, but retains all other special attacks of the base creature and gains those described below. Save DCs equal 10 + 1/2 undead unseelie fey's Hit Dice + undead unseelie fey's Cha modifier.

Blight (Su): An undead unseelie fey radiates an aura that kills all vegetation within 10 feet. Any creatures of the plant type within the aura must make a Fortitude save or take 1d6 damage per 2 HD of the undead unseelie and be sickened for one minute.

Special Qualities: An undead unseelie faerie loses all spellcasting ability and sepll-like abilities of the base creature, but retains all other special qualities of the base creature and gains the special qualities described below.

Spell Resistance (Ex): An undead unseelie faerie has spell resistance equal to 6 + its Hit Dice. If the base creature has spell resistance, use whichever value is better.

Turn Resistance (Ex): An undead unseelie faerie has +2 turn resistance.

Unholy Toughness (Ex): An undead unseelie faerie gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of an undead unseelie faerie at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Abilities: Modify from the base creature as follows: -6 Int, -2 Wis, +4 Cha. As an incorporeal undead creature, an undead unseelie faerie has no Strength or Constitution scores.

Environment: Any, usually same as base creature.
Organization: Solitary, pair, or court (4-12).
Challenge Rating: Usually same as the base creature +1. If the base creature is particularly reliant upon spellcasting or spell-like abilities, CR is unchanged. If the base creature possesses no spellcasting or spell-like abilities, same as the base creature +2.
Treasure: None.
Alignment: Always evil.
Advancement: Same as the base creature.
Level Adjustment: Usually same as the base creature +1. If the base creature is particularly reliant upon spellcasting or spell-like abilities, LA is unchanged. If the base creature possesses no spellcasting or spell-like abilities, same as the base creature +2.

Sample Undead Unseelie Faeries

Undead Unseelie Pixie
Small Undead (Incorporeal)
Hit Dice: 1d12+5 (11 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 20 (+1 size, +4 Dex, +5 deflection), touch 20, flat-footed 16
Base Attack/Grapple: +0/–
Attack: Incorporeal touch +5 melee (1d6 plus 1d6 Wis)
Full Attack: Incorporeal touch +5 melee (1d6 plus 1d6 Wis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blight
Special Qualities: Damage reduction 10/cold iron, darkvision 60 ft., greater invisibility, low-light vision, spell resistance 15, +2 turn resistance, undead traits, unholy toughness, unnatural aura
Saves: Fort +0, Ref +6, Will +3
Abilities: Str —, Dex 18, Con —, Int 10, Wis 13, Cha 20
Skills: Bluff +9, Concentration +4, Escape Artist +8, Hide +8, Listen +9, Move Silently +8, Ride +8, Search +6, Sense Motive +5, Spot +9
Feats: Alertness, Dodge (B), Weapon Finesse (B)
Environment: Temperate forests
Organization: Solitary, pair, or court (4-12)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: 2–3 HD (Small)
Level Adjustment: +4

This being resembles an insubstantial, very small elf, but with longer ears and gossamer wings. Its eyes have no pupils—only blank, white-hot glowing orbs that seethe hatred.

An undead unseelie pixie stands about 2-1/2 feet tall and is weightless.

Undead unseelie pixies speak Sylvan and Common, and may know other languages as well.

Combat

Blight (Su): An undead unseelie pixie radiates an aura that kills all vegetation within 10 feet. Any creatures of the plant type within the aura must make a DC 15 Fortitude save or take 1d6 damage and be sickened for one minute.

Greater Invisibility (Su): An undead unseelie pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of an undead unseelie pixie at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Undead Unseelie Nymph
Medium Undead (Augmented Fey, Incorporeal)
Hit Dice: 6d12+36 (75 hp)
Initiative: +3
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 19 (+3 Dex, +6 deflection), touch 19, flat-footed 16
Base Attack/Grapple: +3/+3
Attack: Incorporeal touch +6 melee (1d8+1d6 Wis)
Full Attack: Incorporeal touch +6 melee (1d8+1d6 Wis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blight, blinding beauty, stunning glance
Special Qualities: Damage reduction 10/cold iron, low-light vision, unearthly grace, unholy toughness, wild empathy, turn resistance +2
Saves: Fort +7, Ref +12, Will +11
Abilities: Str 10, Dex 17, Con 12, Int 10, Wis 15, Cha 23
Skills: Concentration +10, Diplomacy +6, Escape Artist +12, Handle Animal +13, Heal +12, Hide +12, Listen +12, Move Silently +12, Ride +5, Sense Motive +12, Spot +12, Swim +8, Use Rope +3 (+5 with bindings)
Feats: Combat Casting, Dodge, Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Advancement: 7–12 HD (Medium)
Level Adjustment: +8

Blight (Su): An undead unseelie nymph radiates an aura that kills all vegetation within 10 feet. Any creatures of the plant type within the aura must make a DC 19 Fortitude save or take 3d6 damage and be sickened for one minute.

Blinding Beauty (Su): This ability affects all humanoids within 30 feet of an undead unseelie nymph. Those who look directly at the nymph must succeed on a DC 19 Fortitude save or be blinded permanently as though by the blindness spell. An undead unseelie nymph can suppress or resume this ability as a free action. The save DC is Charisma-based.

Stunning Glance (Su): As a standard action, a wrathful undead unseelie nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 19 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

Unearthly Grace (Su): An undead unseelie nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of an undead unseelie nymph at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Undead Unseelie Hoary Hunter
Medium Undead (Cold, Incorporeal)
Hit Dice: 46d12+460 (759 hp)
Initiative: +19
Speed: 30 ft. (6 squares)
Armor Class: 46 (+11 Dex, +15 insight, +10 deflection), touch 46, flat-footed 35
Base Attack/Grapple: +23/—
Attack: Incorporeal touch +34 melee (1d8 plus 1d6 Wis)
Full Attack: Incorporeal touch +34 melee (1d8 plus 1d6 Wis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blight
Special Qualities: Damage reduction 10/epic and cold iron, darkvision 60 ft., immunity to cold, incorporeal traits, low-light vision, spell resistance 36, +2 turn resistance, undead traits, unnatural aura, vulnerability to fire
Saves: Fort +28, Ref +36, Will +30
Abilities: Str —, Dex 33, Con —, Int 15, Wis 21, Cha 30
Skills: Diplomacy +16, Hide +60, Intimidate +59, Knowledge (geography, nature) +51, Listen +54, Move Silently +60, Ride +60, Search +51, Sense Motive +54, Spot +54, Survival +54 (+58 following tracks)
Feats: Blind-Fight, Cleave, Great Cleave, Improved Critical (longsword), Improved Initiative, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Track, Trample, Weapon Focus (longsword)
Epic Feats: Dire Charge, Epic Weapon Focus (longsword), Overwhelming Critical (longsword), Superior Initiative
Environment: Any cold
Organization: Solitary, pair, or court (4-12)
Challenge Rating: 25
Treasure: None
Alignment: Always neutral evil
Advancement: 47+ HD (Medium)
Level Adjustment: —

An undead unseelie hoary hunter's incorporeal touch attacks are treated as epic weapons for the purpose of overcoming damage reduction.

Blight (Su): An undead unseelie hoary hunter radiates an aura that kills all vegetation within 10 feet. Any creatures of the plant type within the aura must make a DC 43 Fortitude save or take 23d6 damage and be sickened for one minute.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of an undead unseelie hoary hunter at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Originally appeared in Dragon Magazine #198 (1993).
 
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Shade

Monster Junkie
Thendar

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-3.html

Thendar
Medium Outsider (Extraplanar, Good)
Hit Dice: 10d8+50 (95 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 21 (+2 Dex, +5 Wis, +4 mage armor), touch 17, flat-footed 19
Base Attack/Grapple: +10/+10
Attack: Quarterstaff +10 melee (1d6)
Full Attack: Quarterstaff +10/+5 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: AC bonus, darkvision 60 ft., immunity to mind-affecting spells and abilities, low-light vision, tongues, true seeing
Saves: Fort +12, Ref +9, Will +12
Abilities: Str 11, Dex 15, Con 20, Int 22, Wis 20, Cha 19
Skills: Concentration +18, Decipher Script +19, Diplomacy +20, Gather Information +20, Knowledge (arcana) +19, Knowledge (history) +19, Knowledge (local) +19, Knowledge (nature) +19, Knowledge (the planes) +19, Listen +18, Search +19, Sense Motive +18, Spellcraft +21, Spot +18, Survival +5 (+7 following tracks, +7 in aboveground natural environments, +7 on other planes)
Feats: Combat Expertise, Empower Spell-Like Ability (searing light), Quicken Spell-Like Ability (magic missile), Quicken Spell-Like Ability (shield)
Environment: Astral Plane
Organization: Solitary or inquiry (2-8)
Challenge Rating: 7
Treasure: No coins, 50% goods, 25% items
Alignment: Always neutral good
Advancement: 11-20 HD (Medium)
Level Adjustment: —

A tall, slender humanoid in a blue, hooded robe approaches. Its skin is golden, its hair silvery, and its eyes glow an otherworldly white.

Thendar are a race of lore-seeking wanderers native to the Astral Plane. They are incredibly long-lived, and seek out knowledge and new experiences to relieve the monotony of their existence.

Thendar are generall peaceful, finding even the githyanki incursion into their home plane a mere annoyance. (The githyanki, on the other hand, hate them even more for their indifference). They get along well with other good-aligned inhabitants of the Astral Plane, such as astral devas and star leviathans.

Thendar are willing to trade information with other creatures, but the value must always be perceived as equible. Thus, a minor bit of lore can be gained from a thendar by simply displaying a new way of tying a simple knot, or by adding a new bit of folklore to their collections. Greater lore must be earned by allowing the thendar to accompany and observe the requestors' actions for some duration, or by trading an equally arcane bit of lore.

Thendar do not collect treasure for its monetary value, but rather as mementos of their travels. Thus, a thendar's possession may include nothing more than an old walking stick or small carvings, but may include valuable ornate jewelery or even a lost relic of a long-lost civilization.

Thendar stand 6 to 6-1/2 feet tall and weigh around 150 pounds. Their lifespans exceed a millenium or more.

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

COMBAT

Thendar have little use for battle, unless they can learn something interesting from it. When faced with combat, a thendar immediately protects itself with mage armor and shield, then looses volleys of magic missiles and searing light upon its opponents. If it grows bored of the fight or needs to retreat, a thendar uses a wall of force to create separation between itself and its adversaries. If cornered, it uses plane shift to escape.

AC Bonus (Ex): A thendar has a sixth sense that lets it avoid even unanticipated attacks. When unarmored and unencumbered, the thendar adds its Wisdom bonus to its AC. This bonus to AC applies even against touch attacks or when the thendar is flat-footed. The thendar loses this bonus when immobilized or helpless, when it wears any armor or carries a shield, or when it carries a medium or heavy load.

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

Spell-Like Abilities: At will—alter self, dimension door, light; 5/day—magic missile; 3/day—mage armor, quickened magic missile, quickened shield; 2/day—empowered searing light, plane shift; 1/day—project image (DC 21), wall of force. Caster level 12th. The save DCs are Charisma-based.

Tongues (Su): A thendar can speak with any creature that has a language, as though using a tongues spell (caster level 12th). This ability is always active.

True Seeing (Su): Thendar continuously use true seeing as the spell (caster level 12th).

Originally appeared in Dragon Magazine #101 (1985).
 
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