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Shade

Monster Junkie
Giant, Bosk

http://www.enworld.org/showthread.php?t=227195&page=3

Giant, Bosk
Huge Giant
Hit Dice: 14d8+84 (147 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 16 (–2 size, +8 natural) touch 8, flat-footed 16
Base Attack/Grapple: +10/+26
Attack: Greatclub +16 melee (3d8+12) or slam +16 melee (1d6+8)
Full Attack: Greatclub +16/+11 melee (3d8+12) or 2 slams +16 melee (1d6+8)
Space/Reach: 15 ft./15 ft.
Special Attacks: Swamp spit
Special Qualities: Low-light vision
Saves: Fort +15, Ref +4, Will +8
Abilities: Str 27, Dex 10, Con 23, Int 5, Wis 14, Cha 8
Skills: Hide -3*, Listen +8, Spot +8
Feats: Awesome Blow, Cleave, Improved Bull Rush, Iron Will, Power Attack
Environment: Warm forests and marshes (Chislev)
Organization: Solitary, pair, raiding party (3-4 giants and 1-2 juveniles), or village (7-13 plus one 5th level leader plus 7-13 infants and juveniles)
Challenge Rating: 10
Treasure: Double goods; standard items
Alignment: Often neutral evil
Advancement: By character class
Level Adjustment: +5

This towering humanoid, nearly twenty feet tall, is muscular and handsome. Its skin is dark green, and it wears a patchwork garment of animal hides. Hair hangs from its head in grasslike clumps. It wields a fallen tree like a club.

Bosk giants are native to the jungle world of Chislev, where giants are the dominant species and humanoids are seen as little more than animals. Bosk giants prefer tropical areas with large areas of water, the more fetid the better.

Bosk giants enjoy the taste and smell of fetid water, but will settle for pure water if they must. They are strict vegetarians, preferring sodden roots and overripe fruits. Bost giants consider nuts a delicacy, and can occasionally be bribed with these foods.

Bosk giants occasionally raid humanoid settlements for sport, to take slaves, or to simply spread fear.

A bosk giant stands about 19 feet tall and weighs about 8,000 pounds. Skin coloration ranges from pale olive to green so dark it is nearly black. Their hair is always green, growing in clumps like grass. Bosk giants can live to be 120 years old.

A bosk giant's bag usually contains a wooden drinking bowl, dish, and spoon, a flint knife, tools made out of shells or antlers, miscellaneous food, and the occasional live animal or bound slave.

Bosk giants speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.

Combat

Bosk giants eschew ranged weapons in favor of pummeling opponents with large clubs and beefy fists. They can also belch forth a mixture of stomach juices and swamp water to injure and nauseate adversaries.

Swamp Spit (Ex): Bosk giants can spit swamp water combined with their gastric juices at enemies. This is a 30-foot line that deals 3d8 points of acid damage (Reflex DC 23 half). Additionally, a creature in the line must succeed on a DC 23 Fortitude save or become nauseated for 1d6 rounds. The save DCs are Constitution-based.

A bosk giant can store enough swamp water to spit twice. After that, it may spend a full-round action to swallow enough swamp water to spit again. A swamp giant may refill its stomach after only a single use, but may never store more than two uses worth of swamp water.

Skills: *Bosk giants gain a +8 racial bonus on Hide checks made in marsh and jungle environments.

Bosk Giant Society

Bosk giants form simple villages near areas of standing water, crudely crafting huts from rotted trees. A typical village consists of 7-13 adults and an equal number of infants and juveniles. Each village is loosely ruled by the strongest giant, whose few orders are followed without question.

Juvenile bosk giants have the same statistics as hill giants, while infants can be treated as ogres. Juveniles and infants possess a lesser version of the swamp spit ability (DC 20, 2d8 damage for juveniles and DC 14, 1d8 damage for infants).

Bosk Giant Characters

The favored class of bosk giants is barbarian. Bosk giant leaders often wield Gargantuan wooden morningstars crafted by shaving large tree limbs to sharp points. They may wield these oversized weapons in two hands with no penalty.

Bosk giant clerics worship Zeboim, an evil nature deity (see page 134 of the Dragonlance Campaign Setting).

Originally appeared in SJR7 - Krynnspace (1993).
 
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Shade

Monster Junkie
Walking Stick, Giant

http://www.enworld.org/forum/showthread.php?t=199555&page=12

Walking Stick, Giant
Large Vermin
Hit Dice: 9d8+18 (58 hp)
Initiative: +5
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +6/+23
Attack: Kick +8 melee (1d8+3)
Full Attack: 2 kicks +8 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Defensive spray
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +8, Ref +4, Will +5
Abilities: Str 17, Dex 12, Con 15, Int —, Wis 14, Cha 11
Skills: Climb +11, Hide +1*, Spot +6
Feats: Improved Initiative (B)
Environment: Temperate forests
Organization: Solitary or swarm (2-20)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 10-17 HD (Large), 18-26 HD (Huge)
Level Adjustment: -

What appeared to be a fallen tree begins to move on six broad, flat legs. Long, slender antennae flick about before its long, cylindrical body.

Phasmatodea, also known as walking sticks, stick insects, or leaf insects, can be found in gigantic varieties in some fantasy worlds.

Since females walking sticks lack a well-developed ovipositor, their eggs are dropped one at a time to the ground. These eggs resemble coconut-sized seeds, and often do not hatch for over a year.

A giant walking stick is 8 feet long and weighs around 100 pounds. Coloration varies from brown to green, or even yellow.

Combat

Giant walking sticks are non-aggressive, but will defend themselves if threatened. Giant walking sticks can rapidly kick with their spined legs, or can produce a defensive spray to drive off predators.

Defensive Spray (Ex): Once every 1d4 rounds, 30-foot cone, blindness for 1d4 rounds, Reflex DC 17 negates. The save DC is Constitution-based.

Skills: A giant walking stick has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A giant walking stick can always choose to take 10 on Climb checks, even if rushed or threatened. *Because of its camouflage, the Hide bonus increases to +12 when near trees (alive or dead) and a +20 when a walking stick is surrounded by foliage.

Training a Giant Walking Stick

Training a giant walking stick as a mount requires a successful Handle Animal check (DC 30). Giant walking stick eggs are worth 400 gp on the open market. Professional trainers charge 1,200 gp to tame a giant walking stick. A properly trained giant walking stick mount is worth 1,200 gp on the open market.

Riding a giant walking stick requires an exotic saddle. A giant walking stick can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Carrying Capacity: A light load for a giant walking stick is up to 258 pounds; a medium load, 259-519 pounds; and a heavy load, 520-780 pounds. A giant walking stick can drag 3,900 pounds.

Timemidae

A variant of stick insects, the giant timemidae, or leaf insects, mimic leaves and foliage rather than sticks and trunks. These creatures share the same statistics as the giant walking stick, but gain a fly speed of 30 feet (poor manueverability).

Originally appeared in Adventure Pack I (1987).
 
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Shade

Monster Junkie
Life-Bane Duplicate

Life-bane duplicates are parasitic entities first created by the sorceress Nuala. The spells she used to create them have been lost to the ages, but may still exist in some undiscovered ruins. They occasionally arise as the result of a failed incantation, or as a side effect of using time-altering magic.

When slain, a life-bane duplicate and all of its duplicated equipment vanish in a brilliant flash of light, leaving behind not a single trace.

Life-bane duplicates speak any languages known by the base creature.

Creating A Life-Bane Duplicate

"Life-bane duplicate" is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the "base creature"). A life-bane duplicate uses all the base creature’s statistics and special abilities except as noted here.

Special Attacks: A life-bane duplicate retains all special attacks of the base creature and gains the special attacks described below.

Life Drain (Su): A life-bane duplicate deals 1d4 points of Constitution damage to its host each day.

Haste (Su): A life-bane duplicate is continuously hasted (as the spell).

Special Qualities: A life-bane duplicate retains all special qualities of the base creature and gains the special qualities described below.

Fast Healing (Su): A life-bane duplicate gains fast healing 2.

Immunities (Ex): Life-bane duplicate have immunity to mind-affecting spells and abilities.

Perfect Disguise (Ex): A life-bane duplicate's Disguise checks always defeats mundane opposed Spot checks to recognize the duplicate as an impostor. However, life-bane duplicates always detect as magic to the detect magic spell (as a magic item of caster level equal to HD, Transmutation magic) or similar spells. In addition, true seeing and similar magic reveals the life-bane duplicate's true form, that of a featureless humanoid.

Feats: A life-bane duplicate gains Improved Initiative as a bonus feat.

Environment: Any, usually same as base creature.
Organization: Solitary or party (3-6).
Challenge Rating: Same as the base creature +2.
Treasure: Same as the base creature.
Alignment: Always evil.
Advancement: Same as the base creature.
Level Adjustment: -.

Duplicated Powers

With the exception of additional powers (see below), all of the attributes of a duplicate (including ability scores and bonuses, hit points, combat abilities, special abilities and so on) are identical to those of its victim before he or she was affected by Nuala's magic.

When the link is first established with a victim that prepares spells, the duplicate gains "copies" of the spells which the victim has memorised at the time and can cast them in the same manner. Although a duplicate's spells are used up in the normal way when it casts them, it cannot relearn spells of its own accord. Instead, the spells it has available are determined by which ones the victim memorises. Each time that its victim relearns spells or memorises new ones, the duplicate's list of available spells becomes the same as the victim's.

When the link is first established with a victim that casts spells spontaneously or manifests psionic powers, the duplicate gains "copies" of the spell slots or power points that the victim possesses at that time. Although the duplicate's spell slots or power points are used up in the usual way as it casts spells or manifests powers, the duplicate cannot regenerate spell slots or power points on its own. Instead, the duplicate regenerates spell slots or power points precisely when the victim does. The duplicate's list of spells or powers known is always identical to the victim's.

If the victim normally prepares spells but can cast some spontaneously (such as a cleric can cast cure or inflict spells spontaneously), the duplicate can do so as well. This uses one of the duplicate's spell slots as normal, which is then only restored when the victim prepares spells again.

Although the duplicate has the same list of spells and powers as its victim, the casting of a given spell or use of a spell slot or power point by the duplicate does not affect the character's ability to use it. Similarly, if the character casts a spell or uses a spell slot or power point, this does not deprive the duplicate of it.

Duplicated equipment disappears if separated from the life-bane duplicate, but it can recreate such equipment as a free action.

Sample Life-Bane Duplicate

Life-bane Duplicate, 10th-Level Gnome Ranger
Small Humanoid (Gnome)
Hit Dice: 10d8+30 (75 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 19 (+1 size, +3 Dex, +1 dodge, +4 mithral chain shirt), touch 15, flat-footed 15
Base Attack/Grapple: +10/+6
Attack: +1/+1 gnome hooked hammer +17 melee (1d6+1/x3)
Full Attack: +1/+1 gnome hooked hammer +15/+15/+10 melee (1d6+1/x3) and +1/+1 gnome hooked hammer +15/+10 melee (1d4+1/x4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Life drain, spells, spell-like abilities
Special Qualities: Animal companion, evasion, fast healing 2, favored enemy, gnome traits, haste, immunity to mind-affecting spells and abilities, low-light vision, perfect disguise, swift tracker, wild empathy, woodland stride
Saves: Fort +10, Ref +11, Will +7
Abilities: Str 10, Dex 16, Con 16, Int 10, Wis 14, Cha 8
Skills: Concentration +11, Craft (alchemy) +2, Hide +18, Jump +21, Listen +17, Move Silently +18, Spot +15, Survival +15
Feats: Endurance (B), Improved Initiative (B), Improved Two-Weapon Fighting (B), Iron Will, Stealthy, Track (B), -Weapon Defense, Two-Weapon Fighting (B), Weapon Focus (gnome hooked hammer)
Environment: Any
Organization: Solitary or party (3-6)
Challenge Rating: 12
Treasure: Standard
Alignment: Any evil
Advancement: By character class
Level Adjustment: +0

Favored Enemy (Ex): This life-bane duplicate has mirrored the gnome ranger's favored enemies, gaining bonuses as follows: humanoid (reptilian) +6, humanoid (goblinoid) +4, magical beast +2.

Haste (Su): A life-bane duplicate is continuously hasted (as the spell). These modifications are already included in the statistics above.

Life Drain (Su): A life-bane duplicate deals 1d4 points of Constitution damage to its host each day.

Perfect Disguise (Ex): A life-bane duplicate's Disguise checks always defeats mundane opposed Spot checks to recognize the duplicate as an impostor. However, life-bane duplicates always detect as magic to the detect magic spell (as a magic item of caster level equal to HD, Transmutation magic) or similar spells. In addition, true seeing and similar magic reveals the life-bane duplicate's true form, that of a featureless humanoid.

Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute).

Spells: Caster level 5th.
1st—longstrider, resist energy;
2nd—bear's endurance, spike stones.

This gnome ranger had the following ability score before applying the template: Str 10, Dex 15, Con 16, Int 10, Wis 13, Cha 8.

Originally appeared in I8 – Ravager of Time (1986).
 
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Shade

Monster Junkie
Lycanthrope, Weremouse

Covered in thin white fur, this humanoid has a murine face and a short, hairless tail.

A weremouse in humanoid form tends to be thin, short, shy, and skittish. It often dresses in rather plain clothing and may have an overbite.

Creating A Weremouse

"Weremouse" is an application of the lycanthrope template, using a dire mouse (see below) as the base animal.

Weremice have the following Animal or Hybrid Form Ability Modifiers: Str -4, Dex +6.

A weremouse's preferred alignment is neutral.

Dire Mouse
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–6
Attack: Bite +4 melee (1d3-2)
Full Attack: Bite +4 melee (1d3-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +5, Will +3
Abilities: Str 6, Dex 17, Con 10, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +17, Jump +15, Move Silently +13, Swim +11
Feats: Stealthy, Weapon Finesse (B)
Environment: Any
Organization: Solitary or family (5–20)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2–3 HD (Small)
Level Adjustment: -

Skills: Dire mice have a +4 racial bonus on Hide checks and a +8 racial bonus on Balance, Climb, Jump, Move Silently, and Swim checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. Dire mice use their Dexterity modifier for Climb, Jump, and Swim checks.

Sample Weremouse

Weremouse, Halfling Form
Small Humanoid (Halfling, Shapechanger)
Hit Dice: 1d8+1 plus 1d8 (9 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 18 (+1 size, +1 Dex, +2 natural, +3 studded leather, +1 light shield), touch 12, flat-footed 17
Base Attack/Grapple: +1/–3
Attack: Shortsword +4 melee (1d4/19–20) or light crossbow +3 ranged (1d6/19–20)
Full Attack: Shortsword +4 melee (1d4/19–20) or light crossbow +3 ranged (1d6/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Halfling traits
Special Qualities: Alternate form, halfling traits, mouse empathy, low-light vision, scent
Saves: Fort +6, Ref +4, Will +3
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 8
Skills: Balance +9, Climb +2, Hide +10, Jump +4, Listen +3, Move Silently +13, Swim +8
Feats: Stealthy, Weapon Finesse (B), Weapon Focus (shortsword)
Environment: Any
Organization: Solitary, pair, family (6–10), or troupe (2–5 plus 5–8 dire mice)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +3

Weremouse, Mouse Form
Small Humanoid (Halfling, Shapechanger)
Hit Dice: 1d8+1 plus 1d8 (9 hp)
Initiative: +4
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 18 (+1 size, +4 Dex, +3 natural), touch 15, flat-footed 14
Base Attack/Grapple: +1/–5
Attack: Bite +4 melee (1d3-2)
Full Attack: Bite +4 melee (1d3-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, damage reduction 10/silver, mouse empathy, low-light vision, scent
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 7, Dex 19, Con 12, Int 10, Wis 11, Cha 8
Skills: Balance +12, Climb +14, Hide +13, Jump +18, Listen +3, Move Silently +16, Swim +12
Feats: Stealthy, Weapon Finesse (B), Weapon Focus (shortsword)
Environment: Any
Organization: Solitary, pair, family (6–10), or troupe (2–5 plus 5–8 dire mice)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +3

Weremouse, Hybrid Form
Small Humanoid (Halfling, Shapechanger)
Hit Dice: 1d8+1 plus 1d8 (9 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 18 (+1 size, +4 Dex, +3 natural), touch 15, flat-footed 14
Base Attack/Grapple: +1/–7
Attack: Shortsword +7 melee (1d4-2/19–20) or claw +6 melee (1d3-2) or light crossbow +6 ranged (1d6/19–20)
Full Attack: Shortsword +7 melee (1d4-2/19–20) and bite +1 melee (1d4-2); or two claws +6 melee (1d3-2) and bite +1 melee (1d4-2); or light crossbow +6 ranged (1d6/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, damage reduction 10/silver, mouse empathy, low-light vision, scent
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 7, Dex 19, Con 12, Int 10, Wis 11, Cha 8
Skills: Balance +12, Climb +6, Hide +13, Jump +8, Listen +3, Move Silently +16, Swim +12
Feats: Stealthy, Weapon Finesse (B), Weapon Focus (shortsword)
Environment: Any
Organization: Solitary, pair, family (6–10), or troupe (2–5 plus 5–8 dire mice)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +3

Alternate Form (Su): A weremouse can assume a bipedal hybrid form or the form of a dire mouse.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a weremouse's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Mouse Empathy (Ex): Communicate with mice and dire mice, and +4 racial bonus on Charisma-based checks against mice and dire mice.

Skills: A weremouse in any form has a +4 racial bonus on Hide checks and a +8 racial bonus on Balance, Jump, Move Silently, and Swim checks. A weremouse in rat or hybrid form uses its Dexterity modifier for Climb, Jump, and Swim checks. In mouse form, it has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Feats: Weremice gain Weapon Finesse as a bonus feat.

The weremouse presented here is based on a 1st-level halfling warrior who is a natural lycanthrope, using the following base ability scores: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8.

Originally appeared in Imagine Magazine #17 (1984).
 
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Shade

Monster Junkie
Dinosaur, Tanystropheus

http://www.enworld.org/forum/showthread.php?t=67093&page=24

Dinosaur, Tanystropheus
Huge Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 14 (-2 size, +2 Dex, +4 natural), touch 10, flat-footed 12
Base Attack/Grapple: +4/+16
Attack: Bite +8 melee (1d8+6)
Full Attack: Bite +8 melee (1d8+6)
Space/Reach: 15 ft./10 ft. (15 ft. with bite)
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent, stability
Saves: Fort +9, Ref +7, Will +2
Abilities: Str 19, Dex 14, Con 18, Int 1, Wis 11, Cha 6
Skills: Hide +8, Listen +5, Spot +5
Feats: Alertness, Skill Focus (Hide), Weapon Focus (bite)
Environment: Warm aquatic and marsh
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Huge), 13-18 HD (Gargantuan)
Level Adjustment: -

This bizarre creature looks like a snake with webbed feet on stubby legs. Its neck is almost half of its body length.

The tanystropheus is a strange semi-aquatic reptilian predator from the age of the dinosaurs.

A tanystropheus is about thirty feet long, and much of this is neck. Its hindquarters have extra mass to help balance the oversized neck. They are ambush predators, waiting in caves and underwater to grab passing prey. They feed mostly on fish, but they do grab larger prey, such as humanoids, on occasion.

COMBAT

A tanystropheus usually attacks from hiding, striking with its needle-sharp teeth and grabbing hold of its prey. It will then retreat, dragging its prey with it.

Extended Reach (Ex): The extremely long neck of a tanystropheus allows it to attack opponents up to 15 feet away. However, the small number of vertebrae make it less flexible, preventing it from attacking opponents within 5 feet.

Improved Grab (Ex): In order to use this ability, a tanystropheus must hit an opponent with a bite attack. It can then make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it deals bite damage each round it maintains the grapple.

Stability (Ex): Due to the added weight in its hindquarters to balance its long neck, a tanystropheus gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.

Skills: A tanystropheus has a +8 racial bonus on Hide checks.

A tanystropheus has a +8 racial bonus on any Swim check to perform a 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 Monster Manual II (1983).
 
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Shade

Monster Junkie
Ether Horse

http://www.enworld.org/forum/showthread.php?t=68207&page=32

Ether Horse
Large Magical Beast (Aquatic, Extraplanar)
Hit Dice: 3d10 (16 hp)
Initiative: +2
Speed: Swim 60 ft. (12 squares)
Armor Class: 13 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+10
Attack: Tail slap +5 melee (1d6+3)
Full Attack: Tail slap +5 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Amphibious, darkvision 60 ft., low-light vision
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 17, Dex 15, Con 11, Int 2, Wis 12, Cha 8
Skills: Hide +4*, Listen +5, Spot +5, Swim +10
Feats: Alertness, Endurance
Environment: Ethereal Plane
Organization: Domesticated or shoal (10-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

A seahorse nearly ten feet long floats through the ether.

Ages ago, giant seahorses were brought to the Etheral Plane by planar travelers seeking mounts. Since moving through the gravity-free ether resembles swimming through water, the seahorses quickly adapted to traveling in their new home. Finding a similar diet, on the other hand, took longer, and led to a large number of deaths. Eventually, some escaped and began to breed in the wild. Over time, they became truly ethereal creatures, although they can still survive underwater when brought to other planes.

An ether horse is 10 feet long and weighs about 1,000 pounds.

Combat

Wild seahorses are peaceful by nature, preferring flight to fight. However, they are often trained to serve as mounts and even roles similar to warhorses for ethereal cavalry.

Amphibious (Ex): Although originally aquatic, ether horses have adapted to their new environs and may survive indefinitely out of water.

Skills: An ether horse 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.

Carrying Capacity: A light load for an ether horse is up to 258 pounds; a medium load, 259-519 pounds; and a heavy load, 520-780 pounds. An ether horse can drag 3,900 pounds.

Originally appeared in A Guide to the Ethereal Plane (1998).
 
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Shade

Monster Junkie
Dinosaur, Teratosaurus

http://www.enworld.org/forum/showthread.php?t=67093&page=24

Dinosaur, Teratosaurus
Huge Animal
Hit Dice: 10d8+40 (95 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14
Base Attack/Grapple: +7/+26
Attack: Bite +13 melee (2d8+10)
Full Attack: Bite +13 melee (2d8+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, worry
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +8, Will +4
Abilities: Str 25, Dex 13, Con 19, Int 2, Wis 13, Cha 9
Skills: Hide +1, Listen +9, Jump +17, Move Silently +7, Spot +9, Survival +7
Feats: Alertness, Endurance, Improved Grapple (B), Track, Weapon Focus (bite)
Environment: Warm desert and plains
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment: -

This creature resembles a massive crocodile, but it carries its legs directly beneath it and its head is shorter and taller- almost like the head of a dinosaur.

A teratosaurus is a large and carnivorous variety of rausuchian--crocodilians with erect legs like a dinosaur.

The average teratosaurus is 20 to 30 feet long, and they are the top predators in whatever territory they frequent. They are solitary and territorial; the only other teratosaur a teratosaur will tolerate is either a mate or dead. They are consummate trackers, and will pursue wounded prey for days until it expires from its wounds.

COMBAT

Teratosaurs have one attack strategy, but they utilize it well- wait until prey approaches, leap out and grab it, shake until dead. They have no concept of retreat and will fight until dead if faced with a strong opposition.

Improved Grab (Ex): In order to use this ability, a teratosaurus must hit an opponent with its bite attack. It can then make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it uses its worry attack.

Worry (Ex): Each round a teratosaurus maintains a grapple, it shakes its prey violently, dealing to it 4d8+14 points of damage.

Skills: A teratosaurus has a +4 racial bonus on Hide, Listen, Jump, Move Silently, Spot, and Survival checks.

Originally appeared in Monster Manual (1977).
 
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Shade

Monster Junkie
Dinosaur, Euparkeria

http://www.enworld.org/forum/showthread.php?t=67093&page=24

Dinosaur, Euparkeria
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/ -4
Attack: Bite +2 melee (1d4)
Full Attack: Bite +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 10, Dex 14, Con 13, Int 1, Wis 13, Cha 5
Skills: Hide +9, Listen +2, Move Silently +5, Spot +2
Feats: Run (B), Stealthy, Weapon Finesse (B)
Environment: Warm desert and plains
Organization: Solitary or flock (2-8)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small), 3 HD (Medium)
Level Adjustment: -

This reptile is about the size of a small dog. It is lizard-like in shape, but it carries its legs underneath it like a crocodile and has a crocodile-like head.

A euparkeria is a primitive thecodont--a group of reptiles including dinosaurs, crocodiles and birds.

Euparkerias are about 3 feet long, stand about 1 foot off the ground, and weigh around 20 pounds. They eat meat, scavenging when they can and feeding on fish, amphibians and other smaller reptiles. When food is scarce, they join into flocks to hunt larger prey- a pack of six or eight can and will attack man-sized opponents, especially solitary ones.

COMBAT

Euparkerias prefer to attack from ambush and in numbers. They flee if their prey offers a stiff resistance, however, or if one or more of their number is slain.

Sprint (Ex): Once per hour, a euparkeria can move 6 times its normal speed (180 feet) when it makes a charge.

Originally appeared in Dragon Magazine #66 (1982).
 
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Shade

Monster Junkie
Utoyasukata

http://www.enworld.org/forum/showthread.php?t=224671&page=8

Utoyasukata
Small Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +6
Speed: 10 ft. (2 squares), fly 50 ft. (good)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/-5
Attack: Bite +5 melee (1d4-3)
Full Attack: Bite +5 melee (1d4-3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Venomous blood
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +5, Will +4
Abilities: Str 5, Dex 14, Con 17, Int 2, Wis 16, Cha 7
Skills: Listen +12, Spot +12
Feats: Alertness, Improved Initiative, Weapon Finesse (B)
Environment: Temperate coasts
Organization: Solitary or flock (2-4)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Small)
Level Adjustment: -

A brightly-colored bird, nearly three feet long perches in a nearby tree. It spreads its wings which easily span eight feet, and takes to the air.

Utoyasukata are coastal birds whose flesh is consired a great delicacy by the aristocracy and the wealthy. The fact that they are extremely difficult to catch and even more difficult to prepare without harming the chef increases their demand. As a result, humanoids frequenlty attempt to catch or kill these beautiful birds.

Utoyasukata nests are extremely well-hidden, and as a result they lay very few eggs. The parents are very wary and will rush to defend their nest at the slightest hint of danger.

A DC 19 Profession (cook) check is needed to safely prepare the flesh of an utoyasukata. If the check fails, anyone eating the meat is exposed to the following poison:

Utoyasukata Flesh: Ingested, Fort Save DC 14, primary damage 1d4 Con, secondary damage nauseated for 1d8 hours. A creature that succeeds on the save against the secondary damage is still sickened for 1d8 hours.

An utoyasukata is 3 feet long with a 8-foot wingspan. A typical specimen weighs 10 pounds.

COMBAT

Utoyasukata have keen senses and attempt to flee at the first warning of imminent danger. If trapped, the bird instinctively knows that its blood is deadly to other creatures, and will peck itself to release a few venemous drops and splash them toward the aggressors.

Venomous Blood (Ex): An utoyasukata's blood is poisonous. A creature that makes a successful attack with a slashing or piercing weapon (including natural weapons) against an utoyasukata must succeed on a DC 14 Reflex save or be exposed to poison from the utoyasukata's splashing blood. The save DC is Constitution-based.

An utoyasukata may injure itself (dealing 1 point of damage) as a standard action, exposing all adjacent creatures to its venemous blood unless they succeed on a DC 14 Reflex saves.

The poison remains virulent up to an hour after the bird's death, so anyone handling the corpse risks exposure.

Utoyasukata Blood: Contact, Fort Save DC 14, primary damage 1d4 Con, secondary damage 1d4 Con.

Skills: Utoyasukata have a +4 racial bonus on Listen and Spot checks.

Originally appeared in Originally appeared in OA1 - Swords of the Daimyo (1986).
 
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Shade

Monster Junkie
Botswanna Golgalarka

http://www.enworld.org/forum/showthread.php?t=78935&page=27

Botswanna Golgalarka
Medium Magical Beast (Extraplanar)
Hit Dice: 8d10+24 (68 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: +8/+11
Attack: Bite +11 melee (1d8+4)
Full Attack: Bite +11 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60 ft., detect alignment, low-light vision, resistance to sonic 5, scent
Saves: Fort +6, Ref +6, Will +4
Abilities: Str 17, Dex 15, Con 17, Int 5, Wis 12, Cha 12
Skills: Listen +5, Spot +5, Survival +4
Feats: Improved Initiative, Iron Will, Track
Environment: Warm forests (Wilderness of the Beastlands)
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral good
Advancement: 9-18 HD (Medium); 19-27 HD (Large)
Level Adjustment: -

This fat brown lizard is over 5 feet long. It has a long neck and tail and sports a half dozen tiny legs.

The botswanna golgalarka is a lizardlike creature from the Wilderness of the Beastlands. They dwell in dense tropical jungles, hunting small mammals.

A botswanna golgalarka is 5 feet long and weighs 120 pounds.

A botswanna golgalarka speaks no languages, but understands Common, Celestial and Infernal.

COMBAT

A botswanna golgalarka is inherently good, and attacks only when hunting food or in self-defense. It uses its breath weapon to stun prey, then follows it with a quick, merciful kill.

Breath Weapon (Su): 70-foot cone, once every 1d4 rounds (but no more than three times per day), 4d10 sonic and stunned for 1d6 rounds; Ref save DC 17 half damage and stunned 1 round. The save DC is Constitution-based.

Detect Alignment (Su): A botswanna golgalarka automatically detects the alignment of any creature that comes within 60 feet. This ability can be fooled by any spell, spell-like ability, or supernatural ability that masks a creature's alignment (or the Use Magic Device skill, although that requires a successful emulate alignment check prior to entering range of this ability and maintaining concentration the whole time within range).

Originally appeared in Dungeon Magazine #7 (1987).
 
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