A Few Good Fiends (MMII conversions, updated 9/16: added chain golem!)

But wait, there's more! This is the jovoc, which I've always been fond of, even if I've never used it.

Jovoc
Small Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)

Hit Dice: 4d8+19 (37 hp)
Initiative: +3
Speed: 30ft (6 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/+1
Attack: Claw +8 melee (1d6+1)
Full Attack: 2 claws +8 melee (1d6+1) and bite +3 melee (1d4)
Space/Reach: 5ft/5ft
Special Attacks: Summon tanar’ri
Special Qualities: Darkvision 60ft, DR 5/cold iron, fast healing 5, immune to electricity and poison, resistance to acid 10, cold 10 and fire 10, retributive aura, SR 17, telepathy 100ft
Saves: Fort +8, Ref +7, Will +4
Abilities: Str 12, Dex 16, Con 18, Int 7, Wis 11, Cha 6
Skills: Hide +14, Listen +7, Move Silently +10, Search +5, Sense Motive +7, Spot +7
Feats: Toughness, Weapon Finesse
Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, gang (5-8) or swarm (11-20)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5-8 HD (Small), 9-12 HD (Medium)
Level Adjustment: +5

This pitiful looking creature resembles the bloated corpse of a gnome-sized humanoid, its blackened skin cracking and peeling. Its lidless eyes stare with intense hatred, and its long arms end in three huge claws the color of blood.

Jovocs are wicked demons that exist solely to create strife. They have no existence beyond the Blood War, shaped by its cruel hand into elite fighting units. The jovoc’s ability to turn its own wounds into the wounds of its opponents is invaluable to the tanar’ri war effort.

Jovocs are found primarily in Blood War camps, where they are tormented by their superiors, who know that the jovocs can recover any wounds dealt to them. Still, many jovocs are killed by the brutality of the tanar’ri, and jovocs hate their own race as much as they do all other life. Those rare jovocs who escape the Blood War live secluded lives, alone or in small gangs, in the least hospitable reaches of the Abyss.

Combat
Jovocs are vicious fighters, slashing at anything in reach with claws and teeth. Stupid creatures, they have little regard for tactics, trusting in their retributive auras and fast healing to outlast opponents. They are clever enough, however, to attack from ambush and to retreat and heal when nearly dead. A favorite gambit of tanar’ri commanders is to place several jovocs out of reach of enemies, but still within the aura, and give them orders to attack each other. The damage each jovoc inflicts on its peers is spread via the retributive aura, and the jovocs naturally take breaks to heal so they can attack each other again.

Summon Tanar’ri (Sp): Once per day, a jovoc can attempt to summon 1-2 jovocs with a 30% chance of success. This is the equivalent of a 3rd level spell.

Retributive Aura (Su): A 30ft aura always surrounds a jovoc, giving all non-tanar’ri in the area an uncomfortable buzzing sensation until it is active. Whenever a jovoc takes damage from any source, all living non-tanar’ri within the area are inflicted with identical wounds and take an equal amount of damage. A successful Fortitude save (DC 16) halves the damage. Regardless of the source of the damage to the jovoc, damage dealt by the retributive aura is not subject to resistance, immunity, damage reduction, spell resistance or the like. The save DC is Constitution based.

Demiurge out.
 
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Honestly, I've never liked the jovoc's retributive aura ability. Or maybe I just don't understand it.

For one thing, I don't know if it affects objects as well as creatures. If not, does that mean are undead immune to it? Unless an effect specifically mentions them, undead are immune to effects with a fortitude save unless they also affect objects. But retributive aura states that it is not subject to resistance or immunity. But that might just mean that immunity to fire doesn't make you immune to the retributive aura generated by burned jovoc.

I think you've just quoted the ability text, and so it might be beyond your remit to change or clarify it, but I thought I would comment anyway.

[edit]Oh, and does anything block the retributive aura? If there is a 10 foot stone wall between you and a bunch of fighting jovocs, do you take damage?[/edit]
 
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demiurge1138 said:
Sorry, Krish, but I looked in all three Planescape MCs and couldn't find the reference. The only reference to marrashi on the planes that I could find was in the Planar Handbook, in the encounter tables, which did place them in Hell.

Demiurge out.
I am certain I have seen them described as being natives of Archeron, I just can't for the life of me remember where. Ahrg!. Damn it's irritating. :\
 

Another monster I'm fond of, yet have never used.

Vaporighu
Medium Outsider (Evil, Extraplanar)

Hit Dice: 10d8+70 (115 hp)
Initiative: +3
Speed: 30ft (6 squares), climb 20ft
Armor Class: 23 (-1 Dex, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: +10/+16
Attack: Slam +16 melee (1d6+6, 19-20x2, plus 1d6 acid)
Full Attack: 2 slams +16 melee (1d6+6, 19-20x2 plus 1d6 acid)
Space/Reach: 5ft/5ft
Special Attacks: Corrosive slime, fear aura, poison cloud, spell-like abilities, summon night hag
Special Qualities: Darkvision 60ft, DR 10/silver, improved uncanny dodge, SR 19
Saves: Fort + 14, Ref +6, Will +7
Abilities: Str 22, Dex 9, Con 24, Int 13, Wis 10, Cha 15
Skills: Balance +12, Climb +14, Concentration +20, Hide +12, Intimidate +15, Knowledge (planes) +14, Move Silently +12, Listen +17, Search +14, Spot +17
Feats: Improved Bull’s Rush, Improved Critical (slam), Improved Initiative, Power Attack
Environment: Bleak Eternity of Gehenna
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral evil
Advancement: 11-20 HD (Medium), 21-30 HD (Large)
Level Adjustment: +9

This being is about as grotesque a thing as you can imagine. A bloated, lumbering fleshy mound in roughly humanoid shape, the majority of its body is cloaked in tangled matted fur dripping with slime. It is the color of gangrene and pestilence, and what little of its body is not hidden in hair pulses faintly and oozes bile. The creature stinks of decay and sulphur.

Utterly loathsome, vaporighu exist only to spread death and misery. They perch in the endless crags and caverns of Gehenna’s earthbergs, ambushing travelers and messily devouring them for no other reason than to hear their screaming.

The true origin of vaporighu is unknown. They match yugoloths in pettiness and malice, but not in cunning, and some sages speculate that vaporighu are corrupted or degraded yugoloths, cast out and transformed for failing the mysterious standards of their race. Others suggest that they moved with the yugoloths from Hades to Gehenna, a theory supported by the vaporighu’s ability to summon night hags.

A vaporighu stands about 7 feet tall and weighs 300 pounds. It is assumed that they speak Abyssal and Infernal, but are not known to communicate.

Combat
Vaporighu are tenacious combatants, fighting without quarter. They often use their spell-like abilities to provide distractions and to delay opponents. Although they can summon night hags, they rarely do, as this leaves them beholden to the hag.

Corrosive Slime (Ex): A vaporighu excretes a layer of highly corrosive slime. Any creature hit by its slam attack takes 1d6 points of acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 22 Reflex save. A weapon striking a vaporighu also dissolves immediately unless it succeeds on a DC 22 Reflex save. The save DC is Constitution based.

Fear Aura (Su): Vaporighu can radiate a 30ft aura of fear as a free action. Affected creatures must make a Will save (DC 17) or be affected as if by a fear spell (caster level 7th). A creature that successfully saves cannot be affected by the same vaporighu’s fear aura for 24 hours. Other vaporighu, as well as night hags, are immune to the aura. The save DC is Charisma based.

Poison Cloud (Ex): Once every 1d4 rounds, the vaporighu can breathe a cloud of poison in a 15 foot cone. Every creature in the area takes 1d10 acid damage (no save) and is subject to the poison. Fortitude DC 22 negates, initial damage paralysis for 3d6 rounds, secondary damage 3d6 Con. The save DC is Constitution based.

The cloud remains for 2d6 rounds unless dispersed by strong winds, dealing acid damage and requiring saves against the poison as long as creatures remain in the area. Vaporighu are immune to their own poison cloud and the poison clouds of other vaporighu.

Spell-like Abilities: At will – deep slumber (DC 15), fly, scorching ray; 1/day – animate objects, mislead (DC 18). Caster level 10th. The save DCs are Charisma based.

Summon Night Hag (Sp): Once per day, a vaporighu can summon 1 night hag with a 100% chance of success. This is the equivalent of a 9th level spell.

Improved Uncanny Dodge (Ex): Vaporighu retain their Dexterity bonus to Armor Class (if any), even when flat-footed or struck by an invisible opponent, and cannot be flanked except by a rogue of 14th or higher level.

Skills: Vaporighu receive a +4 racial bonus on all Listen and Spot checks.

Demiurge out.
 

Now that I've finished with the evil outsiders, I'm moving on to MMII's rather poorly designed high CR undead. The famine spirit, below, was originally CR 19 but had 32 Hit Dice and only had an AC of 18! So, this has required serious tweaking. How is it? CR too low? Too high?

Famine Spirit
Medium Undead

Hit Dice: 23d12 plus 115 (264 hp)
Initiative: +4
Speed: 40ft (8 squares)
Armor Class: 35 (+20 natural, +5 deflection), touch 15, flat-footed 35
Base Attack/Grapple: +11/+26
Attack: Bite +23 melee (3d6+11, 19-20x2)
Full Attack: Bite +23 melee (3d6+11, 19-20x2 plus disease) and 2 claws +20 melee (1d10+5)
Space/Reach: 5ft/5ft
Special Attacks: Aura of pain, disease, improved grab, spell-like abilities, swallow whole, vorpal bite
Special Qualities: Darkvision 60ft, fast healing 15, scent, true seeing, undead, unholy grace, unholy toughness
Saves: Fort +12, Ref +12, Will +20
Abilities: Str 33, Dex 11, Con -, Int 16, Wis 15, Cha 20
Skills: Climb +37, Jump +41, Intimidate +31, Listen +30, Search +29, Spot +30, Swim +37
Feats: Alertness, Cleave, Combat Expertise, Great Cleave, Improved Grapple (B), Improved Initiative, Multiattack, Power Attack, Weapon Focus (bite)
Environment: Any land and underground
Organization: Solitary, pair, or band (1-2 plus 2-20 ghasts and 3-30 ghouls)
Challenge Rating: 17
Treasure: Half standard
Alignment: Always chaotic evil
Advancement: 24-69 HD (Medium)
Level Adjustment: -

You see an obscenely obese humanoid, its jaw stretched to hideous proportions. Its tightly stretched skin is a sallow, dead color, and its hands end in sharp claws.

Famine spirits are rumored by some to be the remains of those who killed themselves through disgusting acts of gluttony. Thankfully quite rare, they are perpetually hungry, eating anything and everything in its path. The only organic things it does not consume are the undead, and flesh-eating undead of all kinds follow in the wake of a famine spirit, hoping to scavenge.

Most monsters can only hope to destroy people, but a famine spirit is more than capable of ruining entire nations. Grain silos can be emptied, entire fields of crops and herds of livestock can be consumed, whole cities can be depopulated by a single famine spirit. Worse, those who are fortunate to escape being devoured by the undead may become a famine spirit themselves, adding to the destruction.

Famine spirits are generally as tall as a human, but up to four times heavier. They speak Common, but say little more than demands for more food.

Combat
Famine spirits fight to eat, grabbing any combatant that gets close enough, stuffing them in its maw, and then moving to the next course. If confronted with an opponent strong enough to avoid being swallowed, the famine spirit resorts to its sharp claws and deadly bite, and if badly outmatched will flee ethereally.

Aura of Pain (Su): A famine spirit exudes a constant aura of pain and despair. All living creatures within 60ft of a famine spirit must make a Will save (DC 26) or suffer a -4 to all attack rolls, skill checks and ability checks, as if affected by a symbol of pain spell. This effect lasts as long as the creature remains in the aura, and for 10 minutes after leaving it. A creature that successfully saves cannot be affected by the same famine spirit’s aura of pain for 24 hours. The save DC is Charisma based.

Disease (Su): The bite of the famine spirit spreads a horrible disease, causing the victim a gnawing, insatiable hunger that eventually kills its victim. Bite, save DC 26, incubation 1 day, damage 1d8 Con. The save DC is Charisma based.

A humanoid that dies of a famine spirit’s disease rises as a famine spirit the next midnight. A humanoid that becomes a famine spirit this way retains none of the abilities it possessed in life. It is not the thrall of the famine spirit who created it, but may cooperate with its creator in order to find more food.

Improved Grab (Ex): In order to use this ability, a famine spirit must hit a Large or smaller opponent with its bite attack. It can then make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it can attempt to swallow the opponent in the following round.

Spell-like Abilities: 3/day – ethereal jaunt. Caster level 20th.

Swallow Whole (Ex): A famine spirit can try to swallow a grabbed opponent on a successful grapple check. Its stomach is actually partially extradimensional space, allowing it to swallow creatures larger than itself. Once inside, the opponent takes 2d8+11 points of bludgeoning damage plus 2d10 points of negative energy damage each round. A swallowed creature can try to escape into the famine spirit’s mouth with a successful grapple check. Alternatively, it can try to cut its way out with a light slashing or piercing weapon to deal 35 points of damage to the stomach (AC 21). This looks quite disturbing, as the creature that climbs out of the wound may be larger than the famine spirit itself. Muscular action closes the hole once the creature exits; other swallowed creatures must cut their own way free.

The famine spirit’s seemingly bottomless stomach can hold 1 Large, 4 Medium, 16 Small, 32 Tiny or 256 Diminutive or smaller opponents. Once dead, a creature no longer counts towards the famine spirit’s holding capacity.

Vorpal Bite (Ex): On a successful critical hit caused by rolling a natural 20, a famine spirit severs the head of a Large or smaller opponent.

True Seeing (Su): A famine spirit continuously acts under the effects of true seeing, as the spell (caster level 20th).

Unholy Grace (Su): A famine spirit receives a bonus to all saving throws and a deflection bonus to Armor Class equal to its Charisma modifier (already factored into the statistics shown above).

Unholy Toughness (Ex): A famine spirit receives bonus hit points equal to its Charisma bonus x its Hit Dice.

Demiurge out.
 


Another high-level undead conversion. Like the last one, I reduced the Hit Dice to bring it to the CR it was given in the MM2. Since there are banshees in the Tome of Horrors (groaning spirits, indeed), I renamed the MM2's high-powered banshee to allow both to exist.

Dread Banshee
Medium Undead (Incorporeal)

Hit Dice: 19d12 plus 152 (275 hp)
Initiative: +11
Speed: Fly 80ft (16 squares) (good)
Armor Class: 25 (+7 Dex, +8 deflection), touch 25, flat-footed 18
Base Attack/Grapple: +9/-
Attack: Incorporeal touch +16 melee touch (2d6, 19-20x2 plus 1d6 Cha drain)
Full Attack: Incorporeal touch +16 melee touch (2d6, 19-20x2 plus 1d6 Cha drain)
Space/Reach: 5ft/5ft
Special Attacks: Charisma drain, horrific appearance, wail
Special Qualities: Darkvision 60ft, detect living, incorporeal, SR 27, stunt plants, undead, unholy toughness, unnatural aura
Saves: Fort +6, Ref +13, Will +15
Abilities: Str - , Dex 24, Con - , Int 16, Wis 19, Cha 26
Skills: Hide +29, Intimidate +30, Knowledge (religion) +25, Listen +28, Search +25, Spot +28, Tumble +29
Feats: Alertness, Combat Reflexes, Dodge, Improved Critical (incorporeal touch), Improved Initiative, Mobility, Spring Attack
Environment: Any land and underground
Organization: Solitary or brood (1 plus 1-4 groaning spirits)
Challenge Rating: 17
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: 20-38 HD (Medium)
Level Adjustment: -

The spirit before you appears as a lovely elf maiden, her transparent features twisted by sorrow and rage.

Legend tells of the banshees, groaning spirits of wicked elven women doomed forever to spread death in their wake. The dread banshees are the eldest and most powerful of this breed of undead, granted extra powers by the forces of darkness for their longstanding hatred of all living things.

Dread banshees usually maintain a territory a mile in diameter. This blasted heath can sustain no healthy plant life, and most animals either quickly flee or are slain out of malice by the dread banshee. The banshees have no desire to interact with mortals except by killing them, and usually remain sequestered in their domains, occasionally accompanied by a retinue of lesser banshees. Still, some families are known to bear an awful curse; every generation is doomed to die by the wail of the banshee. No distance can separate one of those so cursed and the banshee, for when the time comes for him to die, the banshee will be on his doorstep.

Dread banshees speak Common, Elven, and one other language, usually one native to the area they haunt.

Combat
Dread banshees prefer to open combat with their terrible wail; most creatures are slain outright. Those surviving are the targets of the banshee’s Charisma-draining touch. The banshee prefers hit-and-run tactics, making use of the Spring Attack feat to duck in and out of errant boulders, withered trees, and any other available cover.

Charisma drain (Su): Living creatures struck by a dread banshee’s incorporeal touch attack must make a Fortitude save (DC 27) or take 1d6 points of permanent Charisma drain. The save DC is Charisma based. On each such successful attack, the dread banshee gains 5 temporary hit points.

Horrific Appearance (Su): Any living creature within 60ft that views a dread banshee must succeed on a Fortitude save (DC 27) or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same dread banshee’s horrific appearance for 24 hours. The save DC is Charisma based.

Wail (Su): A banshee can emit a horrible wail, killing all who hear it. This sonic effect affects all living creatures within a 40-foot radius. Creatures must succeed on a DC 27 Fortitude save or die. A banshee must wait 1d4 rounds before wailing again, and can only wail three times per day. The save DC is Charisma based.

Detect Living (Su): Three times per day, a dread banshee may detect the presence and location of all living creatures within a half-mile radius as a full-round action. This functions as the spell commune with nature, but only for the purpose of sensing living creatures.

Stunt Plants (Su): Once per day, a dread banshee may generate a diminish plants (stunt growth only) effect, affecting a half-mile radius as a standard action.

Unholy Toughness (Ex): A dread banshee receives bonus hit points equal to her Charisma bonus x her Hit Dice.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a dread banshee at a distance of 60 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Demiurge out.
 

I haven't been getting much feedback on these. Are they liked? Despised? Unneeded? Tell me! And here's another one, incidentally. The original seemed... off, but it had a great visual.

Corpse Gatherer
Gargantuan Undead

Hit Dice: 22d12+176 (319 hp)
Initiative: +2
Speed: 40ft (8 squares), burrow 20ft
Armor Class: 34 (-4 size, -2 Dex, +30 natural), touch 4, flat-footed 34
Base Attack/Grapple: +11/+40
Attack: Slam +27 melee (3d12+19, 19-20x2)
Full Attack: 2 slams +27 melee (3d12+19, 19-20x2)
Space/Reach: 20ft/20ft
Special Attacks: Improved grab, swallow whole, trample 6d12+27
Special Qualities: Darkvision 60ft, death throes, desecrating aura, DR 15/silver and magic, ingest corpses, soulbinding, SR 30, undead, unholy toughness
Saves: Fort +9, Ref +7, Will +18
Abilities: Str 45, Dex 7, Con -, Int 10, Wis 17, Cha 22
Skills: Climb +42, Jump +46, Listen +28, Spot +28
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull’s Rush, Improved Critical (slam), Improved Initiative, Power Attack, Weapon Focus (slam)
Environment: Any land and underground
Organization: Solitary, pair or cluster (3-5)
Challenge Rating: 19
Treasure: Half standard
Alignment: Always neutral evil
Advancement: 23-44 HD (Gargantuan), 45-66 HD (Colossal)
Level Adjustment: -

You see an immense mound of earth, vaguely humanoid shaped, studded with tombstones and heavy with corpses. Its baleful red eyes glare at you.

Animate graveyards, corpse gatherers only seek to fill themselves with the bodies of the dead. Created by the will of a deranged god, powerful necromantic magic, or the seeping influence of the Negative Energy Plane, they have a crude intelligence and roam the world, looking for battlefields, cemetaries, and other sources of corpses.

Corpse gatherers feed on dead flesh, stuffing it into their forms and infusing it with negative energy. Still, they are quite willing to kill living creatures in order to make fresh corpses. The soul of the dead is trapped within the corpse gatherer, helping to fuel its existence, and cannot escape until the corpse gatherer is slain.

A corpse gatherer stands over forty feet tall and weighs 20 tons. They do not speak, but creak and groan as they move from the grinding of tombstones on soil.

Combat
Corpse gatherers fight by pounding opponents flat, either with their fists or their sheer bulk. They grab particularly resilient opponents and stuff them into their bodies, to be crushed and drained of life. Other undead often follow a corpse gatherer, enticed and empowered by the desecrating aura it gives off.

Improved Grab (Ex): In order to use this ability, a corpse gatherer must hit a Huge or smaller opponent with a slam attack. It can then make a grapple check as a free action without provoking attacks of opportunity. If it gets a hold, it can attempt to swallow the opponent in the following round.

Swallow Whole (Ex): A corpse gatherer can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check (it does not swallow opponents so much as engulf them in its porous body). Once inside, the opponent takes 2d12+17 points of bludgeoning damage plus 2d8 points of negative energy damage per round from the roiling tombstones, corpses and negative energy within the corpse gatherer. A swallowed creature can try to escape to the corpse gatherer’s surface with a successful grapple check. Alternatively, it can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the corpse gatherer’s interior (AC 21). Once the creature exits, the hole closes; another swallowed opponent must cut its own way out. A nightcrawler’s interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, 512 Tiny or smaller opponents

Trample (Ex): Reflex half DC 38. The save DC is Strength based.

Death Throes (Su): Once reduced to 0 hit points, a corpse gatherer crumbles. The creature’s animating spirit still lingers, however, animating the corpses collected within as zombies. A corpse gatherer’s death generates a number of zombies whose Hit Dice equal three times that of the corpse gatherer (a 22 HD corpse gatherer creates 66 HD of zombies upon death, for example). These zombies are of whatever creatures may have been consumed by the corpse gatherer, usually (but not always) humanoids.

Desecrating Aura (Su): A corpse gatherer gives off a 100-foot radius emanation of utter desecration, imbuing their surroundings with negative energy. This ability works much like a desecrate spell, except that the corpse gatherer’s evil is so great that it is treated as the shrine of an evil power. All undead within 100 feet of the corpse gatherer (including the creature itself ) gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. (The corpse gatherer’s Hit Dice, attack, and save entries given here include these profane bonuses.) Charisma checks made to turn undead within this area take a –6 penalty.
A corpse gatherer’s desecrating aura cannot be dispelled except by a dispel evil spell or similar effect. If the effect is dispelled, the corpse gatherer can resume it as a free action on its next turn. Its desecrating aura is suppressed if a corpse gatherer enters a consecrated or hallowed area, but the corpse gatherer’s presence also suppresses the consecrated or hallowed effect for as long as it remains in the area.

Ingest Corpses (Su): The corpse gatherer gains 5 temporary hit points for every corpse of a swallowed creature it absorbs into its form. The corpse gatherer does not gain temporary hit points from opponents it has swallowed whole until the round after their death.

Soulbinding (Su): Creatures slain and ingested by a corpse gatherer are affected as if by a soul binding spell, so they cannot be restored to life. Destroying the corpse gatherer negates this effect. Corpses the creature devours without having slain them itself are not subject to this effect.

Unholy Toughness (Ex): A corpse gatherer receives bonus hit points equal to its Charisma bonus x its Hit Dice.

Demiurge out.
 

Hello, Demiurge! I am an occasional visitor of these boards, and I always keep an eye out for your brainchildren and Pants'. Nice work on these powerful undead, who were among my favourites in the MM2, but were seriously underpowered (like pretty much everything high-leveled in that book, but that's another matter... :p )

The original famine spirit did not have a swallow ability, which made little sense to me, and its AC was so low that it was nothing more than a lumbering target. Now, it kicks some serious tail even if its CR was lowered.

That dread banshee looks tough... I'll sic one on my players and see how they like it... :lol:

And the corpse gatherer is great... the trample damage does look a little high to me, but I'm not as much as an expert as you are, so don't trust me on this.

All in all, a great job. I'll patiently wait to see more convertions from you in the future and, when I'll have time, I'll begin posting my own creations...

Ciao!
 

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