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Monster Junkie
Hound of Law

http://www.enworld.org/forum/genera...pecial-conversion-thread-will-o-wisps-11.html

Hound of Law
Tiny Aberration (Air, Lawful)
Hit Dice: 8d8+8 (44 hp)
Initiative: +9
Speed: Fly 50 ft. (perfect) (10 squares)
Armor Class: 21 (+2 size, +9 Dex), touch 21, flat-footed 12
Base Attack/Grapple: +6/–7
Attack: —
Full Attack: —
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Air mastery, alternate form
Special Qualities: Astral tracking, blindsense 60 ft., darkvision 60 ft., ethereal jaunt, immunity to magic, natural invisibility, plane shift, scent
Saves: Fort +3, Ref +11, Will +9
Abilities: Str 1, Dex 29, Con 12, Int 9, Wis 16, Cha 12
Skills: Diplomacy +3, Hide +19, Move Silently +11, Search +4, Sense Motive +5, Survival +12 (+15 following tracks)*
Feats: Negotiator, Skill Focus (Survival), Stealthy, Track (B)
Environment: Any land
Organization: Solitary or pack (2–7)
Challenge Rating: 8
Treasure: None
Alignment: Always lawful, never evil
Advancement: 9–16 HD (Small)
Level Adjustment: —

This creature seems to be nothing more than a faintly luminous sphere that sheds no more light than a firefly.

A hound of law is a relative of the will-o’-wisp bred by the vaati, the wind dukes of Aaqa. The vaati use hounds of law as trackers, guards, and messengers. Hounds of law are found only in the company of vaati. They might be encountered anywhere that the vaati have interests. Lone hounds are nearly always performing some mission for their masters, at least one of whom will be nearby. The few hounds of law bred by vaati “wanderers” (the wendeam) are lawful good like their masters.

Hounds of law can assume the forms of mundane animals, allowing them to go about their missions unobtrusively. Hounds in animal form seem trim and muscular, but they can appear well-groomed, filthy, or anything in between. Preferred forms include common animals like dogs, hawks, horses, rats, and snakes, as well as more exotic animals such as elephants, panthers, and sharks.

Hounds of law are exemplary trackers, capable of tracking by both sight and sound, and able to even track teleporting creatures across the trackless wastes of the Astral Plane.

A hound of law's body is a globe of spongy material about 1 foot across and weighing about 1 pound, and its glowing body sheds as much light as a firefly.

Hounds of law speak Vaati, Auran, and Common. They have no vocal apparatus but can vibrate to create a buzzing voice.

COMBAT

Hounds of law possess no attacks in their natural form. Thus, they always assume an animal form best suited to the current battle. Hounds of law use their ethereal jaunt ability to gain the jump on opponents.

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a hound of law.

Alternate Form (Su): A hound of law can assume the form of any animal of Huge size or smaller as a standard action. A hound of law can remain in its alternate form until it chooses to assume a new one or return to its natural form.

Astral Tracking (Su): A hound of law can attempt to track normally even through the featureless wastes of the Astral Plane (base DC 25). A hound of law can use this ability to track quarry that uses a teleportation spell to travel, by entering the Astral Plane at the departure point, following the trail of the teleportation through the Atral Plane, and returning to the plane of departure at its quarry's destination.

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

Immunity to Magic (Ex): A hound of law is immune to most spells or spell-like abilities that allow spell resistance, except magic missile, maze, and those with the chaotic descriptor.

Natural Invisibility (Ex): A hound of law can extinguish its glow, effectively becoming invisible (as the spell).

Plane Shift (Sp): A hound of law can travel from the Astral Plane to any plane that borders the Astral Plane and back again. This ability is similar to a plane shift spell, except that the hound of law can transport itself only and it chooses its destination with pinpoint accuracy.

Skills: *Hounds of law have a +4 racial bonus on Survival checks when tracking by scent.

Originally appeared in Rod of Seven Parts (1996).
 
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Shade

Monster Junkie
Cairn

http://www.enworld.org/forum/genera...thread-finishing-off-giants-their-kin-34.html

Cairn
Large Undead (Earth)
Hit Dice: 15d12+30 (127 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 23 (–1 size, +1 Dex, +13 natural), touch 10, flat-footed 22
Base Attack/Grapple: +7/+21
Attack: Greatclub +16 melee (2d8+15) or slam +16 melee (1d4+10) or rock +8 ranged (2d8+15)
Full Attack: Greatclub +16/+11 melee (2d8+15) or 2 slams +16 melee (1d4+10) or rock +8 ranged (2d8+15)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing, throw oversized weapon
Special Qualities: Blindsight 60 ft., damage reduction 10/adamantine, darkvision 60 ft., low-light vision, spell vulnerability, unholy toughness, unnatural aura
Saves: Fort +5, Ref +6, Will +12
Abilities: Str 31, Dex 13, Con —, Int 10, Wis 12, Cha 15
Skills: Climb +28, Hide +15*, Jump +32, Spot +19
Feats: Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot, Rapid Shot
Environment: Temperate hills
Organization: Solitary or gang (2–3)
Challenge Rating: 9
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: —

This lean, muscular giant's hard, hairless flesh is smooth and gray. It has gaunt facial features and deep-sunken, glowing eyes.

Cairns are undead stone giants, eternally existing in a state of isolation and solitude. Although many are evil, most do not harbor resentment against their living kin. In fact, some cairns deliberately distance themselves from their former clans to eliminate any chance of causing them harm. They have no such love for other creatures, though, and are quite jealous of the still-living.

Cairns dwell in mountain caverns, generally choosing the bleakest and most lifeless regions. All vegetation within a quarter-mile of a cairn’s lair withers in a matter of months. Sunlight does not harm cairns, but they abhor and actively avoid it.

Cairns arise spontaneously when a stone giant dies after despoiling the earth, even inadvertently. Example occur a cave-in when using their great strength to dig huge mines, drowning while building dams, and so on. Cairns lack the ability to create others of their kind.

Stone giant elders that become cairns lose their additional spell-like abilities and spellcasting (if any).

Cairns are about 12 feet tall and weigh about 1,500 pounds.

Cairns speak Giant.

COMBAT

Cairns fight much as they did in life, preferring to stand nearly motionless, blending in with the background, then move forward to throw rocks and surprise their foes. As a result of slower reflexes brought about by undeath, cairns lack the rock catching ability of their living cousins.

Rock Throwing (Ex): Cairns accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A cairn can hurl rocks weighing 60 to 80 pounds each (Medium objects) up to five range increments, as if it were a Huge giant. The range increment is 140 feet for a cairn's thrown rocks.

Spell Vulnerability (Ex): A transmute rock to mud spell slows a cairn (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.

A stone to flesh spell does not actually change the cairn's structure but negates its damage reduction for 1 full round.

Throw Oversized Weapon (Ex): A can hurl thrown weapons sized for Huge creatures without penalty.

Unholy Toughness (Ex): A cairn gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.

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

Skills: *A cairn gains a +8 racial bonus on Hide checks in rocky terrain.

Originally appeared in Dragon Magazine #254 (1998).
 
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Shade

Monster Junkie
Phouka

http://www.enworld.org/forum/genera...l-conversion-thread-finishing-off-fey-14.html

Phouka
Medium Fey (Shapechanger)
Hit Dice: 15d6+30 (82 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +7/+8
Attack: Slam +12 melee (1d3+1)
Full Attack: Slam +12 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Alternate form, amorphous, damage reduction 10/cold iron, resilient, scent, telepathy 100 ft.
Saves: Fort +9, Ref +13, Will +11
Abilities: Str 12, Dex 15, Con 15, Int 10, Wis 15, Cha 14
Skills: Bluff +20, Diplomacy +4, Disguise +20 (+22 acting), Hide +17, Intimidate +22, Listen +16, Move Silently +17, Spot +16
Feats: Combat Reflexes, Great Fortitude, Improved Initiative, Lightning Reflexes, Stealthy, Quicken Spell-Like Ability (invisibility)
Environment: Any temperate
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Usually chaotic neutral
Advancement: 15-30 HD (Large)
Level Adjustment: —

An exceptionally fine horse stands nearby, its rider nowhere to be found.

Phoukas are shapeshifting fey that delight in playing tricks on humanoids. A phouka does not intentionally harm others or cause trouble, but collateral damage sometimes arises from their mischief.

Phouka jokes may include assuming the form of a gold ring or gemstone, then once picked up, abruptly changing into a huge rock or a mule. A favored trick of phoukas is to take the shape of fine horse and wait for someone to mount it. It then takes off at breakneck speed, carrying its unfortunate rider into all sorts of perilous and frightening situations, before finally dumping the rider in a hedge, pool, or dungheap and cantering off, whinnying with laughter. The rider will suffer no injury except to his pride on these wild rides, as long as he can stay on his wild mount.

Phoukas tend to pester wild areas, but never stray far from humanoid settlements. They particularly like waiting for victims by the roadside.

Little is known of phoukas' ecology. Their reproduction process has never been observed, and it is rare to find more than one phouka in a region. They seem to be omnivorous, often assuming the form of a goat to eat (since goats can eat almost anything). They scavenge and steal rather than hunt.

A phouka in its natural form is about 5 feet in diameter and 2 feet high at the center. Swirls of color indicate sensory organs. In this form, a phouka slithers about like an ooze and can attack with a pseudopod. It weighs about 400 pounds.

Phoukas can speak Sylvan but prefer telepathic communication.

COMBAT

Phoukas prefer to avoid combat, assuming a swift form to flee or a small, stealthy form to hide. If cornered, though, a phouka may assume a more powerful, dangerous form. If its foes do not flee, it will attempt to do so itself at the first opportunity. A phouka also uses its Intimidation skill to frighten off opponents.

Alternate Form (Su): A phouka can assume any form of Large size or smaller as a standard action. A phouka can remain in its alternate form until it chooses to assume a new one or return to its natural form.

Amorphous (Ex): A phouka in its natural form has immunity to poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to critical hits and, having no clear front or back, cannot be flanked.

Resilient (Ex): A phouka has a +4 racial bonus on Fortitude and Reflex saves (included in the statistics block).

Spell-Like Abilities: At will—ghost sound (DC 12), expeditious retreat, invisibility (self only), minor image (DC 13); 3/day—quickened invisibility (self only). Caster level equals Hit Dice. The save DCs are Charisma-based.

Skills: *When assuming an alternate form, a phouka gains a +10 circumstance bonus on Disguise checks.

Lach Púca
Some phoukas are more social creatures, preferring to take a more direct interaction with mortals. Known as lach púca (or "friendly phouka"), these phoukas often appear as oddly sized animals, such as man-sized rabbits.

"Friendly" phoukas have the following changes:

Saves: Fort +7, Ref +11, Will +12
Abilities: Str 12, Dex 15, Con 15, Int 14, Wis 17, Cha 16
Skills: Bluff +21, Diplomacy +19, Disguise +21 (+23 acting), Hide +15, Intimidate +23, Listen +17, Move Silently +15, Search +15, Sense Motive +15, Spot +17
Feats: Combat Reflexes, Great Fortitude, Improved Initiative, Lightning Reflexes, Stealthy, Quicken Spell-Like Ability (greater invisibility)
Challenge Rating: 9

Spell-Like Abilities: At will—ghost sound (DC 13), expeditious retreat, greater invisibility (self only), minor image (DC 14); 3/day—quickened greater invisibility (self only). Caster level equals 18th. The save DCs are Charisma-based.

Originally appeared in HR3 - Celts Campaign Sourcebook (1992).
 
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Shade

Monster Junkie
Galadur, Glissan

http://www.enworld.org/forum/genera...nversion-thread-supernatural-familiars-2.html

Galadur, Glissan
Tiny Outsider (Extraplanar, Good)
Hit Dice: 3d8 (13 hp)
Initiative: +3
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: Short sword +8 melee (1d4/19-20) or longbow +8 ranged (1d6/x3)
Full Attack: Short sword +8 melee (1d4/19-20) or longbow +8 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Lightburst, peaceful repose, spell-like abilities
Special Qualities: Alternate form, damage reduction 5/evil or silver, darkvision 60 ft., grounded, immunity to blindness and dazzling, fast healing 2, low-light vision, resistance to fire 5
Saves: Fort +3, Ref +6, Will +4 (+6 vs. illusions)
Abilities: Str 10, Dex 17, Con 10, Int 12, Wis 12, Cha 16
Skills: Diplomacy +13, Hide +17, Knowledge (any one) +7, Listen +7, Move Silently +9, Search +7, Sense Motive +9, Spellcraft +7, Spot +7, Survival +1 (+3 following tracks)
Feats: Negotiator, Weapon Finesse
Environment: Blessed Fields of Elysium, Twin Paradises of Bytopia, and Wilderness of the Beastlands
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral good
Advancement: 4–6 HD (Tiny)
Level Adjustment: — (Improved Familiar)

This creature resembles a small, slim, delicate human with opalescent skin and large blue eyes. Fine, silvery hair forms a halo about its head, and a double pair of silver-white wings, shaped like a swallow, sprout 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.

Glissi hail from the planes of Good and Neutrality. Glissi are absolutely and unswervingly committed to the cause of good, desireing only peace, life, and happiness for all.

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

Galadur speak Celestial and Common.

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

COMBAT

Glissi prefer peaceful resolutions to combat, but will reluctantly battle the forces of evil when diplomacy fails.

A glissan's natural weapons, as well as any weapons it wields, are treated as good-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: songbird (use thrush stats in DMG), seagull (use raven stats), a Tiny miniature unicorn (see below), or a Small humanoid child.

Miniature Unicorn Form:
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +3/-5
Attack: Horn +8 melee (1d3)
Full Attack: Horn +8 melee (1d3) and 2 hooves +3 melee (1)
Space/Reach: 2-1/2 ft./0 ft.
Saves: Fort +5
Abilities: Str 10, Dex 17, Con 15

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

Lightburst (Su): Once per day, a galadur 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.

Peaceful Repose (Sp): Once per day, a glissan can force a single creature, regardless of immunities, to make a DC 14 Will save or fall asleep for 1d4 minutes. This is a mind-affecting sleep effect. Creatures that are normally immune to mind-affecting or sleep effects have a +2 bonus on their saving throw. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell. Caster level 6th.

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

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

Skills: A galadur'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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Shade

Monster Junkie
Amiq Rasol

http://www.enworld.org/forum/genera...l-qadim-oriental-adventures-creatures-47.html

Amiq Rasol
Medium Undead
Hit Dice: 9d12 (58 hp)
Initiative: +6
Speed: 50 ft. (10 squares), swim 20 ft.
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+5
Attack: Bite +7 melee (1d6+1 plus energy drain)
Full Attack: Bite +7 melee (1d6+1 plus energy drain) and 2 claws +4 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Beguile, energy drain
Special Qualities: Damage reduction 10/magic and silver, darkvision 60 ft., death site dependent, living disguise, rejuvenation, +4 turn resistance, undead traits
Saves: Fort +3, Ref +7, Will +6
Abilities: Str 12, Dex 14, Con —, Int 13, Wis 15, Cha 19
Skills: Bluff +20, Diplomacy +8, Disguise +16 (+28 acting*), Hide +6, Intimidate +12, Listen +10, Move Silently +6, Profession (sailor) +14, Search +5, Sense Motive +6, Spot +10, Swim +21
Feats: Ability Focus (beguile), Combat Reflexes (B), Improved Initiative (B), Lightning Reflexes (B), Multiattack, Weapon Finesse, Weapon Focus (bite)
Environment: Any coastal
Organization: Solitary or crew (2–10)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral, usually evil
Advancement: 10-18 HD (Medium)
Level Adjustment: —

The man would appear to be an ordinary pirate, but his teeth and nails are elongated, and his eyes glow with an eerie green light.

Amiq rasol, also called "deep men" or "dark men", arise from corsairs who were marooned, murdered, or otherwise lost at sea. They now haunt the coasts or islands near the sites of their demise, existing in a state of undeath until their remains are given a proper burial.

Most amiq rasol hate the living, feeding on the life force of those unfortunate enough to cross their paths. Some lean toward neutrality, preferring to attempt to convince those that encounter them to seek out their remains and give them a proper burial. These amiq rasol may even lead those who aid them to a cache of buried treasure from their privateering days, in exchange for the release of true death.

Amiq rasol are about the same height and weigh as humans.

Amiq rasol speak any languages they knew in life (usually Common).

COMBAT

An amiq rasol often pretend to be a shipwrecked sailor to get close to its prospective prey. They like to use their Bluff skill or beguile ability to try to lure away a victim from their companions, hoping to pick off intruders one on one. They often employ ambush tactics, and are extremely familiar with the terrain around their lair.

Beguile (Su): An amiq rasol can target a single creature it can see within 300 feet. This is a mind-affecting ability, and the creature must be able to see the amiq rasol for it to take effect. The targeted creature must make a DC 20 Will saving throw. If the save is successful, that creature cannot be affected by that amiq rasol's beguile for one day.

Failure indicates the creature is utterly beguiled and moves toward the amiq rasol, taking the most direct route available. If that path leads into a dangerous area (such as very deep or fast-moving water) the beguiled creature gets a second saving throw. A beguiled creature may take no actions other than defending himself. A beguiled victim who moves within 5 feet of the amiq rasol must make a DC 20 Will saving throw or be charmed as per charm monster cast by an 8th-level sorcerer. Success means that the character is freed from the beguilement and is immune to that amiq rasol's beguilement for 24 hours. The beguiling effect continues so long as the amiq rasol beckons. An amiq rasol does not need to continue to beckon to keep a victim charmed. The save DCs are Charisma-based.

An amiq rasol can use its beguile ability both above and below the water. A nonevil amiq rasol often moves out of the water to use this ability, attempting to convince mortals to travel to the place of its death, locate its remains, and have the proper death rites performed upon them. Evil amiq rasol move into deep water, forcing a beguiled victim to move toward them but never allowing the victim to get within 5 feet. If these unlucky creatures fail their second saving throw, they usually drown.

Death Site Dependent (Su): An amiq rasol is mystically bound to the site of its demise. If it ever strays more than 100 miles from it, it is immediately returned to the spot of its death, as if a word of recall had been used. An amiq rasol gains turn immunity while at its death site.

Energy Drain (Su): Living creatures hit by a amiq rasol's bite attack gain one negative level. The DC is 18 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the amiq rasol gains 5 temporary hit points.

Living Disguise (Su): An amiq rasol is under a permanent illusion (glamer) effect which makes it appear to be a living creature. A Spot check which beats the amiq rasol's Disguise check (the Rasol gets a +10 bonus on this check) will reveal it to be some kind of unnatural monster, but not what kind; it requires an additional DC 18 Knowledge (religion) check to reveal it is an Undead. A creature that touches the amiq rasol may also make a DC 18 Will save to recognize it is undead. This does not dispel the illusion nor reveal its true appearance. Only a true seeing effect or entry into an anti-magic field can reveal the amiq rasol's true appearance. The detect undead spell will also reveal the Rasol's true nature, but not its true appearance. Creatures with the scent special quality receives a +10 bonus on the above checks to penetrate the amiq rasol's living disguise. The check and save DCs are Charisma-based.

Rejuvenation (Su): An amiq rasol cannot be permanently destroyed through simple combat: The “destroyed” spirit will restore itself in 24 hours. Even the most powerful spells are usually only temporary solutions. An amiq rasol that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + amiq rasol's HD) against DC 16. One sure way to get rid of an amiq rasol for sure is to locate its remains and give them a proper burial. Unlike most undead, amiq rasol are vulnerable to raise dead spells and abilities, which will destroy the amiq rasol (and not restore it to life). Amiq rasol are affected by ressurection and other life-restoring spells as normal for undead creatures.

Skills: An amiq rasol has a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. An amiq rasol 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 Corsairs of the Great Sea (1994).
 
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Shade

Monster Junkie
Saugh, Dearg-Due

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-27.html

Saugh, Dearg-Due
Medium Undead
Hit Dice: 5d12+10 (42 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+6
Attack: Greataxe +7 melee (1d12+6/x3)
Full Attack: Greataxe +7 melee (1d12+6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Retributive cloud
Special Qualities: Damage reduction 5/cold iron, darkvision 60 ft., +2 turn resistance, undead traits, unholy toughness
Saves: Fort +3, Ref +3, Will +6
Abilities: Str 19, Dex 15, Con —, Int 10, Wis 14, Cha 14
Skills: Bluff +10, Diplomacy +4, Disguise +2 (+4 acting), Hide +10, Intimidate +4, Move Silently +10, Spot +10
Feats: Great Fortitude, Weapon Focus (greataxe)
Environment: Any
Organization: Solitary or battalion (2–12)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 6-10 HD (Medium)
Level Adjustment: —

This being is clearly undead, for its flesh is drawn tight across its gaunt frame, and its eye sockets are dark, empty holes. It wields the broad-bladed axe of a headsman.

Dearg-due are part of the saugh, and army of the dead created by a dark fey prince. These ghoulish undead serve as the front ranks of this menacing army.

Though they need not eat to survive, dearg-due delight in feeding on the flesh of corpses, ravenously consuming all casualties in the battles they join.

Dearg-due are about the same height and weigh as humans.

Dearg-due speak Sylvan in a slurred, slow manner.

COMBAT

Dearg-due are cunning, often striking from ambush or under the guise of parlay.

Retributive Cloud (Su): Whenever a dearg-due takes damage from an opponent's melee attack, a foul, acidic mist boils out from the wound in a 5-foot radius centered on the dearg-due. This cloud deals half the damage dealt to the dearg-due (a successful DC 14 Fortitude save halves this damage again to one-fourth the original damage). The save DC is Charisma-based.

Unholy Toughness (Ex): A cairn gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.

In Ravenloft
The saugh are an army of the dead created by Loht, Prince of the Sith, to serve him when he moves against the lands of mankind. The dearg-due dwell in and around the mountain which holds the Obsidian Gate, guarding this structure for their dark master.

Originally appeared in Shadow Rift (1998).
 
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Shade

Monster Junkie
Composite Mummy, Hippopotamus

http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-45.html

Composite Mummy, Hippopotamus
Large Undead
Hit Dice: 16d12+32 (136 hp)
Initiative: +4
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 21 (-1 size, +12 natural), touch 9, flat-footed 21
Base Attack/Grapple: +8/+21
Attack: Slam +18 melee (1d8+10 plus mummy scourge)
Full Attack: 2 slams +18 melee (1d8+10 plus mummy scourge) and bite +13 melee (2d6+5 plus mummy scourge)
Space/Reach: 10 ft./10 ft.
Special Attacks: Birthing curse, change shape, despair, improved grab, mummy scourge, summon hippopotami, unholy power
Special Qualities: Damage reduction 10/–, darkvision 60 ft., undead traits, unholy toughness, vulnerability to fire
Saves: Fort +5, Ref +7, Will +10
Abilities: Str 30, Dex 11, Con —, Int 12, Wis 14, Cha 15
Skills: Diplomacy +4, Hide +17, Jump +4, Knowledge (religion) +20, Listen +23, Move Silently +2, Search +3, Sense Motive +21, Spot +23, Swim +18
Feats: Ability Focus (mummy scourge), Lightning Reflexes, Multiattack, Power Attack, Improved Bull Rush, Improved Overrun
Environment: Any
Organization: Solitary, pod (1-2 plus 2-4 mummies), bloat (1-2 plus 2-6 hippopotami plus 2-4 mummies), or divine council (3d4 composite mummies of various types)
Challenge Rating: 10
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 17–24 HD (Large); 25-48 HD (Huge)
Level Adjustment: —

A mummified giant, half again as tall as a human, arises from the water. Its head is that of a hippopotamus.

Composite mummies are specialize mummies created from the most dedicated servants of deities associated with mummification. Hippopotamus composite mummies are most often associated with Taweret, the Egyptian fertility goddess.

Hippopotamus composite mummies stand 9 feet tall and weigh 800 pounds.

Composite mummies speak any languages they knew in life (usually Common).

COMBAT

Hippopotamus composite mummies lie in ambush much like regular hippos, with only the tops of their heads above the surface of the water.

Hippopotamus composite mummies have a twisted sense of fertility. They often protect expectant mothers, or avenge the deaths of those slain while pregnant. A hippo composite mummy may employ a horrific curse, forcing the victim to give birth to a swarm of deadly scorpions.

Birthing Curse (Su): Once per day, a hippo composite mummy may point to a living creature within 100 feet and attempt to impregnate it with a scorpion swarm. If the target fails a DC 20 Fortitude they take 1d4 Con damage per round for 1d4 rounds on the composite mummy's initiative, as the scorpion swarm hatches and devours their flesh. On the final round the scorpion swarm bursts forth, doing an additional 2d6 hit points of damage to the target, and then proceeds to attack all creatures in the area except for composite mummies. A remove curse or break enchantment effect prevents any further effects from the birthing curse. The save DC is Charisma-based.

Change Shape (Su): A hippopotamus composite mummy can assume the shape of a hippopotamus as a standard action.

Despair (Su): At the mere sight of a composite mummy, the viewer must succeed on a DC 20 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based.

Mummy Scourge (Su): Supernatural disease—slam, Fortitude DC 22, incubation period 5 rounds; damage 1d6 Str, 1d6 Con, and 1d6 Cha. The save DC is Charisma-based.

Unlike normal diseases, mummy scourge continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Mummy scourge is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy scourge must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate mummy scourge, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy scourge can be magically cured as any normal disease.

An afflicted creature who dies of mummy scourge shrivels away into sand and dust that blow away into nothing at the first wind.

Summon Hippopotami (Sp): Once per day, a hippopotamus composite mummy can automatically summon 1d4+1 hippopotami*. This ability is the equivalent of a 7th-level spell.

If you have access to Sandstorm or the Tome of Horrors, use the hippopotamus statistics found within those books. If not, use rhinoceros statistics, but reduce land speed to 20 ft., add a swim speed of 20 ft., replace gore with bite, and replace powerful charge with the hold breath ability of a crocodile. Change feats to Alertness, Improved Bull Rush, and Power Attack.

Unholy Power (Su): A composite mummy gains its Charisma bonus to all attack rolls and grapple checks.

Unholy Toughness (Ex): A composite mummy gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.

Skills: Composite mummies have a +2 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. A hippopotamus composite mummy 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 Polyhedron #31 (1986).
 
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Shade

Monster Junkie
Ankou

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-23.html

Ankou
Medium Undead (Extraplanar)
Hit Dice: 8d12 (52 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 20 (-1 Dex, +5 natural, +6 profane), touch 15, flat-footed 20
Base Attack/Grapple: +4/+9
Attack: Large scythe +10 melee (2d6+7/19-20/x4) or slam +9 melee (1d4+5)
Full Attack: Large scythe +10 melee (2d6+7/19-20/x4) or 2 slams +9 melee (1d4+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d8+7, improved grab, oversized weapon
Special Qualities: All-terrain travel, ankou weaknesses, blindsight 60 ft., cart of the dead, darkvision 60 ft., shielded by the sixfold realm, +2 turn resistance, undead traits
Saves: Fort +2, Ref +1, Will +6
Abilities: Str 20, Dex 8, Con —, Int 7, Wis 17, Cha 17
Skills: Hide +10, Survival +14
Feats: Improved Critical (scythe)(B), Improved Initiative, Power Attack, Track (B), Weapon Focus (scythe)
Environment: Tarterian Depths of Carceri
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 9-24 HD (Medium)
Level Adjustment: —

A solitary farmer can be seen in the distance, his clothing dusty and ragged, and a wide-brimmed hat atop his head. He carries a large, well-worn scythe. As it draws closer with slow, stiff, deliberate steps, it is evident that the man is emaciated, his skin pulled tightly across his bones. The wooden creak of a heavily-laden cart accompanies him, but there is no such vehicle in sight. His head continues to turn from side to side, as if looking for something. Suddenly, it lifts its head, and glowing, flame-red eyes meet your gaze.

Arising from the remains of a miserly farmer or peasant, one so debased as to have murdered his own family out of greed or to have allowed his family to perish rather than share his hoard of food with them, the ankou is now an undead abomination. It roams the countryside in search of victims to slay and cart off to the nether realms.

An ankou is an opportunistic killer, always choosing the most easily accessible prey. Extremely patient, an ankou will follow an escaped victim at its slow, plodding pace for the rest of the night, until it either catches and dispassionately kills him, or until the first light of dawn intrudes, banishing the ankou back to Carceri until the next dusk. An ankou possesses no memory of the prior day's activities, and thus will not resume its pursuit the next night. Should the same victim cross its path again, however, the ankou will pursue it as if the first encounter never took place.

All that remains after an ankou’s attack are a line of the victim’s footprints that end at the point where the victim was waylaid by the driver of an ox or horse-pulled cart, and the wheel ruts that continue down the road, fading to nothingness.

Ankou are about the same height and about half the weight as humans.

Ankou speak Abyssal, Common, and Infernal.

COMBAT

An ankou slowly and deliberately approaches the most available prey, attacking with its massive scythe or pummeling with its supernatural strength. If it grabs a victim, it crushes it with a powerful bear hug.

All-Terrain Travel (Ex): An ankou (and its cart) ignores all movement penalties based upon terrain (such as ice, undergrowth, etc.).

Ankou Weaknesses (Ex): Ankou are unable to cross open water or flames. An ankou struck by holy water (even only a splash) is immediately forced to return to its home plane (no saving throw). Ankou are automatically returned to Carceri at the first light of dawn, but are free to plane shift again at dusk.

Cart Of the Dead (Su): An ankou is followed everywhere it goes by an invisible cart pulled by an equally invisible ox or horse. The cart and its beast of burden produce noise and leave a trail of wheel-ruts and hoof-prints like a normal horse- or ox-cart would. The Cart of the Dead can travel over any terrain without any penalty, even rolling across or through water, and can carry a load of up to 1,000 pounds. The cart can only carry inanimate objects, which become as invisible and intangible as the cart itself. Only the ankou can load or unload the cart, but if the cart is dismissed any objects it is carrying regain physicality and fall to the ground. Neither cart nor beast can be damaged by any weapon or spell, although it can be dismissed from existence by an exorcism, dispel evil or a similar higher-level banishment spell, or by the destruction or banishment of its ankou. The ankou can resummon a banished Cart of the Dead the following night.

Constrict (Ex): An ankou deals 1d8+5 points of damage with a successful grapple check against a Large or smaller creature.

Improved Grab (Ex): To use this ability, an ankou must hit a Large or smaller opponent with a slam 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.

Oversized Weapon (Ex): An ankou can wield weapons sized for Large creatures without penalty.

Plane Shift (Su): At will, an ankou can shift between the Astral Plane and either the Material Plane or the Tarterian Depths of Carceri (or vice-versa) as a full-round action. The ankou cannot shift other creatures between planes, although it can shift while carrying or wearing any inanimate object(s) it can lift, and may bring its Cart of the Dead and its contents along with it.

Shielded by the Sixfold Realm (Ex): An ankou gains a +6 profane bonus to its Armor Class.

Originally appeared in Dragon Magazine #162 (1990).
 
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Shade

Monster Junkie
Saugh, Gossamer

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-28.html

Saugh, Gossamer
Medium Undead (Incorporeal)
Hit Dice: 3d12 (18 hp)
Initiative: +9
Speed: Fly 30 ft. (perfect) (6 squares)
Armor Class: 17 (+5 Dex, +2 deflection), touch 17, flat-footed 12
Base Attack/Grapple: +1/—
Attack: Incorporeal touch +6 melee (1d8 plus 1 Constitution drain)
Full Attack: Incorporeal touch +6 melee (1d8 plus 1 Constitution drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constitution drain
Special Qualities: Darkvision 60 ft., incorporeal traits, undead traits
Saves: Fort +1, Ref +6, Will +4
Abilities: Str —, Dex 20, Con —, Int 12, Wis 12, Cha 15
Skills: Diplomacy +8, Hide +11, Intimidate +8, Listen +9, Spot +9
Feats: Ability Focus (Constitution drain), Alertness, Flyby Attack, Improved Initiative
Environment: Any
Organization: Solitary or gang (2–12)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: 4–9 HD (Medium)
Level Adjustment: —

An elongated, distorted image of an elf drifts about as if carried on the wind. Wisps of vapor and curls of light encircle its transparent, shimmering form.

Gossamers are part of the saugh, and army of the dead created by a dark fey prince. These spectral undead serve any roles their prince commands.

Rumors claim that if a gossamer's corpse can be located, then cast into a fire of yew wood, then the gossamer will be destroyed. They claim that the gossamer feels great pain while its original body burns, and tries to do all the harm it can before its final demise. The truth of these rumors is questionable, though, as the saugh most likely travels many miles from an individual gossamer's resting place.

Gossamers are 6 feet tall and weightless.

Gossamers speak Sylvan in a hollow, haunting voice.

COMBAT

Gossamers prefer to lurk beneath the ground, waiting for victims to pass overhead, then soar upwards in ambush.

Constitution Drain (Su): Living creatures hit by a gossamer's incorporeal touch attack must succeed on a DC 15 Fortitude save or take 1 point of Constitution drain. The save DC is Charisma-based. On each such successful attack, the gossamer gains 5 temporary hit points.

In Ravenloft
The saugh are an army of the dead created by Loht, Prince of the Sith, to serve him when he moves against the lands of mankind. The dearg-due dwell in and around the mountain which holds the Obsidian Gate, guarding this structure for their dark master.

Originally appeared in Shadow Rift (1998).
 
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Shade

Monster Junkie
Frostmourn

http://www.enworld.org/forum/genera...thread-finishing-off-giants-their-kin-35.html

Frostmourn
Large Undead (Cold)
Hit Dice: 15d12+30 (127 hp)
Initiative: -2
Speed: 40 ft. (8 squares)
Armor Class: 20 (–1 size, -2 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple: +7/+23
Attack: Greataxe +19 melee (3d6+19/x3) or slam +19 melee (1d4+13 plus freezing touch) or freezing touch +19 melee touch or rock +5 ranged (2d8+19)
Full Attack: Greataxe +19/+14 melee (3d6+19/x3) or 2 slams +19 melee (1d4+13 plus freezing touch) or freezing touch +19 melee touch or rock +5 ranged (2d8+19)
Space/Reach: 10 ft./10 ft.
Special Attacks: Freezing touch, frostbrittle, rock throwing
Special Qualities: Damage reduction 5/magic and bludgeoning, darkvision 60 ft., immunity to cold, low-light vision, rock throwing, unholy toughness, snowform, vulnerability to fire
Saves: Fort +5, Ref +3, Will +10
Abilities: Str 35, Dex 7, Con —, Int 6, Wis 12, Cha 15
Skills: Climb +17, Intimidate +7, Jump +21, Spot +6
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Power Attack
Environment: Temperate hills
Organization: Solitary or gang (2–3)
Challenge Rating: 11
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: —

This giant, withered corpse has a long, light blue beard. It carries a massive, well-worn two-handed axe.

Frostmourns arise spontaneously when a dead frost giants remains completely dessicate in the intense cold. Frostmourns lack the ability to create others of their kind, and lead mostly solitary existences, never congregating in groups larger than three. Frostmourns often seek out and destroy enemies of their old tribe or clan, but they are just as likely to hunt their former kin.

Sunlight does not harm frostmourns, but they abhor and actively avoid it. However, in the bleak environments they inhabit, the sun is often blocked by blizzards or thick cloud cover, and in some polar regions, night lasts for months at a time.

Frostmourns are about 15 feet tall and weigh about 2,200 pounds.

Frostmourns speak Giant.

COMBAT

Frostmourns fight much like living frost giants, setting ambushes atop snowy hills from which to throw boulders before closing to melee with their vicious axes or chilling fists.

Freezing Touch (Su): A frostmourn's slam attacks deal an additional 2d20 points of cold damage (Fort DC 19 halves the damage). Similarly, any creature striking a frostmourn with natural attacks or unarmed strikes or grappling a frostmourn suffers 2d20 points of cold damage (Fort DC 19 half). frostmourn's freezing touch is a death effect, so raise dead will not restore a creature slain in by a frostmourn's freezing touch to life (although resurrection or similar magic will). The save DC is Charisma-based.

Frostbrittle (Su): Any weapon that strikes a frostmourn has its hardness reduced by 5 for 10 rounds, thereby increasing the effectiveness of sunder attempts against the weapon. In addition, rolling a 1 on an attack with the targeted weapon causes it to take damage equivalent to the amount it would have dealt on a successful hit.

Rock Throwing (Ex): Frostmourns are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A frostmourn can hurl rocks weighing 60 to 80 pounds each (Medium objects) up to five range increments, as if it were a Huge giant. The range increment is 140 feet for a frostmourn's thrown rocks.

Snowform (Su): A frostmourn may assume the form of a swirling white cloud of snow. This functions as a wind walk spell, but the frostmourn cannot take other creatures with it, and it cannot increase its speed to greater than 60 feet. A frostmourn may remain in snowform for a toal of 10 minutes each day.

Unholy Toughness (Ex): A frostmourn gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.

Originally appeared in Dragon Magazine #254 (1998).
 
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