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Monster Junkie
Air Maiden

http://www.enworld.org/forum/genera...els-possibly-other-heavenly-creatures-33.html

Air Maiden
Medium Outsider (Extraplanar, Good, Lawful)
Hit Dice: 18d8+108 (189 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 120 ft. (good)
Armor Class: 34 (+4 Dex, +20 natural), touch 14, flat-footed 30
Base Attack/Grapple: +18/+25
Attack: +3 frost brand greatsword +28 melee (2d6+10/19-20 plus 1d6 cold) or slam +25 melee (1d8+7)
Full Attack: +3 frost brand greatsword +28/+23/+18/+13 melee (2d6+10/19-20 plus 1d6 cold) or slam +25 melee (1d8+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Contingent summon, frostblade, spells
Special Qualities: Darkvision 60 ft., low-light vision, resistance to fire 10 (from frost brand), spell resistance 28, telepathy 60 ft., tireless travel, weatherborn
Saves: Fort +17, Ref +17, Will +17
Abilities: Str 24, Dex 19, Con 22, Int 19, Wis 22, Cha 19
Skills: Concentration +27, Diplomacy +27, Gather Information +25, Hide +25, Knowledge (nature) +27, Knowledge (religion) +25, Listen +27, Move Silently +25, Sense Motive +27, Spellcraft +25, Spot +27, Survival +27 (+29 in aboveground natural environments)
Feats: Combat Expertise, Empower Spell, Flyby Attack, Greater Spell Focus (evocation), Improved Initiative, Lightning Reflexes, Spell Focus (evocation)
Environment: Seven Mounting Heavens of Celestia
Organization: Solitary, pair, or storm (3-12)
Challenge Rating: 17
Treasure: None
Alignment: Always lawful good
Advancement: 19-36 HD (Medium); 37-54 HD (Large)
Level Adjustment: —

This creature resembles a winged human garbed in flowing robes and glowing with a brilliant light. Its glowing greatsword is encrusted with rime.

Air maidens are servants of the deity Ukko, the master of the sky and air, and protector of all avian life.

An air maiden is 6 feet tall and weighs about 175 pounds.

Air maidens speak Auran, Celestial, and Draconic, though they can communicate telepathically with any creature that has a language.

COMBAT

Air maidens willfully enter battle to protect the interests of Ukko's worshipers and the safety of avian life. Air maidens blend spellcasting with Flyby Attacks with their frostbrands, using wind and weather to their advantage.

An air maiden's natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Contingent Summon (Sp): Upon its death, an air maiden automatically summons another air maiden to complete its mission. A contingently summoned air maiden cannot use this ability to complete the same mission. This ability is the equivalent of a 9th-level spell.

Frostblade (Su): An air maiden can be armed in an instant by magically summoning a frost brand. When separated from the air maiden, the weapon vanishes. An air maiden can summon or dismiss its own weapon as a swift action.

This +3 frost greatsword sheds light as a torch when the temperature drops below 0°F. At such times it cannot be concealed when wielded, nor can its light be shut off. The air maiden receives resistance to fire 10 while wielding its frostblade.

A frost brand extinguishes all nonmagical fires in its area. As a standard action, it can also dispel lasting fire spells, but not instantaneous effects, though the air maiden must succeed on a dispel check (1d20+14) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.

Spells: An air maiden casts spells as a 17th-level sorcerer, and can also cleric spells and those from the Air, Good, Protection, and Weather domains as arcane spells.

Typical Sorcerer Spells Known (6/7/7/7/7/6/6/6/4, save DC 14 + spell level; evocation spells DC 16 + spell level):
0—cure minor wounds, detect magic, guidance, light, mage hand, mending, read magic, ray of frost, virtue;
1st—cure light wounds, divine favor, mage armor, sanctuary, shield;
2nd—blur, gust of wind, shield other, whispering wind, wind wall;
3rd—call lightning, cure serious wounds, haste, lightning bolt, sleet storm;
4th—freedom of movement, holy smite, ice storm, shout;
5th—cone of cold, control winds, plane shift, righteous might;
6th—chain lightning, greater dispel magic, heal;
7th—control weather, greater teleport, reverse gravity;
8th—holy aura, whirlwind.

Tireless Travel (Su): Air maidens can travel any distance without tiring.

Weatherborn (Ex): Air maidens, as servants of a weather god, are largely unaffected by weather. Weather (including wind, rain, and snow) does not penalize their Listen, Search, or Spot checks. Additionally, wind (natural or magical) has no detrimental effects upon their movement.

Originally appeared in Deities and Demigods Cyclopedia (1980).
 
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Monster Junkie
Demon, Chemosit

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-13.html

Demon, Chemosit
Medium Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 4d8+8 (26 hp)
Initiative: +7
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +4/+6
Attack: Claw +6 melee (1d6+2)
Full Attack: Claw +6 melee (1d6+2) and bite +1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mouth-lamp
Special Qualities: Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, see invisibility, spell resistance 11, telepathy 100 ft.
Saves: Fort +6, Ref +7, Will +4
Abilities: Str 14, Dex 16, Con 14, Int 7, Wis 11, Cha 11
Skills: Bluff +7, Diplomacy +4, Disguise +0 (+2 acting), Hide +10, Intimidate +2, Listen +11, Move Silently +10, Sense Motive +7, Spot +11
Feats: Ability Focus (mouth lamp), Flyby Attack, Improved Initiative (B)
Environment: Infinite Layers of the Abyss
Organization: Solitary or flock (2–4)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5-9 HD (Medium)
Level Adjustment: —

This monstrosity combines features of human and bird into a horrific amalgam. Its head is clearly avian, with dirty plumage atop its head and a jagged beak. Its humanoid torso sprouts dirty, feathered wings, and gives way to nine humanoid buttocks, from which trail a single large, taloned birdleg.

Chemosits are lesser tanar'ri that often serve as messengers for more poweful demons and evil spellcasters.

A chemosit is about 6 feet tall and weighs about 175 pounds.

Chemosits speak Abyssal, Celestial, and Draconic.

COMBAT

Chemosits are aggressive, fearless combatants.

A chemosit'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.

Mouth-Lamp (Su): The open mouth of a chemosit sheds light as a bullseye lantern (clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone). The chemosit may suppress or resume this illumination as a free action by closing or opening its mouth. Creatures within the area of clear illumination when the chemosit first opens its mouth must make a DC 16 save or be dazzled for 1 minute. The save DC is Constitution-based.

See Invisibility (Su): Chemosits continuously use see invisibility as the spell (caster level 4th).

Skills: A chemosit has a +4 racial bonus on Listen and Spot checks.

Originally appeared in Dragon Magazine #122 (1987).
 
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Monster Junkie
Tohr-kreen, J’ez

http://www.enworld.org/forum/general-monster-talk/201788-converting-psionic-creatures-11.html

Tohr-kreen, J’ez
Large Monstrous Humanoid (Psionic)
Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+11
Attack: Claw +7 melee (1d6+3) or gythka +8 melee (2d8+3), or chatkcha +6 ranged (1d8+3)
Full Attack: 4 claws +7 melee (1d6+3) and bite +2 melee (1d6+1 plus poison); or gythka +8 melee (2d8+3) and 2 claws +2 melee (1d6+1) and bite +2 melee (1d6+1 plus poison); or gythka +6/+6 melee (2d8+3/2d8+1) and 2 claws +0 melee (1d6+1) and bite +0 melee (1d6+1 plus poison); or chatkcha +6 ranged (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Poison, psi-like abilities
Special Qualities: Darkvision 60 ft., immunity to sleep effects, leap, naturally psionic
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 16, Dex 15, Con 15, Int 12, Wis 12, Cha 7
Skills: Balance +6, Climb +6, Hide +1*, Jump +41, Listen +4, Spot +4, Tumble +7
Feats: Deflect Arrows (B), Multiweapon Fighting, Weapon Focus (gythka)
Environment: Any land
Organization: Solitary or clutch (3-36)
Challenge Rating: 3
Treasure: Standard
Alignment: Any lawful
Advancement: By character class
Level Adjustment: +2

This creature resembles a bipedal praying mantis with six limbs that end in four-fingered clawlike hands. Skin stretches over it black, chitinous carapace. It has a circular mouth with inward-pointing fanglike parts around the circumference, and mandible-like extensions on either side. A pair of long antennae sprout from its head above its large, faceted eyes.

Tohr-kreen are large, intelligent insects, very similar to thri-kreen. Several subspecies are known to exist. J'ez tohr-kreen are larger, militaristic psionicists and philosophers found in rocky badlands and sandy wastes. Their philosophy requires them to remain combat capable at all times. J’ez have mating habits and gestation periods similar to those of thri-kreen.

Tohr-kreen are carnivorous, fierce hunters. Unlike the nomadic thri-kreen, they build towns and cities in which to reside. They work with a similar species, the zik-chil, to produce zik-trin'ta scouts. Although J’ez architecture and art are average, their literature is superb. J’ez value books, gems and psionic items.

A j'ez is 9 feet long and weighs about 600 pounds. J’ez can live to be 80 years old.

Tohr-kreen speak thier own language, and some also know Common.

COMBAT

J’ez enjoy battle, and most make good military leaders. They prefer to use psionics against their opponents when possible, then entering melee using weapons along with their claws and poisonous bite.

Leap (Ex): A tohr-kreen is a natural jumper. It has a +30 racial bonus on Jump checks.

Naturally Psionic: A tohr-kreen gains 1 bonus power point at 1st level. This benefit does not grant the ability to manifest psionic powers unless such powers are gained through another source, such as levels in a psionic class.

Poison (Ex): Injury (bite), Fortitude DC 14, initial damage 1d6 Dex, secondary damage paralysis for 2d6 minutes. A tohr-kreen produces enough poison for one bite per day. The save DC is Constitution-based.

Psi-Like Abilities: 3/day—chameleon, know direction and location; 1/day—greater concealing amorpha, metaphysical claw. Manifester level is equal to 1/2 the tohr-kreen's Hit Dice (minimum 1st).

Skills: *A tohr-kreen blends has a +4 racial bonus on Hide checks in sandy or rocky settings.

J'ez as Characters
J'ez characters possess the following racial traits.
  • +6 Strength, +4 Dexterity, +4 Constitution, +2 Intelligence, +2 Wisdom, -4 Charisma.
  • Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • Tohr-kreen base land speed is 40 feet.
  • Darkvision out to 60 feet.
  • +5 natural armor bonus.
  • Multiple Limbs: Tohr-kreen have four arms and can take the Multiweapon Fighting and Multiattack feats.
  • Natural Attacks: Four claws (1d6) and a bite (1d6).
  • Weapon Familiarity: Tohr-kreen treat the gythka and chatkcha as martial weapons, rather than exotic weapons.
  • Special Attacks (see above): Poison, psi-like abilities (manifester level equal to 1/2 HD).
  • Special Qualities (see above): Immunity to sleep effects, leap.
  • Racial Hit Dice: A j'ez begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
  • Racial Skills: A j'ez's monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Class skills include Balance, Climb, Hide, Jump, Listen, and Spot. A j'ez has a +4 racial bonus on Hide checks in sandy or rocky settings.
  • Racial Feats: A tohr-kreen gets Deflect Arrows as a bonus feat. In addition, a j'ez's monstrous humanoid levels grant it two feats.
  • Automatic Languages: Common, Thri-Kreen. Bonus Languages: Elven, Giant, Gnoll, Goblin, Halfling.
  • Favored Class: Psion or fighter.
  • Level adjustment +2.
On Athas
Tohr-kreen build permanent settlements in the lands far to the north of the Tablelands, home to Tyr and the other humanoid city-states. For many years, the tohr-kreen have sent scouts to the Tyr region These scouts are called zik-trin’ta by other tohr-kreen, but are known as tohr-kreen to the peoples of the Tablelands.
Originally appeared in Dark Sun Monstrous Compendium Appendix II: Terrors Beyond Tyr (1995).
 
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Shade

Monster Junkie
http://www.enworld.org/forum/genera...special-conversion-thread-will-o-wisps-3.html

Will-o’-Shadow
Tiny Aberration (Air, Extraplanar)
Hit Dice: 9d8 (40 hp)
Initiative: +13
Speed: Fly 50 ft. (perfect) (10 squares)
Armor Class: 29 (+2 size, +9 Dex, +8 deflection), touch 29, flat-footed 20
Base Attack/Grapple: +6/–7
Attack: Shock +17 melee touch (2d8 negative energy plus energy drain)
Full Attack: Shock +17 melee touch (2d8 negative energy plus energy drain)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Energy drain, negative energy pulse, vitality-sapping aura
Special Qualities: Darkvision 60 ft., immunity to magic, natural invisibility
Saves: Fort +3, Ref +12, Will +9
Abilities: Str 1, Dex 29, Con 10, Int 13, Wis 16, Cha 12
Skills: Knowledge (the planes) +10, Listen +12, Search +10, Spot +12, Survival +3 (+5 following tracks, +5 on other planes)
Feats: Blind-Fight, Flyby Attack, Dodge, Improved Initiative, Weapon Finesse (B)
Environment: Negative Energy Plane
Organization: Solitary, pair, or string (3–4)
Challenge Rating: 8
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually chaotic neutral
Advancement: 10–18 HD (Small)
Level Adjustment: —

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

Will-o’-shadows are unusual relatives of the will-o'-wisp that inhabit the Negative Energy Plane. They often preface the opening of a portal between the Material Plane and their home plane. Their small size and relative insubstantiality allows them to squeeze through the weakening in the planar boundaries before the portal fully opens.

Will-o’-shadows spend their short time on the Material Plane attempting to consume as much life force and vital energy as possible. This feeding frenzy lasts until the portal opens fully, upon which unexplained forces "pull" the will-o’-shadows back to the Negative Energy Plane.

The will-o’-shadows first feed on the surrounding plant life, leaving it brown and wilted for several days. If animal life wanders near, the will-o’-shadows target it instead. Will-o’-shadows have an innate sense for the strength of life forces, and always seek out the most vital sources of energy available.

Will-o’-shadows are not inherently evil, just extremely hungry. Creatures that prove resistant to their feeding attempts (such as those protected by death ward and similar magic) may peacefully converse with the will-o’-shadows.

A will-o’-shadow's body is a globe of spongy material about 1 foot across and weighing about 3 pounds, and its glowing body sheds as much light as a torch.

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

COMBAT

Will-o’-shadows prefer to avoid direct confrontation, feeding from a distance unless provoked or extremely hungry. In such situations, will-o’-shadows use their exceptional aerial maneuverability and difficult to hit to great tactical advantage, darting and swooping for quick "nibbles" before flying out of reach.

Energy Drain (Su): Living creatures hit by a will-o’-shadow's touch attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. The will-o’-shadow gains no temporary hit points from its energy drain ability.

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

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

Negative Energy Pulse (Su): Once every 1d4 rounds, as a standard action, a will-o'-shadow can attempt to drain the vitality of a single creature within 120 feet. The creature 2d6 points of negative energy damage and becomes fatigued. A successful DC 14 Fortitude save halves the damage and negates the fatigue. The save DC is Charisma-based.

Spell-Like Abilities: At will—color spray (DC 12); 3/day—blur, dancing lights, hypnotic pattern (DC 13). Caster level 9th. The save DCs are Charisma-based.

Vitality-Sapping Aura (Su): A will-o'-shadow continuously deals 1 point of damage to all living creatures within 30 feet.

In Cerilia
Will-o’-shadows are native to the Shadow World.

Originally appeared in Blood Spawn (2002).
 
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Shade

Monster Junkie
Getiet

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-14.html

Getiet
Large Magical Beast
Hit Dice: 5d10+20 (47 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +5/+17
Attack: Bite +12 melee (2d6+8/18-20/x3 plus devastating bite)
Full Attack: Bite +12 melee (2d6+8/18-20/x3 plus devastating bite) and 2 claws +10 melee (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, devastating bite, devour brain
Special Qualities: Darkvision 60 ft., scent, superior low-light vision
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 27, Dex 13, Con 19, Int 10, Wis 12, Cha 6
Skills: Hide +1*, Listen +12, Spot +12, Survival +3*
Feats: Multiattack, Power Attack, Track (B)
Environment: Warm forests
Organization: Solitary or slaughter (2–4)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 6-12 HD (Large); 13-20 HD (Huge)
Level Adjustment: —

This frightening creature is the size of a bear, and combines features of a hyena and ape.

The getiet is often mistaken for a bear, and as such has obtained the nickname "Nandi bear". It is also sometimes called the duba or chemosit in some cultures.

This rapacious predator has the unsavory habit of tearing off the tops of its victims' skulls and dining on the exposed brain. It reputedly grows in strength and vigor for a short time thereafter.

As obnoxious as they are ugly, getiets are known to taunt their prey before attacking. Getiets take great joy in slaughter, and have been known to attack entire villages.

A typical getiet is about 8 feet long, stands 4 feet high at the shoulder, and weighs 750 pounds.

Getiets speak Common and Abyssal.

COMBAT

Getiets are aggressive, fearless carnivores that have been known to harass larger predators simply for the pleasure of seeing their frustration. Getiets enjoy taunting their prey before eviscerating them with their deadly bites.

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

Devastating Bite (Ex): A getiet's jaws are immensely powerful, destroying large portions of soft tissue. On a successful critical hit, a getiet also deals 1 point of Constitution damage.

Devour Brain (Su): A getiet may spend a standard action to devour the brain of a dead or unconcious victim. A creature whose brain is devoured cannot be brought back to life with a raise dead spell, although a ressurrection or other life-restoring magic will succeed. Upon devouring a brain, a getiet gains 1d8 temporary hit points and a +2 bonus to Strength that lasts for 10 minutes per HD of the victim.

Superior Low-Light Vision (Ex): A getiet can see five times as far as a human can in dim light.

Skills: A getiet has a +6 racial bonus on Listen and Spot checks. *Getiets have a +8 racial bonus on Hide checks in areas of tall grass or heavy undergrowth, and a +4 racial bonus on Survival checks when tracking by scent.

Originally appeared in Dragon Magazine #122 (1987).
 
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Shade

Monster Junkie
Manikin (template)

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

Manikin (template)

Manikins are humanoid-sheen hybrids created by a machine cyst in order to study biological life. Many of these attempts at merging biological and machine life fail horribly, but the occasional experiment yields a functional being. These manikins are allowed to return to their former lives, but all are hard-wired with a compulsion to return to the cyst of their creation at some time in the future.

Manikins are released to the location of their initial capture with no immediate memory of the previous four weeks. Besides the replacement of its lower torso with a sheen chassis, the manikin is assaulted by brief memories of horrible pain, banks of blinding lights, armies of sheens, and miles of subterranean metallic tunnels. The manikin also becomes aware of the dormant compulsion that, when activated, will force it to return to the cyst, where its accumulated experience will be dissected and downloaded by the merciless consciousness of the machine.

A manikin appears humanoid from the waist up but is all sheen below. Usually, the sheen chassis attached to the biological component is a simple two-or-three-footed walker. Sometimes the chassis of a small roller is used instead, and possibly even that of a ground-effect drifter. Manikins unable to hide their modification beneath voluminous robes or other camouflage are greeed with distrust in locales unfamiliar with sheens, and outright fear and murderous hate in locales previously visited with sheen pestilence.

Creating a Manikin

“Manikin” is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature.)

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

Size and Type: The creature’s type changes to construct (living). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Current and future Hit Dice are unchanged.

Speed: The base speed of a manikin given a walker chassis is unchanged. A manikin with a roller chassis or ground-effect drifter chassis gain modifications to speed as detailed in special qualities.

Special Attacks: A manikin retains all the base creature’s special attacks and gains those described below.

Countermand Sheen (Su): Upon becoming fused with the machine mind, manikins gain insight on the workings of sheen control systems, allowing them to affect sheen in close proximity. This functions as the cleric's rebuke undead ability, except it only applies to sheens, and the affected sheens simply stand still rather than cower. Treat the manikin as a cleric of a level equal to the manikin's total Hit Dice. Any feats, abilities, or magic that affect rebuke undead also affect countermand sheen. Thus, the manikin may take the Extra Turning feat to gain additional daily uses of countermand sheen.

Special Qualities: A manikin retains all the base creature’s special qualities and gains those described below.

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

Defensive Field (Su): A manikin's sheen chassis automatically generates a physical protective field. This grants the manikin damage reduction 1/- and resistance to acid 1, cold 1, electricity 1, fire 1, and sonic 1. The defensive field can prevent up to 16 points of damage per day.

Electrically Charged (Ex): As part-sheen, manikins are parially powered by electricity. A manikin normally carries enough charges to function for up to one month (30 charges). After this time, the manikin becomes inert until recharged.

Within a cyst, a manikins may fully recharge after one hour of inactivity. However, returning to a machine cyst guarantees nearly certain doom for a manikin. Alternatively, a manikin can recharge if exposed to electricity damage. An attack that deals electricity damage restores 1 charge for every 5 points of damage the attack deals (or would otherwise deal, if stopped by the manikin's resistance to electricity). For example, a manikin hit by a lightning bolt gains 3 charges if the attack deals 15 points of damage, even though the manikin takes only 10 points of damage after its resistance is applied. Regardless of the amount of electricity damage directed at a manikin, it cannot exceed its normal maximum of 30 charges.

A manikin can also recharge with solar energy. To do so, it must remain motionless and take no actions while exposed to natural sunlight. For every two hours it does so, it recharges 1 charge.

Ground-Effect Drifter Chassis (Ex): A manikin with a ground-effect drifter chassis doesn't actually fly, but floats just above the ground at its land speed. As a result, it is not subject to ground terrain effects, such as ice or a grease spell, but it is subject to winds as if it were a flying creature.

Living Construct Traits: As a living construct, a manikin has a Constitution score. A manikin 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 manikin does not automatically have low-light vision or darkvision. Unlike other constructs, a living construct can use the run action.

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

Unlike other constructs, manikins 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 manikin can be raised or resurrected.

A manikin does 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 manikin does not need to sleep, but must rest for 8 hours before preparing spells.

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

Rapid Repair (Ex): A manikin 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 manikin to regrow or reattach lost body parts.

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

Resistance is Futile (Ex): Each month, a manikin sheen must succeed on a Will save or be compelled to return to the sheen cyst for dissection and disassembly. On a failed save, the manikin returns to the cyst by the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), the manikin may detour around the dangerous area. Other than movement, returning manikins can take no actions other than to defend themselves.

The save DC is 10 plus the number of previous successful saves (that is, DC 10 after 1 month, DC 11 after 2 months, DC 12 after 3 months, etc., assuming successful saves). At the DM's discretion, a successful save may trigger the cyst to dispatch sheens to return the manikin to the cyst by force.

Resistance to Energy (Ex): A manikin gains resistance to electricity 5.

Organization: Same as the base creature.
Challenge Rating: Same as the base creature +1.
Treasure: Same as the base creature.
Alignment: Same as the base creature.
Advancement: Same as the base creature.
Level Adjustment: Same as the base creature +0 (roller and walker chassis); same as the base creature +1 (ground-effect drifter chassis).

Sample Manikin

The torso of this creature resembles a reptilian humanoid crowned with a frill that extends from the forehead to the base of the neck. Its eyes are black and beady, and its arms are spindly but muscular. The lower half of its body is a lumpy, metallic obloid supported by two slender metal legs which end in hooflike iron pads.

Manikin Troglodyte
Medium Construct (Living, Reptilian)
Hit Dice: 2d8+4 (13 hp)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 15 (–1 Dex, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +1/+1
Attack: Club +1 melee (1d6) or claw +1 melee (1d4) or javelin +1 ranged (1d6)
Full Attack: Club +1 melee (1d6) and claw –1 melee (1d4) and bite –1 melee (1d4); or 2 claws +1 melee (1d4) and bite –1 melee (1d4); or javelin +1 ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Countermand sheen (3/day, +0, 2d6+2, 2nd), stench
Special Qualities: Darkvision 90 ft., defensive field, electrically charged, living construct traits, magic susceptibility, rapid repair, resistance is futile, resistance to electricity 5
Saves: Fort +5, Ref –1, Will +0
Abilities: Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10
Skills: Hide +5*, Listen +3
Feats: Multiattack (B), Weapon Focus (javelin)
Environment: Underground
Organization: Clutch (2–5), squad (6–11 plus 1–2 monitor lizards), or band (20–80 plus 20% noncombatants plus 3–13 monitor lizards)
Challenge Rating: 2
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +2

This manikin is created from a troglodyte fused with a standard walker chassis.

Combat

Countermand Sheen (Su): Upon becoming fused with the machine mind, manikins gain insight on the workings of sheen control systems, allowing them to affect sheen in close proximity. This functions as the cleric's rebuke undead ability, except it only applies to sheens, and the affected sheens simply stand still rather than cower. Treat the manikin as a cleric of a level equal to the manikin's total Hit Dice. Any feats, abilities, or magic that affect rebuke undead also affect countermand sheen. Thus, the manikin may take the Extra Turning feat to gain additional daily uses of countermand sheen.

Defensive Field (Su): A manikin's sheen chassis automatically generates a physical protective field. This grants the manikin damage reduction 1/- and resistance to acid 1, cold 1, electricity 1, fire 1, and sonic 1. The defensive field can prevent up to 16 points of damage per day.

Electrically Charged (Ex): As part-sheen, manikins are parially powered by electricity. A manikin normally carries enough charges to function for up to one month (30 charges). After this time, the manikin becomes inert until recharged.

Within a cyst, a manikins may fully recharge after one hour of inactivity. However, returning to a machine cyst guarantees nearly certain doom for a manikin. Alternatively, a manikin can recharge if exposed to electricity damage. An attack that deals electricity damage restores 1 charge for every 5 points of damage the attack deals (or would otherwise deal, if stopped by the manikin's resistance to electricity). For example, a manikin hit by a lightning bolt gains 3 charges if the attack deals 15 points of damage, even though the manikin takes only 10 points of damage after its resistance is applied. Regardless of the amount of electricity damage directed at a manikin, it cannot exceed its normal maximum of 30 charges.

A manikin can also recharge with solar energy. To do so, it must remain motionless and take no actions while exposed to natural sunlight. For every two hours it does so, it recharges 1 charge.

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

Rapid Repair (Ex): A manikin 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 manikin to regrow or reattach lost body parts.

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

Resistance is Futile (Ex): Each month, a manikin sheen must succeed on a Will save or be compelled to return to the sheen cyst for dissection and disassembly. On a failed save, the manikin returns to the cyst by the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), the manikin may detour around the dangerous area. Other than movement, returning manikins can take no actions other than to defend themselves.

The save DC is 10 plus the number of previous successful saves (that is, DC 10 after 1 month, DC 11 after 2 months, DC 12 after 3 months, etc., assuming successful saves). At the DM's discretion, a successful save may trigger the cyst to dispatch sheens to return the manikin to the cyst by force.

Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Skills: The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves to +8.

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
Master Naga (template)

http://www.enworld.org/forum/genera...verting-original-d-d-mystara-monsters-26.html

Master Naga (template)

This creature has a long, snakelike scaled body. Its seven heads have more or less human faces, each shrouded in a gem-encrusted cowl.

A master naga is an exemplar of its species. At least one master naga exists for each type of naga, and each has a unique ability.

Master nagas carry large gems in their cowls, both as treasure and as a sign of prestige.

Creating a Master Naga

“Master naga” is an acquired template that can be added to any naga (referred to hereafter as the base creature.)

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

Size and Type: The creature’s type is unchanged. Size increases to Huge.

Hit Dice: Increase the creature's Hit Dice by 10.

Armor Class: If the master naga increases in size, adjust its natural armor according to the Changes to Statistics by Size Table as detailed in the Monster Manual.

Base Attack/Grapple: Increase the creature's base attack bonus and grapple as normal for a Huge aberration of its Hit Dice.

Attacks: A master naga gains six additional heads, and as a result, gains six additional bite attacks.

Damage: A master naga's damage increases according to the Increased Damage By Size Table as detailed in the Monster Manual.

Space/Reach: A master naga's space/reach is 15 ft./10 ft.

Special Attacks: A master naga retains all the base creature’s special attacks and gains those described below.

Improved Venom (Ex): A master naga gains a +2 racial bonus on the save DC of its poison ability (if any). Remember to adjust the naga's DC for its additional Hit Dice and improved Constitution score.

Multiheaded Casting (Ex): A master naga can cast one spell per round per head, but all spells come from the common pool of spells available.

Spells: A master naga's innate spellcating ability is five levels higher than the base naga, and its caster level is 5 higher than the base naga for all spells and spell-like abilities.

Unique Attacks: A master naga gains additional special attacks, base on its type.

Breath Weapon (Su): A master guardian naga can breathe a 60 foot line of light once every 1d4 rounds. This deals 10d6 points of damage, and is treated as having the light descriptor. A successful saving throw halves the damage. The save DC is Constitution-based.

Carrion Breath (Su): A spirit master naga can, once every 1d4 rounds, breathe a 30 foot cone of toxic gas. All creatures caught within the cone must make a successful Fortitude save or take 1d4 points of Constitution damage and be sickened for 1 minute. The save DC is Constitution based.

Implant Thoughts (Su): Once every 1d4 rounds, a master dark naga may attempt to implant a thought into a single creature's mind within 60 feet. This functions as the modify memory spell, except only a new memory may be implanted. A successful Will save negates this effect. This is a mind-affecting, compulsion effect. The save DC is Charisma-based.

Spines (Ex): A master water naga's fiery red and orange spines lengthen and harden. While biting, the creature thrashes about, striking with 1d4 of them. Treat these spines as a secondary melee attack that deals 1d6 points of damage plus 1/2 the naga's Strength modifier. An opponent hit by a master water naga's spines attack must succeed on a Reflex save or have the quill break off in his or her flesh. Lodged spines impose a –1 penalty on attacks, saves, and checks per spine. The save DC is Dexterity-based. A spine can be removed safely with a DC 20 Heal check; otherwise, removing a spine deals an extra 1d6 points of damage.

Special Qualities: A master naga retains all the base creature’s special qualities and gains those described below.

Damage Reduction (Ex): A master naga gains damage reduction 5/opposing alignment (DM's choice). For example, a chaotic evil master naga could have damage reduction 5/good or damage reduction 5/lawful. If the base naga already possesses damage reduction of a similar type, this damage reduction stacks. (Thus, damage reduction 5/good would become 10/good). If the base naga already possesses damage reduction of a different type, this damage reduction becomes an additional component of its existing damage reduction, using the better numeric value (Thus, damage reduction 2/magic would become 5/good and magic, while damage reduction 10/silver would become 10/good and silver).

Fast Healing (Ex): A master naga gains fast healing 5. If it already possesses fast healing, add 5 to its existing fast healing.

Unique Defenses: A master naga gains additional special qualities, base on its type.

Invisible in Water (Su): A master water naga is effectively invisibile (as if under the effects of a greater invisibility spell) as long as it remains completely submerged.

Retaliatory Mind (Su): While a master dark naga is not immune to mental attacks, anyone targeting it with a mind-affecting or telepathic effect must succeed on a Will save or take 1d4+1 points of Wisdom damage. An attacker is subject to Wisdom damage on every attempt, whether the attack is successful or not. The save DC is Charisma-based.

Tomb-Tainted (Ex): Although an aberration, a master spirit naga is harmed by positive energy and healed by negative energy. It is treated as undead for purposes of spells and effects that treat undead differently (such as searing light or holy water). A master spirit naga may be turned as if it were an undead creature.

Vilesight (Su): A master guardian naga gains vilesight to a range of 60 feet. This functions as blindsight, but it only senses evil creatures and objects with at least a faint evil aura (see the detect evil spell description).

Saves: Increase the creature's base saving throw bonuses as normal for an aberration of its Hit Dice. Additionally, adjust its saving throw modifiers by its increased ability score modifiers (see Abilities).

Abilities: A master naga's Strength, Dexterity, and Constitution are all adjusted according to the Changes to Statistics by Size Table as detailed in the Monster Manual. (+8 Str, -2 Dex, +4 Con for a Large base naga, and +16 Str, -4 Dex, +8 Con for a Medium base naga). A master naga's Intelligence, Wisdom, and Charisma each increase by +6. Note that a master naga gains ability score increases as usual for its increased Hit Dice. Master nagas often put these ability score increases into Dexterity, to offset the size penalty.

Skills: A master naga gains additional skill points equal to (2 + Int mod) x 10. Master nagas have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

Feats: A master naga gains additional feats as normal for a creature of its improved Hit Dice. Master nagas gain Eschew Materials as a bonus feat.

Organization: Same as the base creature plus super nest (master naga plus 7 nagas of the same type).
Challenge Rating: Same as the base creature +7.
Treasure: Double standard.
Alignment: Same as the base creature.
Advancement: Same as the base creature.
Level Adjustment: -.

Sample Master Naga

Master Dark Naga
Huge Aberration
Hit Dice: 19d8+76 (161 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (–2 size, +2 Dex, +6 natural), touch 10, flat-footed 14
Base Attack/Grapple: +14/+28
Attack: Sting +18 melee (2d6+6 plus poison)
Full Attack: Sting +18 melee (2d6+6 plus poison) and 7 bites +13 melee (1d6+3)
Space/Reach: 15 ft./10 ft.
Special Attacks: Implant thoughts, multiheaded casting, poison, spells
Special Qualities: Damage reduction 5/good, darkvision 60 ft., detect thoughts, fast healing 5, guarded thoughts, immunity to poison, resistance to charm, retaliatory mind
Saves: Fort +10, Ref +10, Will +16
Abilities: Str 22, Dex 15, Con 18, Int 22, Wis 21, Cha 23
Skills: Bluff +12, Concentration +15, Diplomacy +10, Disguise +8 (+10 acting), Intimidate +8, Listen +16, Sense Motive +11, Spellcraft +15, Spot +16, plus 80 more ranks
Feats: Alertness, Combat Casting, Dodge, Eschew Materials (B), Lightning Reflexes, 3 more
Environment: Temperate hills
Organization: Solitary or nest (2–4)
Challenge Rating: 15
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 20–27 HD (Huge)
Level Adjustment: —

This creature has a long, snakelike scaled body. Its seven heads have more or less human faces, each shrouded in a gem-encrusted cowl.

Master dark nagas speak Common and Infernal.

Combat
Dark nagas prefer to fight from an elevated position where they get a good view of the battlefield while also staying out of reach.

Detect Thoughts (Su): A dark naga can continuously use detect thoughts as the spell (caster level 14th; Will DC 25 negates). This ability is always active. The save DC is Charisma-based.

Guarded Thoughts (Ex): Dark nagas are immune to any form of mind reading.

Implant Thoughts (Su): Once every 1d4 rounds, a master dark naga may attempt to implant a thought into a single creature's mind within 60 feet. This functions as the modify memory spell, except only a new memory may be implanted. A successful DC 25 Will save negates this effect. This is a mind-affecting, compulsion effect. The save DC is Charisma-based.

Improved Venom (Ex): A master naga gains a +2 racial bonus on the save DC of its poison ability (if any).

Multiheaded Casting (Ex): A master naga can cast one spell per round per head, but all spells come from the common pool of spells available.

Poison (Ex): Injury, Fortitude DC 25 or lapse into a nightmare-haunted sleep for 2d4 minutes. The save DC is Constitution-based.

Resistance to Charm: Dark nagas have a +2 racial bonus on saving throws against all charm effects (not included in the statistics block).

Retaliatory Mind (Su): While a master dark naga is not immune to mental attacks, anyone targeting it with a mind-affecting or telepathic effect must succeed on a DC 25 Will save or take 1d4+1 points of Wisdom damage. An attacker is subject to Wisdom damage on every attempt, whether the attack is successful or not. The save DC is Charisma-based.

Spells: Dark nagas cast spells as 12th-level sorcerers.

Typical Sorcerer Spells Known (6/8/8/7/7/6/4; save DC 16 + spell level):
0—acid splash, daze, detect magic, light, mage hand, open/close, ray of frost, read magic, touch of fatigue;
1st—expeditious retreat, magic missile, ray of enfeeblement, shield, silent image;
2nd—cat’s grace, invisibility, scorching ray, summon swarm, web;
3rd—displacement, lightning bolt, protection from energy, vampiric touch;
4th—confusion, enervation, stoneskin;
5th—cone of cold, magic jar;
6th—mislead.

Skills: Master nagas have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.

Master Nagas from Other Sources
The master naga template lists unique attacks and defenses for the core nagas found in the SRD. If you are using nagas from other sources, simply create a single unique attack and unique defense thematically approrpriate for your naga.

For example, a master iridescent naga (Serpent Kingdoms) might gain a unique attack that function similar to a prismatic spray, and a unique defense that reflects spells back at their enemies. A mighty ha-naga (Epic Level Handbook) might gain a dominating gaze as a unique attack, and perhaps a displacement unique defense similar to a displacer beast.

Although it is a bit of a stretch, a truly enterprising (or sadistic) DM might apply the template to a nagahydra (Serpent Kingdoms). In this case, the nagahydra would gain an additional 7 heads, and might gain the breath weapon of a pyrohydra or cryhoydra as its unique attack, and the associated Cold or Fire subtype as its unique defense.

Originally appeared in Supplement IV: Gods, Demigods, Heroes (1976).
 
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Shade

Monster Junkie
Camel of the Pearl

http://www.enworld.org/forum/genera...l-qadim-oriental-adventures-creatures-41.html

Camel of the Pearl
Gargantuan Magical Beast
Hit Dice: 15d10+120 (202 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 20 (-4 size, +3 Dex, +11 natural), touch 9, flat-footed 17
Base Attack/Grapple: +15/+39
Attack: Bite +23 melee (2d6+12)
Full Attack: Bite +23 melee (2d6+12) and two stamps +18 melee (2d6+8)
Space/Reach: 15 ft./10 ft. (15 ft. with bite)
Special Attacks: Fool's gold, spell-like abilities, spells, trample 3d8+18
Special Qualities: Low-light vision, scent, strong-willed, sure feet
Saves: Fort +17, Ref +12, Will +14
Abilities: Str 34, Dex 16, Con 26, Int 13, Wis 21, Cha 17
Skills: Concentration +19, Diplomacy +18, Heal +18, Sense Motive +18, Survival +17
Feats: Empower Spell, Endurance, Extend Spell, Negotiator, Power Attack, Self-Sufficient
Environment: Any deserts
Organization: Solitary or benevolence (2–12)
Challenge Rating: 12
Treasure: None
Alignment: Always lawful good
Advancement: 16-42 HD (Gargantuan); 43-45 HD (Colossal)
Level Adjustment: —

This enormous camel towers above many giants. Its fur is a pristine white, and it is fitted with a rich bridle, saddle, and trappings of silk, silver, samite, bronze, and carefully-gilded leather. Despite the richness of its accessories, it seems quite humble. Its deep, pearly eyes reflect tranquility and power.

Camels of the pearl are powerful champions of good and righteousness. These creatures roam the deserts, aiding the lost, healing the wounded and curing the sick, feeding the hungry or the poor, and freeing the oppressed. They also blight the ventures of those who abuse their station or responsibilities, generally by teaching others to resist and to demand fair treatment, and can create fool's gold to bribe or buy off evil creatures. Camels of the pearl often serve noble djinn and good-aligned desert giants as steeds and symbols of authority.

Camels of the pearl generally kneel when speaking to smaller creatures, so as not to intimidate them with their size. While they are happy to shoulder burdens, they prefer to educate those they help to help themselves. Camels of the pearl prefer the company of similarly-aligned beings, but they attempt to convert others through their good example. They frequently minister to those who would exploit them, but camels of the pearl are wise enough to see through these attempts and leave any situation where their good works are twisted to selfish ends.

Camels of the pearl are omnivorous, eating insects, plants, grain, and fish (when they can find it). They have a definite sweet tooth and can sometimes be persuaded to stay in an area longer than they might otherwise if they are plied with sugar, honey, date wine, mead, confections, or sweet fruit. They can travel without food or water for up to a month.

A camel of the pearl stands 30 feet tall to the top of its hump, or 25 feet tall at the shoulder, and weighs about 45 tons.

Camels of the pearl speak Auran, Celestial, Common, and Giant.

COMBAT

Camels of the pearl fight like war camels, but never spit at other creatures. They use their invisibility to great effect in battle, and use their offensive spells against particularly dangerous adversaries.

Fool's Gold (Sp): Once per day, a camel of the pearl can create an illusion causing up to 4,000 copper coins or 80 pounds of brass items to appear to be gold for 24 hours. Anyone who interacts with the fool's gold items receives a DC 17 Will save to disbelieve the illusion. An Appraise check may be used to substitute for the Will save. In addition, if the fool's gold is struck with a cold iron weapon, it functions as a targeted dispel magic (for that piece of metal only, CL 5th). This is the equivalent of a 2nd-level spell. Caster level 10th. The save DC is Charisma-based and includes a +2 racial bonus.

Spell-Like Abilities: At will—invisibility (self only), neutralize poison, purify food and drink, remove disease; 3/day—create food and water. Caster level 15th. The save DCs are Charisma-based.

Spells: Camels of the pearl can cast divine spells as 10th-level clerics. A camel of the pearl also has access to the Healing and Sun domains. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/6+1/5+1/4+1/4+1/3+1; save DC 15 + spell level): 0—create water, detect magic, detect poison, guidance, resistance, virtue;
1st—endure elements*, bless, divine favor, protection from evil, remove fear, sanctuary, shield of faith;
2nd—consecrate, cure moderate wounds*, aid, calm emotions, shield other, zone of truth;
3rd—bestow curse, daylight, searing light*, helping hand, prayer;
4th—air walk, cure critical wounds*, death ward, neutralize poison, spell immunity;
5th—break enchantment, dispel evil, flame strike*, symbol of sleep;
*Domain spell. Domains: Healing, Sun.

Strong-Willed (Ex): Despite being magical beasts, camels of the pearl always have good Will saves.

Sure Feet (Ex): Camels of the pearl have broad feet that help them travel easily over sand and similar loose surfaces. They treat shallow sand as normal terrain and deep sand as shallow sand. (See Sand Travel, page 18 of Sandstorm, for descriptions of shallow and deep sand.)

Trample (Ex): Reflex half DC 29. The save DC is Strength-based.

Advanced Camels of the Pearl
For every two additional Hit Dice added, increase the camel of the pearl's spellcasting level by +1 (maximum 20th level).

Originally appeared in Al-Qadim Monstrous Compendium Appendix (1992).
 
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Shade

Monster Junkie
Gelloudes

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-41.html

Gelloudes
Large Magical Beast (Extraplanar)
Hit Dice: 5d10+10 (37 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 50 ft. (average), swim 30 ft.
Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +5/+13
Attack: Claw +9 melee (1d6+4)
Full Attack: 2 claws +9 melee (1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Energy drain, improved grab, maul, rake
Special Qualities: Darkvision 60 ft., low-light vision, spell resistance 15, twelve-and-a-half names
Saves: Fort +6, Ref +7, Will +1
Abilities: Str 19, Dex 16, Con 14, Int 10, Wis 10, Cha 16
Skills: Hide +9, Move Silently +13, Swim +12
Feats: Stealthy, Weapon Focus
Environment: Infiinite Layers of the Abyss
Organization: Solitary, gang (2–6), or cult of Graz'zt (2d6 plus 1d2 lamia nobles, 2d4 lamias, and 2d6 harpies)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 6-13 HD (Large); 14-15 HD (Huge)
Level Adjustment: —

This foul creature has the uper torso of a humanoid woman, albeit with pronounce fanglike incisors and clawed hands. Her lower body is serpentine, with a pair of scaled legs with webbed talons. Large, dragonlike wings sprout from her back.

Gelloudes are frightening creatures known for stealing and devouring young children. However, they are just as likely to attack and slay adults, although their preferred targets are children, expectant mothers, and maidens, in that order.

Gelloudes are related to lamias, and are known to have ties to the demon prince Graz'zt. They often form cults dedicated to the Dark Prince with lamias, harpies, and lamia nobles.

All gelloudes have 12 and 1/2 secret names. These names are: 1) Guloy, 2) Mora, 3) Budzoy, 4) Marmaroy, 5) Petasis, Pelagia, 7) Bordona, 8) Apletoy, 9) Khamodrakaina, 10) Anabardalaia, 11) Psychanaspastria, 12) Paidopniktria, and 12½) Strigla.

A gelloudes is 7 feet tall and weighs 250 to 300 pounds.

Gelloudes speak Abyssal and Common.

COMBAT

Gelloudes strike with their claws, attempting to grab a victim and pull it close enough to rake with its lower talons while biting and draining its life force.

Bite (Ex): A gelloudes can bite a grappled opponent. With a successful grapple check, the victim takes 1d4+2 points of damage and is subject to the gelloudes' energy drain.

Energy Drain (Su): Living creatures hit by a gelloudes' bite attack gain one negative level. The DC is 15 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the gelloudes gains 5 temporary hit points.

Improved Grab (Ex): To use this ability, a gelloudes must hit with a claw 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 bite and rake.

Maul (Ex): A gelloudes that hits an opponent with both claw attacks immediately hits with its bite attack.

Rake (Ex): Attack bonus +8 melee, damage 1d8+2.

Tomb-Tainted (Ex): Although magical beasts, gelloudes are harmed by positive energy and healed by negative energy. They are treated as undead for purposes of spells and effects that treat undead differently (such as searing light or holy water). A gelloudes may be turned as if it were an undead creature.

Twelve-and-a-half Names (Su): Each gelloudes possesses twelve and 1/2 secret names. As a result, any divination magic that requires knowledge of the target's name will fail, as will any spells or abilities that require knowledge of a creature's truename.

Skills: A gelloudes 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 #138 (1988).
 
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Shade

Monster Junkie
Tohr-kreen, Tondi

http://www.enworld.org/forum/general-monster-talk/201788-converting-psionic-creatures-13.html

Tohr-kreen, Tondi
Large Monstrous Humanoid (Psionic)
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+8
Attack: Claw +3 melee (1d6+3) or chatkcha +4 ranged (1d8+3)
Full Attack: 4 claws +3 melee (1d6+3) and bite -2 melee (1d6+1 plus poison); or chatkcha +4 ranged (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Poison, psi-like abilities
Special Qualities: Darkvision 60 ft., immunity to charms, compulsions, and sleep effects, leap, naturally psionic
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 12, Dex 15, Con 11, Int 10, Wis 14, Cha 7
Skills: Balance +3, Climb +3, Hide +0*, Jump +26, Knowledge (nature) +6, Listen +4, Spot +4, Survival +4 (+6 in aboveground natural environments)
Feats: Deflect Arrows (B), Dodge, Mobility, Snatch Arrows (B)
Environment: Any land
Organization: Solitary or clutch (2-6)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +2

This creature resembles a bipedal praying mantis with six limbs that end in three-fingered clawlike hands. Its mottled, pinkish-purple exoskeleton is studded with protrusions, giving it the appearance of a giant flower or an outcropping of rock crystals. It has large mandibles, compound eyes, and a pair of long antennae atop its head.

Tohr-kreen are large, intelligent insects, very similar to thri-kreen. Several subspecies are known to exist. Tondi are isolationists and naturalists, found in any fertile land, where they care for nature and seek to preserve plants and wildlife (the only exceptionx being those needed for hunting).

All tondi are female, reproducing by parthenogenesis and laying eggs that hatch into more females.

A tondi is 11 feet long and weighs about 800 pounds. Tondi can live to be 80 years old.

Tohr-kreen speak thier own language, and some also know Common.

COMBAT

Tondi avoid combat, but if forced into battle, they prefer to use psionics or magic first, following up with ranged weapons. Tondi enter melee as a last resort.

Leap (Ex): A tohr-kreen is a natural jumper (although not as inherently talented as other tohr-kreen). It has a +20 racial bonus on Jump checks.

Naturally Psionic: A tohr-kreen gains 1 bonus power point at 1st level. This benefit does not grant the ability to manifest psionic powers unless such powers are gained through another source, such as levels in a psionic class.

Poison (Ex): Injury (bite), Fortitude DC 11, initial damage 1d6 Dex, secondary damage 1d6 Dex and paralysis for 2d6 minutes. A tohr-kreen produces enough poison for one bite per day. The save DC is Constitution-based.

Psi-Like Abilities: 3/day—chameleon, know direction and location; 1/day—greater concealing amorpha, metaphysical claw. Manifester level is equal to 1/2 the tohr-kreen's Hit Dice (minimum 1st).

Skills: *A tondi has a +8 racial bonus on Hide checks in plains terrain and sandy or rocky settings.

Tondi as Characters
Tondi characters possess the following racial traits.
  • +2 Strength, +4 Dexterity, +4 Wisdom, -4 Charisma.
  • Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • Tohr-kreen base land speed is 40 feet.
  • Darkvision out to 60 feet.
  • +5 natural armor bonus.
  • Multiple Limbs: Tohr-kreen have four arms and can take the Multiweapon Fighting and Multiattack feats.
  • Natural Attacks: Four claws (1d6) and a bite (1d6).
  • Weapon Familiarity: Tohr-kreen treat the gythka and chatkcha as martial weapons, rather than exotic weapons.
  • Special Attacks (see above): Poison, psi-like abilities (manifester level equal to 1/2 HD).
  • Special Qualities (see above): Immunity to charms, compulsions, and sleep effects, leap.
  • Racial Hit Dice: A tondi begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3.
  • Racial Skills: A tondi's monstrous humanoid levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Class skills include Balance, Climb, Hide, Jump, Knowledge (nature), Listen, Spot, and survival. A tondi has a +8 racial bonus on Hide checks in plains terrain and sandy or rocky settings.
  • Racial Feats: A tohr-kreen gets Deflect Arrows and Snatch Arrows as bonus feats. In addition, a tondi's monstrous humanoid levels grant it two feats.
  • Automatic Languages: Common, Thri-Kreen. Bonus Languages: Elven, Giant, Gnoll, Goblin, Halfling.
  • Favored Class: Druid or wilder.
  • Level adjustment +2.
On Athas
Tohr-kreen build permanent settlements in the lands far to the north of the Tablelands, home to Tyr and the other humanoid city-states. For many years, the tohr-kreen have sent scouts to the Tyr region These scouts are called zik-trin’ta by other tohr-kreen, but are known as tohr-kreen to the peoples of the Tablelands.
Originally appeared in Dark Sun Monstrous Compendium Appendix II: Terrors Beyond Tyr (1995).
 
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