Creature Catalog new 3.5 conversions

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Shade

Monster Junkie
Spider Cat

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-36.html

Spider Cat
Large Magical Beast
Hit Dice: 7d10+21 (59 hp)
Initiative: +6
Speed: 60 ft. (12 squares), climb 60 ft.
Armor Class: 21 (–1 size, +6 Dex, +6 natural), touch 15, flat-footed 15
Base Attack/Grapple: +7/+15
Attack: Bite +12 melee (1d8+4 plus poison)
Full Attack: Bite +12 melee (1d8+4 plus poison) and 2 claws +10 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, web
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., immunity to mind-affecting spells and abilities, immunity to webs, low-light vision, scent, spell resistance 13, tremorsense 60 ft., verminlike
Saves: Fort +8, Ref +11, Will +3
Abilities: Str 19, Dex 23, Con 16, Int 3, Wis 12, Cha 7
Skills: Balance +8, Climb +14, Hide +9*, Jump +20, Move Silently +11, Spot +9
Feats: Ability Focus (poison), Multiattack, Weapon Finesse
Environment: Warm plains
Organization: Solitary, pair, or pride (3–12)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 8-13 HD (Large); 14-21 HD (Huge)
Level Adjustment: —

This creature has the thorax and abdomen of a desert tarantula, while the front half of its body resembles that of a muscular lion. Its leonine appearance is broken by the large, sharpened mandibles that form its mouth. Its entire body is covered in tawny fur

Much like griffons, spider cats are powerful, majestic creatures combining the characteristics of a lion with another creature. Rather than blending with eagles, these creatures blend in the traits of a desert tarantula.

Spider cats form prides similar to lions, and like lions, are generally near the top of the food chain. Spider cats attack all living creatures smaller than themselves. They avoid undead, apparently finding the smell repulsive to their keen olfactory sensors. They collect treasure by accident, though their ravages usually ensure that the remains of many victims and their belongings will be found in their cavern lairs.

Sages speculate that spider cats are the creations of a mad wizard, millenia dead. They breed true, laying eggs like spiders.

A typical spider cat's body is 10 feet long. It weighs 1,200 to 1,500 pounds.

Spider cats cannot speak.

COMBAT

Spider cats hunt much like spiders, using webs to trap prey or to lie in ambush. Once suitable prey is spotted, a spider cat pounces like a lion, sinking its foreclaws and teeth into the victim while injecting an extremely potent venom.

Spider cat webbing is extremely hard to break, gaining tensile strength as its victim struggles.

Immunity to Webs (Ex) A spider cat is unaffected by natural and magical webs.

Poison (Ex): Injury, Fortitude DC 18, initial and secondary damage 1d6 Con. The internal organs of victims killed by the spidercat's poison are liquefied, so creatures killed by the poison cannot be returned to life by raise dead. Resurrection or greater magic works as usual, however. The save DC is Constitution-based.

Pounce (Ex): If a spider cat drops upon or charges a foe, it can make a full attack.

Verminlike (Ex): Although a magical beast, spider cats are largely verminlike in nature. As a result, they are vulnerable to any spell that affects vermin, and their immunity to mind-affecting spells and abilities does not apply to spells that specifically target vermin.

Web (Ex): Spider cats 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 cat and one creature of the same size. Spider cats 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 cat. 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 Escape Artist check DC includes a +4 racial bonus, while the Strength check DC includes a +8 racial bonus.

Spider cats 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 14 hit points (16 hp for a Huge spider cat), and sheet webs have damage reduction 5/—.

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

Skills: A spider cat has a +2 racial bonus on Balance and Move Silently checks, a +4 racial bonus on Hide, Jump, and Spot checks, and a +8 racial bonus on Climb checks. Spider cats use either their Strength or Dexterity modifier for Climb checks, whichever is higher. A spider cat can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Originally appeared in Dragon Magazine #118 (1987).
 
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Shade

Monster Junkie
Unicorn, Bay

http://www.enworld.org/forum/general-monster-talk/271060-special-conversion-thread-unicorns.html

Unicorn, Bay
Large Magical Beast
Hit Dice: 6d10+30 (63 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Horn +13 melee (1d8+8)
Full Attack: Horn +13 melee (1d8+8) and 2 hooves +5 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., spell-like abilities, immunity to charm, compulsion, fire, and poison, low-light vision, scent, smoke-sight, spell resistance 9
Saves: Fort +10, Ref +8, Will +6
Abilities: Str 20, Dex 17, Con 21, Int 6, Wis 19, Cha 22
Skills: Climb +8, Listen +9, Move Silently +7, Spot +9, Survival +7*
Feats: Alertness, Empower Spell-Like Ability (burning hands), Skill Focus (Survival)
Environment: Underground
Organization: Solitary, pair, or inferno (3–6)
Challenge Rating: 4
Treasure: No coins, standard goods, standard items
Alignment: Always neutral evil
Advancement: 7-12 HD (Large)
Level Adjustment: +4 (cohort)

This powerful, equine creature has a chestnut-colored coat and glowing red eyes. A single gnarled and twisted horn, about 2 feet long, grows from the center of the forehead. The hooves are cloven.

Bay unicorns, unlike their sylvan kin, are vile creatures found beneath the earth. Because of their affinity for fire-related powers, they are often called "pyrocorns".

Bay unicorns occasionally allow themselves to be tamed and ridden by evil human or drow maidens who have an affinity for fire magic or who worship a god of fire.

A typical adult pyrocorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.

Bay unicorns speak Ignan, Sylvan, and Undercommon.

COMBAT

Bay unicorns are evil and omnivorous. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the pyrocorn.

Smoke-Sight (Su): Smoke does not inhibit a bay unicorn's vision in any way.

Spell-Like Abilities: Bay unicorns can use detect good at will as a free action. Once per day a bay unicorn can use greater teleport to move anywhere within its territory (typically, a cavern network of 1-mile diameter). It cannot teleport beyond the boundaries of its territory nor back from outside.

A bay unicorn can use empowered burning hands (DC 17) three times per day, and can use fireball (DC 19), heat metal (DC 18), produce flame, and pyrotechnics (DC 18) each once per day, with each effect emanating from its horn. Caster level 8th. The save DC is Charisma-based.

Skills: Bay unicorns have a +4 racial bonus on Move Silently checks. *Bay unicorns have a +3 competence bonus on Survival checks made in underground environments.

Originally appeared in Dragon Magazine #190 (1993).
 
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Shade

Monster Junkie
http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-17.html

Beetle, Giant, Stink
Medium Vermin
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d6+3)
Full Attack: Bite +4 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stench
Special Qualities: Darkvision 60 ft., evasion, vermin traits
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 14, Dex 10, Con 13, Int —, Wis 10, Cha 9
Skills: —
Feats: —
Environment: Temperate and warm forests
Organization: Cluster (2-5) or click (6-11)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: —

This large, black beetle has a triangular head and two long, razor-sharp mandibles.

Giant stink beetles are predatory insects closely related to giant slicer beetles and tiger beetles.

A typical giant stink beetle is 6 to 7 feet in length.

COMBAT

Giant stink beetles generally only employ their stink spray when threatened or upon their destruction.

Death Throes (Ex): When a giant stink beetle dies, it releases a stink spray attack instantly, regardless of how many times it has used that special attack that day.

Stink Spray (Ex): Three times per day, a giant stink beetle can spray a 10-foot cone of odoriferous chemicals. Any creature caught in the cone must make a DC 12 Fort save or be sickened for 1d6+4 rounds. If the victim possesses the scent special quality, it is instead nauseated for 1d6 rounds and then sickened for 2d6 minutes on a failed save. The save DC is Constitution-based.

Originally appered in Monstrous Compendium Annual Volume Three (1996).
 
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Shade

Monster Junkie
Men-shen

http://www.enworld.org/forum/genera...verting-oriental-adventures-creatures-10.html

Men-shen
Large Outsider (Extraplanar, Lawful, Spirit)
Hit Dice: 10d8+30 (75 hp)
Initiative: +3
Speed: 30 ft. (6 squares), fly 30 ft. (perfect)
Armor Class: 26 (–1 size, +4 Cha, +3 Dex, +10 natural) touch 16, flat-footed 23
Base Attack/Grapple: +10/+21
Attack: +4 axiomatic longsword +21 melee (2d6+14/17-20)
Full Attack: +4 axiomatic longsword +21/+16 melee (2d6+14/17-20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Astral jaunt, detect thoughts, frightful presence, spell-like abilities, summon sword
Special Qualities: Blindsight 30 ft., damage reduction 10/chaotic, darkvision 60 ft., evasion, immunity to mind-affecting spells and abilities, improved improved uncanny dodge, spell resistance 19, unearthly grace
Saves: Fort +10, Ref +10, Will +9
Abilities: Str 25, Dex 17, Con 16, Int 12, Wis 14, Cha 19
Skills: Autohypnosis +15, Balance +5, Diplomacy +6, Escape Artist +3 (+5 bindings), Intimidate +21, Jump +9, Knowledge (the planes) +14, Knowledge (religion) +14, Listen +23, Sense Motive +23, Spot +23, Survival +2 (+4 on other planes), Tumble +16, Use Rope +16
Feats: Combat Reflexes, Improved Critical (longsword), Power Attack, Weapon Focus (longsword)
Environment: Spirit World
Organization: Solitary or pair
Challenge Rating: 9
Treasure: Standard
Alignment: Always lawful neutral
Advancement: 11-30 HD (Large)
Level Adjustment: —

This oversized, golden-skinned human has a grim countenance. Its topknot is braided with flowers and hangs to the middle of its back. The creature is resplendent in the regalia of an army general, its uniform pressed and spotless, and the medals and buttons upon it polished and sparkling. It carries a large red sword.

Men-shen are greater spirits who serve as guardians or protectors against intruders, evil spirits, or similar threats.

The original men-shen were famous generals of a good emperor. When the emperor fell ill due to the nightly visits of an evil dragon, these generals volunteered to stand watch at his door. For several nights, nothing happened; still, the generals never deserted their posts, remaining alert at all times and shunning sleep. Concerned for the well-being of the generals, the emperor ordered that paintings of the two men be rendered on the door posts. So effective had been their vigilance that even the paintings kept the dragon at bay. To this day, mortals paint the images of men-shen on the door posts of their homes, hoping to frighten evil spirits.

The Celestial Emperor sometimes assigns tasks to men-shen, but more often these spirits are invoked or summoned by mortals. The men-shen generals consider each request for assistance; if the generals deem such requests to be worthy, a men-shen (or men-shen couple) is dispatched. Such requests usually involve guarding tombs, shrines, or treasure vaults. Requests for men-shen to intervene directly in mortal affairs (such as an attack upon one's enemies) usually are ignored by the generals. When assigned as a guardian, a men-shen’s duties normally extend from dusk to dawn, allowing him to spend the rest of the day in the Celestial Court.

A men-shen stands 8 feet tall and weighs 400 to 450 pounds. Eye coloration may be black, blue, or red. Men-shen hair coloration matches those of humans, and they wear it either long and flowing, in a single topknot braided with flowers, or shaved completely bald.

Men-shen speak Common, Celestial, and Draconic.

COMBAT

If a men-shen has been assigned to protect a place or person, or if he has agreed to perform any other service, he will faithfully discharge his duties to the death.

A men-shen is rarely surprised, due to its keen senses and continuous ability to detect thoughts. A men-shen normally tries to frighten off intruders with its frightful presence ability, and if the interlopers are too foolish to flee, it attacks mastefully with its sword.

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

Astral Jaunt (Su): A men-shen can shift from the Astral Plane to the Material Plane as a free action, and shift back again as a move action. A men-shen can also shift from the Astral Plane to any Outer Plane (or vice versa) as a standard action. This ability is otherwise identical with the ethereal jaunt spell (caster level 15th).

Detect Thoughts (Su): A men-shen can continuously use detect thoughts as the spell (caster level 18th; Will DC 19 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Frightful Presence (Ex): When a men-shen charges, attacks, or flies overhead, it inspires terror in all creatures within 120 feet that have fewer Hit Dice or levels than it has. Each potentially affected opponent must attempt a DC 19 Will save. On a failure, a creature with 4 or fewer HD becomes panicked for 4d6 rounds, and one with 5 or more HD becomes shaken for 4d6 rounds. A successful save leaves that opponent immune to that men-shen's frightful presence for 24 hours. Men-shen ignore the frightful presence of other men-shen.

Spell-Like Abilities: At will—greater invisibility (self only); 2/day—polymorph. Caster level 10th. The save DCs are Charisma-based.

Summon Sword (Su): A men-shen can summon its +4 axiomatic longsword to its hand as a swift action, even if the sword is on another plane or being held by an enemy. The sword can only be wielded by the men-shen, if any other creature tries to attack with it the weapon will vanish. If the men-shen dies, its sword crumbles into dust. A dimensional anchor effect prevents the sword from being summoned.

Unearthly Grace (Su): A men-shen adds its Charisma modifier as a deflection bonus to its Armor Class.

Skills: Men-shen have a +4 racial bonus on Intimidate checks and a +8 racial bonus on Listen, Sense Motive, and Spot checks.

Originally appeared in OA4 - Blood of the Yakuza (1987).
 
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Shade

Monster Junkie
Beetle, Giant, Tiger

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-17.html

Beetle, Giant, Tiger
Medium Vermin
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 17 (+5 natural, +2 Dex), touch 12, flat-footed 15
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (2d6+3)
Full Attack: Bite +4 melee (2d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Agile runner, darkvision 60 ft., sprint, vermin traits
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 14, Dex 14, Con 13, Int —, Wis 10, Cha 9
Skills: —
Feats: Run (B)
Environment: Temperate and warm deserts and forests
Organization: Cluster (2-5) or click (6-11)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: —

This large beetle has large bulging eyes, long, slender legs and large curved mandibles. Its abdomen is striped like a tiger.

Giant tiger beetles are swift, predatory insects. Both diurnal and nocturnal subspecies exist, and they range along a wide variety of climes.

A typical giant tiger beetle is 6 to 7 feet in length.

COMBAT

Giant tiger beetles utilize their great speed and agility to run down prey.

Agile Runner (Ex): A giant tiger beetle can make two turns of up to 90 degrees each while taking a run or charge action.

Sprint (Ex): Once per hour, a giant tiger beetle can move ten times its normal speed (500 feet) when it makes a charge.

Burrowing Giant Tiger Beetle
Some tiger beetles live underground in fungus caves and similar places, or aboveground in thick humus. Burrowing giant tigers beetles lack the sprint special quality of their surface relatives, but gain a burrow speed.

The statistics differ as follows:
Speed: 40 ft. (8 squares), burrow 20 ft.
Special Qualities: Agile runner, darkvision 60 ft., vermin traits
Environment: Temperate and warm forests or underground

Originally appered in Basic Set (magenta box) (1981).
 
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Shade

Monster Junkie
Roc, Zakharan, Great

http://www.enworld.org/forum/general-monster-talk/268436-converting-al-qadim-creatures-10.html

Roc, Zakharan, Great
Colossal Magical Beast
Hit Dice: 24d10+216 (348 hp)
Initiative: +6
Speed: 20 ft. (4 squares), fly 60 ft. (average)
Armor Class: 20 (-8 size, +2 Dex, +16 natural), touch 4, flat-footed 18
Base Attack/Grapple: +24/+58
Attack: Talon +34 melee (4d6+18) or boulder +18 ranged
Full Attack: 2 talons +34 melee (4d6+18) and bite +32 melee (4d8+9) or boulder +18 ranged
Space/Reach: 30 ft./20 ft.
Special Attacks: Drop boulder
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +23, Ref +16, Will +12
Abilities: Str 46, Dex 15, Con 28, Int 6, Wis 15, Cha 13
Skills: Hide -7, Listen +13, Spot +17
Feats: Alertness, Dire Charge, Flyby Attack, Hover, Improved Initiative, Iron Will, Multiattack, Power Attack, Snatch
Environment: Warm mountains and island forests
Organization: Solitary or pair
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 25-72 HD (Colossal)
Level Adjustment: —

This enormous bird displays brilliant, multicolored plumage.

Zakharan rocs have brilliant, multicolored plumage. Their wings and backs are typically a shade of green or gold, and females have snowy breasts. Their heavy, powerful beaks range from pale ivory to a rich shade of brass. The wing tips of a common Zakharan roc are azure. Males sport crests of a color matching their wing tips. On extremely rare occasions, pure white, black, or red rocs have been sighted.

These enormous creatures are 120 feet long from their beak to the end of their 40-foot long tail feathers, with wingspans as wide as 270 feet. A typical Zakharan great roc weighs between 200,000 and 250,000 pounds.

Zakharan great rocs speak Auran and Common and can speak with any avian creature (as if using a speak with animals spell).

COMBAT

A roc attacks from the air, swooping earthward to snatch prey in its powerful talons and carry it off for itself and its young to devour. A solitary roc is typically hunting and will attack any Medium or larger creature that appears edible. A mated pair of rocs attack in concert, fighting to the death to defend their nests or hatchlings.

Zakharan great rocs like to crack tough opponents, ships or fortifications by dropping boulders from the sky.

Drop Boulder (Ex): A great roc may drop a boulder as a ranged attack with five range increments of 40 feet. A dropped boulder deals 1d6 points of damage plus 1d6 points of damage for every 10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage).

Skills: Zakharan rocs have a +4 racial bonus on Spot checks.

In Zakhara
Zakharan rocs frequent regions in which they can readily find large prey, such as the mountains bounding the Ruined Kingdoms and the island of Afyal. A few, for whom pickings are slim, have been seen soaring over desert wastes and open expanses of ocean.

Originally appeared in Land of Fate (1992).
 
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Shade

Monster Junkie
Unicorn, Dark

http://www.enworld.org/forum/general-monster-talk/271060-special-conversion-thread-unicorns.html

Unicorn, Dark
Large Magical Beast
Hit Dice: 6d10+30 (63 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Horn +13 melee (2d8+8 plus paralysis)
Full Attack: Horn +13 melee (2d8+8 plus paralysis) and 2 hooves +5 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Paralysis, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to charm, compulsion, and poison, light blindness, low-light vision, scent, see in darkness, spell resistance 13
Saves: Fort +10, Ref +8, Will +7
Abilities: Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24
Skills: Jump +21, Listen +12, Move Silently +7, Spot +12, Survival +10*
Feats: Alertness, Combat Casting, Run
Environment: Dark forests and underground
Organization: Solitary, pair, or malice (3–6)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-12 HD (Large)
Level Adjustment: +4 (cohort)

This powerful, equine creature has a glossy jet coat and coal-black eyes. A single gnarled and twisted horn, about 2 feet long, grows from the center of the forehead. The hooves are cloven.

Dark unicorns are vile equines with an affinity for darkness. They are carnivorous, and prefer to eat their meat while it is still alive.

Dark unicorns occasionally allow themselves to be tamed and ridden by extremely evil fighters or rogues of either gender.

A typical adult dark unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.

Dark unicorns speak Common, Sylvan, and Undercommon.

COMBAT

Dark unicorns enjoy inflicting pain. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unicorn.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a dark unicorn for 1 round. On subsequent rounds, it is dazzled as long as it remains in the affected area.

Paralysis (Ex): Those hit by a dark unicorn's horn attack must succeed on a DC 18 Fortitude save or be paralyzed for 1d4+1 rounds. The save DC is Constitution-based.

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

Spell-Like Abilities: Dark unicorns can use detect good at will as a free action. Once per day a dark unicorn can use greater teleport to move to any area of darkness. If the target destination is illuminated, the unicorn teleports to some other dark location that will accommodate it.

A dark unicorn can use silence (DC 20) at will. It can use greater invisibility upon itself three times per day. It can use deeper darkness three times per day, with the effect emanating from its horn. Caster level 8th. The save DC is Charisma-based.

Skills: Dark unicorns have a +4 racial bonus on Move Silently checks. *Dark unicorns have a +3 competence bonus on Survival checks made in areas of darkness.

Originally appeared in Dragon Magazine #190 (1993) as "black unicorn".
 
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Shade

Monster Junkie
Skeleton, Defiling

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-11.html

Skeleton, Defiling
Medium Undead
Hit Dice: 4d12+4 (30 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 17 (+3 Dex, +2 natural, +2 leather armor), touch 13, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Masterwork greatsword +5 melee (2d6+3/19-20) or claw +4 melee (1d4+2) or javelin +5 ranged (1d6+2)
Full Attack: Masterwork greatsword +5 melee (2d6+3/19-20) or 2 claws +4 melee (1d4+2) or javelin +5 ranged (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Defiling rejuvenation
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, +2 turn resistance, undead traits, unholy toughness
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 15, Dex 16, Con —, Int —, Wis 10, Cha 12
Skills: —
Feats: Improved Initiative (B)
Environment: Any
Organization: Solitary or band (2-20)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 5-8 HD (Medium), 9-12 HD (Large)
Level Adjustment: —

The bones of this animated humanoid skeleton are blackened and charred. It wears leather armor and carries a sheath of javelins upon its back. An obsidian jewel is implanted in its forehead.

Defiling skeletons are found only in the DARK SUN® campaign, where they are among the most feared and reviled of undead soldiers. An obsidian jewel is imbedded in each skeleton’s forehead. Many of them have blackened bones, as though they’ve been burned. All carry weapons, usually swords or clubs.

Defiling skeletons are specialized skeletons that absorb life energy to rejuvenate themselves. While this defiling takes place, the obsidian jewel in the skeleton’s forehead glows brightly.

Defiling skeletons are a terrible threat to plant life in a region. A small contingent loosed upon a settlement can take quite a toll on crops. They are particularly despised by druids, which hunt them tirelessly.

A defiling skeleton can be created with a create undead spell from a 12th-level caster with an additional material component: a gem worth 100 gp per Hit Die of the defiling skeleton to be created.

COMBAT

Defiling skeletons are relentless foes, hurling missiles as they march up to their opponents then charging in with their greatswords. Those that fall to battle-damage use defiling rejuvenation to repair themselves and rejoin the fight. They never retreat from combat unless specifically ordered to.

Defiling Rejuvenation (Su): When a defiling skeleton is reduced to 0 hp, it collapses and becomes inert for one round. The next round, it draws life-force from all vegetation within a 30-foot radius, killing all normal plants within the area. Plant creatures take 1d6 damage per hit dice the defiling skeleton possesses (DC 13 Fort save for half damage). The obsidian jewel in the skeleton’s forehead glows brightly while this defiling of nearby plant life takes place. The next round the defiling skeleton rises up, restored to full hit points. Striking the skeleton while it is inert has no effect, nor does it delay the rejuvenating. The save DC is Charisma-based.

The destruction of the jewel embedded in the defiling skeleton's forehead (AC 13, hp 6) stops the rejuvenation. The defiling skeleton cannot rejuvenate if its body is entirely destroyed by a cleric's turn attempt, disintegrate spell or similar effect, or if the jewel's magic is disrupted by a dispel magic spell or similar power while it is rejuvenating (no save or level-check required). Such effects will cause its immediate and permanent destruction.

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

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

Monster Junkie
Roc, Zakharan, Two-Headed

http://www.enworld.org/forum/general-monster-talk/268436-converting-al-qadim-creatures-10.html

Roc, Zakharan, Two-Headed
Gargantuan Magical Beast
Hit Dice: 20d10+140 (250 hp)
Initiative: +6
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 17 (-4 size, +2 Dex, +9 natural), touch 8, flat-footed 15
Base Attack/Grapple: +20/+46
Attack: Talon +30 melee (3d6+14) or boulder +18 ranged
Full Attack: 2 talons +30 melee (3d6+14) and 2 bites +28 melee (3d8+7) or boulder +18 ranged
Space/Reach: 20 ft./15 ft.
Special Attacks: Drop boulder
Special Qualities: All-around vision, darkvision 60 ft., low-light vision
Saves: Fort +19, Ref +14, Will +10
Abilities: Str 38, Dex 15, Con 24, Int 6, Wis 15, Cha 13
Skills: Hide -3, Listen +14, Search +2, Spot +20
Feats: Alertness, Combat Reflexes (B), Flyby Attack, Hover, Improved Initiative (B), Iron Will, Multiattack, Power Attack, Snatch
Environment: Warm mountains and island forests
Organization: Solitary or pair
Challenge Rating: 12
Treasure: 25% coins, 50% goods (gems and jewelery only), no items
Alignment: Usually chaotic evil
Advancement: 21-32 HD (Gargantuan); 33-54 (Colossal)
Level Adjustment: —

This enormous, two-headed bird displays brilliant, multicolored plumage.

Zakharan rocs have brilliant, multicolored plumage. Their wings and backs are typically a shade of green or gold, and females have snowy breasts. Their heavy, powerful beaks range from pale ivory to a rich shade of brass. The wing tips of a two-headed Zakharan roc are jet. Males sport crests of a color matching their wing tips. On extremely rare occasions, pure white, black, or red rocs have been sighted.

Two-headed rocs are noted for their sly intelligence and evil disposition. They extort food and fealty from small settlements, and kill and destroy out of sheer malice. A two-headed roc may be persuaded to aid in some villainy if the result will be a lot of dead herd animals.

Male two-headed rocs also collect shiny baubles to line their nests in hopes of attracting mates. The monetary value of such treasures is not important to these monsters; they would slaughter a wedding party to steal the cheap but highly-polished pewter-gilt dishes, but ignore a pile of dull but priceless uncut diamonds.

These enormous creatures are 60 feet long from their beak to the end of their 20-foot long tail feathers, with wingspans as wide as 120 feet. A typical Zakharan roc weighs between 25,000 and 30,000 pounds.

Two-headed Zakharan rocs speak Auran and Common and can speak with any avian creature (as if using a speak with animals spell).

COMBAT

A roc attacks from the air, swooping earthward to snatch prey in its powerful talons and carry it off for itself and its young to devour. A solitary roc is typically hunting and will attack any Medium or larger creature that appears edible. A mated pair of rocs attack in concert, fighting to the death to defend their nests or hatchlings.

Two-headed Zakharan rocs like to crack tough opponents, ships or fortifications by dropping boulders from the sky.

Having a redundant head makes a two-headed roc more able to survive otherwise lethal attacks. Thus a vorpal blade would have to remove both heads to have its usual effect.

All-Around Vision (Ex): A two-headed roc's multiple heads prevent it from being flanked.

Drop Boulder (Ex): A two-headed roc may drop a boulder as a ranged attack with five range increments of 40 feet. A dropped boulder deals 1d6 points of damage plus 1d6 points of damage for every 10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage).

Skills: Two-headed Zakharan rocs have a +4 racial bonus on Listen and Search checks, and a +8 racial bonus on Spot checks.

In Zakhara
Zakharan rocs frequent regions in which they can readily find large prey, such as the mountains bounding the Ruined Kingdoms and the island of Afyal. A few, for whom pickings are slim, have been seen soaring over desert wastes and open expanses of ocean.

Originally appeared in Land of Fate (1992).
 
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Shade

Monster Junkie
Golem, Nyraala

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-51.html

Golem, Nyraala
Large Construct
Hit Dice: 10d10+30 (85 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 23 (–1 size, –1 Dex, +15 natural), touch 8, flat-footed 23
Base Attack/Grapple: +7/+18
Attack: Slam +13 melee (2d8+7)
Full Attack: 2 slams +13 melee (2d8+7) and tentacle +11 melee (1d10+3)
Space/Reach: 10 ft./10 ft. (20 ft. w/tentacle)
Special Attacks: Tentacle parry
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., fungal form, low-light vision, spell resistance CR+15
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 25, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: Multiattack (B)
Environment: Underground
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral evil
Advancement: 12-18 HD (Large); 19-30 HD (Huge)
Level Adjustment: —

A purple humanoid torso with two powerful humanoid arms sits atop three large tentacles in place of legs. A long, thick tentacle has replaced its neck and head. Its moist skin gives off a faint odor of spoiled meat.

Nyraala golems are a melding of humanoid flesh, psionically active illithid mucous, and a special form of Underdark fungus that can be harvested only once every ten years. These constructs are able to collapse into mounds of seemingly inactive fungal growth, effectively hidden from intruders until ready to strike.

Nyraala golems are popular within illithid communities, for, although inferior to the brain golems, they do not require a petition to the elder brain to obtain one. They also provide a measure of status to their illithid owners due to the expense required in their creation.

These constructs are usually programmed to guard the dwellings and treasure chambers of their illithid masters, retrieve items from hostile areas, protect travelling mind flayers and the bodies of astral projecting ones, and capture specific targets. Programming any action into a particular golem takes at least a day, and each may be set to perform only one task at a time. The psionic programming process allows for only very specific actions to be set, and it is not unknown for a nyraala golem to stop and remain motionless when unforeseen circumstances complicate its currently assigned task.

A nyraala golem stands 10 feet tall and weighs 1,000 pounds.

A nyraala golem cannot speak. It makes a sickening, liquid squishing sound when it moves.

COMBAT

Nyraala golems are mindless like most golems. However, the illithids' psionic engineering allows them to program the constructs to execute efficient, preset tactics in the heat of battle. When an enemy is detected, nyraala golems reanimate their bodies in a gory implosion of mucous and flailing limbs. Nyraala golems instinctively focus their attacks on opponent spellcasters and psionic manifesters. They never attack mind flayers under any circumstances.

Fungal Form (Su): A nyraala golem can take the shape of a 30-foot-diameter film of strange-looking fungus that covers floor, walls, and ceiling. In fungal form, the golem can take no actions, but it can sense its surroundings normally. It takes a full round for a nyraala golem to change into its fungal form, but it can transform from its fungal form into its normal form as a swift action, allowing the golem to move and/or attack in the same round.

Since a nyraala golem looks like a normal patch of fungus in its fungal form, it takes a DC 30 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the construct.

Tentacle Parry (Ex): A nyraala golem can use an immediate action to attempt to parry a single melee attack by any opponent within reach of its tentacle. The golem makes a tentacle attack roll; if the result is equal to or higher than the opponent's attack roll, it successfully parries the blow and takes no damage. The golem can not make a regular tentacle attack in a round it uses tentacle parry.

Construction
A nyraala golem is created by melding together humanoid flesh, psionically active illithid mucous, and a special form of Underdark fungus. Assembly requires a minimum of six humanoid corpses that have not decayed significantly. In some cases, more bodies may be necessary.

The golem costs 13,500 gp to create, which includes 1,000 gp for rare unguents and the special Underdark fungi. Assembling the body requires a DC 13 Heal check.

CL 8th; Craft Construct, animate dead, bull's strength, geas/quest, limited wish, (or, if a psion, animal affinity, astral construct VII, metamorphosis, psychofeedback, restore extremity); Price 25,000 gp; Cost 13,500 gp + 960 XP.

Originally appeared in Dragon Magazine #255 (1999).
 
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