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Shade

Monster Junkie
Walking Dead

http://www.enworld.org/forum/genera...cial-conversion-thread-moldvays-undead-5.html

Walking Dead
Medium Undead
Hit Dice: 4d12+3 (29 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 11 (-1 Dex, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple: +3/+7
Attack: Bite +7 melee (1d6+6)
Full Attack: Bite +7 melee (1d6+6) and 2 slams +2 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful bite
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves: Fort +1, Ref +0, Will +4
Abilities: Str 18, Dex 8, Con —, Int —, Wis 10, Cha 1
Skills: —
Feats: Toughness (B)
Environment: Any
Organization: Solitary or horde (2-12)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: —

Walking Dead, Half-dead
Medium Undead
Hit Dice: 3d12+3 (22 hp)
Initiative: -1
Speed: 30 ft. (6 squares)(cannot run)
Armor Class: 11 (-1 Dex, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d6+4)
Full Attack: Bite +5 melee (1d6+4) and slam +0 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful bite
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves: Fort +1, Ref +0, Will +3
Abilities: Str 16, Dex 8, Con —, Int —, Wis 10, Cha 1
Skills: —
Feats: Toughness (B)

Walking Dead, Mostly Dead
Small Undead
Hit Dice: 2d12+3 (16 hp)
Initiative: -1
Speed: 20 ft. (4 squares)(cannot run)
Armor Class: 12 (+1 size, -1 Dex, +2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +1/-1
Attack: Bite +4 melee (1d6+3)
Full Attack: Bite +4 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful bite
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves: Fort +0, Ref -1, Will +3
Abilities: Str 14, Dex 8, Con —, Int —, Wis 10, Cha 1
Skills: —
Feats: Toughness (B)

This shambling humanoid corpse moves relentlessly forth, despite the fact that it is falling apart.

Walking dead are variant zombies that continue attacking even when chopped apart. These "superzombies" are stronger and hardier than their mundane counterparts, and aren't limited to single actions.

The half-dead stat block represents the loss of a limb and heavy damage to the body. The mostly dead stat block is generally a crawling, one-armed torso, and is thus smaller in size.

A walking dead can be created with a create undead spell cast by a 14th-level spellcaster.

COMBAT

Like zombie, walking dead mindlessly attack the living unless given orders by a master. Walking dead attack with powerful bite attacks in addition to the usual slam attacks.

Powerful Bite (Ex): A walking dead's jaws are extraordinarily powerful. It applies 1-1/2 times its Strength modifier to damage done with its bite.

Relentless (Ex): When a walking dead is reduced to 0 hit points, it isn't destroyed. Rather, it is quite damaged, as reflected by the half-dead stat block. When a half-dead walking dead is reduced to 0 hit points, it is badly damaged, essentially just a crawling torso, as reflected by the mostly dead stat block. A mostly dead walking dead reduced to 0 hit points is permanently destroyed.

More Fun with the Walking Dead
DMs might consider adding a bit of variety to their walking dead hordes. For example, some of the half-dead and mostly dead might have lost their heads, rather than an arm or two, retaining slam attacks and losing the bite attack instead.

Truly enterprising DMs might take the walking dead a step further, adding an additional stat block after mostly dead to represent a crawling arm or rolling head that keeps attacking. Such walking dead would best be represented by 1/2 Hit Dice, Tiny or Diminutive size, and only a single attack. A single walking dead might break into two or more such "walking dead bits". DMs with access to Monsters of Faerun could use the crawling claw for inspiration.

Originally appeared in Dragon Magazine #138 (1988).
 
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Shade

Monster Junkie
Spider, Jumping

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-12.html

Spider, Jumping
Medium Vermin
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Bite +4 melee (1d6 plus poison)
Full Attack: Bite +4 melee (1d6 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, web
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2
Skills: Climb +11, Hide +7*, Move Silently +11, Jump +27, Spot +8
Feats: Weapon Finesse (B)
Environment: Temperate and warm lands
Organization: Solitary or colony (2–5)
Challenge Rating: 1
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 3 HD (Medium); 4–7 HD (Large); 8–15 HD (Huge)
Level Adjustment: —

This man-sized spider has an usual pattern of eye placement, with two large eyes on the front of its face, a pair of slightly smaller eyes diagonally above these, and the remaining four atop its head.

Giant jumping spiders are diurnal, active hunters. Their well developed internal hydraulic system allows them to make great leaps. Jumping spiders are also known for their ability to stand incredibly still while awaiting prey. They are also famous for their curious and inquisitive demeanor.

When a jumping spider is moving from place to place, and especially just before it jumps, it tethers a filament of silk to whatever it is standing on. Should it fall for one reason or another, it climbs back up the silk tether. Jumping spiders also use their silk to weave small tent-like dwellings where females can protect their eggs, and which also serve as a shelter while moulting.

A giant jumping spider is about 5 feet in diameter.

COMBAT

A giant jumping spider is an active hunter, stealthily approaching its quarry, but is also capable of standing nearly motionless awaiting the approach of prey. It attacks with a leaping charge once prey is within range.

Lunge (Ex): If a giant jumping spider charges a creature and incoporates a jump as the final part of the charge, it gains a +4 circumstance bonus to its attack roll. Additionally, for every 10 points by which the Jump check exceeds 20, the jumping spider's charge attack deals an additional +1d6 points of damage. For example, a Jump check result of 34 deals +1d6 points of damage, and a Jump check result of 41 deals +2d6 points of damage.

Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage 2d6 Str. The save DC is Constitution-based.

Web (Ex): Giant jumping spiders often tether themselves before making a leap. A single strand is strong enough to support the spider and one creature of the same size.

Skills: Jumping spiders have a +4 racial bonus on Hide checks, a +8 racial bonus on Climb, Move Silently, and Spot checks, and a +20 racial bonus on Jump checks. A jumping spider can always choose to take 10 on Climb or Jump checks, even if rushed or threatened. Jumping spiders use either their Strength or Dexterity modifier for Climb and Jump checks, whichever is higher. *They have a +4 racial bonus on Hide checks when in forest environments. This bonus on Hide checks increases to +8 when the spider is immobile.

Originally appeared in Dragon Magazine #67 (1982).
 
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Shade

Monster Junkie
Well Spirit, Lesser

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-29.html

Well Spirit, Lesser
Large Elemental (Extraplanar, Water)
Hit Dice: 6d8+12 (39 hp)
Initiative: +2
Speed: 40 ft. (8 squares), swim 60 ft.
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +4/+11
Attack: Slam +6 melee (2d8+3)
Full Attack: 2 slams +6 melee (2d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Drown, improved grab, spell-like abilities
Special Qualities: Consume treasure, damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to electricity, regeneration 5, vulnerability to fire
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 17, Dex 14, Con 15, Int 18, Wis 21, Cha 20
Skills: Diplomacy +16, Knowledge (nature) +13, Knowledge (the planes) +13, Listen +14, Sense Motive +14, Spot +14, Survival +5 (+7 in aboveground natural environments, +8 on other planes), Swim +11
Feats: Iron Will, Lightning Reflexes, Power Attack
Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral
Advancement: 7-12 HD (Large) and see text
Level Adjustment: —

This towering, watery creature has a vaguely humanoid shape. The waters that make up its form churn and roil.

Well spirits are elemental creatures of nearly godlike intellect. Similar in many ways to water weirds, well spirits are not soothsayers, but do possess the ability to grant wishes of mortals.

Most well spirits are neutral. The rare good-aligned well spirits refuse to grant evil wishes, unless forced to do so under duress. Evil well spirits attempt to pervert the interpretation of the recipient's wish to further evil endeavors. All well spirits, regardless of alignment, view greedy individuals with contempt, and will attack those that attempt to take their treasure.

Lesser well spirits are 15 feet tall and weigh up to 2,000 pounds.

Lesser well spirits speak Aquan, Auran, Common, Draconic, Ignan, and Terran.

COMBAT

A well spirit attacks by slamming an opponent with its wavelike arms, then attempting to draw it into the rushing waters of its body.

Consume Treasure (Su): A well spirit advances in Hit Dice by consuming treasure. The type (coins, goods, or items) makes no difference, only the gold piece value of the treasure. When a well spirit acquires treasure appropriate for an encounter level equal to its current Hit Dice + 3, it gains 1 Hit Die. For every 3 Hit Dice it advances through consuming treasure the lesser well spirit's Strength increases by +2 and its natural armor increases by +1. Its attack bonus and saves improve as normal for an elemental of its Hit Dice, and it gains skill points, feats, and ability score improvements normally.

A well spirit that reaches 13 Hit Dice through consuming treasure immediately becomes a greater well spirit upon completion of the act.

Drown (Su): A well spirit can draw a held opponent into its fluid body with a successful grapple check. Victims trapped inside the well spirit must succeed on a DC 15 Fortitude save each round or drown (see Water Dangers in the DMG for the effects of drowning) unless they can breathe water. A well spirit is not considered grappled while drowning a victim. A Large well spirit can drown up to 2 Medium, 8 Small or 16 Diminutive smaller creatures.

A trapped victim can attack the well spirit or make additional grapple checks to escape its grasp. The character cannot cast spells with a verbal component or use any other item or ability that requires speech. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, a well spirit must hit 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 attempt to drown its victim.

Regeneration (Ex): Cold and fire deal normal damage to a well spirit.

Spell-Like Abilities: 1/day—grant one limited wish (to non-well spirits only). Caster level equals Hit Dice.

Skills: A well spirit 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 #42 (1980).
 
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Shade

Monster Junkie
Haudhla

http://www.enworld.org/forum/genera...version-thread-supernatural-familiars-13.html

Haudhla
Tiny Fey
Hit Dice: ½d6+1 (2 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +0/–11
Attack: Longsword +5 melee (1d4–3/19–20) or shortbow +5 ranged (1d3–3/x3)
Full Attack: Longsword +5 melee (1d4–3/19–20) or shortbow +5 ranged (1d3–3/x3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Spell-like abilities
Special Qualities: Body equilibrium, camouflage, damage reduction 5/cold iron, low-light vision, spell resistance 17
Saves: Fort +1, Ref +5, Will +3
Abilities: Str 5, Dex 16, Con 13, Int 12, Wis 13, Cha 14
Skills: Appraise +4, Concentration +4, Craft (trapmaking) +4, Escape Artist +6, Hide +16*, Listen +6, Move Silently +8, Search +4, Spot +6, Survival +9, Tumble +6
Feats: Dodge (B), Stealthy, Weapon Finesse (B)
Environment: Any land
Organization: Solitary, family (2–5), or community (40–100)
Challenge Rating: 1
Treasure: No coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 1–3 HD (Tiny)
Level Adjustment: — (Improved Familiar)

This miniscule humanoid has dark brown skin and silvery-blue hair. Its features are sharp and somewhat unattractive. Its clothing blends hues of green, brown, and gray.

Haudhli are a race of sprites that occasionally serve as familiars. They live communities of around 20 families, each of which consists of 2-5 members. Haudhli families make their homes in burrows dug in small hills or mounds. These burrows have concealed entrances.

Haudhli are generally unfriendly toward larger races. They value their secrecy, and will bluntly demand an apology if someone intrudes upon their homes. Haudhli prize precious metals and gems, and can be bribed with such trinkets. A community often has a large treasure trove centrally located between the families' burrows.

In addition to simple tools, haudhli craft weapons and traps to defend themselves and their homes. Because of their innate abilities, haudhli can be found nearly anywhere, even in heavily populated regions where they go largely unnoticed.

A haudhla stands 1-1/4 feet tall and weighs about 1 pound. Skin coloration ranges from brown to dark brown. They wear clothes of green, brown, or gray hues.

Haudhli speak Sylvan. Some also speak Common, Gnome, or Halfling.

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

COMBAT

Haudhli fashion their own weapons, and also craft traps in the vicinity of their lairs to prevent intrusion. Although not warlike, they defend their communities with great tenacity.

Body Equilibrium (Su): A haudhla can adjust its body’s equilibrium to correspond with any solid or liquid that it stands on. Thus, it can walk on water, quicksand, or even a spider’s web without sinking or breaking through (this effect does not confer any resistance to particularly sticky webs). The haudhli can move at its normal speed, but it cannot run (x4 speed) on an unfirm surface without sinking or breaking through. If a haudhli falls from any height, damage from the impact is halved.

Camouflage (Ex): A haudhla can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Spell-Like Abilities: Always active—endure elements; 1/hour—speak with plants; 1/day—detect snares and pits, ghost sound (DC 12), obscuring mist, purify food and water (water only), snare. Caster level 8th. The save DCs are Charisma-based.

Skills: A haudhla has a +2 racial bonus on Search, Spot, and Listen checks and a +8 racial bonus on Survival checks. *A haudhla has a +4 racial bonus on Hide checks in aboveground natural environments.

Originally appeared in Dragon Magazine #86 (1984).
 
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Shade

Monster Junkie
http://www.enworld.org/forum/genera...l-conversion-thread-finishing-off-fey-23.html

Polyp, Giant
Large Aberration (Aquatic)
Hit Dice: 7d8+21 (52 hp)
Initiative: +0
Speed: 5 ft. (1 square), swim 5 ft.
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +5/+12
Attack: Tentacle +8 melee (1d3+3 plus paralysis)
Full Attack: 24 tentacles +8 melee (1d3+3 plus paralysis)
Space/Reach: 10 ft./10 ft. (30 ft. with tentacle)
Special Attacks: Paralysis, spined defense
Special Qualities: Amphibious, darkvision 60 ft., vulnerability to fire
Saves: Fort +5, Ref +4, Will +6
Abilities: Str 16, Dex 11, Con 16, Int 7, Wis 12, Cha 3
Skills: Hide +6
Feats: Ability Focus (paralysis), Lightning Reflexes, Weapon Focus (tentacle)
Environment: Any underground
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Usually neutral evil
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: —

This entity vaguely resembles a tree, but it has fleshy tentacles instead of branches.

Giant polyps grow in dark, subterranean chambers filled with pools of dark, stagnant water. They lie in wait for living prey to approach, then lash out with their paralytic tentacles. Giant polyps are believed to be distant relatives of kampfults.

Some sages believe the polyp is the sessile stage of another subterranean monster, based on reports of flying and crawling aberrations which have the same spiny paralyzing tentacles.

An average giant polyp is about 10 feet tall.

Giant polyps do not speak.

COMBAT

Although it possesses 24 tentacles, a giant polyp can only use only three tentacles at once against a Small or Medium opponent. Against larger foes, it can use three additional tentacles for each size category larger than Medium. Against a Tiny or smaller opponent, the creature can use only one tentacle. It can use a maximum of three tentacles against all foes in any single 5-foot square.

An opponent can attack a giant polyp's tentacles with a sunder attempt as if they were weapons. A giant polyp's tentacles have 4 hit points each. If a giant polyp is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant polyp's tentacles deals 2 points of damage to the creature. A giant polyp usually withdraws from combat if it loses 25% of its tentacles (usually 6). The creature regrows severed limbs in 1d3 days.

Improved Grab (Ex): To use this ability, a giant polyp must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's body.

If a giant polyp begins its turn with at least one tentacle attached, it can try to attach two additional tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the giant polyp gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.

Once the giant polyp has wrapped three tentacles around the character, the creature attempts to swallow the victim whole.

Paralysis (Ex): Those hit by a giant polyp's tentacle attack must succeed on a DC 18 Fortitude save or be paralyzed for 3d6 rounds. The save DC is Constitution-based.

Spined Defense (Ex): Any creature striking a giant polyp with handheld weapons or natural weapons takes 2d6+3 points of piercing and slashing damage from the polyp's spines. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

Swallow Whole (Ex): A giant polyp that begins its turn with three tentacles attached can try to swallow an opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d6 points of crushing damage plus 2d6 points of acid damage per round from the polyp's digestive tract. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the digestive tract (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Large giant polyp's digestive tract can hold 1 Medium, 4 Small, 16 Tiny, 32 Diminutive, or 128 Fine or smaller opponents.

Skills: A giant polyp 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 Monstrous Compendium Greyhawk Appendix (1990).
 
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Shade

Monster Junkie
Bi-Nou, Rocklord

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-24.html

Bi-Nou, Rocklord
Large Aberration (Earth)
Hit Dice: 10d8+50 (95 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 24 (-1 size, +1 Dex, +14 natural), touch 10, flat-footed 23
Base Attack/Grapple: +7/+19
Attack: Claw +15 melee (3d6+8)
Full Attack: 2 claws +15 melee (3d6+8)
Space/Reach: 10 ft./10 ft. (15 ft. w/claws)
Special Attacks: Constrict, improved grab
Special Qualities: Blind, blindsight 120 ft., deaf, earth glide, immunity to mind-affecting spells and abilities, rockform, scent, spell resistance 13 spell vulnerabilities
Saves: Fort +10, Ref +4, Will +10
Abilities: Str 27, Dex 13, Con 21, Int 3, Wis 16, Cha 12
Skills: Climb +9, Hide +2*, Move Silently +6, Survival +5*
Feats: Combat Reflexes, Great Fortitude, Reckless Offense, Track (B), Weapon Focus (claw)
Environment: Underground
Organization: Solitary
Challenge Rating: 8
Treasure: 50% coins; standard goods (gems and metallic goods only); standard items (crystalline and metallic only)
Alignment: Usually chaotic evil
Advancement: 8-10 HD (Medium); 11-21 HD (Large)
Level Adjustment: —

What appeared to be a fallen stalagmite is actually a wormlike creature with two short, jagged arms ending in spiky claws.

Bi-nou are carnivorous underdark predators that resemble stalagmites. Their origins are unknown, though some sages speculate they are rocks given life or dark experiments of the drow. As far as scholars can tell, they bear no relation to ropers other than in their appearance and choice of habitats.

Rocklords are close relatives of the bi-nou and rocklords, although their savage intellect is almost animalistic.

Unlike other bi-nou, rocklords do not lay eggs. This does not prevent predation by dwarves and duergar, though, as their craggy hides make excellent building materials, and can be crafted into potent bludgeoning weapons.

Rocklords range from eight to fifteen feet long and weigh around 5,000 pounds on average. Their rocky skin varies in color from off-white to dark gray.

Rocklords cannot communicate telepathically like other bi-nou. Instead, they release a series of pheromes to converse with others of their kind. However, rocklords rarely associate with their kin.

COMBAT

Rocklords are savage stalkers, using earth glide to rapidly approach prey. If heavily damaged, a rocklord assumes statue form until its foes tire of attacking it ineffectually.

Blind (Ex) A rocklord is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Constrict (Ex): A rocklord deals 3d6+8 points of damage with a successful grapple check.

Deaf (Ex): A rocklord is completely incapable of perceiving sound, and is thus immune to language-dependent effects and sonic effects dependent on hearing. The creature has adapted to this limitation and thus suffers no penalty on initiative checks because of its deafness.

Earth Glide (Ex): A rocklord can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing rocklord flings the rocklord back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Improved Grab (Ex): To use this ability, a rocklord must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Rockform (Su): As a move action, a rocklord may transform itself into solid rock. In rockform, the rocklord gains hardness 8. It retains its own hit points. The rocklord can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the rock-hard substance of the rocklord's body. Chipping is equal to a mere scratch, but breaking off one of the statuelike form’s arms constitutes serious damage. While in rockform, an observer must succeed on a DC 20 Spot check to notice the rocklord is really alive. The rocklord can return to its normal state as a standard action.

Spell Vulnerabilities (Ex): Certain spells and effects function differently against a rocklord, as noted below.

A passwall spell stuns a rocklord for 1d4 rounds.

A transmute rock to mud spell slays a rocklord instantly.

A stone shape spell fully heals a rocklord.

Skills: *Rocklords have a +4 racial bonus on Hide checks when in rocky, underground environments. This bonus on Hide checks increases to +8 when the rocklord is immobile. *Rocklords have a +4 racial bonus on Survival checks when tracking by scent.

Originally appeared in Ruins of Undermountain II: The Deep Levels (1994).
 
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Shade

Monster Junkie
Mason-Wasp, Giant

http://www.enworld.org/forum/general-monster-talk/268436-converting-al-qadim-creatures.html

Mason-Wasp, Giant
Large Magical Beast
Hit Dice: 6d10+30 (63 hp)
Initiative: +4
Speed: 10 ft. (2 squares), fly 60 ft. (good)
Armor Class: 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13
Base Attack/Grapple: +6/+13
Attack: Bite +8 melee (1d8+3 plus 2d8 fire)
Full Attack: Bite +8 melee (1d8+3 plus 2d8 fire) and sting +3 melee (1d4+1 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon, poison
Special Qualities: Darkvision 60 ft., immunity to fire, low-light vision
Saves: Fort +10, Ref +9, Will +3
Abilities: Str 17, Dex 18, Con 21, Int 5, Wis 12, Cha 10
Skills: Listen +11, Spot +16, Survival +1*
Feats: Alertness, Dodge, Flyby Attack
Environment: Warm plains and deserts
Organization: Solitary or pair
Challenge Rating: 6
Treasure: None
Alignment: Usually neutral good
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: —

The exoskeleton of this man-sized wasp is a lustrous, jet black. Its front mandibles and mouth glow cherry red.

Giant mason-wasps are massive wasps that are generally friendly to humanoids. They often serve as protectors of good-aligned creatures and adversaries of evil. They get their name from the female’s tendency to create large above-ground structures out of a mixture of dirt sand, and saliva called dhilva, which hardens into a rocklike substance.

Giant mason-wasps are often viewed as messengers of the gods and bringers of good fortune. It is considered very bad luck to kill a giant mason wasp. They rarely attack humanoids, preying mostly on the animals and evil monsters that roam the plains and deserts. Their arch-nemesis is the vishap, who break into their dens and consider the wasps' eggs a sugared delicacy.

Once a month, the female will seek a male and mate. The pair then hunt for a large animal or evil monster, paralyze it with their poison, and carry it back to the female’s den, where the victim is immobilized with more dhilva. The female then lays 1-3 eggs on the victim and seals the entrance to the den with dhilva. Upon hatching, the larvae consume the host, dissolve the dhilva with their own saliva, and fly away to establish their own hunting grounds and dens. Although giant mason-asps do not hoard treasure, some incidental treasure might be found in one's den.

Giant mason-wasps are 6 feet long with a wingspan of up to 12 feet. They weigh around 850 pounds on average.

COMBAT

If faced with a single opponent, a giant mason-wasp swoops down and grabs the victim with its legs. The wasp will then bite with its red-hot mandibles and attempt to impale the victim with its stinger. Against multiple opponents, a giant mason-wasp strafes with its fiery breath weapon.

Breath Weapon (Su): 20-foot cone, once every 2d4 rounds, damage 5d6 fire, Reflex DC 18 half. The save DC is Constitution-based.

Poison (Ex): Injury, Fortitude DC 18, initial damage 1d6 Dex, secondary damage paralysis for 1d3 days. The save DC is Constitution-based.

Skills: Giant mason-wasps have a +4 racial bonus on Listen checks and a +8 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.

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

Monster Junkie
Skeleton, Spike

http://www.enworld.org/forum/genera...cial-conversion-thread-moldvays-undead-7.html

Skeleton, Spike
Medium Undead
Hit Dice: 3d12 (19 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Claw +2 melee (1d4+1) or spikes +2 melee (1d6+1 plus bleeding wounds and bonespray)
Full Attack: 2 claws +2 melee (1d4+1) or spikes +2 melee (1d6+1 plus bleeding wounds and bonespray)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bleeding wounds, bonespray, burning blood, spikes
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 13, Dex 13, Con —, Int —, Wis 10, Cha 11
Skills: —
Feats: Improved Initiative (B)
Environment: Any
Organization: Solitary or band (2-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: —

This walking skeleton bristles with three-inch bony spikes.

Spike skeletons are more resilient, deadlier skeletons. They are often used to demoralize enemy troops with their horrific and agonizing special abilities.

Spike skeletons can be created with a create undead spell cast by a 12th-level spellcaster.

COMBAT

Spike skeletons fight much like standard skeletons, except they never wield manufactured weapons.

Bleeding Wounds (Ex): A wound from a spike skeleton's bonespray or spikes attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application of any cure spell or other healing spell (heal, mass heal, and so on).

Bonespray (Ex): A spike skeleton emits a spray of razor-sharp bone shards whenever it hits an opponent with a spike attack. It also emits a bonespray whenever the skeleton takes more than 2 points of damage. Each bonespray deals 3d4 points of piercing damage and causes bleeding wounds (see above) to all creatures within a 5-foot burst centered on the skeleton. A successful DC 13 Reflex save halves this damage. Every time a spike skeleton emits a bonespray attack it takes 1d3 points of damage. The save DC is Charisma-based and includes a +2 racial bonus.

Burning Blood (Su): Once per day, a spike skeleton can add a spray of burning blood when making a bonespray special attack. The burning blood affects all opponents within the area affected by the bonespray, a 5-foot burst centered on the skeleton. Any opponent within this area that has bleeding wounds from a spike skeleton's bonespray or spike melee attacks must make a DC 11 Reflex save or the wounds burst into flames, dealing 3d4 points of fire damage per round over the next three rounds. Victims can make an additional DC 11 Reflex save after each round of fire damage to extinguish the flames and stop any further damage from that instance of burning blood. Creature without blood or a blood-like fluid such as ichor are unaffected by the burning blood. The save DCs are Charisma-based.

Spikes (Ex): A spike skeleton is covered in bony protrusions that allow the skeleton to make grapple and melee attacks as if it is wearing armour spikes. A hit with a spike attack triggers the spike skeleton's bonespray special attack.

Originally appeared in Dragon Magazine #234 (1996).
 
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Shade

Monster Junkie
Spider Queen

http://www.enworld.org/forum/genera...ing-monsters-d-d-official-video-games-27.html

Spider Queen
Large Magical Beast
Hit Dice: 9d10+27 (76 hp)
Initiative: +7
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 20 (–1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
Base Attack/Grapple: +9/+19
Attack: Bite +14 melee (1d6+9/19-20 plus poison)
Full Attack: Bite +14 melee (1d6+9/19-20 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, rebuke spiders (+3, 2d6+12, 9th), spider growth, web
Special Qualities: Darkvision 60 ft., immunity to poison, light sensitivity, low-light vision, spider empathy, tremorsense 60 ft., venom-bolstering aura
Saves: Fort +9, Ref +9, Will +4
Abilities: Str 22, Dex 17, Con 16, Int 7, Wis 13, Cha 16
Skills: Climb +14, Hide +6*, Jump +20, Listen +4, Move Silently +6*, Spot +12
Feats: Ability Focus (poison), Extra Turning, Improved Critical (bite), Improved Initiative
Environment: Any land and underground
Organization: Solitary, cluster (1 plus 2-8 monstrous spiders of Small to Large size), or court (1 plus 1 Huge monstrous spider consort, 2-8 Large spiders, and 2-20 Medium spiders)
Challenge Rating: 7
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Any evil
Advancement: 9-13 HD (Large); 14-27 HD (Huge)
Level Adjustment: —

A cluster of spiders approaches, seemingly organized around one particularly large arachnid in the group. This alpha spider appears ancient, nearly primeval, and seems to move with determination that suggests a greater sentience.

Spider queens are giant monstrous spiders grown intelligent after surviving for millennia.

A typical spider queen’s body is 12 feet long, weighing around 2,400 pounds. Spider queens arise from various breeds of monstrous spiders, so can appear slender or bloated, smooth or hairy, and may feature patterns or markings. They are generally slightly larger than other monstrous spiders of their kind.

Spider queens speak Abyssal and Undercommon.

COMBAT

Spider queens are usually accompanied by monstrous spiders of various sizes. They blend the traits of hunting spiders and web-spinners to great effect. A spider queen fights much like other spiders, although with better tactics and a greater sense of self-preservation.

Light Sensitivity (Ex): Spider queens are dazzled in bright sunlight or within the radius of a daylight spell.

Poison (Ex): Injury, Fortitude DC 21, initial and secondary damage 1d8 Con and 1d8 Str. The save DC is Constitution-based.

Rebuke Spiders (Su): A spider queen can rebuke and command spiders as a cleric rebukes undead. A spider queen's effective cleric level is equal to its Hit Dice. A spider queen can make up to 9 rebuke attempts per day.

Spider Empathy (Ex): Spider queens can communicate and empathize with any spider or arachnoid creature. This gives them a +4 racial bonus on checks when influencing the creature's attitude and allows the communication of simple concepts and (if the creature is friendly) commands, such as "friend," "foe," "flee," and "attack."

Spider Growth (Sp): Thee times per day, a spider queen can make a number of spiders grow to twice their normal size and eight times their normal weight. This is identical to an animal growth spell, except it affects spiders (and only spiders). Caster level equals Hit Dice. This is the equivalent of a 5th-level spell.

Tremorsense (Ex): A spider queen can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider queen’s webs.

Venom-Bolstering Aura (Su): A spider queen continuously emanates a supernatural aura that increases the toxicity of venom. The save DCs of all poison attacks made within 60 feet of a spider queen increase by +2. The spider queen benefits from her own aura (already figured into the poison, above).

Web (Ex): Spider queens often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider queen and one creature of the same size. A spider queen can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider queen. An entangled creature can escape with a successful DC 20 Escape Artist check or burst it with a DC 24 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Spider queens often create sheets of sticky webbing from 5 to 60 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 12 hit points, and sheet webs have damage reduction 5/—. The hit points increase by 2 for each size category increase above Large.

A spider queen can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Skills: Spider queens have a +4 racial bonus on Hide checks, a +8 racial bonus on Climb and Spot checks, and +10 racial bonus on Jump checks. A spider queen can always choose to take 10 on Climb checks, even if rushed or threatened. Spider queens use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Spider queens have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Originally appeared in Treasures of the Savage Frontier Adventure Journal (1992).
 
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Shade

Monster Junkie
Spider, Pack

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-13.html

Spider, Pack
Medium Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Bite +4 melee (1d6+2)
Full Attack: Bite +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Swarmfighting
Special Qualities: Darkvision 60 ft., low-light vision, tremorsense 60 ft.
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 11, Dex 17, Con 12, Int 2, Wis 10, Cha 2
Skills: Climb +11, Hide +7, Jump +10, Spot +8, Survival +5
Feats: Track, Weapon Finesse (B)
Environment: Temperate forests
Organization: Solitary or pack (2–12)
Challenge Rating: 1
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 3 HD (Medium); 4–7 HD (Large); 8–15 HD (Huge)
Level Adjustment: —

This dog-sized spider is covered with fur.

Pack spiders are used as watch-animals and hunters in several primitive societies. They may be found in any terrain, arctic to tropical.

A pack spider is about 5 feet in diameter. Fur coloration matches its normal surroundings.

COMBAT

In the wild, pack spiders run in packs to bring down their prey. They do not build webs, but stalk their prey over almost any terrain, and attack with large but nonpoisonous jaws.

Swarmfighting (Ex): Pack spiders can coordinate melee attacks against a single target and are adept at fighting side by side in close quarters. A giant pack spider can occupy the same 5-foot square in combat with any other pack spider at no penalty. When a pack spider engages a Medium or larger creature in melee, and at least one other pack spider threatens the target, it gains a +1 morale bonus on the attack roll. This bonus increases by +1 for each additional pack spider beyond the first that threatens the same target. The swarmfighting bonus can not exceed the Dexterity bonus of the pack spider making the attack.

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

Originally appeared in Dragon Magazine #67 (1982) as "giant hunting spider".
 
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