A few conversions (added hide and gulper)

BOZ said:
yeah, i don't think fey would work at all. ;)

And it wouldn't work for the two following creatures, either. ;)

I’ve taken some liberties with the Sha’az, granting the knights more hit dice than the single one they would have according to the conversion guidelines.
Sha’az, Drone
Medium-Size Monstrous Humanoid
Hit Dice:
1d8 (4 hp)
Initiative: +0
Speed: 15 ft.
AC: 13 (+3 natural), touch 10, flat-footed 13
Attacks: Bite +0 melee
Damage: Bite 1d4-1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., icewalking
Saves: Fort +0, Ref +2, Will +2
Abilities: Str 9, Dex 11, Con 11, Int 10, Wis 11, Cha 8
Skills: Craft (any one) +4, Listen +6, Search +4, Spot +6, Wilderness Lore +4
Feats: Alertness
Climate/Terrain: Cold mountains
Organization: Hive (14-28 drones, 15-30 warriors, 1-2 knights, 1 queen)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually lawful neutral (good tendencies)
Advancement: By character class

Sha’az, Warrior
Medium-Size Monstrous Humanoid
Hit Dice:
1d8+1 (5 hp)
Initiative: +0
Speed: 15 ft., fly 50 ft. (average)
AC: 16 (+5 natural, +1 small wooden shield), touch 10, flat-footed 16
Attacks: Weapon +3 melee and bite -2 melee, or bite +3 melee
Damage: By weapon +1, bite 1d4 (and poison) (secondary) or 1d4+1 (and poison) (primary)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., icewalking
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 12, Dex 10, Con 12, Int 10, Wis 12, Cha 8
Skills: Intuit Direction +5, Listen +7, Search +4, Spot +7, Wilderness Lore +5
Feats: Alertness
Climate/Terrain: Cold mountains
Organization: Hive (14-28 drones, 15-30 warriors, 1-2 knights, 1 queen)
Challenge Rating: 1
Treasure: None
Alignment: Usually lawful neutral (good tendencies)
Advancement: By character class

Sha’az, Knight
Medium-Size Monstrous Humanoid
Hit Dice:
2d8+4 (13 hp)
Initiative: +0
Speed: 15 ft., fly 50 ft. (good)
AC: 16 (+5 natural, +1 small wooden shield), touch 10, flat-footed 16
Attacks: Weapon +6 melee and bite +1 melee, or bite +6 melee
Damage: By weapon +2, bite 1d4+1 (and poison) (secondary) or 1d4+2 (and poison) (primary)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., hivemind, icewalking
Saves: Fort +2, Ref +3, Will +5
Abilities: Str 15, Dex 10, Con 15, Int 10, Wis 15, Cha 10
Skills: Intuit Direction +6, Listen +8, Search +5, Spot +8, Wilderness Lore +7
Feats: Alertness, Flyby Attack (B)
Climate/Terrain: Cold mountains
Organization: Hive (14-28 drones, 15-30 warriors, 1-2 knights, 1 queen)
Challenge Rating: 2
Treasure: None
Alignment: Usually lawful neutral (good tendencies)
Advancement: By character class

Sha’az, Queen
Medium-Size Monstrous Humanoid
Hit Dice:
10d8+20 (65 hp)
Initiative: +0
Speed: 15 ft., fly 50 ft. (average)
AC: 18 (+8 natural), touch 10, flat-footed 18
Attacks: Weapon +13 melee and bite +8 melee, or bite +13 melee
Damage: By weapon +3, bite 1d4+1 (and poison) (secondary) or 1d4+3 (and poison) (primary)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison, spells
Special Qualities: Darkvision 60 ft., hivemind, icewalking
Saves: Fort +5, Ref +7, Will +11
Abilities: Str 17, Dex 10, Con 15, Int 14, Wis 19, Cha 14
Skills: Concentration +9, Diplomacy +9, Knowledge (any one) +9, Listen +12, Sense Motive +11, Spot +12, Wilderness Lore +10
Feats: Alertness, Flyby Attack, any 3 metamagic or item creation feats
Climate/Terrain: Cold mountains
Organization: Hive (14-28 drones, 15-30 warriors, 1-2 knights, 1 queen)
Challenge Rating: 11
Treasure: Double standard
Alignment: Usually lawful neutral (good tendencies)
Advancement: By character class

Sha’az are a race of insectile humanoids adapted to arctic climates. The torso and head are human-like, but the lower body is that of a four-legged insect, covered in white fur and downs protecting from the cold weather. The arms are also insectile in shape, but allow the use of tools. The hind legs allow the sha’az to walk over ice freely, thanks to small, retractable claws. From the cheeks of the sha’az, powerful mandibles grow, which allow most of them a poisoned bite.
The sha’az have several castes, with the female drones being the servants of the queen. They are the weakest among the sha’az, and usually stay close to their queen, not entering combat. They are not poisonous. Next are the warriors, male sha’az with not only a poisonous bite, but also with four translucent wings hidden within their downs. One in ten warriors is actually a knight, a more powerful variant with a direct empathic link to the sha’az queen. This queen is a natural spellcaster, obviously always female, even though it shares many features with her knights. She can usually create magical equipment for her most powerful servants.
Sha’az speak their own language, a combination of words, smells and and gestures.
Combat
Drones never fight unless the queen is in danger, leaving the martial ways to the warriors and knights. These will usually attack with their weapons, reserving the poison of their bite for lightly armored opponents. Knights will use their Flyby Attack bonus feat liberally.
Poison (Ex): A sha’az, with the exception of the drone, can choose to deliver its poison on a successful bite attack. If it does so, it cannot use its poison again for 24 hours. Thje Fortitude save and damage depend on the caste of the sha’az. The initial and secondary damage is the same. Drones do not have this ability.
Code:
[color=white][b]Caste   DC    Damage[/b]
Warrior 11    1d4 Dex, 1d4 Con
Knight  13    1d6 Dex, 1d6 Con
Queen   17    1d8 Dex, 1d8 Con[/color]
Spells: A sha’az queen can cast divine spells as a 10th-level cleric with access to the Law and Protection domains for her domain spells (spells/day 6/5+1/5+1/4+1/4+1/2+1; save DC 14 + spell level). A sha’az queen that takes levels in the cleric class increases her effective caster level, but is treated as a cleric of her actual (lower) level for all other effects depending on cleric level (such as domain powers).
Hivemind (Ex): A sha’az queen and all her knights within 900 feet are in constant communication. If one is aware of a particular danger, they all are. If one of them is not flat-footed, none of them are. No sha’az knight or queen in a group is considered flanked unless all of them are. This ability can exceed the normal range, but a knight beyond the range risks being seperated from the hivemind for a period of time. In up to 1 mile, the knight can make a Will save (DC 7) or loose this ability for 24 hours. For every mile beyond that, the knight must make another Will save, with the DC being increased by 1 for each mile passed. Neither warriors nor drones have this ability.
Icewalking (Ex): This ability works like the spider climb[/b] spell, but the surface the sha’az climbs must be icy. It is always in effect.
Skills: Sha’az receive a +2 racial bonus on Climb checks.
Society
The sha’az live in hives of 30 to 60 individuals, dug into arctic glaciers. They serve their queen, who is usually the only major spell-caster in the hive, with the ability to create magical items. The queen, who can live several centuries, lays the eggs from which the young sha’az hatch. Sometimes, a new queen is born among them, who leaves the hive as soon as she has grown to adulthood, forming a vassal hive loyal to the mother queen.
The death of a queen always results in the death of the whole hive, as the drones seal of the exits to the hive, to suffocate in their old home. If the dead queen had any vassals, they pledge their loyalty to the oldest living relative of the dead queen.
Characters
While the roles in the sha’az society are rigidly bound to the castes, several sha’az advance in class levels to better serve their queen. A sha’az favored class and level adjustment depend on the caste.
Code:
[color=white][b]Caste   LA    Fav.Class[/b]
Drone   +0    Expert
Warrior +1    Ranger
Knight  +3    Paladin/Ranger (choose one)
Queen   +15   Cleric[/color]
 

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What's that smell?

Burbur
Diminutive Vermin
Hit Dice:
1/4d8 (1 hp)
Initiative: +1
Speed: 30 ft.
AC: 15 (+1 Dex, +4 size), touch 15, flat-footed 14
Attacks: Bite -1 melee
Damage: Bite 1d2-5 plus consume
Face/Reach: 1 ft. by 1 ft./0 ft.
Special Attacks: Consume
Special Qualities: Darkvision 60 ft., immunities, vermin traits
Saves: Fort +2, Ref +1, Will +1
Abilities: Str 1, Dex 13, Con 10, Int \, Wis 12, Cha 1
Skills: Climb +5, Listen +5, Spot +5
Climate/Terrain: Any land and underground
Organization: Solitary, pair or group (1-4)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: None
Burburs are small, wormlike creatures that feast on normally deadly creatures like oozes and plants.
The head of this creature has large eyes shimmering black, and instead of a mouth, it has a mosquito-like tube(tr?). Directly behind the head, two legs usable for climbing and some primitive manipulating cn be found. Their yellowish or ivory body with their soft, wet skin exudes a smell similar to that of cinnamon.
Adventurers have been known to adopt these creatures when venturing into the Deep Realms, where the burburs can find plenty of food.
Combat
Burburs are normally harmless creatures, only sucking oozes and some plants dry.
Consume (Ex): A burbur that successfully bites an ooze or a plant with an Intelligence of 3 or less, it latches onto the creature and deals 2d4 points of damage per round. It does not need to make a new attack roll until it detaches from the creature. Once the burbur has dealt 12 points of damage plus 1 point of damage per hit point it has, it automatically detaches, satiated.
Immunities: Burburs are immune to the special attacks of oozes and of plants with an Intelligence score of 3 or less.
Vermin Traits: A burbur is immune to mind-affecting effects.
Skills: Burburs use their Dexterity modifier for Climb checks instead of their Strength modifier.
Burburs as Familiars
Characters will the ability to obtain familiars can obtain a burbur as a standard familiar. All the normal rules for familiars apply, except for the following:
A burbur familiar, as a Magical Beast with an Intelligence score, does not benefit from the immunity to mind-affecting effects that normal Vermin have.
The master of the burbur familiar receives a +4 bonus to saves against the special abilities of oozes and of plants withan Intelligence score of 3 or less.
 
Last edited:


Nice burbur, very nice. I remember stumbling onto them a year or two ago and loving them. I'm going to use that eventually.

Demiurge out.
 

You might notice that I edited them. I gave them 15 skill points in three skills, 5 ranks each. That obviously exceeds the max ranks of 4. That's fixed now. :o

Let's go on:

Vurgens
Huge Beast (Aquatic)
Hit Dice:
7d10+35 (73 hp)
Initiative: +1
Speed: Swim 40 ft.
AC: 16 (+1 Dex, -2 size, +7 natural), touch 9, flat-footed 15
Attacks: Bite +11 melee and tail slap +6 melee
Damage: Bite 2d6+8, tail slap 3d4+4
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Improved grab, paralysis, swallow whole
Special Qualities: Darkvision 120 ft., low-light vision, spikes
Saves: Fort +10, Ref +6, Will +3
Abilities: Str 26, Dex 13, Con 20, Int 1, Wis 12, Cha 7
Skills: Listen +8, Spot +8
Climate/Terrain: Any aquatic
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 8 - 16 HD (Huge); 17 - 21 HD (Gargantuan)
The vurgens is a ferocious deep sea predator resembling an eel. Capable of swallowing even large prey in one piece, they are feared among the aquatic races.
The vurgens has a serpentile body and tail, with the sides covered in spikes. The jaws of a vurgens, which are only boby plates intended to capture prey, can be unhinged to allow swallowing of large creatures. The tails end in a clump of spikes, usable for striking opponents. The eyes of the creature are of a simple, deep black, while the body can be any color from brown, olive, rust-red, white and purple. They are always spotted in differing shades of their primary color.
Combat
A vurgens always tries to swallow its prey as fast as possible, using its tail only against exceptionally tough opponents.
Improved Grab (Ex): If a vurgens hits an opponent that is at least one size category smaller than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +21). If it gets a hold, it can try to swallow on the next round. Alternatively, the vurgens has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (-20 penalty on grapple check, but the vurgens is not considered grappled). In either case, each successful grapple check it makes during successful rounds automatically deals bite damage.
Paralysis (Ex): Any creature that is swallowed whole (see below) must make a Fortitude save (DC 18) as soon as it is swallowed, or be paralysed for 2d6 rounds. A creature that succeeds at this save is immune to the paralysis of this particular vurgens for 24 hours.
Swallow Whole (Ex): A vurgens can swallow a single creature that is at least one size category smaller than itself by making a successful grapple check (grapple bonus +21), provided it already has that opponent in its mouth (see Improved Grab, above). Once inside the vurgens, after the opponent has conducted the save against the vurgens’ paralysis effect, the opponen takes 1d8+8 points of bludgeoning damage plus 1d8+3 points of acid damage per round in the vurgens’ gullet.
A successful grapple check allows the swallowed creature to climb out of the gullet and return into the vurgens’ maw, where another successful grapple check is needed to get free. Alternatively, a swallowed creature can try to cut its way out with either claws or a light piercing or slashing weapon. Dealing at least 15 points of damage to the gullet (AC 16) in this way creates an opening large enough to permit escape. Once a single swallowed creature exits, muscular action closes the hole; thus, another swallowed opponent must cut its own way out. A vurgens’ gullet can hold 2 Large, 8 Medium-Size, 32 Small, or 128 Tiny or smaller opponents.
Spikes (Ex): Whenever a creature hits a vurgens with a natural weapon or an unarmed attack, it must make an Reflex save (DC 14) or suffer 1d4 points of damage. Creatures grappling a vurgens take 3d4 points of damage each time they make a grapple check, except for those creatures struggling against being swallowed.
 

Living Web
Tiny Ooze
Hit Dice:
1/2d10 (2 hp)
Initiative: +2
Speed: 15 ft.
AC: 14 (+2 Dex, +2 size), touch 14, flat-footed 12
Attacks: Electric ray +4 ranged touch
Damage: Electric ray 3d4 electricity
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Special Attacks: Absorb web, electric ray
Special Qualities: Blind-sight 90 ft., cold immunity, DR 5/slashing, electric growth, fire imminity, ooze traits, split, static
Saves: Fort +, Ref +, Will +
Abilities: Str 1, Dex 14, Con 11, Int \, Wis 14, Cha 1
Skills: Hide+10*, Listen +2, Spot +2
Climate/Terrain: Any underground
Organization: Solitary or pack (1-8)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 1 - 2 HD (Tiny); 3 - 4 HD (Small); 5 - 6 HD (Medium-Size)
As the name implies, living webs are primitive life forms looking like spider webs. Also called dulips, these omnivores creep through ruins and caves seeking for food. They are prized for their role as hunters of small vermin.
Combat
Living webs usually are content to devour smaller prey, but can use their electric abilities to hunt larger creatures.
Absorb Web (Ex): Electric webs can absorb weaker living webs, with fewer hit points. The web to be absorbed must make a Fortitude save (save DC 10 + 1/2 attacking webs HD + Constitution modifier + 3 racial bonus). If it fails, it is absorbed into the attacking web, adding its own Hitt Dice to that of the attacker. Living webs with 1/2 HD do not add that Hit Die until the attacker has absorbed another 1/2 HD living web.
Electric Ray (Ex): Once every twelve hours per Hit Die, a living web can create a lightning ray dealing 3d4 points of electricity damage (Reflex save half DC 10). This attack has a range of 70 feet, with no range increment.Unlike the Static ability (see below), the damage of this ability is not scaled with the size of the living web.
Blindsight (Ex): A living web is blind, but blind-sight allows it to maneuver and fight as well as a sighted creature. Through this ability, it can discern objects and creatures within 90 feet. The living web usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.
Damage Reduction (Ex): A living web takes 5 points of damage less from blunt and piercing weapons. Slashing weapons cause the living web to split (see below). Magical weapons do not penetrate this kind of damage reduction.
Electric Growth (Ex): Living webs take no damage from electrical attacks and effects. Instead, they gain an additional Hit Die for every 8 points of electrical damage they suffer. Living webs with 1/2 Hit Die first grow to 1 Hit Die.
Ooze Traits: A living web is immune to mind-affecting effects, poison, sleep, paralysis, stunning and polymorphing. It is not subject to critical hits or flanking.
Split (Ex): Slashing weapons deal no damage to an living web. Instead, the creature splits into two identical webs, each with half the original’s hit points (round down). A web with only 1 hit point cannot be further split - it is destroyed.
Static (Ex): A living web is suffused with electric static. Any creature touched by or touching the living web takes 1d4 points of electricity damage. The damage dealt by this ability scales up as the living web grows in size as though it was a natural attack.
Skills: A living web hiding among normal spider webs receives a +10 circumstance bonus to Hide checks.
 

Memory Web
Large Aberration
Hit Dice:
6d8+6+15 (48 hp)
Initiative: +9
Speed: 10 ft.
AC: 18 (+9 Dex, -1 size), touch 18, flat-footed 10
Attacks: Vaulting +12 ranged
Damage: Vaulting 0 plus grab
Face/Reach: 2.5 ft. by 2.5 ft./0 ft.
Special Attacks: Constrict, improved grab, vault
Special Qualities: Amorphous, blind-sight 180 ft., compress, death throes, DR 10/+1, fire resistance 15
Saves: Fort +, Ref +, Will +
Abilities: Str 13, Dex 28, Con 13, Int 11, Wis 14, Cha 10
Skills: Hide+13*, Jump +21, Listen +9, Spot +9
Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 7 - 12 HD (Large); 13 - 17 HD (Huge)
Memory webs are an intelligent relative of living webs, gaining nourishment from both the flesh and mind of heir prey.
A memory web looks much like a web created by the spell of the same name, but there are a few differences. It can compress itself to hide, and it does not need walls or roofs to cling to.
Combat
Memory webs attack by vaulting at oppponents, trying to grab and constrict them.
Constrict (Ex): With a successful grapple check, a memory web can crush a grabbed opponent, dealing 1d8+1 points of bludgeoning damage and 1d2 points of temporary Intelligence damage.
Improved Grab (Ex): If a bronze serpents successfully vaults at an opponent that is of its own size category or smaller, it attempts to start a grapple as a free action without provoking an attack of opportunity. (grapple bonus +8). If it gets a hold, it can also constrict in the same round. Thereafter, the memory web has the option to conduct the grapple normally, or simply use its body to hold the opponent (-20 penalty on grapple check, but the memory web is not considered grappled). In either case, each successful grapple check it makes during successful rounds automatically deals constrict damage.
Vault: A living web can attempt to vault itself against at a creature. In order to do so, it must first succeed at a Jump check against a DC equal to the target’s AC, and then at a vaulting attack. If both rolls are successful, the living web can grab its opponent. The vault attack never deals damage.
Amorphous: A memory web shares many qualities with oozes due to the special structure of its body. A memory web is immune to poison, sleep, paralysis, stunning and polymorphing. It is not subject to critical hits or flanking. A memory web has no natural armor, instead receiving bonus hit points as an ooze according to its size.
Blindsight (Ex): A memory web is blind, but blind-sight allows it to maneuver and fight as well as a sighted creature. Through this ability, it can discern objects and creatures within 180 feet. The memory web usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.
Compress (Ex): A memory web can compress itself into a tiny ball to hide. If it does so, it is treated as a tiny creature in all ways except for ability scores. These ability scores remain unchanged. Its Hide check bonus as a tiny ball is +25.
Death Throes (Su): A memory web that is killed releases all memories that it has absorbed in its life. All creatures within 200 feet must make a Will save (DC 15) or act confused for 2d6 rounds.
Skills: A memory web uses its Dexterity modifier for jump checks instead of its Strength modifier. It is not limited by its height when making Jump checks, but it cannot jump further than 180 feet. A memory web receives a +4 racial bonus to Jump checks.
 

Beguiler
Small Magical Beast
Hit Dice:
2d10 (11 hp)
Initiative: +0
Speed: 40 ft.
AC: 11 (+1 size), touch 11, flat-footed 11
Attacks: 2 claws +2 and bite +0 and tail slap +0, or weapon +2 melee, or weapon +3 ranged
Damage: Claw 1d2-1, bite 1d4-1, tail slap 1d2-1, or by weapon -1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Ghost touch, rake prone, weapon use
Special Qualities: Camouflage, freeze, true seeing
Saves: Fort +0, Ref +2, Will +2
Abilities: Str 9, Dex 10, Con 11, Int 10, Wis 11, Cha 10
Skills: Climb +8, Hide +8*, Listen +6, Move Silently +5, Spot +6
Feats: Alertness, Multiattack (B)
Climate/Terrain: Warm plains and deserts
Organization: Solitary or pack (1-4)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral
Advancement: 3 - 6 HD (Small)
Beguilers are rodent-like creatures the size of a small dog, capable of seeing hidden things and hiding extremely well.
A beguiler naturally has black-blue fur that feels silken to the touch. They have large ears, shimmering black eyes and a long snout, giving them a mouse-like appearance.
Beguilers are omnivores, but they favor cacti, mice and bird eggs. Only very hungry beguilers attack creatures bigger than themselves. There are rumors that some wizards and sorcerers managed to obtain beguiler familiars, but it not clear how they have obtained them.
Combat
Most beguilers attack with their bite and claws, but a few might use weapons that they found or obtained from previous victims.
Ghost Touch (Su): The attacks of a beguiler affect incorporeal and ethereal opponents as if they had the ghost touch weapon enhancement.
Rake Prone (Ex): Whenever a beguiler attacks an opponent that lies prone, it can make two rake attacks (+2 melee) with its hind legs for 1d2-1 points of damage each against that opponent.
Weapon Use: A beguiler can hold a weapon of size Small or smaller in its tail and use it as intended. It cannot wield weapons of size Medium-Size or larger.
Camouflage (Ex): A beguiler can change the coloration of its fur to any color pattern it wants. If used for camouflage, this ability grants a +10 circumstance bonus to Hide checks. This bonus stacks with the circumstance bonus for freezing (below). These changes last for 1d4*10 minutes, and the beguiler has to wait for 1d4 minutes afterwards to use this ability again. While the beguiler is not limited to camouflage, it rarely uses it in a different fashion.
Freeze (Ex): A beguiler can stand perfectly motionless, granting the creature a +5 circumstance bonus to Hide checks. This bonus stacks with the circumstance bonus for camouflage (above).
True Seeing (Su) A beguiler has the constant ability of true seeing as per the arcane version of the spell (caster level 2nd). If dispelled, the beguiler can resume it as a free action.
Skills: Beguilers receive a +4 racial bonus to Climb checks. *When using their Camouflage ability, the receive a +10 circumstance bonus to Hide checks. When using their Freeze ability the receive a +5 circumstance bonus to Hide checks. These bonuses stack.
 



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