Creature Catalog new 3.5 conversions

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Shade

Monster Junkie
Demon, Ngojama

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-16.html

Demon, Ngojama
Medium Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 4d8+16 (34 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+8
Attack: Claw +9 melee (1d6+4/19-20/x4)
Full Attack: 2 claws +9 melee (1d6+4/19-20/x4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Augmented critical
Special Qualities: Aversion to water, damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity, fear, and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 12, telepathy 100 ft.
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 18, Dex 15, Con 19, Int 10, Wis 12, Cha 11
Skills: Balance +11, Climb +18, Intimidate +7, Jump +13, Listen +8, Search +7, Spot +8, Survival +1 (+3 following tracks), Tumble +9
Feats: Dodge, Weapon Focus (claw)
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5-8 HD (Medium), 9-12 HD (Large)
Level Adjustment: —

This creature resembles a human, but its features are accentuated by fiendish horns jutting from its forehead, and wicked-looking iron-colored nails protruding from its palms. Its body is covered in short black fur, and its eyes are a glowing yellow.

Ngojamas are minor demons often employed as assassins. They are difficult to control (even for demons), and are aggressive and fearless. Ngojamas have an aversion to water, and never willingly enter or pass over it.

Ngojamas can be called with planar ally or planar binding spells. When bargaining with planar ally spells, the ngojama 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 (and definitely attack when the binding is broken).

A ngojama stands 5-1/2 to 6 feet tall and weighs 250 to 300 pounds.

Ngojamas speak Abyssal, Celestial, and Draconic.

COMBAT

Ngojamas are aggressive, straightforward combatants that take wicked delight in impaling other creatures with their claws. Ngojamas never wield weapons, for their palm-claws make it impossible to do so effectively.

A ngojama's natural weapons are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Augmented Critical (Ex): A ngojama's claws threaten a critical hit on a natural attack roll of 19–20, dealing quadruple damage on a successful critical hit.

Aversion to Water (Ex): Ngojamas cannot swim, and always fail all Swim checks if forced to make one. They are also unable to cross running water, although they can be carried over it unwillingly.

Skills: Ngojamas have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

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

Monster Junkie
Ghostlight

http://www.enworld.org/forum/genera...special-conversion-thread-will-o-wisps-9.html

Ghostlight
Small Aberration (Air, Extraplanar)
Hit Dice: 9d8 (40 hp)
Initiative: +9
Speed: Fly 50 ft. (perfect) (10 squares)
Armor Class: 27 (+1 size, +9 Dex, +7 deflection), touch 27, flat-footed 18
Base Attack/Grapple: +6/–3
Attack: Chilling touch +16 melee touch (1d4 negative energy plus energy drain)
Full Attack: Chilling touch +16 melee touch (1d4 negative energy plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dominating merge, energy drain, hypnotic confusion
Special Qualities: Damage reduction 10/good, darkvision 60 ft., deathwatch, dimension door, natural invisibility, spell resistance 16, telepathy 5 ft.
Saves: Fort +3, Ref +12, Will +9
Abilities: Str 1, Dex 29, Con 10, Int 17, Wis 16, Cha 12
Skills: Bluff +13, Diplomacy +3, Disguise +1 (+3 acting)*, Intimidate +3, Knowledge (the planes) +15, Move Silently +21, Spot +15, Survival +15 (+17 on other planes)
Feats: Ability Focus (dominating merge), Dodge, Flyby Attack, Mobility, Weapon Finesse (B)
Environment: Any outer plane
Organization: Solitary, pair, or string (3–4)
Challenge Rating: 8
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually chaotic evil
Advancement: 10–18 HD (Small)
Level Adjustment: —

This creature seems to be nothing but a faintly glowing sphere of sickly greenish phosphorescence.

Ghostlights are extraplanar relatives of the will-o'-wisp. They are found all throughout the planes, and are called by a number of different names, such as corpse-candles in the Outlands.

Ghostlights feed on the vanishing lifeforce of dying creatures, and actively attempt to cause deaths to ensure a steady supply of energy. Their insatiable appetite for death, combined with their ability to sense mortally wounded creatures nearby, leads a ghostlight to fly into a feeding frenzy until the victim either expires naturally or perishes from the ghostlight’s attentions.

Ghostlights take up residence in areas of natural luminescence in which to conceal their natural light, and can often be found in foul bogs, dank caverns, or misty moors or coasts. They occasionally seek out powerful predators in their hunting grounds and offer to lead prey to the monster in exchange for the priviledge of feeding on the expiring life essence of the quarry. Of course, a ghostlight will just as quickly feed on its ally should the battle turn against it. As a result, soon ensure that the toughest predators gain the upper hand in their territories, and then throw the predators at each other until none remain. Most areas haunted by a ghostlight are silent places, empty of life. Thus a ghostlight that has been someplace for any length of time is probably very hungry and extremely likely to attack travelers.

A (temporarily) sated ghostlight can occasionally be bribed with gems or food to serve as a guide. It knows its lands extremely well and can pinpoint the exact location of any large predators, dangerous terrain, portals, and other points of interest.

The origin of ghoslights are unknown, but legends vary from them spawning from the spirits of evil mortals who venture into a certain layer of the Abyss, the use of death magic in some regions of the Lower Planes, or simply from planewalking will-o'-wisps that have adapted to their new surroundings. No young ghostlight has ever been seen, and no indication of mating (even asexually) has ever been witnessed.

A ghostlight'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.

Ghostlights speak Common and Auran. They have no vocal apparatus but can vibrate to create a voice with a ghostly sound, and have short-range telepathy.

COMBAT

Ghostlights remain aloof from their prey, hoping to goad them into attacking innocent creatures (or their own allies) with subtle trickery. If necessary, though, ghostlights will use their hypnotic confusion and dominating meld abilities to cause bloodshed, and they enjoy closing to kill disabled victims themselves.

Deathwatch (Su): A ghostlight constantly senses the condition of creatures near death within 60 feet, as the deathwatch spell.

Dimension Door (Su): A ghostlight can teleport, as dimension door (caster level 9th), once per round as a free action. The ability affects only the ghostlight, which never appears within a solid object and can act immediately after teleporting.

Dominating Merge (Su): Once per day, a ghostlight can attempt to overwhelm an opponent’s will by merging with its body. The ghostlight must succeed on a melee touch attack. If it hits, the target must succeed on a DC 16 Will save or fall instantly under the ghostlight's influence as though by a dominate person spell from a 9th-level caster. During this time, the ghostlight disappears into the opponent's body. The save DC is Charisma-based.

Energy Drain (Su): Living creatures hit by a ghostlight'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 ghostlight gains no temporary hit points from its energy drain ability.

Hypnotic Confusion (Su): A ghostlight can brighten and dim its lights to confuse its prey (as the confusion spell) for 2d6 rounds. Alternatively, the ghostlight can alter the pattern to fascinate victims (as the hypnotic pattern spell) for 2d6 rounds. Any creature within a 30-foot-radius who can see this display must succeed on a DC 14 Will save or suffer the chosen effect. This is a mind-affecting, illusion effect. The save DC is Charisma-based.

Natural Invisibility (Ex): A startled or frightened ghostlight can extinguish its glow, effectively becoming invisible as the spell.

Skills: A ghostlight has a +8 racial bonus on Disguise checks made to resemble a torch.

Originally appeared in Planescape Monstrous Compendium Appendix II (1995).
 
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Shade

Monster Junkie
Octopus, Octo-Jelly

http://www.enworld.org/forum/general-monster-talk/260747-converting-real-world-animals-vermin-4.html

Octopus, Octo-Jelly
Large Animal (Aquatic)
Hit Dice: 8d8+16 (52 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 11 (–1 size, +2 Dex), touch 11, flat-footed 9
Base Attack/Grapple: +6/+18*
Attack: Bite +9 melee (1d10+6)
Full Attack: Bite +9 melee (1d10+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 1d6+4, improved grab
Special Qualities: Blind, ink cloud, low-light vision, tremorsense 60 ft.
Saves: Fort +10, Ref +8, Will +3
Abilities: Str 18, Dex 15, Con 14, Int 1, Wis 12, Cha 3
Skills: Escape Artist +12, Hide +12, Listen +9, Move Silently +12, Swim +12
Feats: Great Fortitude, Skill Focus (Hide), Stealthy
Environment: Warm aquatic
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: —

This bell-shaped octopus has a pair of swimming fins protruding from its body. Its short tentacles are connected by webbing for nearly their entire length, creating a fleshy bag.

An octo-jelly is a deepwater octopus whose tentacles have evolved into a fleshy bag in which to capture prey. This solitary hunter eats any animal it can catch and kill, and in return, it is eaten by anything that can catch and kill it.

Because of the difficulty of finding a stable food source for even a small gathering in the ocean depths, no more than two (a mated pair) will be found together. When the eggs hatch, the young live for a short time within the mother’s protecteive tentacle bell, but they soon disperse in search of food. Only a major undersea disturbance or cataclysm will drive octo-jellies to the surface.

Although its soft skin is useless for commercial purposes, the octo-jelly's flesh is edible and considered a delicacy by some cultures.

An octo-jelly is 9 feet long and 5 feet across, weighing about x pounds.

COMBAT

Moving in the manner of a jellyfish or sculling slowly along the ocean floor, the octo-jelly’s hunting method is to position itself directly above its intended prey and then drop down, enfolding the prey completely in its webbed tentacles.

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

Constrict (Ex): An octo-jelly deals 1d6+4 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, an octo-jelly must hit an opponent of any size with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. *An octo-jelly has a +4 racial bonus on grapple checks (already figured into the statistics above).

Ink Cloud (Ex): An octo-jelly can emit a cloud of luminous ink 20 feet high by 30 feet wide by 30 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.

Skills: An octo-jelly can change colors, giving it a +6 racial bonus on Hide checks. It also has a +6 racial bonus on Listen and Move Silently checks. An octo-jelly also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octo-jelly 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 #235 (1996).
 
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Shade

Monster Junkie
Devil, Cursed Crimson Crawler (Shambari)

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-17.html

Devil, Cursed Crimson Crawler (Shambari)
Large Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 7d8+56 (87 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 19 (–1 size, +3 Dex, +7 natural) touch 12, flat-footed 16
Base Attack/Grapple: +7/+26
Attack: Claw +13 melee (1d6+7) or rock +9 ranged (1d10+7)
Full Attack: 2 claws +13 melee (1d6+7) and tail slap +11 melee (1d12+10) or rock +9/+4 ranged (1d10+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Death throes, great wrestler, improved grab, rock throwing, summon baatezu, tail sweep
Special Qualities: Damage reduction 10/good, darkvision 60 ft., deceive item, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 19, telepathy 100 ft.
Saves: Fort +13, Ref +8, Will +8
Abilities: Str 24, Dex 17, Con 26, Int 8, Wis 13, Cha 11
Skills: Intimidate +10, Listen +11, Knowledge (the planes) +9, Knowledge (religion) +9, Search +9, Spot +11, Survival +1 (+3 following tracks, +3 on other planes), Use Magic Device +13
Feats: Iron Will (B), Multiattack, Quick Draw, Skill Focus (Use Magic Device)
Environment: Nine Hells of Baator
Organization: Solitary or gang (4-8)
Challenge Rating: 7
Treasure: Standard coins, standard goods, double items
Alignment: Always lawful evil
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: —

The top half of this creature resembles a muscular, red-skinned humanoid with a pair of short, coal black horns jutting from its brow. Its arms end in similar black nails. The lower half of its body is that of a red-scaled serpent. Its eyes burn with fiendish malevolence.

Cursed crimson crawlers are the descendants of the devil Shambar. Before the Fall, Shambar was the swiftest runner in the heavens. When he was cast out for joining the rebellion, Shambar's lower body was transformed into that of a serpent. His loss of legs infuriated him, and his hatred for all things that walk, fly, or swim has been passed on to his offspring.

A cursed crimson crawler is 9 feet long and 8 feet tall and weighs about 2,000 pounds.

Cursed crimson crawlers speak Infernal, Celestial, and Draconic.

COMBAT

Cursed crimson crawlers throw heavy rocks at their opponents before closing to melee. These bone-breaking grapplers seek to grab and crush adversaries with their incredible strength while thrashing at others with their spiked tail knobs.

A cursed crimson crawler’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Death Throes (Ex): When killed, a cursed crimson crawler’s tail knob explodes, releasing waves of pent up bitterness and anger in a 30-foot radius. All creatures within the area must succeed on a DC 21 Will save or turn on each other rather than attack their foes for 1d6+1 rounds. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature’s behavior every round at the beginning of its turn.) Affected creatures attack with all methods at their disposal, employing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious. A creature that does not attack its nearest neighbor is free to act normally for that round. A calm emotions, remove curse, or break enchantment spell ends this ability immediately. This is a mind-affecting, compulsion effect. The save DC is Constitution-based.

Deceive Item (Ex): A cursed crimson crawler has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a cursed crimson crawler can take 10 even if distracted or threatened.

Great Wrestler (Ex): Cursed crimson crawlers are expert grapplers, gaining a +8 racial bonus on grapple checks (already figured into the statistics block).

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

Rock Throwing (Ex): Cursed crimson crawlers are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A cursed crimson crawler can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The range increment is 120 feet for a cursed crimson crawler’s thrown rocks.

See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Summon Baatezu (Sp): Once per day a cursed crimson crawler can attempt to summon 1 crimson crawler or 2d4 lemures with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.

Tail Sweep (Ex): A cursed crimson crawler can sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 5 feet, extending from an intersection on the edge of the devil's space in any direction. Creatures within the swept area are affected if they are one or more size categories smaller than the cursed crimson crawler. A tail sweep automatically deals tail slap damage and affected creatures must make DC 20 Reflex saves to or be knocked prone. The save DC is Strength-based.

Originally appeared in Dragon Magazine #14 (1978).
 
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Shade

Monster Junkie
Aboleth, Ruler

http://www.enworld.org/forum/general-monster-talk/259739-special-conversion-thread-aboleths-11.html

Aboleth, Ruler
Gargantuan Aberration (Aquatic)
Hit Dice: 21d8+168 (262 hp)
Initiative: +5
Speed: 10 ft. (2 squares), swim 60 ft.
Armor Class: 20 (-4 size, +1 Dex, +13 natural), touch 7, flat-footed 19
Base Attack/Grapple: +15/+41
Attack: Tentacle +25 melee (3d8+14 plus slime)
Full Attack: 4 tentacles +25 melee (3d8+14 plus slime)
Space/Reach: 20 ft./15 ft.
Special Attacks: Bite, enslave, frightful presence, psionics, slime, spells
Special Qualities: Amphibious, darkvision 60 ft., knowledgeable, mucus cloud, telepathy 60 ft., telepathic overmind
Saves: Fort +15, Ref +8, Will +22
Abilities: Str 38, Dex 12, Con 26, Int 29, Wis 27, Cha 27
Skills: Bluff +32, Concentration +32, Diplomacy +36, Disguise +8 (+10 acting), Intimidate +34, Knowledge (any 3) +33, Listen +34, Sense Motive +32, Spellcraft +33, Spot +34
Feats: Ability Focus (enslave), Alertness, Combat Casting, Extend Spell, Iron Will, Improved Initiative, Quicken Spell-Like Ability (telekinesis), Spell Stowaway (time stop)
Environment: Underground
Organization: Solitary or city (1 plus 3-8 noble aboleths, 7-12 greater aboleths, 35-60 aboleths or saltwater aboleths and 60-160 skum)
Challenge Rating: 21
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 22-39 HD (Gargantuan)
Level Adjustment: —

Resembling a primeval fish over forty feet long, this bloated monstrosity has an oversized 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.

Ruler aboleths, as their name implies, command entire cities of lesser aboleths. These huge, bloated monstrosities are second only to the grand aboleth in intellect and power. A ruler aboleth's telepathic link with its subjects grants it near-omniscience of the goings-on within its domain.

A ruler 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 ruler aboleth is over 40 feet long and weighs several tons.

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

COMBAT

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

Astral Caravan (Sp): Once per day, a ruler aboleth can lead an expedition through the Astral Plane. This functions exactly as the psionic power of the same name, with augmentation.

Bite (Ex): Although a ruler 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 ruler aboleth's bite deals 1d6+7 points of damage.

Enslave (Su): At will, a ruler aboleth can attempt to enslave any one living creature within 60 feet. The target must succeed on a DC 33 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.

Frightful Presence (Su): A ruler aboleth can inspire terror by charging or attacking. Affected creatures must succeed on a DC 28 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the ruler aboleth. The save DC is Charisma-based.

Knowledgeable (Ex): A ruler 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. Additionally, a ruler aboleth gains a racial bonus on all Knowledge checks equal to half its Hit Dice (+10 for a typical ruler aboleth).

Mucus Cloud (Ex): A ruler aboleth underwater surrounds itself with a viscous cloud of mucus roughly 5 feet thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 28 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 20), illusory wall (DC 22), levitate, major image (DC 20), mirage arcana (DC 23), persistent image (DC 23), programmed image (DC 24), project image (DC 25), telekinesis (DC 23), veil (DC 24). 3/day—detect thoughts (DC 21), energy resistance, freedom of movement, heal, quickened telekinesis (DC 23). 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 28 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.

Spells: A ruler aboleth casts spells as a 20th-level sorcerer.

Sorcerer Spells Known (6/8/8/8/8/7/7/7/7/6, save DC 18 + spell level):
0—arcane mark, dancing lights, detect magic, ghost sound, mage hand, prestidigitation, read magic, resistance, touch of fatigue;
1st—chill touch, color spray, mage armor, true strike, ventriloquism;
2nd—blur, daze monster, mirror image, misdirection, touch of idiocy;
3rd—dispel magic, dispacement, haste, rage;
4th—black tentacles, confusion, crushing despair, enervation;
5th—cloudkill, feeblemind, mind fog, waves of fatigue;
6th—control water, greater dispel magic, true seeing;
7th—finger of death, greater teleport, insanity;
8th—demand, mind blank, moment of prescience;
9th—foresight, power word kill, time stop.

Telepathic Overmind (Su): A ruler aboleth's telepathy extends to a range of 5 miles when it communicates with its slaves and subject aboleths.

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 Ruler Aboleths

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

Special Attacks: Bite, enslave, frightful presence, psionics, psi-like abilities, slime
Special Qualities: Amphibious, darkvision 60 ft., knowledgeable, mucus cloud, telepathy 60 ft.
Skills: Autohypnosis +21, Bluff +32, Concentration +30, Diplomacy +36, Disguise +8 (+10 acting), Intimidate +34, Knowledge (any 3) +30, Listen +34, Psicraft +33, Sense Motive +32, Spot +34
Feats: Ability Focus (psionic dominate), Alertness, Combat Manifestation, Extend Power, Iron Will, Improved Initiative, Improved Manifestation, Quicken Power

Psionic Powers: A psionic ruler aboleth manifests powers as an 18th-level psion (telepath). The save DCs are Intelligence-based.

Typical Psion Powers Known (power points 361):
1st—dissipating touch, force screen, inertial armor, offensive precognition, offensive prescience;
2nd—biofeedback, brain lock, cloud mind, inflict pain;
3rd—dispel psionics, energy retort, forced share pain, hostile empathic transfer;
4th—correspond, mindwipe, power leech, thieving mindlink;
5th—metaconcert, mind probe, psionic true seeing, psychic crush, shatter mind blank;
6th—mass cloud mind, mind switch, temporal acceleration;
7th—crisis of life, insanity, ultrablast;
8th—bend reality, mind seed, psionic greater teleport, true metabolism;
9th—affinity field, assimilate, psychic chirurgery, timeless body.

Psi-Like Abilities: At will—adapt body, astral traveler, body equilibrium, disable (65-ft. cone, 23 HD, DC 28*), false sensory input (eight targets, DC 21*), mental disruption (50-ft. radius, DC 28*), mindlink (unwilling, twenty targets, DC 19*), psionic dimension door (move action*), psionic levitate, read thoughts (DC 21), telekinetic force (625 lbs., DC 21*), telekinetic maneuver (+33 check modifier*), telekinetic thrust (625 lbs., DC 21*); 3/day—body adjustment (8d12*), ego whip (ML 14th, 3d4, DC 24*), id insinuation (ML 14th, six targets, DC 25*), psionic dominate (any 2 targets, 20 days, DC 30*), thought shield (power resistance 30, 18 rounds*); 1/day—astral caravan (25% miss chance, observed speed 40 ft., Knowledge (the planes) check once every 12 hours*), psionic modify memory (DC 22), remote viewing (DC 22), wall of ectoplasm (DC 22). Manifester level 20th. The save DCs are Charisma-based.

*Includes augmentation for the aboleth’s manifester level.

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

A ruler 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, 16 creatures 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
Bogeyman

http://www.enworld.org/forum/genera...l-conversion-thread-finishing-off-fey-11.html

Bogeyman
Small Fey
Hit Dice: 2d6 (7 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +1/–5
Attack: Claw +5 melee (1d4–2)
Full Attack: 2 claws +5 melee (1d4–2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, see in darkness, shadow blend
Saves: Fort +0, Ref +6, Will +4
Abilities: Str 7, Dex 16, Con 11, Int 7, Wis 13, Cha 16
Skills: Bluff +8, Diplomacy +5, Disguise +2 (+5 acting), Hide +11, Intimidate +10, Listen +3, Move Silently +7, Sleight of Hand +7, Spot +3
Feats: Stealthy
Environment: Any forest, swamp, urban or underground
Organization: Solitary or gang (2–4)
Challenge Rating: 1
Treasure: No coins; 50% goods; 50% items
Alignment: Always chaotic evil
Advancement: 3-6 HD (Small)
Level Adjustment: +3

This puny creature has a bulging head, staring eyes, and dead-white skin.

A bogeyman is a despicable fey that feeds on the fear and terror it creates in. Although its preferred victims are young children, lone travelers journeying through deserted woodlands or desolate moors, or a solitary person walking along a dark city street, are not above its predations.

A bogeyman is 3 feet tall and weighs 25 pounds.

Bogeymen speak Common and Sylvan.

COMBAT

A bogeyman attacks at night when its victim is alone, most frequently in a darkened room. It shrouds itself in darkness and uses its other spell-like abilities to create night terrors out of familiar objects in the room. If the intended victim resists its illusions, the bogeyman employs its scare spell-like ability. If forced to fight, it attack with its claws. A bogeyman is cowardly, though, and will flee immediately from any strong opposition or upon losing its protective darkness, seeking out the nearest large patch of darkness to conceal itself again.

See in Darkness (Su): A bogeyman can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

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

Spell-Like Abilities: At will—ghost sound (DC 13); 2/day—darkness (centered on self), major image (DC 16), scare (DC 15). Caster level 5th. The save DCs are Charisma-based.

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

Monster Junkie
Camel of the Pearl, The White Mirage

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

Camel of the Pearl, The White Mirage
Colossal Magical Beast
Hit Dice: 45d10+450 (697 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 21 (-8 size, +3 Dex, +16 natural), touch 5, flat-footed 18
Base Attack/Grapple: +45/+77
Attack: Bite +53 melee (3d6+16)
Full Attack: Bite +53 melee (3d6+16) and two stamps +48 melee (3d6+8)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Fool's gold, spell-like abilities, spells, trample 4d8+24
Special Qualities: Low-light vision, scent, strong-willed, sure feet
Saves: Fort +34, Ref +27, Will +32
Abilities: Str 42, Dex 16, Con 30, Int 14, Wis 26, Cha 19
Skills: Concentration +28, Diplomacy +44, Heal +26, Knowledge (religion) +26, Sense Motive +44, Spellcraft +50, Survival +20
Feats: Automatic Quicken Spell (3), Empower Spell, Endurance, Epic Spellcasting, Extend Spell, Improved Metamagic, Improved Spell Capacity (x3), Intensify Spell, Maximize Spell, Power Attack, Quicken Spell, Spell Stowaway (heal)
Environment: Any deserts
Organization: Solitary or benevolence (1 plus 2–12 camels of the pearl)
Challenge Rating: 22
Treasure: None
Alignment: Lawful good
Advancement: —
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.

The White Mirage is the greatest camel of the pearl, a legendary creature created to serve the gods as their steed, carved from the heart of the pearl that gave birth to all such camels. It is rumored to be near immortal, still roaming the world thousands of years after its birth, providing for the needy and calling down curses on those who harm it or those who oppose the will of the gods.

The White Mirage is most commonly encountered in the deep desert by stranded or dying travelers, most of whom claim that it led them to an oasis and healed them before leaving them on a caravan route to be picked up by passing merchants. It appears only to travelers who are both good and industrious; pious sluggards do not gain its sympathy, nor do hard-working cheats. Those who are both lazy and malicious will only regret meeting the White Mirage; it may curse them with poverty, barrenness, the attentions of genies, the evil eye, or rapid aging and decline. The curses visited on such misguided souls generally mirror the sufferings they have visited on others. In rare cases, they are given warnings of what will come if they don't change their ways.

The White Mirage stands 60 feet tall to the top of its hump, or 50 feet tall at the shoulder, and weighs about 360 tons.

The White Mirage speaks Auran, Celestial, Common, Giant, and Sylvan.

COMBAT

The White Mirage fights like a war camel, but never spits at other creatures. It uses invisibility to great effect in battle, and employs its 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 18 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 20th. 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 20th. The save DCs are Charisma-based.

Spells: The White Mirage casts divine spells as a 20th-level cleric, and also has access to the Healing and Sun domains. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/7+1/7+1/7+1/7+1/6+1/5+1/5+1/5+1/4+1; save DC 15 + spell level): 0—create water, detect magic, detect poison, guidance, resistance, virtue;
1st—bless water, endure elements*, bless, divine favor, protection from evil, remove fear, sanctuary, shield of faith;
2nd—aid, calm emotions, consecrate, cure moderate wounds*, remove paralysis, resist energy, shield other, zone of truth;
3rd—bestow curse, create food and water, daylight, helping hand, prayer, remove disease, searing light*;
4th—air walk, cure critical wounds*, death ward, divine power, freedom of movement, neutralize poison, repel vermin, spell immunity;
5th—atonement, break enchantment, dispel evil, flame strike*, mark of justice, symbol of sleep, true seeing;
6th—banishment, greater dispel magic, heal*, heroes' feast, undeath to death, word of recall;
7th—control weather, greater restoration, dictum, regeneration*, repulsion, symbol of stunning;
8th—dimensional lock, discern location, greater spell immunity, holy aura, greater planar ally, sunburst*;
9th—mass heal, miracle, prismatic sphere*, summon monster IX, true resurrection;
10th—maximized sunburst;
11th—intensified flame strike;
12th—intensified blade barrier;
Epic—contingent ressurection, epic repulsion;
*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 48. The save DC is Strength-based.

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

Monster Junkie
Tohr-kreen, J’hol

http://www.enworld.org/forum/general-monster-talk/201788-converting-psionic-creatures-14.html

Tohr-kreen, J’hol
Medium Monstrous Humanoid (Psionic)
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+4
Attack: Claw +4 melee (1d4+1) or gythka +4 melee (1d10+1), or kyorkcha +5 ranged (1d8+1/18-20)
Full Attack: 4 claws +4 melee (1d4+1) and bite -1 melee (1d4); or gythka +4 melee (1d10+1) and 2 claws -1 melee (1d4) and bite -1 melee (1d4); or gythka +2/+2 melee (1d10+1/1d10+1) and 2 claws -1 melee (1d4) and bite -1 melee (1d4); or kyorkcha +5 ranged (1d8+1/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psi-like abilities
Special Qualities: Darkvision 60 ft., immunity to sleep effects, leap, naturally psionic, secrete crystal
Saves: Fort +1, Ref +5, Will +4
Abilities: Str 12, Dex 15, Con 11, Int 10, Wis 12, Cha 7
Skills: Balance +3, Climb +2, Craft +3, Hide +4*, Jump +46, Listen +3, Spot +3
Feats: Deflect Arrows (B), Multiweapon Fighting, Snatch Arrows
Environment: Temperate and warm deserts and mountains
Organization: Solitary or pack (5-30)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually nongood
Advancement: By character class
Level Adjustment: +2

This creature resembles a bipedal praying mantis with a red carapace. Its six limbs end in three-fingered clawlike hands. It has large, dangerous mandibles, compound eyes, and two long antennae sprouting from its head.

Tohr-kreen are large, intelligent insects, very similar to thri-kreen. Several subspecies are known to exist. J'hol tohr-kreen are smaller than most of their kin, residing in stony barrens and rocky badlands. J’ez have mating habits and gestation periods similar to those of thri-kreen.

J'hol are more interested in building and crafting than other tohr-kreen, and are the only kreen who routinely work metal. However, they are capable of secreting a crystalline substance to serve as raw materials in many projects, most often to make beautiful crystalline weapons. Their cities are elaborately made, and usually quite large, with vast parks, ornate decorations, high walkways, and tall spires. J'hol share the love of battle common to most tohr-kreen, and many pursue the path of fighter or psychic warrior.

A j'hol is 6 feet long and weighs about x pounds. J’hol can live to be 50 years old.

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

COMBAT

Like most kreen, j'hol fight with gythka and chatkcha, but are also fond of the larger kyorkcha (see New Weapon, below).

Leap (Ex): A j'hol is a natural jumper. It has a +40 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.

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).

Secrete Crystal (Ex): A j'hol can secrete a liquid that quickly hardens into a crystalline substance. A j'hol can produce up to 5 pounds of crystal each day, which may be used as raw materials in the creation of any item that could normally be crafted from wood, stone, or metal. Multiple j'hol can combine their crystal to create larger objects. A weapon or armor created with this crystal functions exactly the same as its wood, stone, or metal counterparts, except the crystal has hardness 8 and 25 hit points per inch of thickness. Crystalline items may be enhanced my magic as if they were a wood, stone, or metal item. Crystalline items are more susceptible to shatter spells (see the shatter spell description) and similar effects.

A j'hol can craft a weapon or similar-sized item out of its newly excreted crystal in 1 minute, and a suit of armor or similarly-sized item in 5 minutes. Larger items follow the normal rules found in the Craft skill description.

Skills: *A j'hol has a +4 racial bonus on Hide checks in sandy or rocky settings.

J'hol as Characters
J'hol characters possess the following racial traits.
  • +2 Strength, +4 Dexterity, +2 Wisdom, -4 Charisma.
  • Medium size.
  • J'hol base land speed is 40 feet.
  • Darkvision out to 60 feet.
  • +3 natural armor bonus.
  • Multiple Limbs: Thri-kreen have four arms and can take the Multiweapon Fighting and Multiattack feats.
  • Natural Attacks: Four claws (1d4) and a bite (1d4).
  • Weapon Familiarity: Thri-kreen treat the gythka, chatkcha, and kyorkcha as martial weapons, rather than exotic weapons.
  • Special Attacks (see above): Psi-like abilities (manifester level equal to 1/2 HD).
  • Special Qualities (see above): Immunity to sleep effects, leap, secrete crystal.
  • Racial Hit Dice: A j'hol 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 j'hol's monstrous humanoid levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Class skills include Balance, Climb, Craft, Hide, Jump, Listen, and Spot. A j'hol has a +4 racial bonus on Hide checks in sandy or arid settings.
  • Racial Feats: A j'hol gets Deflect Arrows and Snatch Arrows as bonus feats. In addition, a j'hol's monstrous humanoid levels grant it one feat.
  • Automatic Languages: Common, Thri-Kreen. Bonus Languages: Elven, Giant, Gnoll, Goblin, Halfling.
  • Favored Class: Fighter or psychic warrior.
  • Level adjustment +2.
New Weapon
Kyorkcha: This exotic ranged weapon is a more dangerous variant of the chatkcha. It consists of a curved blade, much like a boomerang, with several protrusions along the edge, as well as spikes that jut out near each end. The kyorkcha, like the chatkcha, has a hole in the middle. Its sheer weight makes it unwieldy in the hands of those not proficient with it.

A kyorkcha deals 1d8 points of piercing damage and has a range increment of 20 feet. It deals double damage on a critical hit and threatens a critical hit on an attack roll of 18-20. A kyorkcha can be used to deal nonlethal damage with no penalty on the attack roll.
Cost: 10 gp; Weight: 5 lb.

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).[/QUOTE]
 
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Shade

Monster Junkie
Octopus, Octo-Hide

http://www.enworld.org/forum/general-monster-talk/260747-converting-real-world-animals-vermin-6.html

Octopus, Octo-Hide
Huge Magical Beast (Aquatic, Cold)
Hit Dice: 10d10+40 (95 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 12 (–2 size, +1 Dex, +3 natural), touch 9, flat-footed 11
Base Attack/Grapple: +10/+30*
Attack: Bite +16 melee (2d6+12/19-20)
Full Attack: Bite +16 melee (2d6+12/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Cone of cold, constrict 1d8+8, improved grab
Special Qualities: Blind, immunity to cold, ink cloud, low-light vision, tremorsense 60 ft., vulnerability to fire
Saves: Fort +13, Ref +8, Will +4
Abilities: Str 26, Dex 13, Con 18, Int 1, Wis 12, Cha 3
Skills: Escape Artist +11, Hide +13, Listen +9, Move Silently +11, Swim +16
Feats: Great Fortitude, Improved Critical (bite), Skill Focus (Hide), Stealthy
Environment: Warm aquatic
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11–24 HD (Huge); 25-30 HD (Gargantuan)
Level Adjustment: —

This bell-shaped octopus has a pair of swimming fins protruding from its body. Its short tentacles are connected by webbing for nearly their entire length, creating a fleshy bag. The water around it is unnaturally cool.

An octo-hide, like its lesser cousin the octo-jelly, is a deepwater octopus whose tentacles have evolved into a fleshy bag in which to capture prey. This solitary hunter eats any animal it can catch and kill, and in return, it is eaten by anything that can catch and kill it.

Because of the difficulty of finding a stable food source for even a small gathering in the ocean depths, and the brief mating period, it is rare to encounter more than one octo-hide. Eggs are abandoned as soon as they are laid. Only a major undersea disturbance or cataclysm will drive octo-hides to the surface.

Although its soft skin is useless for commercial purposes, the octo-hide's flesh is edible and considered a delicacy by some cultures.

An octo-hide is 20 feet across.

COMBAT

Moving in the manner of a jellyfish or sculling slowly along the ocean floor, the octo-hide's hunting method is to position itself directly above its intended prey and then drop down, enfolding the prey completely in its webbed tentacles. It often utilizes its breath weapon to disable prey before striking.

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

Breath Weapon (Su): 30-foot cone, once every 1d4 rounds, damage 3d6 cold, Reflex DC 19 half. The save DC is Constitution-based

Constrict (Ex): An octo-hide deals 1d8+8 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, an octo-hide must hit an opponent of any size with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. *An octo-hide has a +4 racial bonus on grapple checks (already figured into the statistics above).

Ink Cloud (Ex): An octo-hide can emit a cloud of luminous ink 40 feet high by 60 feet wide by 60 feet long once per minute as a free action. The cloud provides total concealment, which the octo-hide normally uses to escape a losing fight. All vision within the cloud is obscured.

Skills: An octo-hide can change colors, giving it a +10 racial bonus on Hide checks. It also has a +6 racial bonus on Listen and Move Silently checks. An octo-hide also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octo-hide 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 #235 (1996).
 
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Shade

Monster Junkie
Galadur, Telperan

http://www.enworld.org/forum/genera...conversion-thread-supernatural-familiars.html

Galadur, Telperan
Tiny Outsider (Extraplanar, Good, Lawful)
Hit Dice: 3d8 (13 hp)
Initiative: +7
Speed: 30 ft. (6 squares), fly 80 ft. (good)
Armor Class: 19 (+2 size, +3 Dex, +4 natural), touch 15, flat-footed 16
Base Attack/Grapple: +3/-5
Attack: Longsword +5 melee (1d6/19-20) or longbow +8 ranged (1d6/x3)
Full Attack: Longsword +5 melee (1d6/19-20) or longbow +8 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Lightburst, spell-like abilities
Special Qualities: Alternate form, damage reduction 5/evil or silver, darkvision 60 ft., immunity to blindness and dazzling, fast healing 2, low-light vision, resistance to fire 5, stalwart
Saves: Fort +3, Ref +6, Will +4 (+6 vs. fear)
Abilities: Str 10, Dex 17, Con 10, Int 12, Wis 12, Cha 16
Skills: Diplomacy +11, Hide +17, Knowledge (any one) +7, Listen +7, Move Silently +9, Search +7, Sense Motive +7, Spellcraft +7, Spot +7, Survival +1 (+3 following tracks)
Feats: Flyby Attack, Improved Initiative
Environment: Peaceable Kingdoms of Arcadia or Seven Mounting Heavens of Celestia
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always lawful good
Advancement: 4–6 HD (Tiny)
Level Adjustment: — (Improved Familiar)

This creature resembles a small handsome human with golden-brown skin, golden hair, and glowing amber eyes. A pair of pure white hawklike wings sprouts from its back.

Galadur are lesser celestial beings, being to angels, archons, guardinals, and eladrin as imps and devils are to fiends. They often serve as familiars to spellcasters of similar alignment.

A galadur is continuously bathed in a silvery light as bright as a torch. Only its destruction can extinguish the glow, but it can voluntarily suppress its light as it desires.

Telperi hail from the planes of Good and Law, placing law above goodness in the grand scheme of thing. Their attitude is much like that of a paladin's, never knowingly performing an evil or unlawful act.

A telperan stands 2-1/4 feet tall and weighs 8 pounds.

Galadur speak Celestial and Common.

A telperan can be aquired as a familiar with the Improved Familiar feat, beginning at 7th level if the character is of lawful good alignment.

COMBAT

Telperi fight much like paladins, fearlessly confronting evil wherever they find it. They often carry silver or cold-iron weapons to better fight fiends.

A telperan'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.

Alternate Form (Su): A telperan can assume another form at will as a standard action. Each telperan can assume one or two forms from the following list: dog, hawk, mouse, or a Small humanoid child.

Lightburst (Su): Once per day, a telperan can release a burst of blazing light in a 5-foot radius. All creatures in the area are blinded for one round (Reflex DC 14 negates). Additionally, any undead creatures caught within the area take 2d6 points of damage, or half damage if a DC 14 Reflex save is successful. An undead creature to which sunlight is harmful or unnatural takes double damage. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures. The save DC is Charisma-based.

Spell-Like Abilities: At will—detect evil, detect magic, invisibility (self only), remove fear; 1/day—magic missile. Caster level 6th. The save DCs are Charisma-based.

Once per week a telperan can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

Stalwart (Ex): A telperan has a +2 racial bonus on Will saves against fear effects.

Skills: A telperan's keen eyesight grants it a +4 racial bonus on Search and Spot checks.

Originally appeared in Dragon Magazine #86 (1984).
 
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