D&D 3E/3.5 3.5 Far Realms creature conversions

Psychotic Jim

First Post
Here's 3.5 versions of the Far Realms conversions I made and posted a while back. Feel free to use them to help with the Catalog conversions or whatever. As always, comments are needed and welcomed.

Bloodsipper
Colossal Plant
Hit Dice: 20d8+180 (270 hp)
Initiative: --
Speed: 0 ft.
Armor Class: 19 (-8 size, -5 Dex, +22 natural), touch 1, flat-footed 19
Base Attack/Grapple: +15/+22
Attack: --
Full Attack: --
Face/Reach: 80 ft/0 ft (20 ft with its pod denizens)
Special Attacks: Pod denizen, stench
Special Qualities: Plant traits, salt vulnerability
Saves: Fort +21, Ref -, Will +2
Abilities: Str -, Dex -, Con 28, Int -, Wis 2, Cha 1
Climate/Terrain: Any non-cold land and underground (Far Realms Gate)
Organization: Plant (1 main plant and 2-12 pod denizens)
Challenge Rating: ??
Treasure: None
Alignment: Always chaotic neutral
Advancement: 21+ HD (Colossal)
Level Adjustment: --

Pod Denizen
Small Plant
Hit Dice: 4d8+4 (22 hp)
Initiative: +1 (Dex)
Speed: Fly 40 ft (Good)
Armor Class: 19 (+1 Dex, +1 size, +7 natural), touch 12, flat-footed 18
Base Attack/Grapple: +3/+4
Attack: Bite +5 melee (1d4+1 and blood drain)
Full Attack: Bite +5 melee (1d4+1 and blood drain)
Space/Reach: 5 ft/5 ft.
Special Attacks: Improved grab, blood drain
Special Qualities: Plant traits, blindsight 60 ft, salt vulnerability
Saves: Fort +5, Ref +2, Will -1
Abilities: Str 12, Dex 13, Con 12, Int -, Wis 6, Cha 2
Skills: Hide +8, Move Silently +5
Feats: Dodge, Hover
Climate/Terrain: Any non-cold land and underground (Far Realms Gate)
Organization: Plant (one bloodsipper plant and 2-12 pod denizens)
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic neutral
Advancement: --
Level Adjustment: --
A gigantic mess of strange yellow vines lies before you. The vines pulsate with a strange off-red liquid flowing through them. Several large bright red pods lie strewn about As you come closer, you hear several disgusting, loud pops, and the pods explode to reveal nightmarish, eyeless creatures resembling giant tadpoles.
A bloodsipper is a gigantic growth of skinny yellow vines beating with a yellow fluid resembling blood. All over the vines of a blood-sipper are strange red pods. These pods hold inside them the means that a bloodsipper gets its meals. Inside the largest pods are pod denizens, ugly eyeless tadpole-like creatures with sharp-toothed maws and four clawed arms. The smaller pods hold pod denizens that are not fully grown, resembling weird organs connected to the main plant.
Combat
If a bloodsipper is stepped on or otherwise manhandled, the plant releases its mature pod denizens with a nauseating pop sound to attack the intruders. The pod denizens remained connected to the main plant via small vines at all times and can drift way up to a 20 ft away from it. The pod denizens attempt to bite opponents in order to drain their blood and pump it back into the bloodsipper. A pod denizen can be separated from the main plant by dealing 10 points of slashing damage to the vine that connects the pod denizen to the plant. However, this only frees the denizen from its pod; it continues to attack regardless and must be dealt with separately from the main plant.
Stench (Ex): Should an immature pod be destroyed, it releases a disgusting odor, causing surrounding creatures within a 30 ft radius of that particular pod to make a Fortitude Save (DC 29) or become nauseated for 1d4 rounds.
Improved Grab (Ex): To use this ability, a pod denizen must hit an opponent of any size with its bite 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 automatically do bite damage and use its blood drain attack if its tether is still intact.
Blood Drain (Ex): A pod denizen attached to a foe does 4 points of damage draining blood with a successful grapple check.
Plant: Immune to poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits and is immune to mind influencing attacks.
Salt Vulnerability (Ex): Salt presented in large quantities causes a bloodsipper to flex away from the salt instinctually. A handful of salt thrown at a bloodsipper or a pod denizen does 2d4 damage to it. No save is allowed.
 
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Gibberling, Brood
Small Outsider (Chaotic, Extraplanar)
Hit Dice: 4d8+4 (22 hp)
Initiative: +1 (Dex)
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 Dex, +1 size, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+2
Attack: bite +7 melee (1d4+3 and gibberslug) or spit +5 ranged (gibberslug)
Full Attack: bite +7 melee (1d4+3 and gibberslug) or spit +5 ranged (gibberslug)
Space/Reach: 5 ft/5 ft
Special Attacks: Gibberslug, spawn gibberling, gibber
Special Qualities: Darkvision 90 ft, control gibberlings, immunities, light vulnerability
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 14, Dex 13, Con 12, Int 11, Wis 12, Cha 8
Skills: Hide +12, Intimidate +6, Listen +8, Move Silently +8, Search +7, Sense Motive +5, Spot +8, Survival +8
Feats: Weapon Focus (bite)
Climate/Terrain: Temperate Forest and Underground (with exposure to the Far Realm)
Organization: Solitary or Clan (1-4 Brood Gibberlings and 20-60 gibberlings)
Challenge Rating: 3
Treasure: None
Alignment: Always Chaotic Neutral
Advancement: 5-6 HD (Small); 7-8 HD (Medium-size)
Level Adjustment: ?
A small, malformed creature stands hunched over. Its pale skin is almost transparent, and you can occasionally glimpse some quick movement beneath it. Its mangy black hair rides upon its skull almost like the mane was a different entity entirely. The gaze of the creature’s red eyes gives you the feeling it can make… use of you. Brood Gibberlings, foreign beings from an unknown cosmos, apparently are the causes of gibberling infestations. A brood gibberling appears as a pale gibberling with moving bulges occasionally appearing in its flesh. Swarms of gibberslugs swim underneath the skin of a brood gibberling; the brood gibberling implants these in other creatures to produce normal gibberlings to serve it. Brood gibberlings seem to only communicate with their spawn and their own kind.
Combat
A brood gibberling attacks all life not of its own kind, with the goal of “converting” other lifeforms into gibberlings by implanting them with gibberslugs . A brood gibberling can deliver the parasitic slug via a bite or by spitting it from up to 20 ft away.
Gibberslug (Ex): If a brood gibberling hits its foe whether by bite or spit, the gibberling implatnts a gibberslug in an opponent, which immediately beigns to burrow its way towards the brain of the creature. The slug takes 1d6+5 rounds to reach the brain, doing 1d4 damage to the parasite’s host per round. Applying fire to the place where the slug burrowed within one round of its entry kills the slug (in addition to burning the host). Applying a remove disease spell or eating certain Far Realms fungi before the slug reaches the brain will kill the slug as well. After reaching the brain, the gibberslug drives its victim into a comatose state as it feeds on its brain. After this occurs, a wish or miracle spell is necessary to recover the victim. Creatures immune to critical hits, or those lacking brains, are immune to this attack.
Spawn Gibberling (Su): After 1d20+4 hours have past, a life form slain by a gibberslug arises as a normal gibberling, losing all of the abilities of the former character
Gibber (Ex): Like normal gibberlings, the mad mumblings of a brood gibberling are disturbing, causing creatures with less than 3 HD to make a Will save (DC 13) or become shaken. Creatures with more than 2 HD within 200 ft face a –2 penalty on all Concentration rolls.
Control Gibberlings (Su): A brood gibberling has telepathy with its own spawned gibberlings, and they follow its orders as if a Dominate Monster was cast on all of them by a 15th level sorcerer. Gibberlings never attack the brood gibberling that gave them life.
Immunities (Ex): Immune to all mind-influencing effects
Light Vulnerability (Ex): Being exposed to sunlight or a daylight spell causes a brood gibberling to suffer a –2 penalty to attack rolls and Reflex saves.
 
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Neh-thalggu (Brain Collector)
Large Aberration (Extraplanar)
Hit Dice: 10d8+30 (75 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 18 (-1 size, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +7/+16
Attack: Bite +11 melee (1d10+7)
Full Attack: Bite +11 melee (1d10+7)
Space/Reach: 10 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: Consume brain, immunities, amorphous physiology
Saves: Fort +9, Ref +5, Will +11
Abilities: Str 21, Dex 11, Con 17, Int 16, Wis 14, Cha 15
Skills: Concentration +16, Knowledge (arcana) +16, Knowledge (the Planes) +16, Heal +15, Spellcraft +16
Feats: Combat Casting, Great Fortitude, Improved Initiative, Iron Will, Power Attack (B)
Climate/Terrain: Any land and underground (Far Realms Gate)
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually chaotic neutral, neutral evil, or chaotic evil
Advancement: 11-16 HD (Huge), 17-20 HD (Gargantuan)
Level Adjustment: ?
A truly bizarre creature, this abomination is a bloated, amorphous sack of yellow, oily fat standing upon six armored legs. Tiny, writhing appendages and strange, round bumps cover the creature’s body. It stares at you nonchalantly with its four alien glowing eyes.
Brain collectors (they call themselves nel-thalggu) are beings from the Far Realms seemingly here to harvest the brains of humanoid life. Eating the brains of humanoids gives them arcane power. The mentality of a brain collector is completely alien to our own. A brain collector has a swollen, off-yellow, slimy body with legions of tiny, flailing tendrils emerging from it. Four malformed, yellow eyes and a gaping mouth filled with enormous, sharp teeth round only add to its ugliness. The creature moves about on six strong, chitinous legs. Lastly, a brain collector has a prominent bulge on its body for each brain of a sentient life-form it has gobbled up.
Brain collectors have their own language, but they also can understand and speak any languages of the victims whose brains they have ingested.
Combat
In combat, a brain collector attacks using its bite or spell-like abilities, being careful not to damage the brains of any possible victims. If it has 12 brains, it attempts to flee.
Spell-like Abilities (Sp): A brain collector has up to 12 spell-like abilities, each emulating an arcane spell chosen randomly from spell levels 1-3 in sorcerer/wizard spell-list (Roll 1d12 to find the number of spell-like abilities a certain brain collector has, and roll 1d3 to determine the spell level). The brain collector uses these spell-like abilities as the spells cast by a 12th level sorcerer, each useable once per day (Save DC 13+Spell Level).
Consume Brain (Su): After its slays a humanoid or monstrous humanoid foe, the brain collector delicately removes the brain and devours it whole. For each brain it feeds upon, the brain collector gains a random spell-like ability useable once per day. In addition, it learns to speak and understand any languages the creatures whose brains it swallowed knew. A neh-thalggu is free to draw on all the Knowledge skills of each brain it currently stores, using the base ranks in a skill possessed by each brain, and adjusted by the neh-thalggu’s own skill modifiers for the Knowledge skill in question (or its Intelligence modifier, for a skill it has no ranks in). The brain collector can hold a maximum of 12 brains at once.
Immunities (Ex): Immune to all mind-influencing effects
Amorphous Physiology (Ex): A brain collector does not have fixed organs. As such, it is immune to critical hits, death from massive Damage, sneak attacks, and coup de grace.

Note: I did some major revamping of this one to make it more like the epic brain collector from the ELH SRD, changing the type to aberration and switching out a few feats and skills.
 
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Troll Mutate
Troll mutates are the victims of exposure to the foul magical energies from the Far Realm. Warped by this, a troll becomes much weaker and greatly deformed, sporting extra (usually useless) limbs and other bizarre deformities. In addition to its body, a transformed troll’s regeneration ability has been tainted as well, giving the mutate the ability to spontaneously grow extra limbs in addition to whatever normal limbs it would normally regenerate. The only thing that links the varied-looking troll mutates together is that there always seems to be an extra arm (complete with a claw) present.
Sample troll mutate
Large Aberration (Augmented Giant)
Hit Dice: 3d8+18 (31 hp)
Initiative: +2
Speed: 30 ft (6 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+10
Attack: Claw +5 melee (1d6+4)
Full Attack: 3 claws +5 melee (1d6+4), bite +0 melee (1d6+2)
Space/Reach: 10 ft/10 ft
Special Attacks: --
Special Qualities: Darkvision 90 ft, low-light vision regeneration 5, scent, spontaneous mutation
Saves: Fort +9, Ref +3, Will +2
Abilities: Str 19, Dex 14, Con 23, Int 6, Wis 9, Cha 4
Skills: Listen +4, Spot +5
Feats: Alertness, Iron Will
Climate/Terrain: Any land, aquatic, and underground
Organization: Solitary or gang (2-4)
Challenge Rating: 3
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: By character class
This ugly, wretched giant has a gaunt, gnarled, and haggard appearance. It boasts three protruding arms. Although much taller than a normal man, the creature’s lengthy arms and legs droop with a sluggishness unusual to this breed of creature. Its filthy hair seems to be falling out, and its rubbery hide seems to be flaking off.

This example uses a standard troll as the base creature

Combat
Troll mutates are considerably weaker than normal trolls, but they still retain the bellicose temperament and violent mentality of their ancestors.

Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
Creating A Troll Mutate
“Troll Mutate” is an inherited template that can be added to any troll (referred to hereafter as the “base creature”.) The troll’s type changes to “Aberration”. It uses all of the base creature’s statistics and special abilities except as noted below.
Hit Dice: Half the number of base Hit Dice of the base creature, not including those gotten by class levels (if any). These will now be the number of Hit Dice for the troll mutate.
Speed: Same as the base creature.
AC: Same as the base creature.
Attacks: The troll mutate retains all the attacks of the base creature, plus it gains an extra claw attack at its normal claw attack bonus. The troll mutate may have additional attacks as well.
Damage: Same as base creature.
Special Attacks: A troll mutate retains all of the base creature’s special attacks except for the Rend ability.
Special Qualities: A troll mutate has all of the base creature’s special qualities. It also gains the special quality below.
Spontaneous Mutation (Ex): If a spectral troll loses a limb or body part and grows back a new one (not reattaching the original part), it has a 20% chance to grow an extra vestigial body part of random variety (roll on the table below) at the same time. Twenty-four hours later, this new limb or body part has a 50% of becoming a fully functioning body part.
Roll 1d10
1. Arm (with claw attack)
2. Arm (with claw attack).
3. Leg.
4. Tail (which can be whipped at opponents for 1d6 damage)
5. Eye
6. Eye
7. Tentacle (Which can be used to slap for 1d4 damage)
8. Internal organ
9. Head (With an additional bite attack)
10. Wings (Giving a fly speed of 20 ft, clumsy maneuverability)
Saves: Recalculated for the troll mutate’s new number of hit dice
Abilities: Same as the base creature except that the troll mutate’s Strength score
is decreased by -4 and its Charisma score is decreased by -2.
Skills: Recalculated for the troll mutate’s new Hit Dice.
Feats: The number of feats is recalculated for the troll mutate’s new Hit Dice.
Climate/Terrain: Same as base creature.
Organization: Same as base creature.
Challenge Rating: Same as base creature –2 (for a basic troll mutate.)
Treasure: Same as base creature.
Alignment: Same as base creature.
Advancement: Same as base creature.
Level Adjustment: ?

Wyste
Huge Magical Beast (Extraplanar)
Hit Dice: 5d10+25 (52 hp)
Initiative: +1 (Dex)
Speed: 10 ft (2 squares), Sw 40 ft.
Armor Class: 18 (+1 Dex, -2 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +5/+22
Attack: Cilia claw +12 melee (2d4+9)
Full Attack: 4 cilia claws +12 melee (2d4+9)
Space/Reach: 20 ft/15 ft
Special Attacks: Improved Grab
Special Qualities: Immunities, blind-sight 80 ft, amphibious
Saves: Fort +9, Ref +5, Will +0
Abilities: Str 29, Dex 13, Con 21, Int -, Wis 8, Cha 2
Skills: Hide –7*
Feats: Power Attack (B)
Climate/Terrain: Any Aquatic and underground (At Far Realms Gate)
Organization: Brood (2-8)
Challenge Rating: 6
Treasure: None
Alignment: Always Neutral Evil
Advancement: 6d8-15d8 (Huge)
Level Adjustment: --
A giant worm creature lies in the cesspool of much. You can see its internal organs beating beneath its transparent skin. Several tendrils tipped with sharp claws reach out from its huge, round maw.
Wystes appear as gross, bloated worms with translucent skin, revealing its beating internal organs beneath. Instead of eyes and a mouth, a wyste has a hole surrounded by long cilia ending in claws, somewhat reminiscent of a lamprey’s mouth. The wyste uses the cilia both for attacking and sensing the environment around it. Wystes lair in noxious, vile pools of ooze created by the Far Realm interacting with the Material Plane

Combat
A wyste lies in wait in its pool of slime for victims to pass by, and then it lashes out with its tentacle like cilia, trying to grab an unfortunate bystander and drag him or her to a watery death.
Improved Grab (Ex): To use this ability, the Wyste must hit a creature of up to Large-size with one of its cilia claw attacks. If it gets a hold, it will pull the victim into the pool where the wyste will try to drown the foe.
Immunities (Ex): Immune to all mind-influencing effects.
Amphibious (Ex): A wyste can breathe in both air and water.
Skills: A wyste gets a +14 circumstance bonus to Hide checks while hiding in its pool of slime.
 
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