D&D 3E/3.5 [1E to 3.5] Aerial Servant to Luck Eater (updated 04/06)

demiurge1138 said:
Are your fungoids any relation to the myconids or vegepygmies?

I had thought about including the myconids, but opted not to.

BOZ said:
one problem with the fungoids though. i appreciate why you decided to make them from another plane (one idea, the Abyss, where Zuggtmoy comes from?), but the problem is, if you make them Extraplanar, you need a home plane for them. the purpose of a home plane? if someone casts banishment on them, they can be sent back to that plane. there really isn't much of a use for that subtype beyond that (expect for similar magical effects).

If you want a home plane name, just decide on one. Unless characters are going to cast banishment and then cast follow via interplanar teleport, I can't see that detail having a major impact on the game. :)

And now for today's entry:

JACKALWERE
Magical Beast (Shapechanger)

Jackal Form
Size: Small
Hit Dice: 4d10+8 plus 1d8+2 (36 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/+1
Attack: Bite +5 melee (1d4+1)
Full Attack: Bite +5 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sleep gaze
Special Qualities: Alternate form, DR 5/cold iron, darkvision 60 ft., low-light vision, scent
Saves: Fort +6, Ref +9, Will +3
Abilities: Str 13, Dex 17, Con 15, Int 12, Wis 15, Cha 12
Skills: Bluff +7, Hide +16, Intimidate +3, Jump +9, Listen +11, Move Silently +12, Spot +11, Survival +2*

Hybrid Form
Size: Medium
Hit Dice: 4d10+12 plus 1d8+3 (41 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +4/+7
Attack: Bite +7 melee (1d6+3)
Full Attack: Bite +7 melee (1d6+3), 2 claws +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sleep gaze
Special Qualities: Alternate form, DR 5/cold iron, darkvision 60 ft., low-light vision, scent
Saves: Fort +7, Ref +8, Will +3
Skills: Bluff +7, Hide +11, Intimidate +3, Jump +7, Listen +11, Move Silently +11, Spot +11, Survival +2*

Human Form
Size: Medium
Hit Dice: 4d10+12 plus 1d8+3 (41 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +1 natural, +2 heavy wooden shield), touch 12, flat-footed 13
Base Attack/Grapple: +4/+6
Attack: Longsword +6 melee (1d8+2/19-20)
Full Attack: Longsword +6 melee (1d8+2/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Alternate form, scent
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 15, Dex 15, Con 17, Int 12, Wis 15, Cha 16
Skills: Bluff +9, Hide +9*, Intimidate +5, Jump +4*, Listen +11, Move Silently +10*, Spot +11, Survival +2*

All Forms
Feats: Alertness, Persuasive (B), Stealthy
Environment: Any warm or temperate land
Organization: Solitary or pack (5-12)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5-8 HD (Small); 9-12 HD (Medium)
Level Adjustment: +2

Jackalweres are dreaded monsters who prey on humans as often as possible. In its natural form, a jackalwere appears to be nothing more than a jackal. It is, however, a malevolent shapechanger able to assume a hybrid jackal-human form as well as a completely normal-seeming human form.

Jackalweres know Common. Most learn one other language as well. Of course, a jackalwere can only speak in human form.

COMBAT

Jackalweres prefer to fight in hybrid form using fang and claw. They typically use their human forms to infiltrate human society in order to "cull the herd." Their jackal form is most often used when pursuit, wilderness travel, or escape are necessary.

Sleep Gaze (Su): Sleep for 6 minutes, range 40 feet, Will DC 13 negates. This power cannot affect a creature with more than 10 HD. It is a mind-affecting compulsion. The save DC is Charisma-based.

Alternate Form (Su): As a standard action, a jackalwere can assume any of its three forms.

Skills: Jackalweres receive a +4 racial bonus to Jump checks. *Hide, Jump, and Move Silently in human form include -2 armor check penalty for large wooden shield. Jackalweres enjoy a +4 racial bonus on Survival checks when tracking by scent.

Design Note: The jackalwere was built as a 4-HD magical beast with one "level" in human. This accounts for its additional 1d8 HD, 4 extra skill points (3 + Intelligence modifier), extra saving throw bonus, and bonus feat. If you decide to give a jackalwere levels in a class, replace its extra 1d8 HD with HD appropriate for that class. The number of extra skill points may change, and a jackalwere with a character class gains 1 extra skill point at each level just like a human.
 

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Krishnath said:
Nice, slightly better than the Fiend Folio version.I like it.

Thank you. I've not seen the new Fiend Folio version, so I'll take your word for it. I don't have the budget to buy new monster books, but it costs me nothing but time to make up/update my own (something players in my last campaign came to dread). :D
 


Frukathka said:
Nice. I like your take on the Catoblepas. It is one of my old favorite as well!

Thank you! :D

And now...

JUJU ZOMBIE TEMPLATE
"Juju zombie" is an acquired template that can be added to any giant, humanoid, or monstrous humanoid (referred to hereafter as the base creature). A juju zombie is created by an evil-aligned cleric casting animate dead on a creature killed by either ability drain, ability damage, or energy drain.

Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them all to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a zombie with the animate dead spell.

Speed: If the base creature can fly and its maneuverability is better than average, its maneuverability rating drops to average.

Armor Class: Natural armor bonus increases by a number based on the juju zombie’s size: Tiny or smaller (+1), Small (+2), Medium (+3), Large (+4), Huge (+7), Gargantuan (+11), Colossal (+15).

Base Attack: A juju zombie has a base attack bonus equal to 1/2 its Hit Dice.

Attacks: A juju zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A juju zombie also gains a slam attack.

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the juju zombie’s size. (Use the base creature’s slam damage if it’s better.) Slam attack damages by size are as follows: Fine (1 point), Diminutive (1d2), Tiny (1d3), Small (1d4), Medium (1d6), Large (1d8), Huge (2d6), Gargantuan (2d8), Colossal (4d6).

Special Attacks: A juju zombie retains the extraordinary and supernatural special attacks of the base creature except those that are class features.

Special Qualities: A juju zombie retains any extraordinary special qualities of the base creature except those that are class features. A juju zombie gains DR 5/magic and slashing as well as fire resistance 20. It gains the following special qualities as well.
Immunity to Electricity (Ex): A juju zombie is immune to electricity.

Immunity to Magic Missile (Su): A juju zombie cannot be harmed by a magic missile.​
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A juju zombie’s Strength increases by +2, its Dexterity decreases by 2, and it has no Constitution. Its Intelligence score drops to 6 unless it was already lower than 6, in which case Intelligence is unchanged. Its Wisdom and Charisma both change to 10.

Skills: A juju zombie retains the base creature's skills, possibly modified by changes in ability scores.

Feats: A juju zombie retains the base creature's feats. If the juju zombie no longer meets the prerequisites for a feat, it loses that feat.

Environment: Any land and underground.

Organization: Any.

Challenge Rating: As base creature (minus class levels) +1.

Treasure: As base creature.

Alignment: Always neutral evil.

Advancement: As base creature, but double Hit Dice (maximum 20). If the base creature advances by character class, then so can the juju zombie.

Level Adjustment: --
 
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KAMPFULT
Small Plant
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16
Base Attack/Grapple: +1/+4
Attack: Slam +5 melee (1d4+3)
Full Attack: Up to 6 slams +5 melee (1d4+3)
Space/Reach: 5 ft./10 ft.
Special Attacks: Improved grab, sinewy mugging
Special Qualities: Low-light vision, plant traits, regeneration 5
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 17, Dex 14, Con 12, Int 8, Wis 13, Cha 11
Skills: Hide +8*, Listen +5, Spot +5
Feats: Alertness (B), Combat Reflexes
Environment: Any non-arctic forest
Organization: Solitary
Challenge Rating: 2
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always neutral evil
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: --

The kampfult, also know as the sinewy mugger, is an evil plant creature that stalks forests in search of prey. A kampfult is shaped like a thin-trunked tree with leafless, dropping branches. It looks much like a small willow. Still, a kampfult is not easily mistaken for a normal tree. Its dropping branches are too snake-like. Its bark is too much like rough lizard's scales. It stands and moves about on four leg-like roots.

Although kampfults are intelligent, they do not speak, nor do they appear to understand any languages. Speak with plants can be used to communicate with a kampfult.

COMBAT

A kampfult hides in an area of concealing vegetation waiting for prey to wander within reach. It attacks creatures of almost any size, but prefers lone prey of its size or larger. If one is very hungry, it may attack a group, but it waits to grab the last creature in line. With its sinewy mugging ability, a kampfult can throttle several creatures at the same time while engaging in melee.

Improved Grab (Ex): To use this ability, a kampfult must hit a Large or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and executes a sinewy mugging. Kampfult receive a +4 racial bonus on grapple checks, which is already included in the statistics block.

Sinewy Mugging (Ex): Upon establishing a hold, a kampfult's limb detaches and continues to constrict. This inflicts 1d4+3 points of damage with a successful grapple check against a Large or smaller creature, but the kampfult itself is not treated as grappled. A strangling limb uses the same grapple modifier as the kampfult. Because it seizes its victim by the neck, a creature in the kampfult's grasp cannot speak or cast spells with verbal components. Due to its impressive regenerative powers, a kampfult regrows a detached limb in two rounds.

A strangling limb can be dislodged and rendered harmless with a successful grapple check. A victim can make an attack with an unarmed strike, natural weapon, or light weapon against the strangling limb with a -4 penalty on such attacks. A strangling limb has 5 hit points (one-half the kampfult's hit points). Damage to a strangling limb doesn't affect the kampfult. Even through the kampfult is considered to be grappled, the victim of a strangling limb is considered grappled.

Plant Traits: Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to poison, sleep effects, paralysis, polymorph, and stunning. Not subject to critical hits.

Regeneration (Ex): Cold and electricity deal normal damage to a kampfult. If a kampful loses a limb or body part, the lost portion regrows in a mere two rounds. The creature can reattach the severed member instantly by holding it to the stump.

Skills: *A kampfult gains a +8 racial bonus to Hide checks in forested areas.


KECH
Medium Outsider (Native)
Hit Dice: 5d8+20 (42 hp)
Initiative: +6
Speed: 40 ft. (8 squares), climb 30 ft.
Armor Class: 18 (+6 Dex, +2 natural), touch 16, flat-footed 12
Base Attack/Grapple: +5/+9
Attack: Claw +9 melee (1d4+4)
Full Attack: 2 claws +9 melee (1d4+4) and bite +5 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, spell-like abilities, summon devil
Special Qualities: Darkvision 60 ft., immunity to fire and poison, resistance to acid and fire 10, see in darkness, telepathy 100 ft.
Saves: Fort +8, Ref +10, Will +6
Abilities: Str 19, Dex 23, Con 19, Int 12, Wis 14, Cha 18
Skills: Climb +19, Craft (trapmaking) +10, Hide +17, Jump +15, Knowledge (nature) +3*, Listen +9, Move Silently +13, Search +8, Spot +9, Survival +9 (+11 when following tracks), Swim +11
Feats: Dodge, Track
Environment: Any forest
Organization: Gang (2-8) or band (8-32)
Challenge Rating: 4
Treasure: Standard
Alignment: Always evil
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: --

Kech are evil forest fiends who chief goals in life seem to be misleading, snaring, and devouring humans. They throughout the deep woodlands of all climes from tropical to subarctic. There they dig pits, set snares, and rig deadfalls to catch unwary travelers. Worse still, several gangs sometimes band together to raid forest communities and carry off helpless victims to be fed upon during unholy feasts. Kech are green humanoids with loose, leathery flesh that folds in on itself so that it forms hundreds of flaps that look very much like leaves. Their long arms and prehensile toes allow them to climb with great ease and rapidity. Their barely human faces have fang-filled maws and protruding jaws.

Kech speak Infernal and Draconic.

COMBAT

Kech use sculpt sound to lure victims into trapped areas. After summoning as many lemures as possible to soften up their prey, the kech pounce in order to rend and bite.

Pounce (Ex): If a kech charges a foe, it can make a full attack.

Spell-Like Abilities: At will - jump, pass without trace, sculpt sound. 1/day - snare. Caster level 5th. Save DC = 14 + spell level.

Summon Devil (Sp): Once per day a kech can attempt to summon 2d4 lemures with a 50% chance of success. This ability is the equivalent of a 4th-level spell.

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

Telepathy (Su): Kech can communicate telepathically with other kech even if they do not have line of sight to each other out to a maximum range of 100 feet.

Skills: A kech has a +4 racial bonus on Hide and Move Silently checks. It has +8 racial bonus on all Climb checks, and it always can choose to take 10 even if rushed or threatened while climbing. *Unskilled.


KORRED
Small Fey
Hit Dice: 6d6+24 (45 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 16
Base Attack/Grapple: +3/+6
Attack: Scythe +11 melee (1d6+10), or thrown rock +5 ranged (2d6+6)
Full Attack: Scythe +11 melee (1d6+10), or thrown rock +5 ranged (2d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Entangling hair, holiday dance, laugh, rock throwing, spell-like abilities
Special Qualities: Low-light vision, scent, SR 18
Saves: Fort +6, Ref +6, Will +7
Abilities: Str 25, Dex 13, Con 19, Int 10, Wis 14, Cha 17
Skills: Climb +10, Knowledge (nature) +9, Jump +10, Listen +11, Perform (dance) +10, Perform (singing) +10, Spot +11, Search +9, Survival +9*
Feats: Cleave, Improved Bull Rush, Improved Unarmed Strike (B), Power Attack
Environment: Any forest or hills
Organization: Solitary or gang (2-4)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 7-12 HD (Small); 13-24 HD (Medium)
Level Adjustment: --

These dance-loving, loud-singing, hard-drinking fey always carry scythes and large pouches containing various personal effects. Korreds resemble satyrs, but stand only about three feet tall. They are also incredibly stocky, and an adult korred weighs almost 100 pounds. A korred has jet black hooves but no horns. Instead, a korred's head is covered with a wild mane of locks. Despite their unassuming statures, korreds are phenomenally strong.

Korreds speak Sylvan.

COMBAT

While korreds love nothing so much as a good brawl, preferably with several pints of stout and raunchy songs, they are not malicious. Unless defending their lives, they are content to attack unarmed inflicting nonlethal damage while using their entangling hair and laughs to humiliate their foes.

Entangling Hair (Su): Once per day, a korred can pull out a wild lock of hair and hurl it up to 20 feet as a ranged touch attack. A successful attack roll automatically entangles the target. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check. The lock of hair has AC 22, 12 hit points, and damage reduction 5/slashing.

Holiday Dance (Su): Once per week, a gang of korreds can perform a holiday dance so long as the korreds stay within a 20-foot radius and take no other actions. All non-fey creatures within 30 feet of the korreds' circle must make a DC 18 Will save or else be able to do nothing but dance. Affected dancers suffer 1d4 points of Constitution damage each round they dance, and the effects persist until at least one of the korreds stops dancing or the affected dancer is dead or restrained. The save DC is Charisma-based.

Laugh (Su): Three times per day as a free action (but only once per round), a korred can let loose a mighty guffaw. All non-fey creatures within 30 feet must make a DC 18 Fortitude save or be stunned for 1d4 rounds. The save DC is Charisma-based.

Rock Throwing (Ex): The range increment is 120 feet for a korred's thrown rocks.

Spell-Like Abilities: At will - animate object (stone only), dimension door, shatter, stone shape, stone tell, transmute rock to mud. Caster level 11th. Save DC = 13 + spell level.

Skills: A korred has a +4 racial bonus on Climb checks and a +8 bonus on Jump checks. *Gains a +2 bonus to Survival checks in natural aboveground environments or when following tracks.
 
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LAND URCHIN
Small Magical Beast
Hit Dice: 3d10+9 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 18 (+1 size, +1 Dex, +6 natural), touch 12, flat-footed 17
Base Attack/Grapple: +3/-1
Attack: Rasping tongue +4 melee (1d2 plus paralysis)
Full Attack: Rasping tongue +4 melee (1d2 plus paralysis) and 1d4 spines +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis, smoke cloud, spines
Special Qualities: Blindsense 30 ft., darkvision 60 ft., low-light vision
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 10, Dex 12, Con 15, Int 2, Wis 13, Cha 6
Skills: Climb +6, Hide +6
Feats: Blind-Fight, Multiattack (B), Toughness
Environment: Any hills or mountains
Organization: Solitary or pair
Challenge Rating: 3
Treasure: See below
Alignment: Always neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: --

The land urchin is the over-sized, terrestrial cousin to the marine spiny sea urchin. It is a scavenger tht consumes virtually anything that is edible. Its small mouth is located near its underside, and it has a long tongue that ends is a rasping barb tough enough to saw through armor. The land urchin has a roundish body about two-feet in diameter. Its soft underbody is protected by thick chitinous plates. Also, its body is covered with dozens of sharp, defensive spines. A land urchin's overall coloration ranges from black to greenish brown. It scuttles about on five spindly legs.

COMBAT

A shy and generally inoffensive creature, the land urchin is seldom aggressive except when defending itself. Its saliva has paralytic effects when introduced into the bloodstream.

Paralysis (Ex): Those hit by a land urchin's rasping tongue attack must succeed on a DC 13 Fortitude save or be paralyzed for 1d4+1 rounds. The save DC is Constitution-based.

Smoke Cloud (Ex): Once per hour, a land urchin can spew forth a disorienting cloud of bluish smoke that persists for 1d4+6 rounds. The cloud fills a stationary 10-foot-radius around the land urchin. Creatures caught in the cloud suffer a -2 penalty to attack rolls so long as they remain in the cloud plus 1d4 rounds (DC 13 Fortitude save negates, but make another save each round within the cloud). Land urchins are immune to this effect, as are creatures that do not breathe. The save DC is Constitution-based. The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance, but the land urchin's blindsense negates this miss chance for itself). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

Spines (Ex): A land urchin bristles with long spines. While attacking with its rasping tongue, the creature thrashes about, striking with 1d4 of spines. An opponent hit by a land urchin's spine attack must succeed on a DC 12 Reflex save or have the spine break off in his flesh. Lodged spines impose a -1 penalty on attacks, saves, and checks per spine. A spine can be removed safely with a DC 20 Heal check; otherwise, removing a spine deals an extra 1d4 points of damage. The save DC is Dexterity-based.

Blindsense (Ex): A land urchin uses hearing, vibrations, and scent to pinpoint creatures within 30 feet. Opponents still have total concealment against the land urchin unless it can actually see them.

Treasure: Land urchins sometimes swallow objects that cannot be digested or eliminated. Special secretions slowly coat these objects. A land urchin is 20% likely to have 1d3 pearls (each worth 4d4x10 gp) in its stomach.


LARVA
Large Outsider (Evil, Extraplanar)
Hit Dice: 1d8+6 (10 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +1/+8
Attack: Bite +3 melee (1d4+3)
Full Attack: Bite +3 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft., immunity to electricity, fire, and poison, resistance to acid 10 and cold 10
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 16, Dex 12, Con 17, Int 5, Wis 10, Cha 6
Skills: Climb +11, Listen +4, Spot +4, Swim +11
Feats: Toughness
Environment: An evil-aligned plane
Organization: Mob (10-40)
Challenge Rating: 1
Treasure: None
Alignment: Always evil
Advancement: 2-3 HD (Large)
Level Adjustment: --

The larvae are the most selfishly evil of all souls who sink to the lower planes after death. They abide in great pits in the gloom of Hades, overseen by night hags. Larvae are desired by demons and devils alike as they are used to form quasits and imps. Liches employ larvae essence in order to retain their undead status and powers. Because of their value, night hags carefully guard their larvae pits and trade the larvae for various privileges on the lower planes.

A larva appears as a nine-foot-long, pus-yellow worms with distorted human faces.

COMBAT

Larvae attack by biting, swarming forward heedless of danger or possibility of success.

Skills: Larvae have a +4 racial bonus to Climb and Swim checks.


LEPRECHAUN
Small Fey
Hit Dice: 4d6+4 (18 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +4 Dex), touch 15, flat-footed 11
Base Attack/Grapple: +2/-3
Attack: Dagger +3 melee (1d3-1/19-20)
Full Attack: Dagger +3 melee (1d3-1/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Low-light vision, SR 25
Saves: Fort +2, Ref +8, Will +7
Abilities: Str 8, Dex 19, Con 13, Int 15, Wis 16, Cha 21
Skills: Bluff +12, Craft (any one) +9, Hide +15, Listen +14, Move Silently +11, Search +13, Sense Motive +10, Spot +14
Feats: Dodge, Improved Initiative, Mobility (B)
Environment: Any plain, forest, or hills
Organization: Solitary, family (2-5), or clan (4-20)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic
Advancement: 2-3 HD (Small)
Level Adjustment: --

Leprechauns normally dwell only in fair, green lands with lush hills and dales. Occasionally a family or clan of adventurous leprechauns will reside elsewhere for a time. These small fey possess tremendous magical talent and a mischievous nature. A leprechaun appears very much like a halfling, but with longer, pointier ears. Leprechauns typically dress in breeches, striped stockings, long-sleeved shirts, and brightly colored vests.

Rumor has it that leprechauns are a species of halfling with a strong strain of pixie. They speak Sylvan, Common, and Halfling.

COMBAT

While a leprechaun usually carries a dagger, its main defenses are its potent spell-like abilities, especially its ability to polymorph any object (even with the limitation of non-living targets only). A leprechaun can suddenly transform a common rock into a hostile monster. Of course, the leprechaun doesn't have any special ability to control this monster, but its other spell-like abilities are well-suited to a quick escape.

Spell-Like Abilities: At will - alter self, hallucinatory terrain, major image, misdirection, mislead, rainbow pattern, sculpt sound. 1/day - polymorph any object (non-living targets only). Caster level 15th. Save DC = 15 + spell level.

Skills: A leprechaun has a +4 bonus to Listen, Search, and Spot checks.


LEUCROTTA
Large Magical Beast (Shapechanger)
Hit Dice: 6d10+18 (51 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+14
Attack: Bite +9 melee (2d6+4)
Full Attack: Bite +9 melee, 2 hooves +7 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Reverse pounce, ugliness
Special Qualities: Alternate form, darkvision 60 ft., low-light vision
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 18, Dex 13, Con 17, Int 12, Wis 13, Cha 15
Skills: Balance +9, Bluff +11, Climb +8, Diplomacy +3, Disguise +0*, Intimidate +3, Jump +12, Listen +10, Spot +10
Feats: Dodge, Mobility, Multiattack
Environment: Any hills or mountains
Organization: Solitary, or pack (2-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: --

The weird creatures hunt deserted and desolated places for it is so ugly that most other creatures cannot bear the sight of it. The body of leucrotta resembles that of a giant stag, its tail is rather lion-like, and its legs end in cloven hooves. It has a head like that of a dire badger, but instead of teeth it has saw-edged, bony ridges. Leucrotta are hateful, sly, and cruel. They use their innate polymorph ability to assume humanoid form and lure victims into ambushes.

Leucrotta speak Common and one other language, usually Goblin.

COMBAT

Leucrotta attack with their powerful jaws and hooves. They use their alternate form and reverse pounce to lure victims into disadvantageous positions.

Reverse Pounce (Ex): A leucrotta can combine a single move with a full attack against a single target. The leucrotta doesn't provoke attacks of opportunity from its target, but provokes attacks of opportunity for movement from other creatures as normal. A leucrotta frequently uses this ability to lure victims into an ambush by the rest of the pack.

Ugliness (Su): The very sight of a leucrotta can profoundly disturb the viewer. Any creature within 30 feet of a leucrotta who can see the leucrotta must make a DC 15 Will save or be shaken for 1d6 rounds. The save DC is Charisma-based.

Alternate Form (Su): As a standard action, a leucrotta can polymorph itself into humanoid form. It reverts to its natural form at will as a free action, which is useful for ambush purposes. It can maintain this form for any duration, but if killed or rendered unconscious the leucrotta reverts to its natural form. Except for these differences, this ability is identical to the polymorph spell as cast by a 6th-level sorcerer. If a leucrotta uses this ability to create a disguise, it gets a +10 bonus on its Disguise check. Remember that even in humanoid form a leucrotta isn't proficient with any armor or weapons.

Skills: A leucrotta has a +8 racial bonus on Balance checks, and a +4 racial bonus on Climb and Jump checks. *It has a +2 bonus on Disguise checks when being observed and try to act in character.


LUCK EATER
Tiny Magical Beast (Incorporeal)
Hit Dice: 4d10 (22 hp)
Initiative: +2
Speed: Fly 30 ft. (6 squares) (perfect)
Armor Class: 15 (+2 size, +2 Dex, +1 deflection), touch 15, flat-footed 13
Base Attack/Grapple: +4/-8
Attack: Incorporeal claw +8 melee (1 Charisma)
Full Attack: 2 incorporeal claws +8 melee (1 Charisma) and incorporeal bite +3 melee (1 Charisma)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Consume luck, Charisma damage, discordant purr
Special Qualities: Darkvision 60 ft., greater invisibility, incorporeal traits, low-light vision
Saves: Fort +1, Ref +6, Will +5
Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 12
Skills: Listen +11, Spot +10
Feats: Alertness, Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Tiny); 9-12 HD (Small)
Level Adjustment: --

For those few who can see it, a luck eater appears to be a cat-shaped creature made of golden smoke. Luck eaters found in any environment. One usually "adopts" some particularly fearsome monster, and then accompanies it unseen and unheard. Luck eaters magically feed on luck and and the psychic pain of the dying. A luck eater follows its adopted monster around, using its consume luck ability to skew the odds in favor of that monster so that the luck eater can feast on its victims.

Although luck eaters are reasonably intelligent, they do not speak.

COMBAT

A luck eater seldom engages in combat. Instead, it is an observer of violence, feasting on the psychic pain and luck of its adopted monster's victims. During an unguarded moment, it is sometimes possible to hear a contented luck eater purring (DC 20 Listen check, adjusted for range, ambient noise, et cetera).

Consume Luck (Su): A luck eater feeds on luck and the psychic pain of the dying. The luck eater chooses a creature within 30 feet as its target. That creature and all of its allies within 30 feet of the luck eater suffer a -2 luck penalty to attack rolls, damage rolls, saving throws, ability checks, and skill checks. There is no saving throw against this effect, but spell resistance can block it. Treat the luck eater as a 4th-level caster.

Charisma Damage (Su): A luck eater seldom uses its incorporeal claws and teeth to attack, but these natural weapons cause 1 point of Charisma damage with a successful attack.

Discordant Purr (Su): A luck eater can compel creatures to violence by purring. Creatures within a 20-foot-radius spread must make a DC 15 Will save or attack the nearest non-allied creature within sight, continuing hostilities for 6 rounds. Creatures forced by a discordant purr to attack employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. After the initial duration expires, creatures may act normally, but often by this time it is too late to stop the battle. A creature cannot be affected by any single luck eater's discordant purr more than once per day. Discordant purr is a sonic, mind-affecting compulsion. The save DC is Charisma-based, but the luck eater has a +2 modifier to the DC.

Greater Invisibility (Su): A luck eater remains invisible even when it attacks. This ability is constant, but the luck eater can suppress or resume it as a free action. Since luck eaters are also incoporeal, and thus perfectly silent, they are exceptionally difficult to locate without magical assistance.

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