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Shade

Monster Junkie
Vampire, Ice

http://www.enworld.org/forum/general-monster-talk/219404-converting-monsters-dragon-magazine-12.html

Vampire, Ice
Medium Undead (Shapechanger)
Hit Dice: 6d12+24 (63 hp)
Initiative: +8
Speed: 30 ft. (6 squares), swim 50 ft.
Armor Class: 18 (+4 Dex, +4 deflection), touch 14, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Slam +7 melee (1d8+1 plus 2d4 cold)
Full Attack: Slam +7 melee (1d8+1 plus 2d4 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Beckoning harmonies, cold touch, spell-like abilties
Special Qualities: Alternate form, damage reduction 5/cold iron, darkvision 60 ft., elf traits, immunity to cold, spell resistance CR+9, undead traits, unholy grace, unholy toughness
Saves: Fort +6, Ref +10, Will +9
Abilities: Str 12, Dex 19, Con —, Int 5, Wis 10, Cha 18
Skills: Disguise +7*, Listen +3, Spot +3, Swim +9
Feats: Ability Focus (beckoning harmonies), Improved Initiative, Weapon Finesse
Environment: Temperate or warm forests
Organization: Solitary
Challenge Rating: 6
Treasure: Half standard
Alignment: Always neutral evil
Advancement: 7-18 HD (Medium)
Level Adjustment: —

The unnatural chill grows stronger near the pool. As you watch, a portion of the water coalesces into the form of a pale-skinned elven woman surrounded by mist.

Despite their name, ice vampires are not variations of traditional vampires. Rather, they are the remains of wild elven women who have taken their own lives through drowning. In their unlife, these mournful creatures feed off the warmth of the living, giving them their name. Ice vampires derive their greatest satisfaction sapping the warmth from elves and other intelligent humanoids.

Ice vampires are found in any regions where wild elves can be found, most often in temperate or warm forests. They always inhabit pools or waterfalls, and their presence is immediately apparent, for an unnatural chill can be felt from up to a half mile from an ice vampire.

Ice vampires have no desire to parlay or otherwise peacefully interact with other creatures. They seek only the warmth of the living to temporarily lessen their eternal grief.

An ice vampire is about the height and weight of an elf.

Ice vampires speak Common, Elven, Aquan and Sylvan.

COMBAT

An ice vampire prefers to lure victims to its pool with its beckoning harmonies, where it can begin draining their warmth. Should potential prey prove resilient to its lure, an ice vampire lashes out with its spell-like abilities. Should adversaries close within melee range, an ice vampire proves a resilient foe.

Alternate Form (Su): An ice vampire can shift between its humanoid and pool forms as a standard action. In humanoid form, it cannot use its beckoning harmonies, but it can use its spell-like abilities and its cold touch. In pool form, it cannot attack, use its cold touch, or use spell-like abilities, but can use its beckoning touch.

An ice vampire remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ice vampire revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.

Beckoning Harmonies (Su): When beneath a waterfall in pool form, an ice vampire can attempt to beckon creatures to the water with the hypnotic music of the falling water. The ice vampire targets a single creature it can see within 240 feet of the body of water she currently occupies. This is a sonic, mind-affecting ability, and the creature must be able to hear the ice vampire for it to take effect. The targeted creature must make a DC 19 Will saving throw. If the save is successful, that creature cannot be affected by that ice vampire's beckoning harmonies for one day.

Failure indicates the creature is utterly beguiled and moves toward the body of water the ice vampire occupies, taking the most direct route available. If that path leads into a dangerous area (such as very deep or fast-moving water) the beguiled creature gets a second saving throw. A beguiled creature may take no actions other than defending himself. The beguiling effect continues so long as the ice vampire remains in pool form and stays beneath the waterfall.

The beguiled creature takes 2d4 points of damage each round it remains in contact with the water. The ice vampire is healed by an equal amount, gaining any hit points over its normal maximum as temporary hit points that last for 24 hours.

Cold Touch (Su): The touch of an ice vampire deals 2d4 points of cold damage. Each point of cold damage dealt heals an ice vampire of 1 point of damage. If this amount of healing would cause an ice vampire to exceed its full normal hit point total, it gains any excess as temporary hit points. These temporary hit points last for up to 24 hours.

Elf Traits: Ice vampires have a +2 racial saving throw bonus against enchantment spells or effects.
(Not reflected in the saving throw modifiers given here.) They have low-light vision, and are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow. Ice vampires have a +2 racial bonus on Listen, Search, and Spot checks. An ice vampire who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Spell-Like Abilities: 1/day—cone of cold (DC 19), ice storm, wall of ice (DC 18). Caster level 7th. The save DCs are Charisma-based.

Unholy Grace (Su): An ice vampire adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.

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

Skills: An ice vampire 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. *An ice vampire in pool of water form has a +10 racial bonus on Disguise checks to mimic a mundane pool of water.

In the Dragonlance Setting

On Krynn, all ice vampires are the spirits of kagonesti women.

Originally appeared in DLS4 - Wild Elves (1991).
 
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Shade

Monster Junkie
Vampire, Lesser

http://www.enworld.org/forum/genera...nverting-original-d-d-mystara-monsters-4.html

Vampire, Lesser
Medium Undead
Hit Dice: 5d12 (32 hp)
Initiative: +7
Speed: 30 ft. (6 squares), fly 30 ft. (good)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +2/+5
Attack: Slam +6 melee (1d6+4)
Full Attack: Slam +6 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, improved grab
Special Qualities: Darkvision 60 ft., flight, undead traits, vampire weaknesses
Saves: Fort +1, Ref +6, Will +5
Abilities: Str 16, Dex 16, Con —, Int 13, Wis 13, Cha 14
Skills: Balance +5, Bluff +13, Diplomacy +4, Disguise +10 (+16 acting*), Hide +7, Intimidate +12, Jump +5, Listen +10, Move Silently +7, Search +5, Sense Motive +5, Spot +10, Tumble +10
Feats: Improved Initiative (B), Lightning Reflexes (B), Power Attack, Weapon Focus (slam)
Environment: Any
Organization: Solitary or pack (3–12)
Challenge Rating: 3
Treasure: Standard
Alignment: Always evil (any)
Advancement: —
Level Adjustment: —

The man grins, revealing a pair of pronounced incisors.

Lesser vampires are the weakest of vampirekind, but also the most social. They infiltrate humanoid society, feeding discretely until found out. Once their true nature is revealed, lesser vampires attack with a feral ferocity. Lesser vampires are pack hunters, capable of killing off an entire settlement in a single night. Since they are incapable of creating others of their kind, they care little for whom they devour.

Many vampires have the ability to create lesser vampires rather than (or in addition to) vampire spawn. They are less free-willed than vampire spawn, and their lack of a dominate gaze prevents them from following their own agendas. As such, they make excellent foot soldiers, scouts and spies for the more powerful vampires. And since lesser vampires lack the ability to create spawn, a master can keep their numbers in check.

Occasionally packs of lesser vampires break away from their progenitors, perhaps due to the master's death. Although they are usually content to simply roam about and feed, the rare individual with a spark of ambition may lead a pack to capture a true vampire, which is then forced to "breed" others of their kind.

A lesser vampire is about the height and weight of a human.

Lesser vampires speak Common.

COMBAT

Lesser vampires are melee brutes, pummeling prey with their fists and attempting to grab victims in which to sink their fangs.

Blood Drain (Ex): A lesser vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round. On each such successful drain attack, the lesser vampire gains 5 temporary hit points.

Flight (Su): A lesser vampire can supernaturally fly at a speed of 30 feet with good manueverability. This supernatural flight also grants it a permanent feather fall effect (as the spell) with personal range.

Improved Grab (Ex): To use this ability, a lesser vampire must hit a Large or smaller opponent with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to drain blood.

Skills: Lesser vampires have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. *A lesser vampire gains a +4 racial bonus on Disguise checks made to impersonate a living humanoid.

Vampire Weaknesses

Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.

Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.

They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.

Exposing any vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion.

Driving a wooden stake through a vampire’s heart instantly slays the monster.

Originally appeared in Dungeons and Dragons Adventure Game Rules Book (1999).
 
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Shade

Monster Junkie
Phantom Spider

http://www.enworld.org/forum/genera...neric-setting-second-edition-monsters-24.html

Phantom Spider
Medium Undead
Hit Dice: 2d12 (13 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
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., +2 turn resistance, vermin traits
Saves: Fort +0, Ref +3, Will +3
Abilities: Str 11, Dex 17, Con —, Int —, Wis 10, Cha 10
Skills: Climb +11, Hide +7*, Jump +0*, Spot +4*
Feats: Weapon Finesse (B)
Environment: Temperate forests
Organization: Solitary or colony (2–5)
Challenge Rating: 1
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 3 HD (Medium); 4-9 HD (Large); 10-23 HD (Huge); 24-47 HD (Gargantuan); 48-64 HD (Colossal)
Level Adjustment: —

A man-sized spider sits atop a glowing foul-green web. Its body is suffused with cold witchlight, while its eight eyes gleam with hellish malice.

Phantom spiders are undead arachnids first created by the drow from the essence of deadlier wraith-spiders.

A phantom spider is about 5 feet in diameter and weighs 175 to 200 pounds.

COMBAT

Phantom spiders behave like ordinary web-spinning monstrous spiders.

Create Spawn (Su): Any creature slain by a phantom spider becomes a free-willed phantom spider within 1d4 rounds. A creature who becomes a phantom spider in this way retains none of the abilities it possessed in life.

Phantom Web (Ex): A phantom spider can throw a foul green-glowing web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet and a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. The web anchors the target in place, allowing no movement. 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.

An entangled creature takes 1d4 points of cold damage each round. It can escape with a DC 11 Escape Artist check or burst the web with a DC 15 Strength check. Both are standard actions. The check DCs are Charisma-based, and the Strength check DC includes a +4 racial bonus.

A phantom spider can create sheets of sticky webbing from 5 to 20 feet across. The spider usually positions these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 10 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Each 5-foot section of webbing has 8 hit points and damage reduction 5/magic or silver.

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

Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d6 Con. The save DC is Charisma-based.

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

Skills: Phantom spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A phantom spider can always choose to take 10 on Climb checks, even if rushed or threatened. Phantom spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Phantom spiders have a +8 racial bonus on Move Silently checks when using their webs. *Phantom spiders have a +8 racial bonus on Hide checks in areas of shadowy illumination or darkness.

Advanced Phantom Spiders

When improving phantom spiders by Hit Dice, follow the standard advancement rules with the following exceptions.

First, Dexterity does not decrease with size.

Poison damage increases as follows: Large: 1d8, Huge 2d6, Gargantuan 2d8, Colossal 3d6.

Web hit points increase as follows: Large: 14, Huge 16, Gargantuan 18, Colossal 20.

Originally appeared on WotC’s web site “The Shattered Circle” (1999).
 
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Shade

Monster Junkie
Web-Spectre

http://www.enworld.org/forum/general-monster-talk/219404-converting-monsters-dragon-magazine-13.html

Web-Spectre

What appeared to be a man from a distance is actually a humanoid-shaped mass of spider webs. Dust and grit have collected within the webbing, amidst which crawl numerous spiders of various shapes, sizes, and colors.

A web-spectre is an undead arcane spellcaster who has used its magical powers to achieve a form of quasi-immortality. Such status is far easier to achieve than lichdom, so many lesser spellcasters seek to become web-spectres.

Web-spectres have been known to venture out among living societies, wearing long clothing and keeping their hands and heads covered to hide their true appearance. Although generally solitary, but are interested in continuing their arcane studies, often trading or allying with other spellcasting undead or even living spellcasters. Web-spectres tend to have a good rapport with arachnids and other spider-like creatures, and often employ such vermin as guards or even steeds.

Web-spectres speak any languages they knew in life.

Creating a Web-Spectre

“Web-Spectre” is an acquired template that can be added to any arcane spellcaster of 6th-level or higher (referred to hereafter as the base creature).

A web-spectre has all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: A web-spectre gains a climb speed of 20 feet.

Attack: A web-spectre retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the web-spectre retains this ability. A creature with natural weapons retains those natural weapons. A web-spectre fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A web-spectre armed with a weapon uses its slam or a weapon, as it desires.

Full Attack: A web-spectre fighting without weapons may make two slam attacks or use its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.

Damage: Web-spectres have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the web-spectre's size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.

Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

Special Attacks: A web-spectre retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 web-spectre's HD + web-spectre's Cha modifier unless otherwise noted.

Adhesive (Ex): Web-spectres have a +4 racial bonus on grapple checks and disarm checks due to their adhesive webbing.

A weapon that strikes a web-spectre is stuck fast unless the wielder succeeds on a Reflex save. Prying off a stuck weapon requires a Strength check. The check and save DCs are Charisma-based.

Cohabitant Spiders (Ex): A web-spectre houses a number of spiders within its web-filled body. While grappling an opponent, a web-spectre releases these spiders its space to attack its foe. The spiders deal 1d6 damage plus poison (injury, 1d3 Str, 1d3 Str, Fortitude save is Charisma-based) each round that the victim is grappled. If the victim escapes the grapple, the spiders return to the web-spectre immediately.

Greater Teleport (Sp): A web-spectre gains greater teleport as a spell-like ability usable twice per day. Caster level equals web-spectre's Hit Dice.

Spells: A web-spectre can cast any spells it could cast while alive.

Special Qualities: A web-spectre retains all the base creature’s special qualities and gains those described below.

Immunity to Cold (Ex): Web-spectres have immunity to cold.

Rejuvenation (Su): In most cases, it’s difficult to destroy a web-spectre through simple combat: The “destroyed” web-spectre will often restore itself in 1d10 days. A web-spectre that would otherwise be destroyed returns to unlife with a successful level check (1d20 + HD) against DC 16. A remove curse, break enchantment, or similar magic cast on the web-spectre's remains will prevent this rejuvenation if it has not already taken place.

Turn Resistance (Ex): A web-spectre has +2 turn resistance.

Vulnerability to Fire (Ex): A web-spectre takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Web Healing (Ex): A web-spectre absorbs nearby spider webbing and cobwebs to repair its own body. As a result, it has fast healing 2, but it heals only if in an area with webs present. As a general rule, this allows it to utilize its fast healing indefinitely underground, 3d6 rounds in a forest, and 2d6 rounds in a clean building or a field. Areas with monstrous spiders present or otherwise spider-dominant (such as the Demonweb) would also allow indefinite healing, while an area where spiders cannot exist (such as in a vacuum or underwater) would prevent any such healing. The DM should excercise judgement for other situations.

Skills: Web-spectres have a +8 racial bonus on Climb, Hide and Move Silently checks. A web-spectre can always choose to take 10 on Climb checks, even if rushed or threatened. Otherwise same as the base creature.

Feats: Web-spectres gain Improved Initiative as a bonus feat.

Environment: Temperate and warm forests and underground.
Organization: Solitary, colony (web-spectre plus 2-12 monstrous spiders of assorted sizes), or troupe (web-spectre plus 1-2 ettercaps plus 2-12 monstrous spiders of assorted sizes).
Challenge Rating: Same as the base creature +2.
Treasure: Standard coins; double goods; double items.
Alignment: Always evil (any).
Advancement: By character class.
Level Adjustment: Same as the base creature +3.

Sample Web-Spectre

Web-Spectre, 6th-level elven wizard
Medium Undead (Augmented Humanoid)
Hit Dice: 6d12 (39 hp)
Initiative: +6
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: +3/+3
Attack: Quarterstaff +3 melee (1d6) or slam +3 melee (1d6)
Full Attack: Quarterstaff +3 melee (1d6) or 2 slams +3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Adhesive (DC 14), cohabitant spiders (DC 14), greater teleport, spells
Special Qualities: Darkvision 60 ft, elf traits, immunity to cold, low-light vision, rejuvenation, summon familiar, +2 turn resistance, vulnerability to fire, web healing
Saves: Fort +2, Ref +4, Will +6
Abilities: Str 11, Dex 14, Con —, Int 16, Wis 12, Cha 13
Skills: Concentration +10, Knowledge (arcana) +12, Knowledge (nature) +9, Knowledge (religion) +8, Spellcraft +14, Survival +1 (+3 in aboveground natural environments)
Feats: Brew Potion, Extend Spell, Improved Counterspell, Improved Initiative (B), Scribe Scroll (B), Spell Mastery (ray of enfeeblement, summon swarm, vampiric touch)
Environment: Temperate and warm forests and underground
Organization: Solitary, colony (web-spectre plus 2-12 monstrous spiders of assorted sizes), or troupe (web-spectre plus 1-2 ettercaps plus 2-12 monstrous spiders of assorted sizes)
Challenge Rating: 8
Treasure: Standard coins; double goods; double items (including potions of fox's cunning, gaseous form, and protection from good, and scrolls of fly, haste, web, darkness, resist energy, and shield)
Alignment: Always evil (any)
Advancement: By character class
Level Adjustment: +3

Wizard Spells Prepared: (CL 6th; +12 ranged touch, save DCs = 13 + spell level)
3rd—extended summon monster II, hold person, vampiric touch;
2nd—blindness/deafness, extended mage armor, ghoul touch, summon swarm;
1st—protection from good, ray of enfeeblement (2), unseen servant;
0—detect magic, prestidigitation, read magic, touch of fatigue.

Originally appeared in Dragon Magazine #252 (1998).
 
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Shade

Monster Junkie
Dark Lord (template)

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-16.html

Dark Lord

A shadowy form flickers in the distance, its power so palpable that even the nearby gravity seems to bow to it.

A dark lord is created when an extremely powerful creature is destroyed by a sphere of annihilation, but is spirit somehow perseveres, grown stronger and deadlier in the process. It is believed that at the moment of destruction, the dark lord's soul is transferred to the Negative Energy Plane, rather than the intended afterlife in its deity's domain. The soul is fused with the dark matter of the utter void, gaining devastatingly destructive powers. The dark lord then seeks to return to the mortal realm to torment the living.

Although most dark lords are created by contact with a sphere of annihilation, some are created from contact with the epic creatures known as umbral blots (blackballs), a sphere of ultimate destruction spell (see Spell Compendium), or even contact with a voidstone on the Negative Energy Plane itself.

A dark lord resembles a shadow of the creature it once was. They always work alone, inhabiting barren, forlorn places, often where great evil was done. Thus, they are often found in graveyards, ruins, the sites of battles with high death tolls, deep caverns, or blighted badlands. Dark lords dislike sunlight, not because its rays are harmful, but simply that it does not fit their mood.

A dark lord speaks any languages it knew in life.

Creating a Dark Lord

“Dark lord” is an acquired template that can be added to any living creature whose highest base saving throw bonus is +9 or higher that has been destroyed by a sphere of annihiliation or similar effect (referred to hereafter as the base creature).

A dark lord has all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Armor Class: A dark lord has a +8 natural armor bonus or the base creature’s natural armor bonus, whichever is better. It also has a profane bonus to Armor Class equal to its Charisma modifier.

Special Attacks: A dark lord retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 dark lord's HD + dark lord's Cha modifier unless otherwise noted.

Aura of Heavy Gravity (Su): A dark lord is continually surrounded by an aura of heavy gravity in a 200-foot-radius centered on itself. All creatures within the area incur a -2 circumstance penalty on all attack rolls, Balance, Climb, Jump, Ride, Swim, and Tumble checks. All item weights are effectively doubled, which might affect a character’s speed. Weapon ranges are halved. A character’s Strength and Dexterity scores are not affected. Characters who fall in an area of heavy gravity take 1d10 points of damage for each 10 feet fallen, to a maximum of 20d10 points of damage.

Energy Drain (Su): Living creatures hit by a dark lord's touch attack or natural attacks gain one negative level. For each such negative level bestowed, the dark lord gains 5 temporary hit points.

Spell-Like Abilities: A dark lord gains the following spell-like abilities: At will—astral projection, disintegrate, imprisonment, maze, reverse gravity; 3/day—gate, time stop. Caster level equals dark lord's Hit Dice.

Voidstrike (Su): The touch of a dark lord deals 1d12 points of negative energy damage and subjects the victim to its energy drain attack. Additionally, a successful hit prematurely ages the victim unless it succeeds on a Fortitude save. This imposes a -4 penalty to Strength, Dexterity, and Constitution, and causes the victim's hair to turn white, skin to wrinkle, and posture to stoop. This effect is permanent and can only be removed by a break enchantment effect.

Special Qualities: A dark lord retains all the base creature’s special qualities and gains those described below.

Damage Reduction (Su): A dark lord has damage reduction 15/good and magic. Its natural weapons are treated as magic weapons and evil-aligned for the purpose of overcoming damage reduction.

Fast Healing (Ex): A dark lord has fast healing 10.

Immunities (Ex): Dark lords have immunity to cold, electricity, disintegration, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks. Additionally, they are immune to any temporal effects (such as haste, slow, or time stop), gravity effects (such as reverse gravity), or magnetism effects (such as a metalmaster's magnetism abilities or the magnetic attraction ability of a lodestone marauder).

Spell Resistance: A dark lord has spell resistance equal to Hit Dice + 11.

Turn Resistance (Ex): A dark lord has +6 turn resistance.

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

Abilities: Increase from the base creature as follows: Int +4, Wis +6, Cha +8. Being undead, a dark lord has no Constitution score.

Environment: Any.
Organization: Solitary.
Challenge Rating: Same as the base creature +10.
Treasure: Triple standard.
Alignment: Always chaotic evil.
Advancement: Same as the base creature.
Level Adjustment: —.

Sample Dark Lord

Dark Lord, 15th-Level Orc Fighter
Medium Undead (Augmented Humanoid)
Hit Dice: 15d12+90 (187 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 36 (+6 Dex, +6 profane, +8 natural, +6 mithral chain shirt), touch 22, flat-footed 30
Base Attack/Grapple: +15/+19
Attack: +2 orc double axe +23 melee (1d8+10/19-20/x3) or voidstrike +19 melee touch
Full Attack: +2 orc double axe +21/+16/+11 melee (1d8+10/19-20/x3) and +1 orc double axe +20/+15 melee (1d8+7/19-20/x3) or voidstrike +19 melee touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of heavy gravity, energy drain, spell-like abilities, voidstrike (DC 23)
Special Qualities: Darkvision 60 ft., damage reduction 15/good and magic, fast healing 10, immunities, light sensitivity, spell resistance 26, +6 turn resistance, undead traits, unholy toughness
Saves: Fort +9, Ref +14, Will +8
Abilities: Str 18, Dex 24, Con —, Int 14, Wis 12, Cha 22
Skills: Climb +22, Jump +31
Feats: Dodge, Greater Weapon Focus (orc double axe), Greater Weapon Specialization (orc double axe), Improved Critical (orc double axe), Improved Two-Weapon Fighting, Iron Will, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (orc double axe), Weapon Specialization (orc double axe)
Environment: Any
Organization: Solitary
Challenge Rating: 25
Treasure: Triple standard (including +2 mithral chain shirt, boots of striding and springing, cloak of charisma +6, gloves of dexterity +6, +2/+1 orc double axe)
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: —

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

Starting scores before racial and level adjustments:
Str 14, Dex 15, Con 13, Int 12, Wis 8, Cha 10

Originally appeared in Dragon Magazine #210 (1994).
 
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Shade

Monster Junkie
Zombie, Bloodstone

http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-16.html

Zombie, Bloodstone
Medium Undead
Hit Dice: 3d12+3 (21 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 11 (-1 Dex, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple: +1/+6
Attack: Claw +6 melee (1d6+5) or morninstar +6 melee (1d8+7)
Full Attack: 2 claws +6 melee (1d6+5) or morninstar +6 melee (1d8+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bloodstone blessing, improved grab
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves: Fort +1, Ref +0, Will +3
Abilities: Str 20, Dex 8, Con —, Int 11, Wis 10, Cha 15
Skills: Bluff +8, Diplomacy +4, Disguise +8 (+10 acting), Intimidate +4, Knowledge (religion) +6, Move Silently +5
Feats: Ability Focus (bloodstone blessing), Improved Initiative, Toughness (B)
Environment: Any
Organization: Solitary or pack (2–4)
Challenge Rating: 2
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 4-7 HD (Medium), 8-12 HD (Large)
Level Adjustment: —

A beautiful human girl approaches. Her alabaster skin is flawless, her teeth pearly white, and her eyes sparkle like gemstones. As she draws closer, though, the stench of an open grave assaults you, and those perfect, clender hands end in dreadful claws.

The first bloodstone zombies were created long ago by a crazed necromancer obsessed with creating undead with beauty to surpass the finest living humanoids. Through long experimentation, he created a supernatural disease that actually improved the physical beauty of those who died and arose again in undeath. The necromancer quickly succumbed to the claws of his creations, becoming a bloodstone zombie himself. Gifted with a greater intellect than traditional zombies, these creatures have a sense of self-preservation and seek to ensure the continued existence of their kind through the transmission of the deadly bloodstone blesssing.

Because bloodstone zombies do not have a decaying appearance, they can blend in among the living, furthering schemes of their masters. Bloodstone zombies are smart enough to mask their ghastly odors with strong perfumes and colognes, and to hide their claws within gloves or long sleeves.

A bloodstone zombie is about the height and weight of a human.

Bloodstone zombies speak any languages they knew in life.

A bloodstone zombie can be created by a 12th-14th level spellcaster using the create undead spell.

COMBAT

Bloodstone zombies are cunning foes, setting traps or using their good looks to lure prey to secluded ambushes. Like most undead, they hate the living and take every opportunity to spread death and disease. Straightforward melee combatants, they can wield any weapons they used in life, although most bloodstone zombies prefer to attack with their claws.

Bloodstone Blessing (Su): Supernatural disease—grapple, Fortitude DC 15, incubation period 1 hour; damage 1d2 Con and 1d2 Str. The save DC is Charisma-based.

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

Bloodstone blessing is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with bloodstone blessing must succeed on a DC 15 caster level check, or the spell has no effect on the afflicted character.

To eliminate bloodstone blessing, the curse must first be broken with break enchantment or remove curse (requiring a DC 15 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the bloodstone blessing can be magically cured as any normal disease.

An afflicted creature who dies of bloodstone blessing rises as a bloodstone zombie 1 hour later.

Improved Grab (Ex): To use this ability, a bloodstone zombie must hit an opponent of its size or smaller with both claw attacks. 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 exposes its opponent to bloodstone blessing.

Originally appeared in Polyhedron #76 (1992).
 
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Shade

Monster Junkie
Necromantic Battering Ram

http://www.enworld.org/forum/general-monster-talk/78935-converting-monsters-dungeon-magazine-29.html

Necromantic Battering Ram
Gargantuan Undead
Hit Dice: 16d12+16 (120 hp)
Initiative: -2
Speed: 20 ft. (4 squares)
Armor Class: 18 (-4 size, -2 Dex, +14 natural), touch 4, flat-footed 18
Base Attack/Grapple: +8/+37
Attack: Slam +21 melee (2d20+25/19-20)
Full Attack: Slam +21 melee (2d20+25/19-20)
Space/Reach: 20 ft./15 ft.
Special Attacks: Crushing critical, trample 3d10+25
Special Qualities: Damage reduction 5/-, darkvision 60 ft., +4 turn resistance, undead traits, unholy toughness
Saves: Fort +5, Ref +3, Will +10
Abilities: Str 45, Dex 7, Con - , Int 3, Wis 11, Cha 13
Skills: Climb +25, Spot +11
Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Power Attack
Environment: Any
Organization: Solitary or pair
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 17-32 HD (Gargantuan); 33-48 HD (Colossal)
Level Adjustment: —

A massive battering ram sculped entirely of writhing, rotting flesh writhes forth on twenty pairs of legs.

Necromantic battering rams are the creations of true ghouls, used as the vanguard of their armies.

A necromantic battering ram is 30 feet long and 9 feet tall, weighing 12 to 15 tons.

COMBAT

A necromantic battering ram simply tramples all in its path en route to ramming its designated target.

Crushing Critical (Ex): On a successful critical hit, a necromantic battering ram immediately destroys one object carried by its target unless it succeeds on a DC 25 Fortitude save. Refer to Table: Items Affected by Magical Attacks to determine the order in which objects carried or worn by the creature are affected. The save DC is Strength-based.

Trample (Ex): Reflex half DC 25. The save DC is Strength-based. Because it is designed primarily for ramming, the necromantic battering ram's trample damage is less than its mighty slam attack.

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

Originally appeared in Dungeon Magazine #70 (1998).
 
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Shade

Monster Junkie
Sundel Bolong

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

Sundel Bolong
Medium Undead
Hit Dice: 2d12 (13 hp)
Initiative: +2
Speed: Fly 30 ft. (good) (6 squares)
Armor Class: 14 (+2 Dex, +2 deflection), touch 14, flat-footed 12
Base Attack/Grapple: +1/-
Attack: Incorporeal touch +4 melee or +2 against ethereal foes (1d3)
Full Attack: 2 incorporeal touch +4 melee or +2 against ethereal foes (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Beckoning, killing form, manifestation
Special Qualities: Darkvision 60 ft., incorporeal traits, invisibility to females, undead traits
Saves: Fort +0, Ref +2, Will +3
Abilities: Str 10, Dex 14, Con —, Int 7, Wis 10, Cha 15
Skills: Concentration +7, Spot +5
Feats: Weapon Focus (incorporeal touch)
Environment: Any land or Ethereal Plane
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: 3-8 HD (Medium)
Level Adjustment: —

A beautiful woman steps out from behind a nearby tre. Her long, black hair hangs below her waist. She beckons, wordlessly promising gratuitous delights.

A sundel bolong is an evil spirit of a female humanoid who was wronged by men during her life. To men, she appears as a beautiful, charming woman, with long hair hiding a gaping hole through the middle of her back. Her wordless beckoning promises endless pleasures, and those who give in to her wiles find themselves drawn toward the sundel bolong, only to be tormented by a horrific vision that seeks to frighten them to death. Sundel bolongs are completely invisible to females, and they harbor no ill will against living members of the female gender.

Sundel bolongs prefer to hunt at night, luring away lone sentries or wanderers. The bodies of their victims are always easily found and horribly mutilated.

A sundel bolong is 5 to 6 feet tall and is weightless.

Sundel bolongs speak the languages they spoke in life (usually Common).

COMBAT

A sundel bolong prefers to avoid melee combat, fleeing to the Ethereal Plane if necessary. If her supernatural abilities fail to slay her prey, a sundel bolong fights with her long nails.

Beckoning (Su): A sundel bolong can attempt to charm creatures by promising gratuitous, earthly delights. The sundel bolong targets a single male creature it can see within 30 feet. This is a mind-affecting ability, and the creature must be able to see the sundel bolong for it to take effect. The targeted creature must make a DC 13 Will saving throw. If the save is successful, the creature must succeed on a second DC Will save or be frightened for 1d4 rounds.

If the initial save fails, the creature is utterly beguiled and moves toward the sundel bolong, taking the most direct route available. If that path leads into a dangerous area (such as very deep or fast-moving water) the beguiled creature gets a second saving throw. A beguiled creature may take no actions other than defending himself. A beguiled victim who moves within 5 feet of the sundel bolong must make a DC 13 Will saving throw or be charmed as per charm monster cast by an 8th-level sorcerer. Success means that the character is freed from the beguilement, but immediately sees the sundel bolong for what she truly is, and must on a DC 13 Will save or be frightened for 1d4 rounds. The beguiling effect continues so long as the sundel bolong beckons. A sundel bolong does not need to continue to beckon to keep a victim charmed. The save DCs are Charisma-based.

Invisibility to Females (Su): A sundel bolong can only be seen by male creatures. This ability is constant, allowing a sundel bolong to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell. This invisibility extends to creatures with no gender (such as constructs or oozes).

Killing Form (Sp): Three times per day as a standard action, a sundel bolong can affect a chosen individual as with a phantasmal killer (CL 7th, DC 16), except as follows. First, the sundel bolong itself appears to the victim to be the beast listed in the spell description. Also, the phantasmal killer cannot be turned back on the sundel bolong. Victims that have been previously charmed by the sundel bolong take a -2 morale penalty to their saves against the killing form.

Manifestation (Su): A sundel bolong dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a sundel bolong manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested sundel bolong can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested sundel bolong can pass through solid objects at will, and its own attacks pass through armor. A manifested sundel bolong always moves silently. A manifested sundel bolong can strike with its touch attack or with a ghost touch weapon. A manifested sundel bolong remains partially on the Ethereal Plane, where is it not incorporeal. A manifested sundel bolong can be attacked by opponents on either the Material Plane or the Ethereal Plane. The sundel bolong's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting sundel bolong is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting sundel bolong manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested sundel bolong's touch spells don’t work on nonethereal targets.

A sundel bolong has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Originally appeared in Kara-Tur: The Eastern Realms (1988).
 
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Shade

Monster Junkie
Black Slime

http://www.enworld.org/forum/genera...conversion-thread-finishing-off-oozes-16.html

Black Slime (CR 4)
Also called oil slime, this marine hazard is an aquatic variety of green slime. Black slime devours flesh on contact, but unlike green slime it can not dissolve non-living materials like metal or wood. Looking much like a small oil slick, black slime floats on the top of the ocean, attacking creatures with which it comes into contact, reproducing as it consumes organic matter. It has no means of self-propulsion, moving about only at the whims of the winds and the waves.

Black slime has a limited ability to change its basic shape - it can form strands that float below the surface of the ocean. These strands act like the tentacles of a jellyfish, allowing the slime to adhere to any fish that might pass beneath it. Black slime attacks anything touching its upper surface as well. A swimmer bumping into a floating patch of black slime finds himself coated in the stuff, as does a sea bird landing in it.

Black slime is a colony creature but has no intelligence of its own. Like other slimes, it has a limited awareness of the world around through its ability to sense vibrations, which allows it to target prey. As the colony absorbs other creatures, it grows in size, eventually splitting into two approximately equally-sized colonies. Several colonies are often found together, but this is merely the result of the tides. Every once in a while, colonies drift together and form an extra-large floating slick of slime, but these do not stay together long, nor do they merge into a single creature - once separated, black slime does not unite together again.

A black slime colony occupies a single 5-foot square and deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be burned, or cut away (dealing damage to the victim as well). If scraped off in the water, the swimmer risks contact again in the following round unless he or she moves away from the patch (or the current that brings it near). Black slime is a form of plant life and is subject to spells affecting plants. It is immune to cold damage, but fire damage or a remove disease spell destroys a patch of black slime.

Black slime is sticky and highly flammable, doing damage equivalent to alchemist's fire when alight. Unscrupulous sailors and pirates may harvest the stuff to use as a weapon. The slime, when carefully poured into a glass vial, can be stoppered and stored for 4d4 days, until the isolated slime starves. The vials need to be a transparent material such as glass because black slime needs sunlight to live, dying after 24 hours in darkness. Thus, opaque pottery flasks are unsuitable containers for storing black slime alive. The vials are catapulted onto enemy ships to break and splash all over the enemy crew, or can be sent hurling at the enemy with a flaming wick attached, creating an organic version of the Molotov cocktail.

Originally appeared in Dragon Magazine #250 (1998).
 

Shade

Monster Junkie
Burnbones (template)

http://www.enworld.org/forum/general-monster-talk/240597-converting-forgotten-realms-monsters-2.html

Burnbones

This animated skeleton is limned with dark flames. It bears the holy symbol of an evil, chaotic deity.

Burnbones are created when a chaotic evil deity infuses one of his favored priests with a portion of his dark essence. Even a small portion of the deity's power is so great to dissolve all flesh and sinew in the process, leaving only a walking pile of bones behind. This skeletal creature is continuously limned with dark fire.

The fanatical loyalty of the chosen priests becomes amplified and twisted during the transformation, leaving most burnbones half insane and highly paranoid. Burnbones continue their existence solely to serve the greater glory of their foul god, for the alternative is assured eternal pain or final destruction.

Burnbones speak any languages they knew in life.

Creating a Burnbones

“Burnbones” is an acquired template that can be added to any creature able to cast 6th-level divine spells with a chaotic evil patron deity (referred to hereafter as the base creature).

A burnbones has all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Armor Class: A burnbones has a +2 natural armor bonus or the base creature’s natural armor bonus, whichever is better.

Attack: A burnbones has a searing touch attack that it can use once per round. If the base creature can use weapons, the burnbones retains this ability. A creature with natural weapons retains those natural weapons. A burnbones fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A burnbones armed with a weapon uses its touch or a weapon, as it desires.

Full Attack: A burnbones fighting without weapons uses either its searing touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).

Damage: A burnbones without natural weapons has a searing touch attack that deals 2d10 points of damage. The damage is not fire damage, but rather chaotic fire from the burnbones's dark deity, and is not subject to being reduced by resistance to fire-based attacks, such as that granted by protection from energy (fire), fire shield (chill shield), and similar magic. A burnbones with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals burnbones points of extra damage on one natural weapon attack.

Special Attacks: A burnbones retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 burnbones's HD + burnbones's Cha modifier unless otherwise noted.

Battle Casting (Ex): When making an attack or full attack, a burnbones may cast one spell each round as a swift action. It may not use this ability in tandem with casting another spell.

Fiery Aura (Ex): Anyone within 10 feet of a burnbones must succeed on a Fortitude save or take 1d3 points of fire damage per round from the intense heat.

Spells: A burnbones continues to prepare and cast divine spells as it did in life. However, as a gift from its dark deity, none of its spells require verbal, somatic, or material components.

Special Qualities: A burnbones retains all the base creature’s special qualities and gains those described below.

Damage Reduction (Su): A burnbones has damage reduction 10/bludgeoning and lawful. Its natural weapons are treated as chaotic weapons and evil-aligned for the purpose of overcoming damage reduction.

Fiery Resolve (Ex): A burnbones is always considered to be casting defensively when using any of its spells.

Immunity to Fire (Ex): A burnbones has immunity to fire.

Limited Immunity to Holy Water (Ex): A burnbones is immune to damage from holy water, unless it was created by a lawful character.

Resistance to Cold (Ex): A burnbones has resistance to cold 10.

Spell Resistance: A burnbones has spell resistance equal to Hit Dice + 12.

Turn Resistance (Ex): A burnbones has +4 turn resistance against lawful good characters. Against all other character, a burnbones has turn immunity.

Abilities: Increase from the base creature as follows: Int +4, Wis +4, Cha +4. Being undead, a burnbones has no Constitution score.

Environment: Any land or underground.
Organization: Solitary.
Challenge Rating: Same as the base creature +3.
Treasure: None (except holy symbol).
Alignment: Always chaotic evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +6.

Sample Burnbones

Burnbones, 12th-level human cleric
Medium Undead (Augmented Humanoid)
Hit Dice: 12d12 (78 hp)
Initiative: -1
Speed: 20 ft. (4 squares) in chainmail; base speed 30 ft.
Armor Class: 19 (-1 Dex, +2 natural, +8 chainmail, +3 magic vestment), touch 9, flat-footed 19
Base Attack/Grapple: +9/+10
Attack: +1 unholy longsword +12 melee (1d8+2/19-20 plus 2d6 vs. good-aligned creatures) or searing touch +10 melee (2d10)
Full Attack: +1 unholy longsword +12 melee (1d8+2/19-20 plus 2d6 vs. good-aligned creatures) or searing touch +10 melee (2d10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Battle casting, fiery aura (DC 20), rebuke undead (+6, 2d6+16, 12th), spells
Special Qualities: Damage reduction 10/bludgeoning and lawful, darkvision 60 ft., fiery resolve, immunity to fire, limited immunity to holy water, resistance to cold 10, spell resistance 24, turn resistance/immunity, undead traits
Saves: Fort +8, Ref +4, Will +10
Abilities: Str 13, Dex 8, Con 12, Int 14, Wis 22, Cha 18
Skills: Bluff +11, Concentration +11, Diplomacy +6, Disguise +4 (+6 acting), Intimidate +6, Knowledge (religion) +11, Spellcraft +9
Feats: Extend Spell, Martial Weapon Proficiency (longsword), Maximize Spell, Spell Penetration, Weapon Focus (longsword)
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 13
Treasure: Standard (includes +1 unholy longsword and chainmail)
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +6

Cleric Spells Prepared: (Caster level 12th, save DC = 14 + spell level)
6th—blade barrier, harm (D), planar ally;
5th—false vision (D), flame strike, righteous might;
4th—confusion (D), dimensional anchor, extended magic vestment*, freedom of movement, spell immunity;
3rd—animate dead, bestow curse, blindness/deafness, contagion (D), invisibility purge, speak with dead;
2nd—bull's strength, death knell, desecrate, extended shield of faith, hold person, invisibility (D), spiritual weapon;
1st—bane, cause fear, command, disguise self (D), doom (x2), entropic shield;
0—cure light wounds, detect magic, guidance, read magic, resistance (2);
(D) Domain spell. Deity: Cyric. Domains: Destruction, Trickery.
*Already cast.

In the Realms

After the Banedeath, Cyric granted a portion of his power to his most faithful priests. The power of the Dark Sun was so overwhelming that all that remained of these priests were their bones. Burnbones exist only to fulfill Cyric's will, although his very nature makes burnbones seem to work at cross purposes with the Prince of Lies at times. Initially two dozen in number, nearly half of the original burnbones were destroyed by Banites or the forces of good. Since then, Cyric has created only a handful of burnbones each year.

Originally appeared in Ruins of Zhentil Keep (1995).
 
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