A few conversions (added hide and gulper)

After so much heat, we should cool down a bit...

Haun
Small Aberration
Hit Dice:
1/2d8+2 (4 hp)
Initiative: +0
Speed: 15 ft., burrow 10 ft.
AC: 15 (+1 size, +4 armor)
Attacks: Bite +1 melee
Damage: Bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Affect vermin, focus, psionics, trip
Special Qualities: Inertial armor, vault
Saves: Fort +2, Ref +0, Will +4
Abilities: Str 10, Dex 11, Con 14, Int 15, Wis 14, Cha 15
Skills: Autohypnosis +5, Climb +3, Concentration +5, Hide +7, Jump +3, Knowledge (psionics) +5, Listen +5, Search +5, Spot +5, Stabilize Self +5
Feats: (2)Psionic Focus (psychokinesis, telepathy)
Climate/Terrain: Any cold
Organization: Swarm (2-5 and 0-1 haundar)
Challenge Rating: 2
Treasure: None
Alignment: Usually chaotic evil
Advancement: 1 - 3 HD (Small); or by character class
Hauns are psionic maggot-like parasites, riding the enormous haundar as fortresses.
A haun looks like a large, furry maggot with purple or black warts, the small, slimy face is fully devoid of hairs and sports two tiny black eyes and a maw full of barbed teeth. It appears bloated and the inner organs cause ripples and under its skin. Hauns communicate via snarls, hisses, hums, klicks and other noises, or via its mindlink ability.
Hauns gladly burrow their lairs into the fat of the haundar, an enormous snail, which does no notable damage to it. They control it with a mixture of their mindlink power, modified by a substance obtained from eggs of certain insectoid races, such as the sha’az, and its inflict pain power. Not every swarm controls a haundar, and the possession of one is a sign of great prestige.
Those swarms not possessing a haundar live in a network of ice tunnels. Sometimes, such a network is home to more than a swarm. Cherishing their freedom, they accept no rulers, and quarrels among them are highly common.
Combat
Hauns will usually try to overpower foes with their psionic powers, preferably with animated objects. Physically, the best a haun can hope for is to trip its opponent. If they know that
Affect Vermin (Ex): Hauns can use their mindlink on vermin as though these creatures had an Intelligence of 6. This is the result of certain substances found in the eggs of a few insectoid races.
Focus (Ex): The same substances that grant the haun the ability to affect haundars with their mindlink power also increase the power of their other psionic abilities. The save DC for telepathic powers, whether gained through race or class, are increased by +2 for a week after devouring such an egg. This bonus stacks with the Psionic Focus and Greater Psionic Focus feats.
Psionics: 3/day - animate objects*, aversion (worms), forced mindlink, inertial barrier, inflict pain, invisibility, mind probe, telekinesis. Manifester level 3rd, save DC 12 plus power level (or 14 for telepathic and psychokinetic powers).
*This power works as the spell of the same name. All other powers are as described in the Psionics Handbook.
Attack/Defense Modes: mind thrust/empty mind
Trip (Ex): A haun that hits with a baite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the haun.
Inertial Armor (Su): As long as the haun still has at least one use of a psionic power, it receives a +4 armor bonus to AC. This power is always active.
Vault (Ex): Once every ten minutes, a haun can flatten itself and then release enough energy to catapult itself for- or upwards. This grants the haun a +10 circumstance bonus to Jump checks.A haun that uses its vaulting ability is not limited by its size in its jump.

Haundar
Huge Vermin
Hit Dice:
20d8+200 (290 hp)
Initiative: -2
Speed: 15 ft., fly 30 ft. (clumsy)
AC: 18 (-2 size, -2 Dex, +12 natural), touch 6, flat-footed 18
Attacks: Bite+21
Damage: Bite 2d8+12
Face/Reach: 20 ft. by 30 ft./10 ft.
Special Attacks: Spit acid
Special Qualities: Blindsight 30 ft., darkvision 60 ft., scent, vermin traits
Saves: Fort +22, Ref +4, Will +6
Abilities: Str 26, Dex 6, Con 31, Int \, Wis 11, Cha 1
Skills: Spot +10
Climate/Terrain: Cold mountains and hills
Organization: Solitary or infestation (1 an 2-5 haun)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 21 - 25 HD (Huge); 26 - 40 HD (Gargantuan); 41 - 60 HD (Colossal)
The haundar is an enormous ice slug covered by a flat shell. Capable of spitting acid, it is not only a fortress, but also a weapon for the hauns.
The greenish-white, 30 feet long body of a haundar is segmented to allow for slow movement. The parts not covered by the shell are furred. Large layers of fat keep the creature warm. They use two eyestalks and two pseudopods to find their way. Surprisingly, haundars are capable of gliding if the winds are not too strong.
Combat
The tactics of a haundar are unsurprisingly simple. It bites the nearest foe, or spits acid at a foe that is farther away.
Spit Acid (Ex): Once every 1d4 rounds, a haundar can spit acid at one opponent. This attack takes the form of a line which is 15 feet long, 5 feet high and 5 feet wide. Those caught in the line take 4d8 points of acid damage (Reflex save half DC 30).
Blindsight (Ex): Using non-visual means, mostly scent, a haundar can discern objects within 30 feet with this ability. The haundar usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.
Scent (Ex): A haundar can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Vermin Traits: Immune to mind-affecting effects

Edit: While we're at it, what is the Vurgens supposed to be? Some kind of Fey? (Don't you just love translations? ;))
 
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Knight Otu said:
While we're at it, what is the Vurgens supposed to be? Some kind of Fey? (Don't you just love translations? ;))

was this the question you were referring to? :) i'd make it a huge aquatic beast that can swallow whole. it has a bite and tail slap, and can paralyze.


add this:
The vurgens first appeared in DRAGON Magazine #89 (“Creature Catalog”, September 1984, Ed Greenwood). It later appeared in Monstrous Compendium 3 (1989) and Monstrous Compendium Annual Four (1998).

Edit: the vurgens is listed as a Fish in MCA4.
 
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Found the vurgens :D
I expected it to retain that name in the translation as most creatures with mostly untranslateable names do. Ah, well, here's a template for a change. Music, please! :)

Lhiannan Shee
Lhiannan shee are vampiric undead with an affinity for bardic talents, appearing as beautiful humanoids. In live, they commited suicide due to their love to an unreachable artist, often a bard. They look much as they did in live, but much more beautiful and splendid.
More often than not, lhiannan shee are female spirits, and thought to be related to either banshees or fey. For the most part, only bards know the true nature of these undead... and keep silent.
Lhiannan shee are no combatants. If they are attacked, they flee as fast as possible, and/or let their victims deal with the trouble. Likewise, they do not attack creatures to touch them, instead seducing a likely victim. Many pose as lovers of music or art, others might seem like a happy, random encounter, and yet others might pose as people of certain professions.

Creating a lhiannan shee
„Lhiannan shee“ is a template that can be applied to any humanoid, monstrous humanoid or giant (hereafter referred to as the„character“). The character’s type changes to „undead“. It uses all the base creature’s statistics and special abilities, excepts as noted here.
Hit Dice: Increase all Hit Dice, whether natural or class, to d12.
AC: In sunlight or within effects such as a daylight spell, when being incorporeal, the lhiannan shee receives a deflection bonus equal to its Charisma bonus to AC. Within effects such as a light spell, it receives a deflection bonus equal to half its Charisma bonus to AC.
Special Attacks: A lhiannan shee retains all the special attacks of the base creature and also gains those listed below. Saves have a DC of 10 + 1/2 lhiannan shee’s HD + lhiannan shee’s Charisma modifier unless otherwise noted.
Charming Touch (Su): Once per night, a lhiannan shee can use a touch attack to charmthe touched creature unless it makes a Will save. This works just as the spell charm person, except that it also works on monstrous humanoids and giants, and the touched creature regards the lhiannan shee as a lover. The touched creature suffers a -1 penalty to its save for every three ranks it has in the Perform skill. This charm only ends with the death of the victim or the lhiannan shee, or if broken with break enchantment, remove curse or similar effect cast by a caster of at least 10th level. It cannot be dispelled. Caster level = 10 plus Hit Dice of the lhiannan shee.
Draining Kiss (Su): Once per night, a lhiannan shee can demand a kiss from a charmed victim that drains the victims power. The kisser must make a Fortitude save or suffer 1 point of Constitution drain. There is no save to avoid kissing the lhiannan shee - a charmed victim gladly does so. The lhiannan shee receives the benefits of an inflict critical wounds spell, as though cast by a cleric of the kisser’s level. This ability bypasses the lhiannan shee’s Unhealing quality. A creature that dies to the lhiannan shee’s kiss cannot be resurrected by any power short of a true resurrection, wish or miracle. Usually, a lhiannan shee only demands a kiss once every third night.
Special Qualities: A lhiannan shee retains all the special qualities of the base creature and also gains those listed below.
Charm Bond (Ex): A victim of the lhiannan shee’s charm ability that sees its lover threatened or harmed gains a +2 bonus to all attacks, checks and saves. This bonus lasts as long as the threat is immediate and apparent, and 5 rounds thereafter.
Damage Reduction (Su): A lhiannan shee’s undead body is hard to damage, granting it damage reduction 10/+1
Darkvision: The lhiannan shee has darkvision of 60 feet.
Immunities and Resistances: Lhiannan shee are immune to cold and have electricity resistancer of 15. Nonetheless, a lhiannan shee hit by an electric effect flees as soon as possible.
Luminal Incorporeality (Ex): A lhiannan shee is normally corporeal, but light causes its body to partially dematerializie. In nonmagical light or light spells of 2nd or lower level, the lhiannan shee suffers a -4 penalty to Strength and gains a deflection bonus equal to half its Charisma bonus, if any. In direct sunlight or light spells of 3rd level or higher, the lhiannan shee becomes fully incorporeal, gaining the incorporeal subtype, having the Strength nonability and a deflection bonus equal to its Charisma bonus, with a minimum of +1.
Perverted Muse (Ex): The creature charmed by a lhiannan shee is considered to have 5 additional ranks in Perform. This grants a +5 bonus to Perform checks and might allow the victim to use greater bardic music abilities or similar abilities based on Perform ranks. Also, once per day, the victim may double one of the effects of one of his bardic music abilities.
Selective Invisibility (Su): A lhiannan shee is naturally invisible, as though affected by the spell invisibility. A lhiannan shee that loses its invisibility can reactivate it as a free action, but only during her turn. Lhiannan shee can designate one or more creatures that can see them normally, usually their intended victim and his companions. Lhiannan shee only show themselves to other creatures than their victim if their absence would cause suspicion. They usually use this ability to spy on a possible victim before revealing their presence.
Spell Resistance: Lhiannan shee are hard to affect with spells and spell-like abilities, gaining a SR of 15 plus its Hit Dice.
Turn Resistance (Ex): A lhiannan shee has +4 turn resistance.
Undead Traits: A lhiannan shee is immune to mind-affecting effexts, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. It is not subject to critical hits, subdual damage, ability damage, ability drain, or death from massive damage. A lhiannan shee cannot be raised, and resurrection works only if it is willing.
Unhealing: Lhiannan shee do not heal normally, and even magical healing with negative energy does not work. The only way for a lhiannan shee to heal is via the draining kiss ability.
Saves: Same as the base creature
Abilities: Adjust from the base creature as follows: Str -2, Dex +4, Int +2, Wis +2, Cha +8. As undead creatures, lhiannan shee have no Constitution score.
Skills: Lhiannan shee receive a +8 racial bonus to Bluff, Listen, Move Silently, Perform, Search, Sense Motive and Spot checks. Otherwise same as the base creature.
Feats: Same as the base creature.
Climate/Terrain: Same as the base creature
Organization: Solitary or bond (1 plus 1 bard)
Challenge Rating: Same as the base creature +2
Treasure: Double standard
Alignment: Always neutral evil
Advancement: By character class

Sample Lhiannan Shee
Here is a sample lhiannan shee using a 5th level female elven bard as the character.
5th-level Bard Lhiannan Shee
Medium-Size Undead
Hit Dice:
5d12 (32 hp)
Initiative: +2
Speed: 30 ft.
AC: 14 (+4 Dex), touch 14, flat-footed 10; or 17 (+4 Dex, +3 deflection), touch 17, flat-footed 13 in dim light; or 21 (+4 Dex, +7 deflection), touch 21, flat-footed 17 in bright light.
Attacks: Touch +2 melee, or masterwork longsword +4 melee, or masterwork light crossbow +8 ranged
Damage: Touch charm, masterwork longsword 1d8-1, masterwork light crossbow 1d8
Special Attacks: Charming touch, draining kiss, spells.
Special Qualities: Bardic knowledge, bardic music, charm bond, cold immunity, darkvision 60 ft., DR 10/+2, electricity resistance 15, elven traits, luminal incorporeality, perverted muse, selective invisibility, SR 20, +4 turn resistance, undead traits, unhealing
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 8, Dex 19, Con \, Int 16, Wis 10, Cha 24
Skills: Bluff +23, Diplomacy +15, Listen +8, Move Silently +12, Perform (any eight) +23, Search +11, Sense Motive +16, Spellcraft +11, Spot +8, Tumble +11
Feats: Dodge, Weapon Focus (longsword)
Climate/Terrain: Temperate forest
Organization: Solitary or bond (1 plus 1 bard)
Challenge Rating: 7
Treasure: Double standard
Alignment: Always neutral evil
Advancement: By character class
The special attacks of the lhiannan shee have a save DC of 19.
 
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Very well done and balanced template. I don't think I have seen this particular creature as a template before, although it does make more sense that a simple stat block :D
 

Thanks. :D

Of course, a few more comments would be appreciated, or should I send this guy over? ;)

Mara
Huge Construct
Hit Dice:
10d10 (55 hp)
Initiative: -3
Speed: 15 ft.
AC: 15 (-2 size, -3 Dex, +10 natural), touch 5, flat-footed 15
Attacks: 2 claws +18 melee, beak +13 melee
Damage: Claw 3d4+11, beak 1d6+5 melee
Face/Reach: 15 ft. by 15 ft./10 ft.
Special Attacks: Ignore hardness, rend 2d6+11
Special Qualities: Cold immunity, construct traits, darkvision 60 ft., holy word vulnerability, light vulnerability, scent, SR 16
Saves: Fort +3, Ref +0, Will +6
Abilities: Str 32, Dex 4, Con \, Int 3, Wis 17, Cha 1
Skills: Listen +11, Spot +11, Wilderness Lore +7
Feats: Alertness (B), Track (B)
Climate/Terrain: Any
Organization: Solitary or gang (1 - 3)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 11 - 16 HD (Huge); 17 - 27 HD (Gargantuan); 28 - 30 HD (Colossal)
Maras, also known as „great wanderers“, are demonic spirits that inhabit enormous stone bodies, spreading death and destruction in their way. The only thing that can stop them is sunlight.
The typical mara inhabits a 20 feet high body of grayish-green stone, with a rougly humanoid form. The tiny head sports a wicked hooked beak and red-glowing eyes. They wander through the world almost without pause, only pausing to find protection when the sun is about to rise. They leave a trail of destruction behind them, but occasionally, a mara path is the only way to go, such as through thick jungles or deep snow. Due to their vulnerability to true sunlight, they are often found underground or in bodies of water large enough to hold their enormous bodies. Maras serve demons and other chatic evil outsiders, preferably tanar-ri. If more than one creature is present that fits, the mara serves the most powerful one. Most often, they are used as hunters because of their incredible senses and tracking ability. Maras only communicate via screams, whistles and calls, but they can understand short commands in abyssal or via tanar-ri telepathy.
Sages argue whether the actual spirit animating the creature is an undead related to vampires, a fey creature, a tanar-ri or a different demon or fiend. As fiendishly possessed constructs, maras cannot be created by spellcasters.
Combat
Maras are straightforward in combat, so straightforward that they do not care for any obstacles in their way. Whether it is a tree or a wall, if it is in the way, it will be destroyed. Their enormous claws and beak serve them well in destroying obstacles and killing targets.
Ignore Hardness (Ex): Maras ignore the first 10 points of hardness when striking any object with their claws.
Rend (Ex): If a mara hits an opponent with both claws, it automatically hits with its beak as well, dealing 2d6+11 points of damage. This damage is instead of the normal bite damage.
Construct Traits: A mara is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects and any effect that requires a Fortitude save unless it also works on objects. The creature is not subject to critical hits, subdual damage, ability damage, ability drain, energy drain or death from massive damage. It cannot heal itself, but can be healed through repair. It cannot be raised or resurrected.
Holy Word Vulnerability: A mara hearing a holy word must succeed at a Will save (save DC 10 + spell level (usually 7th) + modifier of the caster’s spellcasting score (usually Wisdom)) or being rendered immobile for 1 hour per caster level, as the animating is shunted out of the body. If the body is not touched by direct sunlight (see below) during this time, the mara functions normal again.
Light Vulnerability: A mara touched by direct sunlight is permanently rendered immobile, effectively destroying it. The animating spirit is drawn to the lower planes. Indirect sunlight, magical light and artificial light (such as torches and campfires) does not harm the creature in any way. Maras have an uncanny sense for the approaching dawn, and are rarely caught by sunlight unless somehow hindered to flee from it.
Skills: *Maras receive a +4 racial bonus to Wilderness Lore checks and a +6 racial bonus to Spot and Listen checks. They gain an additional +4 circumstance bonus on Wilderness Lore checks when tracking by scent.
 

hmm, interesting... never thought of them as a construct. :) but you might have the right idea though...
 

I wondered if I should use a different type, but construct seemed a natural fit. The descriptive text speaks about them being fey creatures, but that didn't seem right for me.
 



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