Creature Catalog new 3.5 conversions

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Monster Junkie
Unicorn, Brown

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

Unicorn, Brown
Large Magical Beast
Hit Dice: 3d10+18 (34 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 17 (–1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +3/+11
Attack: Horn +10 melee (1d6+7)
Full Attack: Horn +10 melee (1d6+7) and 2 hooves +2 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Spell-like abilities, psychic warning fence
Special Qualities: Darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, scent, spell-like abilities, telepathy 60 ft., wild empathy
Saves: Fort +9, Ref +6, Will +6
Abilities: Str 19, Dex 17, Con 22, Int 12, Wis 21, Cha 24
Skills: Jump +20, Listen +11, Move Silently +9, Spot +11, Survival +8*
Feats: Alertness, Skill Focus (Survival)
Environment: Warm deserts
Organization: Solitary, pair, or herd (3–10)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4–6 HD (Large)
Level Adjustment: +4 (cohort)

This powerful, equine creature has a light brown coat and big, lively eyes. Long, dark brown hair hangs down in a mane and forelock. A single gnarled and twisted horn, about 2 feet long, grows from the center of the forehead. The hooves are cloven. Its eyes are dark brown.

Brown unicorns, or “roanicorns”, are gentle herbivores found in warm deserts. They graze upon desert flowers, cacti, and sparse desert grasses. Brown unicorns can go for up to four days without food or water.

Brown unicorns have a herd mentality. Each herd has one stallion and several mares. Stallions mark out their territories with a psychic warning fence (see below). Brown unicorns sometimes bury themselves in sand on especially hot desert days.

Brown unicorns occasionally allow themselves to be tamed and ridden by good maidens of pure heart of any race. Such an roanicorn, if treated kindly, is the maiden's loyal steed and protector for life, even accompanying her beyond its desert home.

A typical adult brown 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.

Roanicorns speak Sylvan and Common, and communicate telepathically.

COMBAT

Brown unicorns normally attack only when defending themselves or their herds. 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 roanicorn.

Psychic Warning Fence (Sp): A brown unicorn can use its horn to trace an invisible barrier of mental energies around an area of up to 1 square mile. The barrier warns any creatures with a psi-like ability, power point reserve, or telepathy that they are entering the brown unicorn's territory. A psychic warning fence lasts for 1 week, and can be dispelled as if it were a spell-like ability (caster level equals unicorn's HD). A brown unicorn may only have one psychic warning fence active at a time; creating a second immediately removes the first.

Spell-Like Abilities: Brown unicorns continuously detect thoughts to a range of 60 feet. Once per day a roanicorn can use dimension door.

A brown unicorn can use deep slumber once per day (DC 19, caster level 6th) with a touch of its horn. The save DC is Charisma-based.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a brown unicorn has a +6 racial bonus on the check.

Skills: Brown unicorns have a +4 racial bonus on Move Silently checks. *Brown unicorns have a +3 competence bonus on Survival checks in warm deserts.

Psionic Brown Unicorns

Psionic brown unicorns gain the Psionic subtype, and their psychic warning fence ability changes as follows:

Psychic Warning Fence (Ps): A brown unicorn can use its horn to trace an invisible barrier of mental energies around an area of up to 1 square mile. The barrier warns any creatures with a psi-like ability, power point reserve, or telepathy that they are entering the brown unicorn's territory. A psychic warning fence lasts for 1 week, and can be dispelled as if it were a psi-like ability (manifester level equals unicorn's HD). A brown unicorn may only have one psychic warning fence active at a time; creating a second immediately removes the first.

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

Monster Junkie
Ceremorph, Tzakandi

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-53.html

Ceremorph, Tzakandi
Medium Aberration (Reptilian)
Hit Dice: 6d8+50 (95 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +4/+6
Attack: Claw +6 melee (1d4+2) or club +6 melee (1d6+2) or javelin +5 ranged (1d6+2)
Full Attack: 2 claws +6 melee (1d4+2) and bite +1 melee (1d4+1); or club +6 melee (1d6+2) and bite +1 melee (1d4+1); or javelin +5 ranged (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spit, psionics
Special Qualities: Darkvision 60 ft., hold breath, spell resistance 12
Saves: Fort +10, Ref +4, Will +10
Abilities: Str 15, Dex 12, Con 13, Int 11, Wis 12, Cha 14
Skills: Balance +7, Concentration +4, Jump +8, Spellcraft +5, Swim +7, Tumble +4
Feats: Empower Spell-Like Ability (magic missile), Endurance, Multiattack
Environment: Underground
Organization: Solitary
Challenge Rating: 5
Treasure: Half-standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +5

This reptilian humanoid looks like a cross between a powerfully built human and a lizard. It has clawed hands, a long tail, and deep green scales. Its long head tapers at the top into two long tentacles that fall down its back like writhing ponytails.

Tzakandi are special form of ceremorph created when an illithid larva is implanted within a lizardfolk.

Tzakandi are valued as personal guards in illithid communities but are still treated as inferiors. Still, they are happy with their lot in life. Tzakandi are housed near their master's chambers, they are kept well fed, and they frequently are called on to do what they love most: fight and kill.

The larvae chosen for lizard man implantation are usually larger and more aggressive than most, but they seem less intelligent according to some inscrutable illifhid standard. Normally these specimens would be devoured by the elder brain, as they are unsuitable for regular implantation. They bond to the first illithid they see after the completion of their ceremorphosis and serve it without question or hesitation.

A tzakandi is usually 6 to 7 feet tall with dark green scales. Its tail is used for balance and is 3 to 4 feet long. A tzakandi can weigh from 200 to 250 pounds.

Tzakandi speak Draconic and Undercommon.

COMBAT

Tzakandi are always on edge, ready to pounce on any threat to their illithid masters. Extremely vicious, they delight in melee combat, but are intelligent enough to use their psionics to soften up enemies before wading into battle. Tzakandi prefer to work in pairs--while one focuses its attention on spellcasters and psionicists, the other engages any warriors present. When facing strong opposition, the ceremorphs employ hit-and-run tactics, with one on the offensive as the other seeks cover. If they are acting as bodyguards, however, they do not retreat until the threat has passed or until they are dead.

Acid Spit (Ex): Once per day, a tzakandi can spit a ball of caustic saliva with a range of 30 feet, as a ranged touch attack. On a successful hit, the target takes 2d8 points of acid damage and must succeed at a DC 14 Fortitude saving throw or be blinded for 1d6 rounds. The save DC is Constitution-based.

Psionics (Sp): At will—light, mage hand, resistance; 3/day—barkskin, blur, empowered magic missile, heat metal (DC 14), levitate, true strike; 1/day—fear (DC 16), fireball (DC 15), telekinesis (DC 17), vampiric touch. Effective caster level 6th. The save DCs are Charisma-based.

Hold Breath (Ex): A tzakandi can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Skills: Because of their tails, tzakandi have a +4 racial bonus on Jump, Swim, and Balance checks.

Psionic Tzakandi
If you are using the Expanded Psionics Handbook and running a psionic campaign, tzakandi gain the psionic subtype, have power resistance rather than spell resistance, and gain psi-like abilities.

Skills: Autohypnosis +6, Balance +7, Concentration +6, Jump +8, Psicraft +5, Swim +7
Feats: Multiattack, Psionic Body, Psionic Fist

Psi-Like Abilities: At will—control light, defensive precognition (+2 insight, +1 saves)*, thicken skin (+2 enhancement bonus)*; 3/day—biofeedback (DR 3/-)*, chameleon, matter agitation, offensive precognition (+2 insight)*, psionic levitate; 1/day—body adjustment, energy burst (DC 15, 6d6 damage)*, mental disruption (DC 16, 15-ft. range, 15-ft. radius)*, telekinetic force (DC 15, 275 lbs.)*, telekinetic thrust (DC 15, 275 lbs.)*. Manifester level 6th. The save DCs are Charisma-based. These abilities replace the tzakandi's spell-like psionics.

*Includes augmentation for the tzakandi's manifester level.

Originally appeared in Dragon Magazine #255 (1999).
 
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Shade

Monster Junkie
Mithral Guardian, Greater

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-37.html

Mithral Guardian, Greater
Gargantuan Construct
Hit Dice: 48d10+60 (324 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 38 (-4 size, -2 Dex, +34 natural), touch 4, flat-footed 38
Base Attack/Grapple: +36/+69
Attack: Slam +53 melee (3d12+21) or magma mattock +54 melee (6d6+31/19-20/x3 plus 1d6 fire plus 2d6 and 2d10 fire on a successful critical hit and DC 55 Fort save or die)
Full Attack: 2 slams +53 melee (3d12+21) or magma mattock +54/+49/+44/+39 melee (6d6+31/19-20/x3 plus 1d6 fire plus 2d6 and 2d10 fire on a successful critical hit and DC 55 Fort save or die)
Space/Reach: 20 ft./20 ft.
Special Attacks: Dispel darkness, magma mattock, prismatic spray, silent aura, spell-like abilities
Special Qualities: Construct traits, damage reduction 20/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +16, Ref +18, Will +23
Abilities: Str 53, Dex 7, Con —, Int 10, Wis 17, Cha 23
Skills: Climb +22, Diplomacy +8, Intimidate +21, Knowledge (dungeoneering) +10, Knowledge (religion) +10, Listen +36, Sense Motive +23, Spot +36. Survival +3 (+5 underground)
Feats: Awesome Blow, Cleave, Devastating Critical (warhammer), Dire Charge, Epic Reflexes, Epic Will, Great Cleave, Improved Bull Rush, Improved Critical (warhammer), Improved Initiative, Improved Sunder, Overwhelming Critical (warhammer), Power Attack, Power Critical, Reckless Offense, Superior Initiative, Weapon Focus (warhammer)
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 26
Treasure: None
Alignment: Always neutral good
Advancement: 49-72 HD (Gargantuan)
Level Adjustment: —

This massive moving statue resembles a resplendent armored dwarf. A multifaceted jewel is centered upon its chest, and it wields a massive, fiery mattock that seems forged from cooling magma.

Greater mithral guardians are specialized golems created through divine intervention of the deity Dumathoin. All are carved in the god's image. While lesser mithral guardians glorfiy Dumathoin's aspects of mining and underground exploration, the greater guardians exemplify all his dwarven aspects.

Greater mithral guardians, unlike their lesser namesakes, are formed of pure mithral. However, upon their destruction, the mithral becomes worthless lodestone (a final act of retribution from the deity against those who would plunder the richness of the underground realm).

A greater mithral guardian stands 54 feet tall and weighs 120 tons.

A greater mithral guardian speaks Dwarven and Terran in a booming voice. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.

COMBAT

Mithral guardians are mighty combatants. They strike with deadly accuraccy and incredible force.

Dispel Darkness (Su): When a mithral guardian encounters a magical darkness effect, it may dispel the darkness as a free action. If the mithral guardian's caster level check (effective CL 40th) exceeds a DC of 11 plus the darkness effect's caster level, the darkness is completly dispelled and negated. This otherwise functions as a targeted use of dispel magic.

Immunity to Magic (Ex): A mithral guardian is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals electricity or force damage breaks heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the mithral guardian to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a mithral guardian hit by a lightning bolt gains back 6 hit points if the damage total is 18 points. A mithral guardian gets no saving throw against electricity or force effects.

Magma Mattock (Su): A greater mithral guardian wields a great, two-handed warhammer (big enough for Colossal creatures) without penalty. Additionally, this mattock is treated as a flaming burst weapon, dealing an extra 1d6 points of fire damage on a successful hit, and an extra 2d10 points of fire damage on a successful critical hit. The weapon crumbles into chunks of cooled magma if its wielder is destroyed.

Prismatic Spray (Su): Three times per day, a greater mithral guardian can release a prismatic spray from the gem in its chest. This functions exactly as the prismatic spray spell, with save DCs of 40. The save DCs are Charisma-based.

Silent Aura (Su): A greater mithral guardian is continuously shrouded in silence to a radius of 15 feet. This functions as a silence spell (DC 40). The golem may suppress or resume this ability as a free action. The save DC is Charisma-based.

Spell-Like Abilities: 1/day—earthquake, guards and wards (DC 22). Caster level 40th. The save DCs are Charisma-based.

Skills: A greater mithral guardian has a +8 racial bonus on Listen and Spot checks.

Originally appeared in Undermountain: The Lost Level (1996).
 
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Shade

Monster Junkie
Bladderwort, Giant

http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants.html

Giant Bladderwort (CR 3)
A giant bladderwort is a rootless water plant found floating in stagnant marshes. These carnivorous plants float just below the surface of the water, appearing to be a harmless mat of vegetation. It requires a DC 20 Spot or Knowledge (nature) check to notice the plant is dangerous. A typical giant bladderwort is between 20 and 30 feet across.

Giant bladderworts trap prey inside translucent bladders about 4 feet across. Each plant has 1d10+10 such traps. Each bladder-trap occupies a separate 5-foot square. The bladders contain a partial vacuum, as soon as a creature bumps into a bladder it pops open and the water rushing into the vacuum will suck all creatures with 5 feet of the bladder into the trap unless they succeed on a DC 20 Reflex save. The plant then releases digestive enzymes that inflict 1d8 points of acid damage per round to all organic creatures (or objects) trapped by the bladder. Note that since the bladder is flooded with water, any air-breathing creature trapped within it also risks drowning. A bladder can trap 1 Medium, 2 Small, 8 Tiny, 32 Diminutive or 128 Fine creatures.

Each bladder has a lid with AC 12, DR 3/- and 10 hit points. The bladder's lid can be broken open with a DC 20 Strength check or cut open by reducing the lid's hit points to zero (creatures trapped inside the bladder can only use light slashing or piercing weapon to cut their way free). Once a bladder's lid is forced open all creatures trapped inside can escape.

Each bladder can only trigger its trap once per day. It requires 24 hours for the trap to reseal its lid and restore its partial vacuum after the plant finishes digesting any meal it has trapped. It takes two weeks for the plant to replace a destroyed bladder.

Damage to the bladder-traps does not harm the plant. To kill a giant bladderwort, its floating main body must be destroyed (AC 14, DR 5/-, 40 hit points).

Originally appeared in Dragon Magazine #167 (1991).
 
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Shade

Monster Junkie
Golem, Wooden Lady

http://www.enworld.org/forum/general-monster-talk/270413-converting-monsters-dungeon-magazine-6.html

Golem, Wooden Lady
Large Construct
Hit Dice: 12d10+30 (96 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 20 (–1 size, –1 Dex, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +9/+19
Attack: Slam +12 melee (2d8+6)
Full Attack: 2 slams +12 melee (2d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Splinters
Special Qualities: Construct traits, damage reduction 5/adamantine and slashing, darkvision 60 ft., fast healing 1, immunity to magic, low-light vision
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 23, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or flotilla (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 13-18 HD (Large); 19-36 (Huge)
Level Adjustment: —

This large automaton resembles a ship’s figurehead come to life.

Wooden ladies are golems carved in the image of a ship's figurehead. They are popular among seafaring races, and are often found aboard ships, whose crews consider their presence good luck.

Wooden ladies are occasionally made into figurines of wondrous power (see below), to be carried as doll-like pendants.

A wooden lady is 8 and 1/2 feet tall and weighs around 500 pounds.

COMBAT

A wooden lady follows the commands of its creator (or the owner of its figurine, where applicable). Like most golems, they generally are instructed to simply attack the creator's enemies, bludgeoning their adversaries with their wooden fists, while discouraging retaliation with painful splinters.

Immunity to Magic (Ex): A wooden lady is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A plant growth spell repairs all damage dealt to a wooden lady, restoring it to full hit points.

A magical attack that deals fire damage deals normal damage and causes a wooden lady to emit smoke as a smokestick.

Splinters (Ex): A wooden lady's body is covered in splinters. An opponent hit by a wooden lady's slam attack must succeed on a DC 22 Reflex save or have a splinter break off in his or her flesh. A character with a lodged splinter is sickened. The save DC is Strength-based.

A splinter can be removed safely with a DC 20 Heal check; otherwise, removing a splinter deals 1 point of Dex damage.

Wooden Lady Figurines
This tiny figurine, often worn as a pendant, transforms into a wooden lady construct (see above). It can be used twice per week for up to 6 hours per use. After 6 hours, or when the command word is spoken, the wooden lady returns to figurine form.

CL 11th; Craft Construct, animate objects, geas/quest, limited wish, secret chest, caster must be at least 11th level; Price 30,000 gp; Cost 15,500 gp + 1160 XP.

Construction
A wooden lady's body must be crafted from a single block of high-quality wood weighing at least 800 pounds that has been soaked in seawater treated with exotic oils and herbal preparations for at least a week. These materials cost at least 1,000 gp. Carving the body requires a DC 15 Craft (woodworking) check or a DC 15 Craft (carpentry) check.

CL 9th; Craft Construct, animate objects, geas/quest, limited wish (or animate plants), caster must be at least 9th level; Price 30,000 gp; Cost 15,500 gp + 1160 XP.

Originally appeared in Dungeon Magazine #65 (1997).
 
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Shade

Monster Junkie
Armadillephant

http://www.enworld.org/forum/general-monster-talk/82565-send-clowns-converting-oddballs-25.html

Armadillephant
Huge Magical Beast
Hit Dice: 12d10+72 (138 hp)
Initiative: -1
Speed: 40 ft. (8 squares), burrow 10 ft.
Armor Class: 19 (–2 size, -1 Dex, +12 natural), touch 7, flat-footed 19
Base Attack/Grapple: +12/+30
Attack: Gore +20 melee (2d8+15)
Full Attack: Slam +20 melee (2d6+10) and 2 claws +15 melee (2d6+5); or gore +20 melee (2d8+15)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 2d8+15
Special Qualities: Damage reduction 5/-, darkvision 60 ft., low-light vision, scent
Saves: Fort +14, Ref +7, Will +7
Abilities: Str 30, Dex 8, Con 23, Int 4, Wis 13, Cha 7
Skills: Listen +9, Spot +8
Feats: Awesome Blow, Improved Bull Rush, Iron Will, Power Attack, Stand Still
Environment: Warm forests and plains
Organization: Solitary, pair, herd (3-10), or mixed herd (2-6 plus 3–10 elephants)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 13–24 HD (Huge)
Level Adjustment: —

This creature appears to be an elephant, but its hide is covered with the armored plating of an armadillo. Its front legs end in long, curved claws, and its armored tail is much longer than that of an elephant.

Like the owlbear, the armadillephant is the result of the magical blending of two creatures. Created specifically for combat, the armadillephant blends the great strength of an elephant with the armored hide and burrowing claws of an armadillo.

The majority of armadillephants are divine gifts for particularly worthy humanoid tribes, particularly orcs, goblins, and gnolls. However, some run wild, often blending into elephant herds. Because of their greater prowess and tenacity, they often become the leaders of a mixed herd.

Most armadillephants, spend their lives in the care of the army for which they fight. Armadillephants often carry battle platforms on their backs. These howdahs usually carry military leaders and advisors. When equipped with crossbows and other ranged weapons, these war platforms can strike fear into enemy lines. In addition, with proper training, armadillephants can be taught to dig trenches, latrines, and pit traps in a fraction of the time it would take a small group of humanoids.

Armadillephants are highly prized by the tribes to whom they are given, and the tribes will go to great lengths to keep the beasts happy and healthy. In many cases the armadillephant is valued much higher than that of individual tribal members, a fact that causes some resentment, especially among those assigned to care for the beasts. Of course, this varies from tribe to tribe; in some humanoid armies, the armadillephant handler is a position of great respect.

Armadillephant meat is quite tasty, although the beast is too highly regarded to be slaughtered for food. However, if an armadillephant is slain in battle, the surviving humanoid troops offer a ceremony of thanksgiving before partaking of its flesh. Legends claim that consuming an armadillephant’s heart grants unshakable morale. As a result, this vital organ is usually reserved for the chieftain.

An armadillephant stands 11 feet tall at the shoulder and weighs over 10 tons.

COMBAT

When ridden by humanoids, an armadillephant follows the commands of its driver. When found in the wild, or left riderless, an armadillephant fights much like an elephant, trampling foes while goring them with its tusks. Being bred for battle, however, makes it a far more dangerous and deadly opponent.

Trample (Ex): Reflex half DC 26. The save DC is Strength-based.

Originally appeared in Dragon Magazine #243 (1998).
 
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Shade

Monster Junkie
Golem, Diamond

http://www.enworld.org/forum/general-monster-talk/258155-converting-greyhawk-monsters-15.html

Golem, Diamond
Huge Construct
Hit Dice: 22d10+40 (161 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 39 (-2 size, +1 Dex, +30 natural), touch 9, flat-footed 38
Base Attack/Grapple: +16/+39
Attack: Slam +29 melee (3d10+15)
Full Attack: 2 slams +29 melee (3d10+15)
Space/Reach: 15 ft./15 ft.
Special Attacks: Blinding brilliance
Special Qualities: Construct traits, damage reduction 20/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +7, Ref +8, Will +7
Abilities: Str 41, Dex 13, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Always neutral
Advancement: 23-33 HD (Huge), 34-66 HD (Gargantuan)
Level Adjustment: —

This tremendous animated statue seems to be formed from thousands of diamonds.

Diamond golems are created to protect the most valuable of treasures. The original diamond golem was one of the archmage Zagig's final creations.

A diamond golem stands 18 feet tall and weighs 20,000 pounds.

A diamond golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. Its movement is accompanied by a loud jingling.

COMBAT

A diamond golem follows the commands of its creator, which usually involves smashing its foes to a pulp with its weighty fists. Unless directed otherwise, a diamond golem employs its blinding brilliance as soon as it becomes available.

Blinding Brilliance (Su): Once every 1d4+1 rounds, a diamond golem can produce a blinding flash of light as a free action, so long as it is in any area other than total darkness. All creatures within an 80-foot radius burst of the golem must make a DC 21 Reflex save or be blinded for 1d4 rounds, and then dazzled for 1d4 rounds thereafter. Creatures that succeed on their saves are instead dazzled for 1d4 rounds. The save DC is Constitution-based.

Immunity to Magic (Ex): A diamond golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A diamond golem is affected normally by sonic attacks.

If brought into the area of magical darkness, , or targeted by a magical attack with the darkness descriptor, a diamond golem is slowed (as the slow spell) for 3 rounds, with no saving throw.

If brought into the area of magical light, or targeted by a magical attack with the light descriptor, a diamond golem is hasted (as the haste spell) for 3 rounds, with no saving throw.

A diamond golem is affected normally by the shatter spell, and is treated as a crystalline creature for purposes of the spell.

Construction
A diamond golem’s body is assembled from 20,000 pounds of semiprecious gemstones, including a flawless diamond costing at least 10,000 gp. Assembling the body requires a DC 25 Craft (gemcutting) check or a DC 20 Craft (weaponsmithing) check.

CL 17th; Craft Construct, geas/quest, limited wish, prismatic spray, caster must be at least 17th level; Price 200,000 gp; Cost 105,000 gp + 7,600 XP.

Originally appeared in WGR1 - Greyhawk Ruins (1990).
 
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Shade

Monster Junkie
Golem, Tomb Warden

http://www.enworld.org/forum/genera...eneric-setting-second-edition-monsters-3.html

Golem, Tomb Warden
Medium Construct
Hit Dice: 11d10+20 (80 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +8/+13
Attack: Slam +13 melee (2d8+5)
Full Attack: 2 slams +13 melee (2d8+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dispelling blow, surprise
Special Qualities: Construct traits, damage reduction 10/bludgeoning, darkvision 60 ft., fast healing 1, immunity to magic, low-light vision, tombheart dependent, wall bound
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 21, Dex 11, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Buttress (2-4 plus 1 tombheart) or wall (4-24 plus 1 tombheart)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 12-15 HD (Medium), 16-33 HD (Large)
Level Adjustment: —

A group of finely-rendered dwarves are carved in high relief upon the seamless stone surface. Suddenly, the figures become animate, stepping forth to do battle.

Tomb wardens are are specialized stone golems constructed by dwarven priests to serve as tireless guardians for areas they cannot otherwise protect.

Tomb wardens are always created in groups of at least two, with each individual warden occupying a 5-foot-square of wall space. The sections form a single, continuous carving. Buried within the wall is a linked crystalline construct, known as a tombheart, that powers the tomb wardens. So long as the tombheart functions, its associated tomb wardens will reform if destroyed.

A tomb warden is 5 feet tall and weighs around 700 pounds.

COMBAT

A tomb warden activates when trespassers come within reach, then attempts to mash them into paste with its heavy hands.

Dispelling Blow (Su): Whenever a tomb warden successfully hits with a slam attack, its victim is affected by a targeted dispel magic. Treat the tomb warden as having a caster level equal to its Hit Dice. This otherwise functions as a targeted use of dispel magic.

Immunity to Magic (Ex): A tomb warden is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A soften earth and stone spell cast upon a tomb warden slows it (as the slow spell) for 2d4 rounds with no saving throw.

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

A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.

Surprise (Ex): A tomb warden in relief form (see wall bound, below) receives a +20 circumstance bonus on Hide and Move Silently checks, often allowing them to surprise intruders.

Tombheart Dependent (Su): Each tomb warden is linked to a construct known as a tombheart, which is embedded in the same wall as the warden. As long as the tombheart is functioning, tomb wardens have fast healing 1 and a destroyed tomb warden is restored to a fully functioning state with maximum hp after 24 hours. However, if the tombheart is destroyed, all tomb wardens linked to it become inert after 1 hour.

Wall Bound (Su): A tomb warden is part of an enchanted stone wall. The wall must be at least 5 feet thick and voluminous enough to contain all the tomb wardens that are part of it (i.e. a wall with 4 wardens must occupy at least 4 5-foot squares). Some walls are far larger than the wardens bound to them, giving these golems space to maneuver.

A tomb warden can take the form of a shallow carving on the surface of its wall. In its relief carving form, the golem can see and hear out of the stone surface that it is melded with. The golem can also take on a three dimensional form and move through the stone of its wall as easily as a fish swims through water. This burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. Tomb wardens may never leave the wall they are part of. It may lean out of its wall to attack intruders, but must keep at least half its body within the wall. Any carvings or paintings on the wall will shift and alter to accommodate the movement of the tomb warden. The tomb warden can switch between its 2D and 3D forms as a free action.

Construction
A tomb warden's body is chiseled from a single block of hard stone, such as granite, weighing at least 1500 pounds, and then built into a 5 ft. square stone wall. This stonework must be of exceptional quality, costing at least 1,500 gp. Each additional 5 ft. square of wall increases the cost by another 500 gp. Assembling the body and wall requires a DC 15 Craft (sculpting) check or a DC 15 Craft (stonemasonry) check.

CL 10; Craft Construct, geas/quest, greater dispel magic, meld into stone, caster must be at least 10th level, creator must be a dwarf; Price 30,000 gp; Cost 15,750 gp + 1,140 XP.

Originally appeared in Axe of the Dwarvish Lords (1999).
 
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Shade

Monster Junkie
Magen, Hypnos

http://www.enworld.org/forum/genera...verting-original-d-d-mystara-monsters-44.html

Magen, Hypnos
Medium Construct
Hit Dice: 2d10+20 (31 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Short sword +1 melee (1d6+1/19-20) or light crossbow +3 ranged (1d6/19-20)
Full Attack: Short sword +1 melee (1d6+1/19-20) or light crossbow +3 ranged (1d6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Charm, suggestion
Special Qualities: Construct traits, damage reduction 10/bludgeoning, darkvision 60 ft., low-light vision, spell resistance 7
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 10, Dex 15, Con —, Int 9, Wis 11, Cha 14
Skills: Concentration +9
Feats: Combat Casting
Environment: Any
Organization: Solitary, brew (2-8), or concoction (2-12 magen of different types)
Challenge Rating: 2
Treasure: No coins; double goods (gems only); double items
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: —

This humanoid is perfectly formed, but its skin is grayish white.

Magens (MAY-jens), also called gens magica, or “magical people”, are alchemical constructs created from a magically charged gelatin using shaped molds. Most are created by spellcasters desiring a construct servant, but lacking the power or resources needed to create a golem. Certainly, magens are not as powerful as golems, and it takes less effort, money, and experience to create them. Some sages speculate that magens were developed merely as practice before attempting to create golems. Magens have greater intelligence than golems, however, and can sometimes pass for humans.

A magen follows its creator’s commands without question, even to the death; it makes an ideal guard. Unlike most other constructs, these creatures can follow detailed commands and learn complex procedures to the same extent as a human of average intelligence. Magens even can be instructed in making simple decisions, if given criteria by which to judge events. Should a magen’s creator die, the construct almost always goes mad, launching itself on a rampage of senseless destruction until it is destroyed.

Hypnos are the physically weakest magen, but they possess a subtle compulsive power that makes them very useful, especially considering how hard it is to tell magen types apart. The hypnos bases its suggestions only on instructions from its creator.

A magen is 6 feet tall and weighs 175 to 200 pounds. Magens usually resemble perfectly formed humans, though some vain wizards fashion the magen faces to mirror their own. Although never given non-humanoid shapes, magens sometimes are given bestial features. The creatures typically look grayish white, unless they are painted or otherwise decorated. Their smooth bodies can gain texture or the semblance of hair through the work of a skilled artisan. Magens feel warm to touch, with a consistency similar to that of human flesh.

A magen speaks one language chosen by its creator. Some lonely wizards teach them to respond to conversation and to act in a polite manner. While the constructs have no emotions, they can be taught to emulate them in certain instances.

COMBAT

Magens are imbued with proficiency with one melee and one ranged weapon.

A hypnos will fight with weapons like other magen, but its most useful attack is its charm person and associated suggestion abilities.

Spell-Like Abilities: At will—charm person (DC 13). Caster level 6th. The save DCs are Charisma-based.

Suggestion (Su): At will, a hypnos magen may telepathically contact any victim of its charm person spell-like ability, as long as that creature is on the same plane as the magen. The hypnos magen may use this telepathic contact to impart a suggestion, as the spell (caster level 6th). A DC 13 Will save negates the suggestion. The save DC is Charisma-based.

Construction
To create a magen requires a custom built laboratory equipped with an electrum-lined mold. This mold defines the shape of the magen (male or female; human, dwarf, half-elf or other humanoid race). The total cost of this laboratory is 15,000 gp, but it can be reused to make multiple magen of any type (demos, caldren, hypnos, etc.). Additional molds to create magen of other shapes cost 5,000 gp apiece.

Constructing a hypnos magen requires exotic alchemical reagents and tinctures costing at least 1000 gp. Molding the body requires a DC 12 Craft (alchemy) check.

CL 5th; Craft Construct, animate dead, charm person, shocking grasp, suggestion, caster must be at least 5th level; Price 5,000 gp; Cost 3,000 gp + 160 XP.

In Mystara
Some sages speculate that the Immortals of Mystara handed down the knowledge of creating magens to early wizards, but this theory cannot be confirmed.

Originally appeared in X2 - Castle Amber (1981).
 
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Shade

Monster Junkie
Butterwort, Giant

http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants.html

Giant Butterwort (CR 2)
A giant butterwort is a carnivorous plant that can be found growing in many environments, it favors waterlogged ground with acidic or alkaline soil. The plant is a rosette of long, flat leaves spread across a circle from 10 to 15 feet in diameter. A giant butterwort's leaves blend into their surroundings, requiring a DC 20 Spot check to notice.

The leaves are coated in a powerful adhesive, any creature that steps on the leaves will find itself stuck fast unless it can make a DC 20 Strength check to break free. If a giant butterwort plant feels the pressure of a creature between Tiny and Medium size standing upon it, the plant contracts its leaves into a tight ball around its prey; the victim is entitled to attempt a Strength check to escape the adhesive before becoming trapped. A trapped victim is constricted for 1d4 bludgeoning damage plus 2 points of acid damage per round. Trapped victims can be freed by using light slashing or piercing weapons to sever the leaves (AC 13, hp 20) or by killing the plant by severing its stem (AC 13, hp 40). Creatures trapped inside the plant's leaf-ball can not reach its stem.

Originally appeared in Dragon Magazine #167 (1991).
 
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