A Walk Through the Woods (Dragons Bestiary #119)

BOZ

Creature Cataloguer
ok, here are some more of my old conversions. this was the first time i tried several creatures at once. some of them are pretty cool, like the anuchu, and some... you'll have to decide for yourself. :)
 
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ANUCHU

Medium-Size Humanoid (Anuchu)
Hit Dice: 1d8+2 (6 hp)
Initiative: +3 (Dex)
Speed: 30 ft.
AC: 15 (+3 Dex, +2 natural)
Attacks: Longsword +2 melee; or longbow +3 ranged; or bite +2 melee
Damage: Longsword 1d8+2; or longbow 1d8; or bite 1d4+3
Face/Reach: 5 ft. by 5 ft./5 ft
Special Qualities: Darkvision 60 ft., Scent
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 15, Dex 16, Con 15, Int 14, Wis 16, Cha 12
Skills: Listen +6, Move Silently +6, Spot +5
Feats: Alertness

Climate/Terrain: Temperate and warm forest
Organization: Solitary, pair, troop (3-10, plus 1 2nd-level ranger), tribe (10-200, plus 5-20 wolves, plus 1 2nd-level cleric per 20 anuchu; plus 1 4th-level ranger, 1 3rd-level cleric, and 1 3rd-level wizard per 50 anuchu; plus 1 9th-level ranger per 100 anuchu)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class

The anuchu are a race of gregarious, forest-dwelling humanoid canids. Anuchu meld qualities of both wolves and foxes into their appearance, and stand about 7' tall. They have orange fur covering much of their torso, except for white fur on the chest, hands, muzzle, and feet. They have reddish-brown eyes, pointed ears with black tips, brown padded palms and soles, black lips, sharp canine teeth, and a mane of long red hair (favorite mane styles include braids and ponytails). Most humans who see them refer to them as "fox-people". The average life span of an anuchu is 140 years.
Popular dress includes tunics, cloaks, and so forth of green, brown, gray, or blue coloration. Few anuchu wear armor, though all use normal tools and weapons. Anuchu communities are composed mostly of mound houses or dens covered with an overgrowth of vegetation.
Anuchu are able to speak Common, Halfling, Elf, Gnome, and their own language. The anuchu can also speak with most canine animals.

COMBAT
Anuchu are usually a peaceful people, but they are more than ready to defend themselves and their community. They initiate combat with their longbows, trying to take out opponents at a distance if possible. If forced to melee, they prefer to use longswords, but a few of the more accomplished warriors carry bastard swords. If caught in close combat or otherwise unable to use a weapon, the anuchu will bite instead.
Skills: Anuchu receive a +2 racial bonus to Move Silently checks when in natural surroundings.

SOCIETY
The anuchu deal with other humanoids in a friendly manner, though they mostly prefer the company of other anuchu to that of elves, dwarves, humans, or halflings. Similarly, most humanoid races find the anuchu talkative and perhaps a bit arrogant as well.
Some sages speculate that anuchu are related to gnolls. Their size and appearance certainly suggest that there may be a similar history, but their demeanor shows that they are far removed from that savage race.

CHARACTERS
An anuchu's favored class is ranger; most anuchu leaders are rangers. Anuchu who do not become rangers are usually clerics, wizards, bards, or even monks. Anuchu are well adapted to psionics, and about 1% of them become psionic characters.

The anuchu first appeared in Dragon Magazine #119 (1987, "The Dragon's Bestiary: A Walk Through the Woods", Allan Hopkins)
 

GIANT CAPYBARA

Capybara, Giant
Medium-Size Animal
Hit Dice: 2d8+6 (15 hp)
Initiative: -1 (Dex)
Speed: 30 ft., swim 40 ft.
AC: 12 (-1 Dex, +3 natural)
Attacks: Bite +4 melee
Damage: Bite 1d4+3
Face/Reach: 5 ft. by 5 ft./5 ft
Saves: Fort +5, Ref +2, Will +0
Abilities: Str 17, Dex 9, Con 17, Int 2, Wis 10, Cha 2
Skills: Balance +2, Hide +2, Move Silently +2, Swim +5

Climate/Terrain: Temperate and warm forest and marsh
Organization: Family (2-8), Herd (20-80)
Challenge Rating: 1
Treasure: ---
Alignment: Always neutral
Advancement: 3-4 (Medium-sized), 5-6 HD (Large)

The capybara is the largest living rodent, resembling a guinea pig. The giant capybara ranges from 6-8" in length and weighs anywhere from 300-400 pounds. Coloration for the animal is usually reddish-brown to gray on the upper body parts and yellowish-brown on the under parts; a black coloration sometimes occurs on its face, outer surface of the limbs, and rump.
The capybara inhabits forests with dense vegetation around ponds, lakes, rivers, streams, marshes, and swamps. It will rarely stray more than 100 yards from water, retreating to this source whenever it is threatened. While the capybara moves at a slow, lumbering pace on land, it is a good swimmer, and is able to stay submerged for up to 8 rounds.
These beasts are active in the morning and evening, and rest in a shallow bed in the ground during the day. The giant capybara's food consists of water plants, the bark of trees, and sometimes cultivated crops. The giant capybara is most encountered in a prehistoric setting.

COMBAT
The capybara will normally flee if attacked, and will usually never initiate an attack. These beasts are not normally carnivorous, but if something happens with its food source it will seek meat, and hunt living creatures.

CAPYBARA
Normal specimens of capybara are similar to their giant cousins, although they typically have a length of over 40", a height of 20" or more, and may weigh as much as 150 pounds (1 HD, 1-2 hp per bite).

The giant capybara first appeared in Dragon Magazine #119 (1987, "The Dragon's Bestiary: A Walk Through the Woods", Robert Bendetti)
 

WILD HALFLINGS (Bramblings)

Halfling, Wild
Small Humanoid (Halfling)
Hit Dice: 1d8 (4 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 13 (+1 size, +2 Dex)
Attacks: Halfspear +3 melee; or shortbow +4 ranged
Damage: Halfspear 1d6; or shortbow 1d6
Face/Reach: 5 ft. by 5 ft./5 ft
Special Attacks: Halfling traits
Special Qualities: Halfling traits, Darkvision 60 ft., Scent 120 ft.
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 10, Dex 15, Con 11, Int 10, Wis 10, Cha 10
Skills: Climb +2, Craft (trapmaking) +1, Hide +3, Move Silently +3, Pick Pocket +3
Feats: Track

Climate/Terrain: Temperate forest
Organization: Company (3-6), squad (7-30, plus 1 3rd-level fighter per 12 halflings), tribe (25-50 plus 75% noncombatant young, plus 1 6th-level druidess)
Challenge Rating: 1/2
Treasure: No coins, 50% goods, 100% items
Alignment: Usually neutral good
Advancement: By character class

Known mostly only as a fireside tale, the so-called "forest children" are in fact wild halflings: descendants of primitive halflings that never adopted the settled life typified by their civilized halfling cousins. Wild halflings constitute a fourth gene pool alongside the Tallfellows, Stouts, and Hairfeet. Known also as "Bramblings" (because they sometimes live in bramble-covered mounds), the wild halflings live in secluded deep woods and are very shy of contact with nonforest dwellers. They especially fear "Big Peoples" (humans, demi-humans, and humanoids). They are playful hunter-gathers, living off the bounty of the free forest. Wild halflings practice virtually no agriculture and have no metal-working talents or other such abilities (they are great weavers, however). Some travelers believe the forest children are the spirits of dead children who were lost in the woods, hence the popular name of these beings.
Wild halflings are small even for halflings, but their senses are even sharper than those of their civilized cousins. Forest children can remain perfectly quiet and still, being nearly invisible in natural surroundings, and can hear and see as well as elves. Wild halfings hunt for food by utilizing their skills to set snares and traps. The Brambling language has the same relationship to other halfling languages that Gothic has to modern English and German; it is a sister language, frozen in its ancient form, and is consequently, all but totally unintelligible to speakers of other halfling languages.
Most wild halfings are equivalent to 1st-level fighters, though few have more than 8 hp. One wild halfling in six has above-average fighting ability (2nd level). If more than 12 are encountered, a 3rd-level fighter is found among the group. These leaders wear ring mail armor or its equivalent.

COMBAT
If threatened, the wild halflings usually run away, but they are fierce in combat if cornered. If they must fight, males and females alike cast stones, wield stout sticks, or do whatever they can to protect themselves. Wild halflings typically carry the following weapons: Short bow (20%), Sling (10%), Flint dagger (10%), Club and net (10%), Spear (10%).
Skills: Wild halflings receive a +4 racial bonus to Hide checks when in a woodland setting. Like all halflings, they receive a +2 racial bonus to Climb, Jump, Listen, and Move Silently checks.

SOCIETY
Brambling lairs are usually located in a copse of trees with a pool or stream nearby. Their homes are usually briar-covered mounds in the sides of hills, although some groups prefer to live in the trees. In this latter habitat, the wild halflings construct independent structures similar to tree houses, which they disguise with branches and leaves. In their hidden communal lairs are found 2-12 additional forest children, including appropriate leaders and 3-12 young. Forest children rarely stay in the same lair two winters in a row, if they can help it. In summer, wild halflings are very nomadic. During this season, the whole tribe wanders from place to place. Males and females are met in equal numbers, and leaders are equally likely to be of either sex. Those wild halflings that do remain in one location often live in the wooden constructs amongst the trees as mentioned earlier.
Also in the communal lair is a wise-woman, who is the head of the tribe, and from whom the other leaders take direction. She is a 4th- to 6th-level druid of Sheela Peryroyl, with a variety of special powers. The wisewoman has 0-2 assistants of 1st- to 3rd-level druidic ability. The wild halflings have never domesticated any hunting animals, but songbirds, squirrels, and other such forest creatures living nearby are treated as friends and act as guards for the wild halflings's lair, sounding a general alarm if trouble threatens.
Forest children are as good at tracking in the woods as rangers or elves are. Conversely, forest children are nearly impossible to track if they know they are being followed. Dexterity and small size account for their AC, for they wear no armor. Brambling clothing is typically buckskin, some furs, and some woven fabric. The wild halflings gather many fibers: wild sheep's wool, certain vegetable matter, spider silk, and their own hair. With these, they weave nets and cloaks, twist bowstrings, and make rope for snares. All of this weaving is done by the wisewoman and her assistants. A cloak made by the wisewoman is usually found on a leader-type (1-5 on 1d6). This cloak acts as a cloak of protection +1.
All wild halflings are very good at imitating bird calls and the like, and they use this ability to communicate without being discovered. They can summon any friendly bird, squirrel, or other small animal within the vicinity and use them as "messengers" to convey simple messages, such as a request for another Bramling's presence and so on (bird song and squirrel chatter are not very articulate languages). Wild halfling have no written form of their language, and speak no other language (leaders, however, might know 0-2 other languages of woodland folk; the wisewoman also knows one additional language per level. Pick all such languages from the druidic language choices). Despite their basically good intelligence, wild halflings are unable to grasp much of the normal knowledge their civilized cousins take for granted. As a result, wild halflings appear beautiful and innocent in their pastoral setting, but a trifle backward and simple (which may cause some underestimation of their abilities).
They are curious folk and sometimes borrow things to see what they are. Later, the items are found in their original locations, having "mysteriously" reappeared. Wild halflings have been known to aid injured travelers and hunters if there are only one or two victims.
Wild halflings are very fond of singing and poetry, and enjoy playing practical jokes (as do all halflings). Found among their personal belongings are small skin drums and reed pipes, and an occasional primitive harp or ram's horn. Wild halfling are very adept at woodcarving and basketry, although their skills of pictorial representation are rather crude. In the fall, they secure their winter lair and gather food for the coming freeze. Wild halflings are nevertheless active even in winter, for they love to play in the snow. Forest children live about 120 years on average. Wild halflings are keenly aware of their surroundings and are usually knowledgeable of every plant or living creature within a day's walk of their lairs.

CHARACTERS
A wild halfling's favored class is druid. Halfling leaders are usually multiclass druids serving Sheela Peryroyl. Wild halflings are also commonly rogues or rangers.

DRUID ALCHEMY
The wisewomen of a wild halfling tribe are master herbalists, and all such wild halfling druids learn to make the following potions:
First level: Tonic. This potion has the same effect as a dispel exhaustion spell cast by a 1st-level illusionist.
Second level: Purgative. This potion reduces the effects of deadly poisons to 2-16 hp damage, rather than allowing death to result (if taken within 10 minutes of swallowing the poison). Otherwise, the potion reduces the effects of nondeadly poisons by half. It can also be used in a poultice for drawing out insinuative poisons.
Third level: Antidote. This potion has the same effect as the druidic spell, neutralize poison.
Fourth level: Restorative. This spell cures all confusion and other such mental handicaps, whether caused by spells, magical items, or spell-like abilities.
Fifth level: Sedative. This potion causes the imbiber to sleep for 7-12 hours, gaining back 2 hp per hour of sleep.
Sixth level: Nectar. This potion sends the imbiber into a deep trance, wherein the entranced recipient is aware of all living things around him. It is equivalent to a commune with nature spell, lasting for 3-8 turns and allowing one fact to be gleaned per turn. After communicating the knowledge gained to anyone who might be on hand to hear it, the imbiber sleeps for 3-12 hours.
A lair contains 1-4 bottles of each potion the wisewoman is capable of making. These potions and their protective cloaks are about the only treasure wild halflings have, since money is unknown to them. There is a 20% chance of finding 1-8 pretty stones as personal ornaments among the wild halflings' belongings (maximum value: base 50 gp).

Wild halflings first appeared in Dragon Magazine #119 (1987, "The Dragon's Bestiary: A Walk Through the Woods", Arthur Collins)
 

LESHY

Medium-Size Fey
Hit Dice: 3d6+3 (13 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft., swim 90 ft.
AC: 16 (+3 Dex, +3 natural)
Attacks: 2 claws +2 melee
Damage: Claw 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Camouflage, low-light vision, immunities, SR 12
Saves: Fort +4, Ref +6, Will +5
Abilities: Str 12, Dex 17, Con 12, Int 16, Wis 15, Cha 14
Skills: Animal Empathy +7, Bluff +7, Concentration +6, Escape Artist +7, Hide +8, Listen +6, Move Silently +8, Sense Motive +6, Spot +7, Swim +13, Wilderness Lore +7
Feats: Alertness, Dodge, Mobility, Lightning Reflexes

Climate/Terrain: Temperate and warm forest and hills
Organization: Solitary
Challenge Rating: 1
Treasure: No coins, 50% goods, 50% items
Alignment: Always chaotic neutral
Advancement: 4-6 HD (Medium-size)

Leshies are mischievous inhabitants of forests and wooded hills, delighting in bothering and misleading unwary travelers. Leshies appear as wizened humanoids with long noses and matted, dirty brown hair and beards. Their bodies are covered with hair of a similar color and consistency, and their skin is light blue in complexion where it shows through. Leshies stand about 5' tall, and are somewhat thin and frail-looking.

COMBAT
Leshies delight in tormenting hapless random victims. They do not usually attack with their claws unless they are attacked directly. They prefer to bedevil travelers with their spells. They have their own sense of "fair play," however, and usually let up on their victims if the unfortunate souls either retain their sense of humor throughout the ordeal or somehow manage to evade the tricks. Leshies have a number of powers at their disposal which they use to bewilder unsuspecting passersby.
Spell-like abilities: At will - ghost sound, pass without trace, ventriloquism. They can also use the following powers, one at a time and once per round: 3/day - dancing lights, entangle, tree stride; 2/day - heat metal, insect plague, warp wood; 1/day - confusion, woodmaze. Woodmaze is a special variation of the maze spell, resembling that spell in every way except that the barriers are of impenetrable vegetation rather than planes of force.
These abilities are as the spells cast by a 9th-level wizard.
Camouflage (Ex): Leshies can hide among foliage with a 90% chance of success.
Immunities (Ex): Leshies are immune to the effects of illusion spells, and spells such as maze or woodmaze.

SOCIETY
Leshies are nomadic creatures, having no fixed lairs and acquiring only those items they carry upon their persons. While they can be more than a little irritating, leshies are on good terms with most non-evil nonlawful forest creatures, including most elves (particularly grugach and wood elves), faerie dragons, grigs, buckawn, and centaurs.
There is a longstanding emnity between the leshies and the kech. A leshy will go out of its way to trouble these forest fiends, even going so far as to assist adventurers in foiling their schemes. The kech return this hatred threefold, but are frustrated by the fact that few of them have ever been able to capture one of these wily tricksters.

The leshy first appeared in Dragon Magazine #119 (1987, "The Dragon's Bestiary: A Walk Through the Woods", Douglas Lent)
 

LUPOSPHINX

Large Magical Beast
Hit Dice: 6d10+12 (45 hp)
Initiative: +2 (Dex)
Speed: 50 ft., fly 80 ft. (poor)
AC: 19 (-1 size, +2 Dex, +8 natural)
Attacks: Bite +10 melee, 2 claws +5 melee
Damage: Bite 3d4+5, claws 1d6+2
Face/Reach: 5 ft. by 10 ft./5 ft
Special Attacks: Pounce, Rake 1d6+2, Howl
Saves: Fort +7, Ref +7, Will +5
Abilities: Str 20, Dex 14, Con 15, Int 14, Wis 16, Cha 12
Skills: Intimidate +9, Listen +11, Spot +11, Wilderness Lore +11
Feats: Alertness, Cleave, Flyby Attack, Power Attack

Climate/Terrain: Temperate and warm forest
Organization: Solitary, pack (2-4)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 7-9 HD (Large), 10-18 HD (Huge)

Luposhinxes are wolf-headed sphinxes found in wooded areas. The luposphinx's body is closest in size to the hieracosphinx, about 7 feet long. Luposphinxes have canine heads, but like all sphinxes they have feline bodies. Its hair color ranges from dark gray to light brown. Luposphinxes are carnivorous and prefer elves and halflings to other humanoid prey.
Luposphinxes speak Common as well as their own language. There is a 40% chance that any luposphinx will be accompanied by 5-20 humanoid servants, which are usually gnolls or xvarts.

COMBAT
The luposphinx usually howls once before a battle to disorient its foes, then begins with melee attacks, using all of them each round.
Howl (Su): Twice per day, the luposphinx can emit a deafening howl. All creatures within 60' must make a Fortitude save (DC 15) or be deafened for 2-8 rounds. Additionally, all creatures under 6 HD must make a Will save (DC 14). Creatures under 3 HD who fail the save will flee in panic, and creatures with 3-5 HD who fail the save fight with a -1 penalty to attack rolls and damage (creatures under 3 hit dice suffer this penalty even if they make their saving throws).
Rake (Ex): As the Sphinx entry in the Monster Manual (Pounce and Rake), Attack bonus +10 melee, damage 1d6+2.

The luposphinx first appeared in Dragon Magazine #119 (1987, "The Dragon's Bestiary: A Walk Through the Woods", Lance Hankins)
 

MUSICAL SPIRIT

Medium-Size Undead
Hit Dice: 4d12 (26 hp)
Initiative: +3 (Dex)
Speed: 30 ft., fly 40 ft. (good)
AC: 23 (+3 Dex, +10 natural)
Attacks: ---
Damage: ---
Face/Reach: 5 ft. by 5 ft./5 ft
Special Attacks: Song
Special Qualities: Damage Resistance 15/+1, +4 Turn resistance, SR 16, Spell-like abilities, Immunities, Undead
Saves: Fort ---, Ref +6, Will +11
Abilities: Str 11, Dex 16, Con ---, Int 16, Wis 24, Cha 18
Skills: Hide +8, Knowledge (nature) +7, Listen +11, Perform (pick 3: ballad, chant, drums, flute, harp, lute, mandolin, pan pipes, recorder, trumpet) +8, Perform (melody) +18, Sense Motive +12, Spot +11, Wilderness Lore +11
Feats: Alertness, Combat Reflexes, Dodge, Lightning Reflexes, Track

Climate/Terrain: Temperate and warm forest
Organization: Solitary
Challenge Rating: 4
Treasure: ---
Alignment: Always neutral
Advancement: 5-12 HD (Medium-size)

These unique undead creatures inhabit remote woodlands, particularly sylvan settings. They are famed for their songs of unearthly beauty, and are sought out by bards and musicians of all types to tap their secret knowledge. Musical spirits are believed to be the spirits of bards or druids send to the Material Plane or who have remained on the Material Plane after their death to protect the forests and forest creatures. Musical spirits do not know their exact origin or anything of their previous life.
A musical spirit looks like a fey creature or even a humanoid (humans, half-elves, and elves are most common) from a distance. It is only upon closer inspection that the true nature of the being becomes apparent. A musical spirit's appearance is not horrifying like that of a typical undead creature, but there is no mistaking it for what it is. The skin is wrinkled and leathery, although this gives the creature a more wizened appearance than a fiendish one. Musical spirits usually wear simple tunics, or whatever clothing is common to the natives of the forests in that region. The spirits usually carry a musical instrument with them wherever they go.
Musical spirits speak Common, Elven, Sylvan, and usually one or two other languages.

COMBAT
Musical spirits are benign undead, but one of their primary purposes is to defend their forest. If attacked or aggravated, they will sing their debilitating thirteenth song. They will retreat when all opponents are incapacitated or have fled.
Song (Su): Musical spirits know how to sing twelve songs which are very lovely and are appreciated by everyone who hears them. They are willing to teach these songs to a willing student who already has musical skill similar to that of a bard (at least 4 ranks in any perform skill), for a price of 5,000 or a few choice magic items.
They also know a thirteenth song which, while just as beautiful, is quite hostile. This thirteenth song requires all living creatures hearing it to make a Will save (DC 16) each round that they are within a 60' radius of the spirit. Those failing their saving throw start to dance and continue dancing as long as the song is sung. All creatures dancing lose two points of Constitution for every hour they dance. When a creature reaches a Con of 3, he falls unconscious from exhaustion.
Non-fatal damage to the spirit does not interfere with the continued singing of its tunes, nor does plugging one's ears prevent a character from hearing them. Musical spirits do not tire from singing these songs. Only creatures who have learned the 12 nonhostile songs can learn the thirteenth song, and then only by provoking the musical spirit into playing it.
Spell-like abilities: Musical spirits have the following spell-like abilities which are useable at will: speak with animals, speak with plants, and animal friendship. They can also use stone tell 4 times a day.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Immunities (Ex): Musical spirits are immune to charms, holds, and all cold-based spells.
Turn resistance (Su): They can be turned by clerics, though they are neutral, not evil, undead beings. However, they have a strong sense of purpose and are resistant to such power.

The musical spirit first appeared in Dragon Magazine #119 (1987, "The Dragon's Bestiary: A Walk Through the Woods", Mark DeForest)


** that was the musical spirit as i originally wrote it. erica suggested this template as follows:


MUSICAL SPIRIT
-------------------------
These unique undead creatures inhabit remote woodlands, particularly sylvan settings. They are famed for their songs of unearthly beauty, and are sought out by bards and musicians of all types to tap their secret knowledge. Musical spirits are believed to be the spirits of bards or druids send to the Material Plane or who have remained on the Material Plane after their death to protect the forests and forest creatures. Musical spirits do not know their exact origin or anything of their previous life.
A musical spirit looks like a fey creature or even a humanoid (humans, half-elves, and elves are most common) from a distance. It is only upon closer inspection that the true nature of the being becomes apparent. A musical spirit's appearance is not horrifying like that of a typical undead creature, but there is no mistaking it for what it is. The skin is wrinkled and leathery, although this gives the creature a more wizened appearance than a fiendish one. Musical spirits usually wear simple tunics, or whatever clothing is common to the natives of the forests in that region. The spirits usually carry a musical instrument with them wherever they go.
Musical spirits know how to sing twelve songs which are very lovely and are appreciated by everyone who hears them. They are willing to teach these songs to a willing student who already has musical skill similar to that of a bard (at least 4 ranks in any perform skill), for a price of 5,000 gp or a few choice magic items.
Musical spirits speak Common, Elven, Sylvan, and usually one or two other languages.

Creating a Musical Spirit
'Musical Spirit' is a template which can be added to any human or demihuman with at least one level in Bard or one level in Druid (referred to hereafter as the 'base character.') The character's type changes to 'Undead.' It uses all of the base character's statistics and special abilities except as noted here.

Speed: Musical spirits have the ability to fly, with Good maneuverability, at a rate equal to their ground movement rate +10.
AC: Musical spirits gain a +3 natural bonus to AC.
Special Attacks: A musical spirit has the special attacks of the base creature, plus the following:
Thirteenth Song (Su): Musical spirits know a thirteenth song which, while just as beautiful as their other 12, is quite hostile.
This thirteenth song requires all living creatures hearing it to make a Will save (DC 10 + 1/2 HD + Charisma Mod) each round that they are within a 60' radius of the spirit. Those failing their saving throw start to dance and continue dancing as long as the song is sung. All creatures dancing lose two points of Constitution for every hour they dance. When a creature reaches a Con of 3, he falls unconscious from exhaustion.
Non-fatal damage to the spirit does not interfere with the continued singing of its tunes, nor does plugging one's ears prevent a character from hearing them. Musical spirits do not tire from singing these songs. Only creatures who have learned the 12 nonhostile songs can learn the thirteenth song, and then only by provoking the musical spirit into playing it.
Special Qualities: Musical spirits have the special qualities of the base character, plus the following:
Spell-like abilities: Musical spirits have the following spell-like abilities which are useable at will: speak with animals, speak with plants, and animal friendship. They can also use stone tell 4 times a day.
Damage Resistance: Musical spirits gain damage resistance of 10/+1.
Spell Resistance: Musical spirits gain SR 16.
Turn resistance +4: Musical spirits can be turned by clerics, though they are neutral, not evil, undead beings. However, they have a strong sense of purpose and are resistant to such power.
Immunities (Ex): Musical spirits are immune to charms, holds, and all cold-based spells.
CR: The CR of the base character increases by 2.


Here is a Musical Spirit, using a 4th level elven bard as the base creature (stats and ability scores as found in the DMG):

MUSICAL SPIRIT
-------------------------
Medium-Size Undead
Hit Dice: 4d12 (26hp)
Initiative: +3 (Dex)
Speed: 30 ft., fly 40 ft. (good)
AC: 16 (+3 Dex, +3 natural)
Attacks: Longsword +3 melee, Thirteenth song
Damage: Longsword 1d8 melee
Face/Reach: 5 ft. by 5 ft./5 ft
Special Attacks: Thirteenth Song (Will Save DC 14)
Special Qualities: Damage Resistance 10/+1, bardic music, bardic knowledge, Spells, Turn resistance +4, SR 16, Spell-like abilities, Immunities, Undead
Saves: Fort +1, Ref +7, Will +3
Abilities: Str 10, Dex 15, Con ---, Int 14, Wis 8, Cha 16
Skills: Bluff +10, Diplomacy +10, Perform +10, Sense Motive +6, Spellcraft +9, Tumble +8
Feats: Dodge, Weapon Focus (longsword)
--------------------
Climate/Terrain: Temperate and warm forest
Organization: Solitary
Challenge Rating: 5
Treasure: ---
Alignment: Always neutral
Advancement: by character class
 

SASHALUS

Small Plant
Hit Dice: 2d8+2 (11 hp)
Initiative: +1 (Dex)
Speed: 10 ft.
AC: 14 (+1 size, +1 Dex, +2 natural)
Attacks: 1-4 Spines +3 ranged
Damage: Spines 1d4+1 plus poison
Face/Reach: 5 ft. by 5 ft./0 ft
Special Attacks: Poison spines, Acid
Special Qualities: Darkvision 10', Tremorsense, Plant
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 8, Dex 12, Con 12, Int 7, Wis 12, Cha 10
Skills*: Balance +1, Climb -1, Hide +1, Spot +1

Climate/Terrain: Temperate and warm forest, marsh, and underground
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral
Advancement: 3-4 HD (Small), 5-6 HD (Medium-size)

The sashalus is a sentient, ambulatory fungus that dwelss in marshes, subterranean caverns, and woodlands. It feeds on creatures of all sorts, attacking only those that it judges it can overcome.
A sashalus has a curious appearance. It is large for a fungus, usually about 3-4' tall. Its white mushroom or puffball "head" (which has white or brown mottling on it) is pocked with many oval depressions, and rises on a stalk from grassy roots - which on closer examination prove to be many tan to gray rubbery-skinned tendrils projecting from a spine-ringed base. The spines are 5'9" long thorns produced in an interior organ at the base of a sashalus's stalk.
Sashalus usually live for up to 30 years.

COMBAT
The sashalus attacks faster-moving or formidable prey by shooting its spines up to 20 yards with great force. A sashalus can fire 1-4 of these spines per round (at different targets if necessary), shooting as many at a given target as it feels necessary for self-defense or to bring about a successful kill. If its prey can be easily overcome, i.e., if the prey is small, disabled, helpless or sleeping, it will begin to dissolve it with its acid for food.
Poison spines (Ex): A sashalus may have 8-17 (1d10+7) spines and can regenerate up to two every 24 hours. The sashalus' spines contain an injected form of poisonous liquid that reacts with air to become useless within 1-2 days after the spine leaves the body of the sashalus. Slow poison and neutralize poison spells have normal effect on sashalus spine-fluid. This substance has not yet been synthesized by alchemists.
Sashalus Poison: Inject, Fort Save DC 12. Initial damage: none; secondary damage: random effect, roll 1d20 on the table below:
1-4 Unconsciousness occurs at the end of the round, lasting for 1-6 minutes.
5-13 The victim is confused (as the spell) for 1-3 minutes. With a successful Fort save at DC 12, this effect lasts for 1-2 rounds instead.
14-16 The victim is wracked with convulsions and nausea (-3 on dexterity checks, thus making spellcasting impossible, and –2 on strength) for 1-2 minutes.
17-20 The victim suffers chills, dizziness, and nausea (-1 on dexterity, temporary loss of 1-2 hp) for 4-9 rounds.
Acid (Ex): The sashalus absorbs the organic nutirents of all prey, including their own spines which they have fired, leaving only bones and metal. A sashalus approaches disabled prey and opens sucker-like mouths on the underside of its tendrils. These tendrils exude a highly corrosive acid (2-8 hp damage to all organic matter save sashalus flesh, per round) that dissolves flesh and organ tissues (neutralizing natural or carried poisons) into a thick fluid. The sashalus absorbs this fluid through its own skin; this feeding takes roughly 15 minutes for a medium-sized creature.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Skills: A sashalus receives a +4 racial bonus to Spot, Balance, Hide, and Climb checks.

SOCIETY
A sashalus detects prey with its weak darkvision and with vibratory sensors in its tendrils. It has 10-30 eyes studded all about its gas-bladder "head," and a ring of 8-19 eyes around its base (each located between two of its rings of bristling spines). The sashalus fires its spines via pressurized gas, bleeding jets from the large bladder where it produces gases.
The sashalus is quite crafty in ways of hunting and survival. A sashalus moves away from bones; it also hides, moves, or arranges treasure and remains to lure further prey, if it deems such action will entice more meals. Although slow, a sashalus is quite nimble and can climb low walls, trees, and the like, right itself if overturned, squeeze itself through narrow cracks, and so on. It can close its eyes at will, and can curl or contort its body to blend in with stumps, tangled vegetation, shriekers, and other similar vegetation.
Sashalus are solitary creatures who wander widely for food, having no definite lair, though they do have favored ambush spots. When encountering another sashalus, they mate briefly; 8-10 months thereafter, each gives birth to 1-2 tiny young who are born with full powers. These young are typically 1 HD, have only 4-9 spines, and a total of 2-20 eyes. They grow to maturity in about a year, leaving their parent immediately after birth. They communicate with other sashalus only by a limited touch-telepathy (exchanging feelings, directions, and mental images - such as the whereabouts of prey, dangerous enemies, etc.).

The sashalus first appeared in Dragon Magazine #119 (1987, "The Dragon's Bestiary: A Walk Through the Woods", Ed Greenwood)


** this is the entry for the sashalus spine fluid poison, as i originally wrote it:



Poison spines (Ex): A sashalus may have 8-17 (1d10+7) spines and can regenerate up to two every 24 hours. The sashalus' spines contain an injected form of poisonous liquid that reacts with air to become useless within 1-2 days after the spine leaves the body of the sashalus. This liquid affects creatures as follows (on d%):
1-22 Unconsciousness occurs at the end of the round, lasting for 1-6 minutes.
23-56 The victim is confused (as the spell) for 1-3 minutes. With a successful Fort save at DC 12, this effect lasts for 1-2 rounds instead.
57-69 The victim is wracked with convulsions and nausea (-3 on dexterity checks, thus making spellcasting impossible, and -2 on strength) for 1-2 minutes.
70-84 The victim suffers chills, dizziness, and nausea (-1 on dexterity, temporary loss of 1-2 hp) for 4-9 rounds.
85-0 The victim suffers no effects.
For creatures with more than 4 HD or with a Constitution above 15, add +10 to the die roll per point of Con or HD above the minimums given. Slow poison and neutralize poison spells have normal effect on sashalus spine-fluid. This substance has not yet been synthesized by alchemists.
 

WENDIGO

Wendigo (template)

A wendigo is sometimes created (about 5% of the time) when a human or humanoid gets lost in the forest and resorts to cannibalism to survive. When the person tastes humanoid flesh, he becomes - in mind, not form - a carnivorous animal. This beast is only capable of living off the flesh of humanoids; it does not kill any other creature.
Wendigos look very much like the humanoid they once were, although their features are slightly more bestial and twisted. They wear no clothing, are very dirty, and act like wild creatures. No one has discovered how to cure a person of its wendigo alter ego, beyond using a wish spell.
Wendigos can speak all of the languages that they could before, but they choose to communicate only by growls.

CREATING A WENDIGO
"Wendigo" is a template that can be added to any humanoid (referred to hereafter as the "character"). The creature type remains unchanged. It can use all of the character's statistics and special abilities, except for ones that are dependent on a specific alignment, if that alignment does not comply with the wendigo's new alignment.

Hit Dice: The number of hit dice does not change, but the character will have 2 more hp per level due to the Constitution increase.
Initiative: Same as the base creature +1 due to new Dex modifier
Speed: The character's Speed is now 30 ft. per round, unless his Speed was better to begin with.
AC: The character's natural armor increases by +5. Wendigo's shed their manmade armor and never use shields.
Attacks: The character gains a bite attack if it didn't have one already, and may still attack with one simple weapon in the same round.
Damage: The character's bite damage is 1d4 (or more, if the character already had a bite attack that caused more damage) plus the character's new Strength modifier.
Face/Reach: Same as the character.
Special Attacks: Roar
Special Qualities: Spell immunities
Saves: Same as the character
Abilities: The character gains +6 to Str, +2 to Dex, +4 to Con. Int and Wis remain unchanged, and -2 is lost from Cha.
Skills: Wendigos receive a +4 racial bonus to Hide, Listen, Move Silently, Search, Spot, and Wilderness Lore checks.
Feats: Wendigos gain Alertness, Improved Initiative, and Track, assuming the character meets the prerequisites and doesn't already have these feats.

Climate/Terrain: Any forest
Organization: Solitary
Challenge Rating: Same as the character +2
Treasure: None
Alignment: Always neutral evil
Advancement: ---

COMBAT
A wendigo uses its roar to attract more prey into its forest after a fresh kill. The wendigo will hunt down humanoids entering the forest and consume them one by one. Any remaining humanoids that are not killed become wendigos, and the living wendigos either separate to different territories within the forest, or fight each other to the death for dominance.
Wendigos are complete savages in battle, biting their opponents and attacking with whatever primitive weaponry they can find. Anything more advanced than Simple weapons is too complex for wendigo to use - it isn't that the creature lacks the intelligence to use such weapons, but the beast simply prefers simple tools to more specialized, hand-crafted ones.
Roar (Su): The wendigo's loud, terrifying roar can be heard within a half-mile radius around the wendigo. All humanoid creatures hearing the wendigo's roar may feel compelled to wander into the woods if they fail a Will save (DC 10 + 1/2 HD + Charisma Mod). This wandering lasts for one full day, and the effected creature does not know where it is wandering. If a second Will save fails at the end of this wandering, the affected person suffers the curse and turns into a wendigo as well.
Immunities (Ex): Although wendigos are humanoid in form, they are immune to all spells that affect only people (e.g., charm person, hold person, etc.)

SAMPLE WENDIGO
This example uses a 5th-level human fighter as the character. (reverse engineered from the example vampire, since I'm not looking at my DMG. I'll finish the example up later, unless someone would like to do the honors for me.) :)

Wendigo
Medium-Size Humanoid
Hit Dice: 5d10+20 (47 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 17 (+2 Dex, +5 natural)
Attacks: Bite +10 melee, Club +5 melee
Damage: Bite 1d4 +5, Club +5
Face/Reach: 5 ft. by 5 ft./5 ft
Special Attacks: Roar (DC 10)
Special Qualities: Spell immunities
Saves: Fort +, Ref +, Will +
Abilities: Str 22, Dex 15, Con 19, Int 10, Wis 14, Cha 6
Skills:
Feats:

Climate/Terrain: Any forest
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral evil
Advancement: ---

The wendigo first appeared in Dragon Magazine #119 (1987, "The Dragon's Bestiary: A Walk Through the Woods", Mark DeForest)
 

WHISPERING PINES

Large Plant
Hit Dice: 5d8+30 (52 hp)
Initiative: -5
Speed: 0 ft.
AC: 25 (+15 natural)
Attacks: ---
Damage: ---
Face/Reach: 10 ft. by 10 ft./0 ft.
Special Qualities: Blade sense, Susurration, Plant, Enchanted Wood, SR 24
Saves: Fort +9, Ref ---, Will -2
Abilities: Str --, Dex --, Con 23, Int --, Wis 5, Cha 1

Climate/Terrain: Temperate and warm forest and mountains
Organization: Stand (10-100)
Challenge Rating: 5
Treasure: ---
Alignment: Always neutral
Advancement: 6-8 HD (Large), 9-16 HD (Huge), 17-32 HD (Gargantuan), 33-50 (Colossal)

High in certain mountainous regions, there grows a species of magical pines. Every branch grows perfectly straight and carries an inherent charm. Subsequently, wizards and those who manufacture wooden weapons intended for enchantment search these forests for this valuable wood (300 g.p. per board foot). Druids bent on preserving these pines sometimes arrange for a treant to be located in or around a stand of these trees.
Whispering pines are at least 10' tall (the above stats reflect this weakest example), and grow as tall as 100' high. For every 2 feet in height that a pine grows above 10', it gains 1 Hit Die.

COMBAT
When a pine detects a blade in its range, it automatically begins its whispering susurration. Whispering pines are not truly capable of any other action.
Blade Sense (Su): Whispering pines can detect the presence of any bladed weapon or saw-like tool within 50 yards.
Susurration (Su): This sound is a moderately loud susurration which resembles the sound of many voices whispering. A character encountering these trees must make a Will save (base DC 17; DC is +1 per every 10 trees in the stand) or be compelled to stop and listen and attempt to hear what is being "said." The effect can only be broken by removing the affected target outside of the effective radius of the trees (50 yards); otherwise, the victim eventually starves to death in 5-20 days.
Druids of 3rd level or higher are immune to the effects of the whispering. At 12th level, druids may communicate with the pines most of the time (70%), and thus learn the passage of creatures through the vicinity. However, like asking a question of a treant, the answer may take a week to complete.
Once the trees begin their susurration, a charm plants spell is the only thing that can cause them to stop. In such an event, the entire stand makes its saving throw as a group rather than each individually, adding a +1 to its saving throw for every 10 pines.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Enchanted Wood (Su): The wood and bark of a whispering pine is incredibly durable and resistant to damage and magic. Only magical blades of +1 or more enchantment can fell these trees, and the lumber can be worked only with enchanted tools; likewise, the wood from whispering pines can only be burned by magical fire. If struck by any nonmagical blade, the trees regenerate instantly and the tool will take 2d20 damage as if it were attacked by a powerful blow. The wielder of this blade must also make a Fort save (DC 17)or be paralyzed for 1d4 rounds, after which he must make a Will save (DC 23) or be enthralled by the whispering susurration.
In the fall, some druids harvest the needles of the pines with silver hand sickles, while chanting special prayers to the gods of nature. To accomplish this, they trim the ends off the lower branches, dry them for 10 days, and pluck the needles from the boughs. Druids then use these needles to create a tea which offers a state of mind which has spell-like scrying abilities similar to those of a reflecting pool. Anyone who attempts to harvest and use the needles without the sacred chants is stricken in 1-4 rounds after consuming the tea with severe cramps as the spell symbol (of pain).
Any weapon manufactured from the wood of the whispering pines is automatically masterwork and +1 in value. Also, any wand, rod, or magical scepter has one extra charge or is 10% more effective.

Whispering pines first appeared in Dragon Magazine #119 (1987, "The Dragon's Bestiary: A Walk Through the Woods", William L. Bowman, Jr.)
 

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