D&D 3E/3.5 Converting my old Magic conversions to 3.5

HellHound

ENnies winner and NOT Scrappy Doo
So, long before I started publishing, I converted a bunch of magic cards into D&D monsters...

And I never updated them to 3.5

So, I'm starting this thread as a kick in my own pants to get me to work on them, or for others to help me work on them.
 

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Ashen Ghoul (now 3.5)
also appeared as the "restless ghoul" in Necromancer's Legacy

[imager]http://www.psi-soft.co.uk/images/M/IA/AshenGhoul.JPG[/imager]
Medium Undead

Hit Dice: 2d12 (13 hp)
Initiative: +3
Speed: 30 ft (6 squares)
AC: 15 (+3 Dex, +2 Natural), touch 13, flat-footed 12
BAB / Grapple: +1 / +4
Attack: Bite +5 melee (1d4+3 and paralysis)
Full Attack: Bite +5 melee (1d4+3 and paralysis) and 2 claws +0 melee (1d6+1 and paralysis)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Paralysis, Create Spawn
Special Qualities: Darkvision 60 ft., undead traits, +2 turn resistance, rise again
Saves: Fort +0, Refl +3, Will +6
Abilities: Str 16, Dex 16, Con -, Int 13, Wis 16, Cha 16
Skills: Climb +8, Hide +8, Listen +8, Move Silently +8, Spot +8
Feats: Weapon Focus (bite)
Climate/Terrain: Any land
Organization: Solitary, Gang (2-4) or Pack (3-12)
Challenge Rating: 2
Treasure: None
Alignment: Chaotic Evil
Advancement: 3 HD (Medium)
Level Adjustment: +4

The Ashen Ghoul is a disturbing undead that rises again once slain, feeding on the life-energies of those slain nearby. They appear as most ghouls, tattered, emaciated corpses on the verge of decomposition; their stringy hair seems to keep growing after their death, as it is almost always in long dreadlocks spilling over their faces or down their backs.

COMBAT

Ashen ghouls attack with their mighty claws that grow up to five inches from their fingertips.

Paralysis (Ex): Those hit by an ashen ghoul’s natural attacks must succeed at a fortitude save (DC 15) or be paralysed for 1d6+2 minutes. Elves are immune to this paralysis. The save DC is Charisma-based.

Create Spawn (Su): In almost all cases Ashen Ghouls devour those they kill. From time to time, however, the bodies of the victims lie where they fell, to rise as regular ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. To create an Ashen Ghoul requires that these spawn be created on unholy ground.

Rise Again (Su): If three creatures of or more Hit Dice are slain within 60 feet of where an Ashen Ghoul’s corpse rests, the Ashen Ghoul rises from the dead once again with full hit points, ready to fight that very round. There is no time limit on this ability, sometimes it can take a century or more to fulfill the requirements, but sooner or later it eventually comes to pass. If an Ashen Ghoul corpse is disintegrated or blessed once slain, it will never rise again.
 
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Balduvian Dead
Also appeared as the Bloody Lords in Necromancer's Legacy

[imager]http://www.psi-soft.co.uk/images/M/AI/BalduvianDead.JPG[/imager]
Medium Undead
Hit Dice: 4d12+6 (32 hp)
Initiative: +0
Speed: 30 ft
AC: 13 (+3 Natural)
Attacks: Slam +3 melee or Weapon +3 melee
Damage: Slam 1d6+1 or Weapon +1
Face/Reach: 5 ft by 5 ft / 5 ft
Special Qualities: Raise Graveborn, Undead, Create Spawn
Saves: Fort +1, Refl +1, Will +4
Abilities: Str 13, Dex 10, Con -, Int 10, Wis 10, Cha 12
Feats: Toughness x2
Climate/Terrain: Any northern lands
Organization: Solitary or Gang (2-8)
Challenge Rating: 3
Treasure: Normal
Alignment: Neutral Evil
Advancement: 5-7 HD (Medium); 8-12 HD (Large)

Balduvian Dead are a race of ghoulish dead raised from the corpses of the northern barbarian tribes. They appear zombie-like initially, but are intelligent, motivated, and
significantly quicker in action.

They are often found haunting old battlegrounds or villages struck by famine or disease, where they can animate the bodies of the dead to form a quick army of Rushing Dead to defend themselves. They will sometimes feign the existence
of nomadic hunters or tribesmen to lure in unsuspecting travellers.

It is said that the first Balduvian Dead were created by an ancient tribal shaman as his revenge against another tribe that attacked and razed his village while he was on a visionquest in the deep snows of the sunless days.

COMBAT

While the Balduvian Dead don’t shirk from combat, they tend to leave a majority of the work to any Rushing Dead they can raise to attack for them. When a Balduvian Dead or one of their enemies falls on the battlefield, it is almost immediately raised as a Rushing Dead the next round.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.

Raise Graveborn (Su): Balduvian Dead in combat will raise the bodies of their allies and enemies alike to attack their foes. As a simple action (which does not provoke an attack of opportunity), a Balduvian Dead can turn any corpse within short range (25 ft plus 5 ft per 2 HD, normally 35 feet) into a Graveborn. Treat a Graveborn as a Zombie of the appropriate size level for the corpse animated, except that Graveborn do not suffer from the Partial Actions Only weakness of regular zombies, and they deal damage 2 dice higher than indicated for a zombie of their size (so a medium-sized Graveborn would deal 1d10+1 damage in combat). Graveborn only remain animated for 2 rounds per hit die, disintegrating back to the earth afterwards, unable to be reanimated in this way or into another undead form by other means.

Create Spawn (Ex): Anyone with levels of Barbarian slain by a Balduvian Dead or a Graveborn will rise in 1d4 days as a Balduvian Dead unless their corpse is anointed with a bless spell.
 
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Basalt Golem
Also appeared as the Obsidian Golem in Necromancer's Legacy

[imager]http://www.psi-soft.co.uk/images/M/MI/BasaltGolem.JPG[/imager]
Large Construct
Hit Dice: 12d10 (66 hp)
Initiative: -1 (-1 Dex)
Speed: 20 ft (can’t run)
AC: 25 (-1 Dex, -1 Size, +17 Natural)
Attacks: 2 Slams +16 melee
Damage: Slam 2d10+8, Petrification
Face/Reach: 5 ft by 5 ft / 10 ft
Special Attacks: Petrification
Special Qualities: Construct, Magic Immunity, Damage Reduction 25 / +2
Saves: Fort +4, Refl +3, Will +4
Abilities: Str 26, Dex 9, Con -, Int -, Wis 11, Cha 1
Climate/Terrain: Any land
Organization: Solitary or Gang (2-4)
Challenge Rating: 13
Treasure: None
Alignment: Neutral
Advancement: 13-19 HD (Large); 20-40 HD (Huge)

The Basalt Golem is a rare variant of the Stone Golem. It is 8 feet tall and weighs around 2,000 pounds. Its body is of roughly formed stone with jutting protrusions.

COMBAT

The Basalt Golem is a formidable and terrifying monstrosity, physically powerful, difficult to harm, and able to dispatch foes in a single blow through petrification.

Construct: Immune to mind-influencing effects, poison, disease and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain or death from
massive damage.

Petrification (Su): The touch of the Basalt Golem turns it’s victim to stone permanently. It can be resisted with a Fortitude save (DC 12). Each touch requires a separate save to resist.

Magic Immunity (Ex): A Basalt Golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A transmute rock to mud spell slows it (as the slow spell) for 2d6 rounds with no saving throw, while transmute mud to rock heals all of its lost hit points. A stone to flesh spell makes it vulnerable to any normal attack for the next 1d4 rounds (this does not include spells, except those that cause damage).

CONSTRUCTION

A Basalt Golem’s body is chipped from a single block of purest basalt, weighing at least 3,000 pounds. The golem costs 100,000 gp to create, which includes 2,000 gp for the body. Assembling the body requires a successful Craft (sculpting) check (DC 20).
The creator must be 16th level and able to cast arcane spells. Completing the ritual drains 1,600 XP from the creator and requires geas/quest, limited wish, polymorph any object and flesh to stone.
 
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Beast Of Bogardan

[imager]http://www.psi-soft.co.uk/images/M/CH/BeastsofBogardan.JPG[/imager]
Large (Long) Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +1
Speed: 40 ft
AC: 22 (+1 Dex, -1 Size, +12 Natural)
Attacks: Bite +10 melee, Gouge +5 melee
Damage: Bite 2d6+5, Gouge 2d8+5
Face/Reach: 5 ft by 10 ft / 5 ft
Special Attacks: Smite Good
Special Qualities: Fire Subtype, Scent, Chaos Beast
Saves: Fort +8, Refl +6, Will +2
Abilities: Str 20, Dex 13, Con 16, Int 6, Wis 10, Cha 6
Skills: Spot +8, Listen +6, Move Silently +5
Feats: Power Attack, Cleave
Climate/Terrain: Mountains, Volcanoes
Organization: Solitary, Pack (3)
Challenge Rating: 4
Treasure: None
Alignment: Chaotic Evil
Advancement: 7-11 HD (large), 12-16 HD (huge)

The Beasts of Bogardan are believed to be the mightiest of dogs cross-bred with large Hellhounds summoned for that purpose. The smallest Beasts are as large as the most
imposing of Hellhounds (at least 12 feet long without their tail, and nearly 3,000 pounds of muscle). Atop their heads are reversed goat-like horns, from under which they stare with glowing green eyes (like all magical beasts, the Beasts of Bogardan have low-lite and darkvision).

Beasts of Bogardan usually gravitate into small packs of three members, usually an alpha male, a beta male and a female. When without packmates, the Beasts usually wander alone. Their young are rarely present and are assumed to reach maturity very rapidly.

COMBAT

Beasts of Bogardan bark and bay and rush forthright into combat, gouging and tearing with their sharp horns and long teeth.

Smite Good (Su): A leftover from their outsider heritage, the Beasts of Bogardan can smite good three times per day, adding their Hit Dice to attack and damage rolls against
good-aligned targets.

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Chaos Beast (Ex): As a beast of chaos, Beasts of Bogardan get SR 15 against all Chaos spells.

Scent (Ex): Beasts of Bogardan gain a +8 racial bonus to Spot checks and Wilderness Lore checks when tracking by scent, due to their keen sense of smell.
 
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Bog Imp

Small Monstrous Humanoid
Hit Dice: 2d8 (9 hp)
Initiative: +5 (Dex)
Speed: 20 ft, fly 50 ft (good)
AC: 19 (+5 Dex, +1 Size, +3 Natural)
Attacks: 2 Claws +8 melee
Damage: Claws 1d6-2 plus poison and disease
Face/Reach: 5 ft by 5 ft / 5 ft
Special Attacks: Poison, Disease
Special Qualities: Resistances
Saves: Fort +0, Refl +8, Will +1
Abilities: Str 8, Dex 20, Con 10, Int 8, Wis 6, Cha 10
Skills: Spot +4, Listen +4, Move Silently +11
Feats: Weapon Finesse (claws)
Climate/Terrain: Swamps
Organization: Solitary, Flight (3-8), Mob (10-30)
Challenge Rating: 1
Treasure: No coins, no goods, standard items
Alignment: Chaotic Evil
Advancement: As rogues

These small green humanoids live in the most evil of swamps, often those dominated by Black Dragons and other entities who find Bog Imps to be too small to qualify as good
eating. They have no relation to actual baatezu Imps except in the minds of men living near their abodes.

Bog Imps are usually just over 2 feet tall, and covered in a sickly green skin with red markings over their oversized, muck-crusted clawed hands and feet.

Generally Bog Imps subsist on a diet of small birds, fish and each other, but are not above a good piece of carrion.

COMBAT

Bog Imps are easily ired and attack blindly at anything they determine to be their enemy or that is tresspassing in their domain (unless it is obviously much more powerful than they are, or of Huge size or greater). They fly around their enemies, striking from all sides and harrying their victims, usually attempting to lure them into deeper water or into another creature that may strike them down and leave the body behind (to be eaten as carrion).

Poison (Ex): The muck-encrusted claws of the Bog Imp contain a weak neurological toxin (DC 11, 1d3 Dex Primary damage, 1d3 Dex Secondary damage).

Disease (Ex): The claws and bodies of these fell creatures are often dangerous in the long term also. Those injured by a Bog Imp or eating one will be exposed to Filth Fever (DMG p75).

Resistances (Ex): Bog Imps are naturally resistant to poisons and disease, gaining a +6 on all Fortitude saves against them.

Bog Imp Characters: Some rare Bog Imps begin to advance as Rogues as they gain experience.
 

Bogardan Firefiend

[imager]http://www.psi-soft.co.uk/images/M/WL/BogardanFirefiend.JPG[/imager]
Medium Magical Beast
Hit Dice: 3d10+9 (26 hp)
Initiative: +1
Speed: 40 ft
AC: 21 (+1 Dex, +10 Natural)
Attacks: Gore +5 melee
Damage: Gore 2d6+2
Face/Reach: 5 ft by 5 ft / 5 ft
Special Attacks: Retributive Blast
Special Qualities: Fire Subtype, Scent
Saves: Fort +7, Refl +4, Will +1
Abilities: Str 15, Dex 12, Con 15, Int 2, Wis 10, Cha 4
Skills: Spot +5, Listen +7
Feats: Great Fortitude
Climate/Terrain: Mountains, Volcanoes
Organization: Solitary, Pack (2-6)
Challenge Rating: 2
Treasure: None
Alignment: Chaotic neutral
Advancement: 4-5 HD (medium), 6-10 HD (large)

The Firefiends of Bogardan are nothing less than a crossbreed of Salamander and Wild Boar. They are fearsome-looking tusked creatures with reptilian green hide that bear remarkable resemblance to a naked, long-legged boar. They are quite distinctive in appearance, but this is all overshadowed by their “mane” of flames that seems to burn
from small pits along the spine. This “mane” becomes visible when the Firefiend is agitated.

Despite their crossbreeding, Firefiends are no more intelligent than the average boar, nor any better tempered. They will rush anyone they perceive to be a potential meal,
an invader of their territory or a challenger (so just about anyone).

COMBAT

The Bogardan Firefiend attacks like it’s boarish ancestors, rushing into combat to gore with it’s elongated tusks.

Retributive Blast (Su): When slain, a Firefiend erupts into a blast of searing elemental flame that deals 4d8 damage in a 25' cone in the direction of the source of the attack that killed it. A reflex save (DC 14) reduces the damage of the blast by half.

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Scent (Ex): Bogardan Firefiends gain a +8 racial bonus to Spot checks and Wilderness Lore checks when tracking by scent, due to their keen sense of smell.
 
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BreathStealer

[imager]http://www.psi-soft.co.uk/images/M/MI/Breathstealer.JPG[/imager]
Medium Undead
Hit Dice: 4d12+3 (29 hp)
Initiative: +4
Speed: 30 ft
AC: 17 (+4 Dex, +3 Deflection)
Attacks: Incorporeal Touch +6 melee
Damage: Incorporeal Touch 1d10
Face/Reach: 5 ft by 5 ft / 5 ft
Special Attacks: Massive Offense, BreathStealing, Create Spawn, Sneak Attack +2d6
Special Qualities: Undead, Incorporeal, +3 Turn Resistance, Daylight Powerlessness, ShadowCreep
Saves: Fort +1, Refl +5, Will +5
Abilities: Str -, Dex 18, Con -, Int 14, Wis 12, Cha 14
Skills: Hide +10, Spot +8, Listen +12, Search +8, Sense Motive +10
Feats: Weapon Finesse (Touch), Blind Fight, Combat Reflexes, Toughness
Climate/Terrain: Any land and underground
Organization: Solitary, Pack (2-6)
Challenge Rating: 4
Treasure: Normal
Alignment: Usually neutral evil
Advancement: 5-8 HD (Medium-size)

Breathstealers are incorporeal creatures born of evil shadows. They appear to be related to wraiths, but their connection to the negative plane is less pronounced. They
despise living things and the light of day. They are not as malignant as wraiths, and are oft brought to service by evil priests to slay those who displease them in the stillness of the night.

They are humanoid in shape, but composed of black shadows and wispy in outline. Through their eyes one can see the terrain behind them. Many Breathstealers appear to
bear daggers or scimitars, or bear the shape of a shadowcloak, but none of these cosmetics affect their combat abilities.

COMBAT

Breathstealers prefer to close quietly with their foes and strike them dead from the shadows.

Massive Offense (Ex): A Breathstealer may increase it’s melee damage by 1d10 damage for 1 round by reducing it’s hit points by 6 points for the same duration. This may be
done multiple times and at will, so an average Breathstealer with 26 hit points could make an attack with +4d10 damage in exchange for reducing it’s hit points to 2 for the rest of the round.

BreathStealing (Su): A Breathstealer with complete surprise or attacking a helpless, unaware foe (or more frequently a sleeping victim) may “suck the life” from them. Each round the victim must make a Fortitude save DC 14 or suffer a 2d6 temporary Con loss. This attack will not waken a sleeping victim unless they successfully make two saving throws against it in a row.

Create Spawn (Su): Any creature killed by BreathStealing must make a Will save DC 14 or rise again the next night as a BreathStealer. The very evil or despicable may rise instead as a Wraith.

Sneak Attack (Ex): The Breathstealer may Sneak Attack as a Rogue for an additional 2D6 damage.

Undead: Immune to mind-influencing effects, poisons, sleep, paralysis, stunning and disease. Not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.

Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better magic weapons or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always moves silently.

Daylight Powerlessness (Ex): Breathstealers are utterly powerless in natural sunlight and flee from it.

ShadowCreep (Ex): Breathstealers get a +6 racial bonus to Hide checks in natural shadows.
 
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Crypt Angel
Also appeared under this name in Necromancer's Legacy

[imager]http://www.psi-soft.co.uk/images/M/IN/CryptAngel.JPG[/imager]
Medium Outsider (Evil, Fallen Angel)
Hit Dice: 12d8+48 (102 hp)
Initiative: +4 (+4 Dex, Improved Initiative)
Speed: 50 ft, fly 100 ft (good)
AC: 29 (+4 Dex, +15 natural)
Attacks: +3 Bastard Sword of Wounding +21 / +16 / +11 melee
Damage: +3 Bastard Sword of Wounding 1d10+12 and cripple
Face/Reach: 5 ft by 5 ft / 5 ft
Special Attacks: Cripple, Spell Like Abilities
Special Qualities: Damage Reduction 10/+1, SR 30, Fallen Qualities, Aura of Undeath
Saves: Fort +12, Refl +12, Will +11
Abilities: Str 22, Dex 18, Con 18, Int 18, Wis 16, Cha 20
Skills: Concentration +19, Escape Artist +19, Hide +19, Knowledge (undead) +17, 2 other Knowledges (any) or Crafts (any) +17, Listen +25, Move Silently +19, Sense Motive +19, Spot +25
Feats: Alertness, Cleave, Improved Initiative, Power Attack
Climate/Terrain: Any land or underground
Organization: Solitary, Pair, Chorus (3-5)
Challenge Rating: 14
Treasure: No coins, double goods, standard items
Alignment: Always Evil (any)
Advancement: 13-18 HD (Medium), 19-36 HD (Large)

Fallen, charnel Devas destroyed in the presence of a major immortal of the sphere of Undeath can be returned to their form in an effort of darkest infernal necromancy. What comes back three days later is the Crypt Angel.

Still an iconic beautiful supple and lithe human, the Crypt Angel has a darker complexion than their celestial counterparts and black or blue-black hair. Their large feathery wings remain, but become dark as blackest pitch, and their eyes are hollow and white, never showing real emotion. They can be of any evil alignment. Deep
beneath their cold demeanor, some still pine for their lost divinity. Crypt Angels can only cross into the prime material in places of carnage or charnel, where at least 100 hit dice of creatures have died recently.

COMBAT

Crypt Angels are not afraid to enter melee combat. They attack in a cold fierceness, striking down foes with their powerful +3 bastard swords of wounding.

The following are standard Fallen Qualities:

Aura of Menace (Su): A horrific aura surrounds the fallen that fight or get angry. Any hostile creature within a 20-foot radius of a Crypt Angel must succeed at a Will save (DC 21) to resist its effects. Those who fail suffer a -2 morale penalty to attacks, AC, and saves for one day or until they successfully hit the Angel that generated the
aura. A creature that has resisted or broken the effect cannot be affected again by that Crypt Angel’s aura for one day.

Magic Circle against Good (Su): A magic circle against good effect always surrounds the fallen, identical with the spell cast by a sorcerer whose level equals the fallen’s Hit Dice. The effect can be dispelled, but the fallen can create it again during its next turn as a free action. (The defensive benefits from the circle are not included in the statistics block.)

Protective Aura (Su): As a free action, fallen can surround themselves with a nimbus of shadow having a radius of 20 feet. This acts as a double-strength magic circle against good and as a minor globe of invulnerability, both as cast by a sorcerer whose level equal to the fallen’s Hit Dice. The aura can be dispelled, but the fallen can create it again as a free action on its next turn.

Tongues (Su): All fallen can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.

Immunities (Ex): All fallen are immune to electricity and petrification attacks. Fallen Angels are also immune to cold and acid.

Resistances (Ex): Non-angelic fallen have cold and acid resistance 20. Fallen Angels have fire resistance 20. All fallen receive a +4 racial bonus to Fortitude saves against poison.

Keen Vision (Ex): All fallen have low-light vision and 60-foot darkvision.

The following are special abilities of the Crypt Angel:

Aura of Undeath (Su): When a Crypt Angel travels into the Prime Material it must be done in an area of carnage and charnel. Immediately upon appearing, 48 Hit Dice of zombies are animated from the corpses littering the area (within 300 ft of the Angel). These corpses will serve the goals of the Crypt Angel (or at least of the Angel’s patron deity, who may have other plans, even the destruction of the Crypt Angel in question), although they are not under it’s immediate control.

Further, whenever the Angel travels it “builds up a charge” of undeath at a rate of 1 HD per hour. Whenever it travels within 55 feet (close range) of a suitable recently-dead corpse (must have enough flesh to be animated as a zombie), that corpse rises from the grave and it’s new Hit Die total is subtracted from the Aura of Undeath “charge”. These zombies also serve the goals of the Angel’s patron deity.

Cripple (Ex): If a Crypt Angel strikes an opponent twice in one round with its sword, that creature must succeed at a Fortitude save (DC 22) or be crippled, able to make partial actions only until healed of all damage.

Spell-Like Abilities (Sp): At will - continual flame, darkness, detect good, dispel good, dispel magic, unholy aura, polymorph self, remove curse, curse, disease, fear; 7/day - invisibility purge and cause light wounds; 1/day - animate dead, harm, heal (self only)
 
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Fungusaur

[imager]http://www.psi-soft.co.uk/images/M/UL/Fungusaur.JPG[/imager]
Large Plant
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 20 ft
AC: 19 (-1 Size, +10 Natural)
Attacks: Bite +7 melee or Slam +3 melee
Damage: Bite 1d10+4, Slam 2d6+4
Face/Reach: 5 ft by 10 ft / 5 ft
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Regenerate 5, Growth, Tremorsense
Saves: Fort +8, Refl +2, Will -1
Abilities: Str 18, Dex 10, Con 16, Int 3, Wis 5, Cha 5
Skills: Wilderness Lore +6, Spot +4, Listen +6, Hide +6
Climate/Terrain: Underground, dark and damp locales
Organization: Solitary, Pair, Family (2-6)
Challenge Rating: 5
Treasure: Half Normal
Alignment:Neutral
Advancement: 7-8 HD (Large); 9-12 HD (Huge), 13-22 (Gargantuan), 23+ HD (Colossal)

Living in the deepest pits of the earth and anywhere that is dark and damp enough for their taste, fungusaurs are huge, white and grey mottled four-legged fungal monsters. They are usually covered in the scars of their growth. They have two small “eye spots”, one on each side of their huge, toothy maw.

Fungusaurs are fervent omnivores, eating everything they can get their mouth onto, including chunks of each other. Philosophers have said “that which does not kill us makes us stronger”, but never were they more right than with the Fungusaur, as each time they survive a serious injury, they begin to grow again.

Fungusaurs reproduce by fissioning off portions of themselves into new, young fungusaurs. This is usually only done when a mature fungusaur exceeds 20 Hit Dice, and the young produced takes 6 of the parent’s hit dice to be “created”. Rather than sheltering their young, the Fungusaur parent often injures their own offspring, thereby ensuring their rapid growth.

COMBAT

Fungusaurs lumber towards their prey, looking to eat them or beat them to death.

Plant: Immune to poison, sleep, paralysis, stunning and polymorphing. Is not subject to critical hits or mindinfluencing effects. Low-lite vision (twice normal human).

Tremorsense (Ex): A Fungusaur can automatically sense the location of anything within 60 feet that is in contact with the ground.

Darkvision (Ex): Fungusaurs have 120 foot darkvision.

Improved Grab (Ex): To use this ability, the fungusaur must hit with its bite attack. If it gets a hold, it automatically deals bite damage and can attempt to swallow whole.

Swallow Whole (Ex): Fungusaurs can swallow opponents that it successfully bites and then holds (making a free grapple check against the opponent bitten). The round after
the bite and grapple check, a second grapple check is made and, if successful, indicates that the Fungusaur has swallowed its victim. It can only swallow a victim up to one size category smaller than itself. Once inside, the victim takes 1d8+4 crushing damage. A swallowed creature may attempt to cut itself out using a tiny or small slashing weapon or claws, dealing 20 damage to the Fungusaur’s insides (AC
20). Once a creature has exited in this way, other creatures need only deal 5 damage in the same manner to reopen the wound until an hour has passed and the wound closed completely.

Regeneration (Ex): Extreme cold and fire both deal real damage to a fungusaur, all other damage is subdual damage and is healed at a rate of 5 points per round.

Growth (Ex): Whenever a Fungusaur takes more than 20 damage total in a single combat or hour, it begins to grow again. In one day it will have gained an extra hit die
according to the Advancement charts for plants (including possible size change according to the advancement chart above).
 
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