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Shade

Monster Junkie
Aboleth, Saltwater

http://www.enworld.org/forum/general-monster-talk/259739-special-conversion-thread-aboleths-2.html

Aboleth, Saltwater
Huge Aberration (Aquatic)
Hit Dice: 10d8+50 (95 hp)
Initiative: +5
Speed: 10 ft. (2 squares), swim 80 ft.
Armor Class: 18 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17
Base Attack/Grapple: +7/+23
Attack: Tentacle +13 melee (1d8+8 plus slime)
Full Attack: 4 tentacles +13 melee (1d8+8 plus slime)
Space/Reach: 15 ft./10 ft. (15 ft. w/tentacles)
Special Attacks: Bite, enslave, psionics, slime
Special Qualities: Aquatic subtype, darkvision 60 ft., mucus cloud, telepathy 60 ft.
Saves: Fort +8, Ref +4, Will +12
Abilities: Str 26, Dex 13, Con 21, Int 18, Wis 17, Cha 20
Skills: Concentration +18, Knowledge (any two) +17, Listen +18, Spot +18, Spellcraft +17, Swim +16
Feats: Alertness, Combat Casting, Improved Initiative, Iron Will
Environment: Any aquatic
Organization: Solitary, brood (2-4), or slaver brood (1d3+1 plus 7-12 skum), or city (35-60 aboleths or saltwater aboleths plus 1 ruler aboleth, 3-8 noble aboleths, 7-12 greater aboleths and 60-160 skum)
Challenge Rating: 8
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 11-16 HD (Huge); 17-24 HD (Gargantuan)
Level Adjustment: —

Resembling a primeval fish, this creature is 25 feet in length from its bulbous head to its crescent-shaped tail. Three slit-shaped red eyes, protected by bony ridges, are set one atop the other in front of its head. A quartet of serpentine tentacles lash about it.

Saltwater aboleths are larger, smarter relatives of their freshwater brethren. They make their lairs in deep, undersea caverns, where they scheme to dominate all other sentient life. Saltwater aboleths abhor land-dwelling life forms and strive to eradicate it.

A saltwater aboleth has a pink belly. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. A saltwater aboleth weighs about 12,000 pounds.

Aboleths speak their own language, as well as Undercommon and Aquan, and can communicate telepathically.

COMBAT

A saltwater aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers. Although it possesses less psionic abilities than its freshwater kin, a saltwater aboleth’s illusions are harder to resist, and its attacks pack a greater punch.

Bite (Ex): Although a saltwater aboleth's mouth is relatively small, it can still deliver a nasty bite. An aboleth's bite attack is considered an unarmed strike, not a natural attack, and without the Improved Unarmed Strike feat, it provokes attacks of opportunity. Likewise, the act of extruding its feeding stalks and rearing back to bite is a clumsy move for most aboleths, so a bite attack is a full-round action. An aboleth can't attack with its tentacles at the same time as it bites. On a successful hit, a saltwater aboleth's bite deals 1d4+4 points of damage.

Enslave (Su): Six times per day, a saltwater aboleth can attempt to enslave any one living creature within 60 feet. The target must succeed on a DC 20 Will save or be affected as though by a dominate person spell (caster level 20th). An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 5 miles from its slave. The save DC is Charisma-based.

Mucus Cloud (Ex): A saltwater aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 20 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.

Psionics (Sp): At will—detect evil, detect good, detect magic, hypnotic pattern (DC 18), mirage arcana (DC 21), persistent image (DC 21), programmed image (DC 22), see invisibility, veil (DC 22). Effective caster level 11th. The save DCs are Charisma-based.

Slime (Ex): A blow from a saltwater aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 20 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.

A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.

Skills: A saltwater aboleth 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.

Psionic Saltwater Aboleths

A psionic saltwater aboleth does not possess spell-like abilities or the enslave ability of the standard saltwater aboleth. Instead, it has psi-like abilities, including psionic dominate.

Special Attacks: Psi-like abilities, slime
Skills: Autohypnosis +18, Concentration +18, Knowledge (any one) +17, Listen +18, Psicraft +17, Spot +18, Swim +16
Feats: Alertness, Combat Manifestation, Improved Initiative, Iron Will

Psi-Like Abilities: At will—detect psionics, disable (30-ft. cone, 12 HD, DC 23*), false sensory input (five targets, DC 19*), mental disruption (20-ft. radius, DC 21*), mindlink (unwilling, nine targets, DC 17*); 6/day—psionic dominate (any target, 24 hours, DC 23*; 3/day—ego whip (ML 7th, 2d4, DC 20*), id insinuation (ML 7th, three targets, DC 20*), thought shield (power resistance 21, 3 rounds*); 1/day—remote viewing (DC 20). Manifester level 11th. The save DCs are Charisma-based.

*Includes augmentation for the aboleth’s manifester level.

Originally appeared in Dungeon Magazine #12 (1988).
 
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Shade

Monster Junkie
Will-o’-Deep

http://www.enworld.org/forum/general-monster-talk/259742-special-conversion-thread-will-o-wisps.html

Will-o’-Deep
Tiny Aberration (Air)
Hit Dice: 5d8 (22 hp)
Initiative: +13
Speed: Fly 30 ft. (perfect) (6 squares)
Armor Class: 21 (+2 size, +9 Dex), touch 21, flat-footed 12
Base Attack/Grapple: +3/–10
Attack: Spark +16 ranged touch (1d4 electricity)
Full Attack: 4 sparks +16 ranged touch (1d4 electricity)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Sparks
Special Qualities: Darkvision 60 ft., immunity to magic, natural invisibility
Saves: Fort +1, Ref +10, Will +7
Abilities: Str 1, Dex 29, Con 10, Int 13, Wis 16, Cha 12
Skills: Bluff +7, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +9, Search +7, Spot +9, Survival +3 (+5 following tracks)
Feats: Blind-Fight, Dodge, Improved Initiative, Point Blank Shot (B)
Environment: Underground
Organization: Solitary, pair, or clan (3–4)
Challenge Rating: 4
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral evil
Advancement: 6-8 HD (Tiny), 9-10 HD (Small)
Level Adjustment: —

This creature seems to be nothing more than a faintly glowing, rippling, teardrop-shaped light, reminiscent of the flames of a small torch.

Will-o’-deeps are found only within the most remote tunnels and caverns, far from the surface. Like their larger will-o'-wisp cousins, will-o'-deeps are cruel creatures that take an almost whimsical delight in tormenting innocents. While they try to remain secret, letting their victims' misfortune appear the result of chance, they usually stay nearby, a fact which has led to the rumor that they feed on emotional distress.

A will-o’-deep's body is a globe of spongy material about 1 foot across and weighing about 1 pound, and its glowing body sheds as much light as a torch. It can assume a variety of colors, though it normally prefers a golden or reddish hue.

Will-o’-deeps speak Undercommon and Auran. They have no vocal apparatus but can vibrate to create a voice with a ghostly sound. Will-o’-deeps communicate wlth others of their kind by changing the color and intensity of their natural glow.

COMBAT

Will-o’-deeps usually avoid combat. They prefer to confuse and bewilder adventurers, luring them into morasses or other hazardous places. When they are forced to fight, they loose small electrical shocks, which act as ranged touch attacks. Desperate will-o'-deeps will use their sparks to ignite trapped pockets of gas or trigger landslides, counting on their speed and agility to keep them from harm.

Immunity to Magic (Ex): A will-o’-deep is immune to most spells or spell-like abilities that allow spell resistance, except those that deal electricity damage.

Natural Invisibility (Ex): A startled or frightened will-o’-deep can extinguish its glow, effectively becoming invisible as the spell.

Sparks (Ex): A will-o’-deep attacks wlth a series of small, white-hot sparks. It may unleash up to four sparks as a full attack action. These sparks are ranged touch attacks with no range increments and a maximum range of 10 feet.

Originally appeared in Ravenloft Monstrous Compendium Appendix III: Creatures of Darkness (1994).
 
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Shade

Monster Junkie
Gorilla

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-52.html

Gorilla
Large Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 10 ft.
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+14
Attack: Slam +7 melee (1d6+5)
Full Attack: 2 slams +7 melee (1d6+5) and bite +2 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fierce grappler
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 21, Dex 13, Con 14, Int 6, Wis 12, Cha 7
Skills: Climb +13, Intimidate +4, Listen +4, Spot +4, Survival +4, Swim +1
Feats: Alertness, Power Attack
Environment: Warm forests
Organization: Solitary, pair, or troop (5-30)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large)
Level Adjustment: —

This large, black ape has a jutting jaw and an elongated forehead. It drags its knuckles as it moves.

Gorillas are large herbivorous apes found in tropical and subtropical forests. They feed mostly on fruits, leaves, and shoots, though they sometimes supplement this diet with small insects. Some varieties eat fruit, while others add herbs, stems, and roots. Gorillas spend most of the day eating.

Gorillas live together in troops, led by a silverback. A silverback is an adult male gorilla with a distinctive patch of silver hair on his back and prominent canine teeth. A silverback is generally 12 years of age or older. The silverback is the strong, dominant troop leader, making all the decisions, mediating conflicts, determining the movements of the group, leading the others to feeding sites and taking responsibility for the safety and well-being of the troop. Blackbacks (sexually mature males of up to 11 years of age) may serve as backup protection. A younger gorilla may challenge the silverback for leadership, usurping its role if it succeeds. Should the silverback die for any other reason, the troop disperses to seek a new dominant male to lead them, or may join an existing troop.

Gorillas give birth every 3 to 4 years, the same amount of time young stay with their mothers. Mothers often carry their young on their backs. Males will slowly begin to leave their original troop when they are about 11 years old, traveling alone or with a group of other males for 2–5 years before being able to attract females to form a new group and start breeding. Silverbacks will care for weaned young orphans, though never to the extent of carrying the little gorillas.

A typical adult male gorilla is 5½ to 6 feet tall and weighs 300 to 400 pounds. Gorillas live anywhere from 30 to 50 years.

COMBAT

Gorillas pummel foes with their mighty fists, occasionally biting when the opportunity presents itself.

Fierce Grappler (Ex): Gorillas have a +2 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

Skills: Gorillas have a +4 racial bonus on Intimidate checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. Gorillas have a -4 racial penalty on Swim checks.

Originally appeared in Monster Manual (1977).
 
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Shade

Monster Junkie
Aboleth, Greater

http://www.enworld.org/forum/general-monster-talk/259739-special-conversion-thread-aboleths-2.html

Aboleth, Greater
Huge Aberration (Aquatic)
Hit Dice: 12d8+72 (126 hp)
Initiative: +1
Speed: 10 ft. (2 squares), swim 60 ft.
Armor Class: 18 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17
Base Attack/Grapple: +8/+26
Attack: Tentacle +16 melee (1d8+10 plus slime)
Full Attack: 4 tentacles +16 melee (1d8+10 plus slime)
Space/Reach: 15 ft./10 ft.
Special Attacks: Bite, enslave, psionics, slime
Special Qualities: Amphibious, darkvision 60 ft., knowledgeable, mucus cloud, telepathy 60 ft.
Saves: Fort +10, Ref +5, Will +14
Abilities: Str 30, Dex 12, Con 22, Int 21, Wis 19, Cha 19
Skills: Bluff +19, Concentration +21, Diplomacy +6, Disguise +4 (+6 acting), Intimidate +6, Knowledge (any three) +20, Listen +21, Spellcraft +20 (+22 scrolls), Spot +21, Use Magic Device +19 (+21 scrolls), Swim +18
Feats: Alertness, Combat Casting, Iron Will, Rapid Metabolism, Spell Penetration
Environment: Underground
Organization: Solitary, brood (2-3), slaver brood (1 plus 1-5 aboleths plus 7-60 skum), or city (7-12 plus 1 ruler aboleth, 3-8 noble aboleths, 35-60 aboleths or saltwater aboleths and 60-160 skum)
Challenge Rating: 11
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 13-16 HD (Huge); 17-36 HD (Gargantuan)
Level Adjustment: —

Resembling a primeval fish nearly thirty feet long, this creature has a bulbous head and crescent-shaped tail. Bony ridges protect its three slit-shaped eyes, stacked horizontally on the front of its head. Long tentacles writhe about its body, dripping mucus.

Greater aboleths are larger, more intelligent versions of the common aboleth. They are normally only encountered in an aboleth city, where they control the slave population with unrelenting cruelty. Their superior enslavement powers make them well-suited for this task. Up to a dozen of these creatures may be found in a single aboleth city, each maintaining its own group of slaves.

A greater aboleth has a pink belly. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. A greater aboleth is 30 feet long and weighs several tons.

Aboleths speak their own language, as well as Undercommon and Aquan.

COMBAT

A greater aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers.

Astral Traveler (Sp): At will, a greater aboleth can join an astral caravan. This functions exactly as the psionic power of the same name.

Bite (Ex): Although a greater aboleth's mouth is relatively small, it can still deliver a nasty bite. An aboleth's bite attack is considered an unarmed strike, not a natural attack, and without the Improved Unarmed Strike feat, it provokes attacks of opportunity. Likewise, the act of extruding its feeding stalks and rearing back to bite is a clumsy move for most aboleths, so a bite attack is a full-round action. An aboleth can't attack with its tentacles at the same time as it bites. On a successful hit, a greater aboleth's bite deals 1d4+5 points of damage.

Enslave (Su): At will, a greater aboleth can attempt to enslave any one living creature within 60 feet. The target must succeed on a DC 23 Will save or be affected as though by a dominate person spell (caster level 20th). An enslaved creature obeys the aboleth’s telepathic commands until freed by break enchantment (remove curse has no effect), and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 5 miles from its slave. The save DC is Charisma-based and includes a +3 racial bonus.

Knowledgeable (Ex): A greater aboleth 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.

Mucus Cloud (Ex): A greater aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 21 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.

Psionics (Sp): At will—dimension door, hypnotic pattern (DC 16), illusory wall (DC 18), levitate, mirage arcana (DC 19), persistent image (DC 19), programmed image (DC 20), project image (DC 21), telekinesis (DC 19), veil (DC 20). 3/day—detect thoughts (DC 17). Effective caster level 20th. The save DCs are Charisma-based.

Slime (Ex): A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 21 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.

A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.

Skills: An aboleth 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.

Psionic Greater Aboleths

A psionic greater aboleth does not possess spell-like abilities or the enslave ability of the standard aboleth. Instead, it has psi-like abilities, including psionic dominate.

Special Attacks: Psi-like abilities, slime
Skills: Autohypnosis +19, Bluff +19, Concentration +23, Diplomacy +6, Disguise +4 (+6 acting), Intimidate +6, Knowledge (any two) +18, Listen +21, Psicraft +18 (+20 power stones), Spot +21, Use Psionic Device +19 (+21 power stones), Swim +18
Feats: Alertness, Combat Manifestation, Iron Will, Power Penetration, Psionic Meditation

Psi-Like Abilities: At will—astral traveler, disable (60-ft. cone, 20 HD, DC 23*), false sensory input (seven targets, DC 17*), mental disruption (45-ft. radius, DC 23*), mindlink (unwilling, sixteen targets, DC 15*), psionic dimension door (move action*), psionic levitate, telekinetic force (550 lbs., DC 17*), telekinetic maneuver (+27 check modifier*), telekinetic thrust (550 lbs., DC 17*); 3/day—ego whip (ML 11th, 3d4, DC 20*), id insinuation (ML 11th, five targets, DC 20*), psionic dominate (any 2 targets, 17 days, DC 23*), read thoughts (DC 17), thought shield (power resistance 27, 15 rounds*); 1/day—astral traveler, psionic modify memory (DC 18), remote viewing (DC 18), wall of ectoplasm (DC 18). Manifester level 17th. The save DCs are Charisma-based.

*Includes augmentation for the aboleth’s manifester level.

Greater Aboleths and Lords of Madness
If you are using Lords of Madness in your campaign, greater aboleths may qualify for a number of the aboleth specific feats.

A greater aboleth that takes the Powerful Bite feat may qualify for the following new feat.

Oversized Maw [General]
An aboleth with this feat develops jaws large enough to swallow smaller creatures whole.
Prerequisite: Aboleth, Huge or larger, Str 30, Powerful Bite, Weapon Focus (bite).
Benefit: An aboleth with this may attempt to swallow a creature up to two size categories smaller than itself by making a successful grapple check. Once inside, the opponent takes piercing and slashing damage from the aboleth’s tooth-lined esophagus. The amount of damage is based on size: 2d8+Str for Huge, 3d8+Str for Gargantuan, and 4d8+Str for Colossal. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the esophagus (AC equals 10 + 1/2 aboleth's natural armor bonus). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. An aboleth's interior can hold 1 creature of two size categories smaller, 4 creatures of three size categories smaller, 16creatures of four size categories smaller, and 64 creatures of five or more size categories smaller than itself.

Originally appeared in Dragon Magazine #131 (1988).
 
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Shade

Monster Junkie
Will-o’-Dawn

http://www.enworld.org/forum/genera...special-conversion-thread-will-o-wisps-2.html

Will-o’-Dawn
Tiny Aberration (Air)
Hit Dice: 6d8 (27 hp)
Initiative: +6
Speed: Fly 50 ft. (perfect) (10 squares)
Armor Class: 26 (+2 size, +6 Dex, +8 deflection), touch 26, flat-footed 20
Base Attack/Grapple: +4/–9
Attack: Shock +12 melee touch (1d4 electricity)
Full Attack: Shock +12 melee touch (1d4 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to magic, natural invisibility, telepathy
Saves: Fort +2, Ref +8, Will +7
Abilities: Str 1, Dex 23, Con 10, Int 15, Wis 14, Cha 17
Skills: Diplomacy +13, Listen +9, Search +9, Sense Motive +9, Spot +9, Survival +2 (+4 following tracks)
Feats: Ability Focus (hypnotic pattern), Dodge, Quicken SLA (color spray), Weapon Finesse (B)
Environment: Temperate marshes
Organization: Solitary or pair
Challenge Rating: 4
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually chaotic good
Advancement: 7–18 HD (Tiny)
Level Adjustment: —

This creature seems to be nothing but a faintly glowing sphere of light.

A will-o’-dawn is a benevolent relative of the will-o’-wisp that aids creatures who are lost, hurt, or otherwise in peril. Also known as feu follets, will-o’-dawns feed on the energies generated by excited, happy, or otherwise exhilarated minds. Thus, the will o’ dawn's helpful demeanor actually helps feed it.

Will-o’-dawns appear only at sunrise and shortly thereafter. After this time, they turn invisible and retreat to unknown locations for the rest of the day. If captured, a will-o’-dawn's golden glow dims and slowly dissipates.

A will-o’-dawn's body is a globe of spongy material about 1 foot across and weighing about 2pounds, and its glowing body sheds as much light as a torch.

Will-o’-dawns speak Common and Auran. They have no vocal apparatus but can vibrate to create a voice with a ghostly sound.

COMBAT

Will-o’-dawns loathe combat, preferring to use their spell-like abilities to cover their escape. Will-o’-dawns rarely harm other living creatures, even evil ones. Instead, they prefer to lead opponents on a merry chase, utilizing terrain to slow or trap them while allowing it and its beneficiaries escape. A will-o’-dawn might even mire a pursuer in a bog, but doesn't lead them to actual harm.

Immunity to Magic (Ex): A will-o’-dawn is immune to most spells or spell-like abilities that allow spell resistance, except those with the darkness descriptor.

Natural Invisibility (Ex): A startled or frightened will-o’-dawn can extinguish its glow, effectively becoming invisible as the spell.

Spell-Like Abilities: At will—color spray (DC 14), detect evil, detect good, hypnotic pattern (DC 17); 3/day—quickened color spray (DC 14). Caster level 10th. The save DCs are Charisma-based.

Telepathy (Su): A will-o'-dawn may communicate telepathically with any creature it has hypnotized with its hypnotic pattern ability, as long as that creature has a language and is within 100 feet. The will-o'-dawn may communicate only with one creature at a time and only as long as that creature is hypnotized.

Originally appeared in Ravenloft Monstrous Compendium Appendix III: Creatures of Darkness (1994).
 
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Shade

Monster Junkie
Sheen, Propagator

http://www.enworld.org/forum/general-monster-talk/248323-special-conversion-thread-sheens-19.html

Sheen, Propagator, Small
Small Construct (Living)
Hit Dice: 4d10+16 (38 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 17 (+1 size, -1 Dex, +7 natural), touch 10, flat-footed 17
Base Attack/Grapple: +3/-1
Attack: Slam +5 melee (1d10 plus propagating touch)
Full Attack: Slam +5 melee (1d10 plus propagating touch)
Space/Reach: 5 ft./5 ft.
Special Attacks: Propagating touch (DC 16)
Special Qualities: Camouflage, darkvision 60 ft., living construct traits, regeneration 3
Saves: Fort +5, Ref +0, Will -2
Abilities: Str 10, Dex 9, Con 18, Int 5, Wis 5, Cha 1
Skills: Spot +4
Feats: Improved Initiative, Weapon Focus (slam)
Environment: Any
Organization: Solitary or node (2-4)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 5-7 HD (Small)
Level Adjustment: —

Sheen, Propagator, Medium
Medium Construct (Living)
Hit Dice: 8d10+40 (84 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 17 (-2 Dex, +9 natural), touch 8, flat-footed 17
Base Attack/Grapple: +6/+8
Attack: Slam +9 melee (1d12+3 plus propagating touch)
Full Attack: Slam +9 melee (1d12+3 plus propagating touch)
Space/Reach: 5 ft./5 ft.
Special Attacks: Propagating touch (DC 19)
Special Qualities: Camouflage, darkvision 60 ft., living construct traits, regeneration 3
Saves: Fort +7, Ref +0, Will -1
Abilities: Str 14, Dex 7, Con 20, Int 5, Wis 5, Cha 1
Skills: Spot +8
Feats: Improved Initiative, Power Attack, Weapon Focus (slam)
Environment: Any
Organization: Solitary or node (2-4)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Medium); 17-24 HD (Large)
Level Adjustment: —

As the animal comes closer, it becomes apparent that something is unnatural about it. Its skin hangs from it like an ill-made garment, held together by metallic stitching. Smears of gore mar its surface, while drying blood leaks through the cracks and gaps. A fetid, rotting odor accompanies its approach.

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.

Propagators are among the strangest of the sheens. They begin as tiny, sessile glassy nodules (called "Nhan Ohtych Seeds") that are nearly invisible to the naked eye. Once a living creature comes near it, miniature microtendrils extend and adhere to the creature. The nodules then rapidly replicate on the surface of the host's skin, becoming a visible, glassy rash within a week. As they continue to spread, they slowly kill the host and make use of the remaining bony scaffolding, animating the body with an artificial ligature of microtendrils. The propagator then seeks out fresh hosts.

It is uncertain what role propagators fulfill in a machine cyst, but they are clearly well-suited for eliminating biological life forms. Propagators derive all the energy they need from their hosts, and thus never need to return to the cyst. Due to the superfluidity of their self-repair nodules, propagators swiftly regenerate most damage, and thus lack the rapid repair of most sheens.

A Small propagator is 2-4 feet long and weighs 20 to 50 pounds, while a Medium propagator is 5-7 feet long and weighs 150 to 250 pounds.

Sheens speak their own language.

COMBAT

Propagators are straightforward combatants, lashing out with their flailing strikes and "infecting" as many biological creatures as possible with their nodules.

A propagator's slam attack deals both slashing and bludgeoning damage due to the glassy shards.

Camouflage (Ex): Since a propagator looks like a normal animal from a distance, it takes a DC 15Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the propagator is not a natural creature. A creature with the scent ability can detect the ruse automatically due to the propagator's strong, rotting odor.

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.

Propagating Touch (Ex): A propagator that hits with a slam attack can inject replicating nodules into the opponent's body. The affected creature must succeed on a Fortitude save (see stat blocks for DC) to avoid implantation. The save DC is Constitution-based.

Often the propagator implants an unconscious or otherwise helpless creature (which gets no saving throw). The nodules begin replicating immediately, but show no visible effects for 1 week. At that time, the victim's flesh shows a glassy rash. After one month, the victim suffers 2 points of Charisma drain. Each month thereafter, the victim suffers an additional 2 points of Charisma drain. A creature reduced to Charisma 0 dies and becomes a new propagator of similar size. A remove disease spell or similar effect cannot remove the nodules, nor can a Heal check. A spell or attack that deals electricity damage will scramble the replicating nodules, granting the victim a new saving throw to end the effect. The victim gains a +1 bonus on the saving throw for each 10 points of damage inflicted by the electrical attack. A break enchantment or heal spell cast within 1d4 rounds of this scrambling will destroy the nodules.

Regeneration (Ex): Fire and acid deal normal damage to a propagator. If a propagator loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

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 #270 (2000).
 
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Shade

Monster Junkie
Tener

Tener
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 11d8+44 (93 hp)
Initiative: +7
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13
Base Attack/Grapple: +11/+20
Attack: Claw +15 melee (1d6+5)
Full Attack: 4 claws +15 melee (1d6+5) and bite +10 melee (1d4+2 plus paralysis)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, maul, paralysis, spell-like abilities
Special Qualities: Damage reduction 10/lawful, darkvision 60 ft., immunity to paralysis, petrification, poison, and polymorph, low-light vision, resistance to cold 10 and fire 10, sounds of Pandemonium, spell resistance 21, wind tolerance
Saves: Fort +11, Ref +14, Will +8
Abilities: Str 20, Dex 24, Con 19, Int 7, Wis 13, Cha 14
Skills: Climb +15, Disable Device +7, Jump +15, Hide +19, Listen +13, Move Silently +19, Open Lock +16, Search +10, Sleight of Hand +16, Spot +18
Feats: Ability Focus (paralysis), Dodge, Mobility, Spring Attack
Environment: Windswept Depths of Pandemonium
Organization: Solitary
Challenge Rating: 10
Treasure: Double standard
Alignment: Always chaotic, never good
Advancement: 11–20 HD (Large); 21–33 HD (Huge) or by character class
Level Adjustment: +6

The four arms of this hairy gray bipedal creature end in long claws. Large amber eyes are set in its small round head, while spiderlike chelicerae flank its fanged mouth.

Teners are greed incarnate. These chaotic outsiders prowl the windswept caverns of Pandemonium, robbing any travelers that happen through. Although teners gleefully steal from others, they regard all other creatures as thieves and jealously guard anything of the slightest value.

Not all teners are malicious, and appeals to their greed makes bribery a valid option when confronted by one. Although most teners are native to Pandemonium, some reside in Limbo or the Abyss, and they can be found roaming the transitive planes and the Material Plane in search of treasure.

A tener is 8 feet tall and weighs 450 to 500 pounds.

Teners speak Abyssal.

COMBAT

Teners do whatever it takes to acquire anything of value. A tener will generally try to utilize stealth first to rob travelers before they know what hit them. If caught, or if defending its own wealth, a tener is a vicious combatant. It grabs prey with its multiple arms, then pulls them in for a paralytic bite. A tener will usually haste itself as soon as possible, and attempt to paralyze as many foes as possible. If it feels it is losing the fight, it will use deeper darkness to cover its escape, or if things are very dire, will teleport away. The tener will eventually return, as its avarice is too strong to allow treasure to slip away.

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

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

Maul (Ex): A tener that hits an opponent with two or more of its claw attacks immediately hits with its subsequent bite attack.

Paralysis (Ex): Those hit by a tener's bite attack must succeed on a DC 21 Fortitude save or be paralyzed for 1d6 hours. The save DC is Constitution-based.

Sounds of Pandemonium (Su): The spells and sonic effects of teners are not limited to 10 feet on the plane of Pandemonium. Additionally, teners' hearing is not limited like that of other creatures on Pandemonium. Teners cannot be deafened by any means.

Spell-Like Abilities: At will—bestow curse (DC 16), deeper darkness, haste (self only), see invisibility; 1/day—greater teleport, slow (DC 15). Caster level 9th. The save DCs are Charisma-based.

Wind Tolerance (Su): Teners are unaffected by high winds, and are never checked, knocked down, or blown away by wind conditions. Teners suffer no penalties to Listen checks made in areas of high winds.

Skills: A tener has a +4 racial bonus on Hide checks, a +8 racial bonus on Climb and Spot checks and a +10 racial bonus on Jump checks. A tener can always choose to take 10 on Climb checks, even if rushed or threatened. Teners use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

Originally appeared in Dragon Magazine #101 (1985).
 
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Shade

Monster Junkie
Ochimo, Water

http://www.enworld.org/forum/genera...l-qadim-oriental-adventures-creatures-37.html

Ochimo, Water
Medium Outsider (Chaotic, Evil, Native)
Hit Dice: 10d8+60 (105 hp)
Initiative: +4
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 22 (+1 Dex, +5 natural, +6 masterwork banded mail), touch 11, flat-footed 21
Base Attack/Grapple: +10/+14
Attack: Masterwork katana +15 melee (1d10+4/19-20)
Full Attack: Masterwork katana +13/+8 melee (1d10+4/19-20) and masterwork wakizashi +13/+8 melee (1d6+1/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spirit capture gaze, talisman of the restless dead
Special Qualities: Darkvision 60 ft., Opawang bond, spell resistance 12, water bond
Saves: Fort +13, Ref +10, Will +9
Abilities: Str 19, Dex 19, Con 23, Int 12, Wis 14, Cha 14
Skills: Diplomacy +17, Gather Information +15, Hide +10*, Intimidate +15, Knowledge (religion) +14, Listen +15, Move Silently +11*, Sense Motive +15, Spot +15 (*includes -5 armor check penalty)
Feats: Ability Focus (spirit capture gaze), Improved Two-Weapon Fighting, Stand Still, Two-Weapon Fighting
Environment: Any
Organization: Solitary or clan (2-4 ochimo of mixed types)
Challenge Rating: 9
Treasure: None (except arms and armor listed above)
Alignment: Always chaotic evil
Advancement: —
Level Adjustment: —

A masked samurai warrior in full regalia stands before you. It carries a katana and wakizashi of superior quality. A green disk rests on the forehead of its mask.

The ochimo are the quasi-spirit creations of the Opawang, the Dead Spirit King, and act as his messengers, servants, and warriors. Each possesses a gaze attack that can drain the spirit of the living. An ochimo carries stolen spirits to Opawangchicheng, where it turns the spirit over to the Opawang.

When slain, the arms and armor of the ochimo fall to the ground, while a fleeting image of a black tiger-shaped form can be seen as the ochimo's spirit departs. All captured spirits not yet presented to the Opawang are immediately released and restored to their original state.

When using its spirit capture gaze, the water ochimo seems to convert its target into a human-shaped vessel of water, which is then sucked through the eyeholes of its mask.

An ochimo is 6 feet tall and weighs 230 pounds.

Ochimo speak Common and Shou.

COMBAT

An ochimo fights fearlessly until it has captured its capacity of spirits. It slays all that it cannot capture that get in its way.

The water ochimo carries the talisman of the restless dead, a small birds-foot charm on a leather thong that allows it to animate skeletons.

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

Opawang Bond (Su): The first 15 hp of damage that an ochimo suffers each day are instantly transferred to the Opawang and have no effect on the Ochimo.

Spirit Capture Gaze (Su): Spirit captured, 30 ft, Fortitude save DC 19 negates. The save DC is Charisma-based.

A captured spirit is instantly transformed into its incorporeal essence, which is absorbed by the ochimo. An ochimo may hold up to 10 HD of spirits; its spirit capture attack automatically fails against creatures that would exceed that limit. The Opawang may remove spirits from an ochimo. Otherwise, the captured spirit cannot be raised or resurrected, but a break enchantment cast on the ochimo (and which penetrates the ochimo's SR), limited wish, miracle, or wish spell frees it, as does destroying the ochimo. A freed spirit is instantly returned to life in the precise condition it had when captured.

Talisman of the Restless Dead: The water ochimo carries the talisman of the restless dead, a wondrous item that allows it to use animate dead (CL 5th, skeletons only) 3/day. Additionally, the possessor of the talisman can automatically command all the skeletons it has animated in the past 24 hours.

Water Bond (Ex): A water ochimo has a +2 racial bonus on saving throws against spells with the Air, Earth, or Fire descriptor, but suffers a -2 racial penalty against spells with the Water descriptor. Additionally, a water ochimo has vulnerability (+50% damage) to damage-dealing spells with the Water descriptor. A water ochimo can be turned or destroyed by an effect that normally turns creatures of the Water subtype (such as the Fire domain granted power), but is immune to effects that normally turn outsiders (such as the Planar Turning epic feat).

Originally appeared in OA3 - Ochimo the Spirit Warrior (1987).
 
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Shade

Monster Junkie
Yugoloth, Guardian, Least

Yugoloth, Guardian, Least
Small Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 6d8+18 (45 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 16
Base Attack/Grapple: +6/+5
Attack: Claw +10 melee (1d10+3)
Full Attack: 2 claws +10 melee (1d10+3) and bite +8 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Damage reduction 5/good, darkvision 60 ft., devoted guardian, immunity to acid, mind-affecting spells and abilities, poison, and polymorph, resistance to cold 10, electricity 10, and fire 10, see invisibility, telepathy 100 ft., tongues
Saves: Fort +8, Ref +8, Will +6
Abilities: Str 16, Dex 12, Con 17, Int 9, Wis 12, Cha 10
Skills: Appraise +8, Balance +3, Diplomacy +2, Intimidate +9, Jump +5, Knowledge (the planes) +8, Listen +14, Sense Motive +10, Spot +14, Survival +1 (+3 on other planes), Tumble +10
Feats: Improved Initiative (B), Lightning Reflexes, Multiattack, Power Attack
Environment: Bleak Eternity of Gehenna
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral evil
Advancement: 7 HD (Small)
Level Adjustment: —

This squat, froglike creature has a sulfurous odor. Red eyes glare beneath a pair of horns, and its maw is lined with jagged teeth. Its arms and legs end in wicked talons, and it leaves a trail of ash as it paces back and forth.

Guardian yugoloths possess a level of avarice that impresses even others of their kind. So covetous are they of material wealth, that they enthusiastically guard the hordes of other creatures, just to be close to the wealth. The fact that treasure attracts thieves that they can rend and burn is just icing on the cake.

Guardian yugoloths can be called with planar ally or planar binding spells. When bargaining with planar ally spells, the yugoloth always demands personal payment of the higest possible price. Obtaining one's services with planar binding is a far riskier endeavor, for they take offense to unconvincing summoners, and nearly always attack if the Charisma check fails.

A least guardian yugoloth is around 3 feet tall and weighs rougly 50 pounds. Their appearances very, but are most often horned and froglike.

Guardian yugoloths speak Abyssal, Draconic, and Infernal, but can communicate with any creature due to their tongues ability and telepathy.

COMBAT

Guardian yugoloths relish combat, taking great delight in dealing pain. Their first goal is to guard the treasure to which they have been assigned, and they will do all in their power to prevent its theft of destruction. Guardian yugoloths attempt to use their breath weapon as much as possible, but take great care to not expose flame-sensitive treasure to its blast.

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

Additional Immunity (Ex): Some least guardian yugoloths possess an additional immunity. Roll 1d20 and consult the table below.

1 - cold
2 - electricity
3 - fire
4 - sonic
5 - force
6 - death effects
7 - ability damage/drain
8 - stunning and paralysis
9 - critical hits
10 - spells and effects with the good descriptor
11-20 - No additional immunity

Breath Weapon (Su): 10-foot cone, once every 1d4 rounds, damage 3d6 fire, Reflex DC 16 half. The save DC is Constitution-based.

Devoted Guardian (Su): A guardian yugoloth that agrees to protect an object is mystically bound to it. Until it completes its term or service or is released from its agreement, it may not move more than 300 ft from the object it guards. If the yugoloth is forced outside that range, it is instantly teleported back to a designated area adjacent to the treasure, as if by a word of recall spell.

See Invisibility (Ex): Guardian yugoloths continuously see invisibility as the spell, with a range of 60 feet.

Tongues (Su): A guardian yugoloth can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Skills: Guardian yugoloths have a +4 racial bonus on Listen and Spot checks.

Originally appeared in Fiend Folio (1981).
 
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Shade

Monster Junkie
http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-44.html

Swarm, Hagfish
Tiny Animal (Aquatic, Swarm)
Hit Dice: 7d8+7 (38 hp)
Initiative: +2
Speed: Swim 10 ft. (2 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +5/-
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Consume, distraction, entangling slime
Special Qualities: Half damage from slashing and piercing weapons, low-light vision, scent, swarm traits
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 5, Dex 15, Con 12, Int 1, Wis 12, Cha 2
Skills: Hide +10, Listen +7, Survival +5*
Feats: Ability Focus (distraction), Dodge, Mobility, Track (B)
Environment: Any aquatic
Organization: Solitary, tangle (2-4 swarms), or infestation (7-12 swarms)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A tangled mass of eel-like creatures writhes through the water. It is hard to tell where one creature ends and another begins, as they knot and intertwine. Individual specimens appear to be about a foot and half in length. Barbels surround their sucking maws.

Hagfish are repulsive, eel-like creatures capable of exuding a slimy mucus. Although often called "slime eels," hagfish are more closely related to lampreys.

Coloration ranges from pink to blue-grey, with black or white spots possible.

COMBAT

Although hagfish feed primarily upon polychaete marine worms on or near the sea floor, swarms have been known to slither into the bodies of dead or injured sea creatures and devour them from the inside. When threatened or otherwise agitated, a hagfish swarm can release copious amounts of slime into the nearby water, entangling nearby creatures.

Consume (Ex): A hagfish swarm can attempt to consume prey both inside and out by entering a creature directly through the skin or by crawling into its mouth and other orifices. If a hagfish swarm successfully distracts a foe it surrounds, it takes advantage of the distraction by entering the distracted prey's body. Once hagfish have entered a creature, the victim automatically takes 4d6 points of damage in each subsequent round. If the hagfish swarm slays the prey they can completely strip the flesh off the corpse within a minute, leaving nothing behind but bones and equipment.

A remove disease or heal spell cast on a victim being consumed expels the invading hagfish (in that round, anyway; the swarm can attempt to consume again on the following round if all other conditions are met).

Distraction (Ex): Any living creature vulnerable to the hagfish swarm's damage that begins its turn with a hagfish swarm in its square is nauseated for 1 round; a DC 16 Fortitude save negates the effect. The save DC is Constitution-based.

Entangling Slime (Ex): As a standard action, a hagfish swarm can produce huge volumes of sticky slime in the spaces it occupies. All creatures within these spaces except for the hagfish must make a DC 14 Reflex check or a DC 18 Escape Artist save every round or become entangled. These creatures remain entangled in the slime even if they leave the spaces occupied by the hagfish swarm, they can attempt a Reflex or Escape Artist check as a standard action to free themselves of their slime coating, but if they are still in contact with a field of entangling slime they must make additional saves to avoid becoming ensnared again. The save and check DCs are Constitution-based, and the check includes a +4 racial bonus.

Hagfish slime clogs the gills of aquatic creatures, most marine animals entangled by the slime cannot breathe and risk drowning.

A 5 foot thickness of hagfish slime provides cover, 20 feet provides total cover.

The hagfish swarm moves at half speed while coated in slime, but is not otherwise penalized. By spending a move action a hagfish swarm can shed its entangling slime and swim at its full speed. The slime remains behind in the spaces the hagfish swarm occupied and will entangle any creature that enters that area. The field of slime produced by a hagfish swarm breaks up and dissipates after an hour.

Skills: A hagfish swarm uses its Dexterity modifier instead of its Strength modifier for Swim checks. A hagfish 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.

*Hagfish swarms have a +4 racial bonus on Survival checks when tracking by scent.

Loosely based on the lamprey that originally appeared in Monster Manual (1977).
 
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