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

Infernal Medusa
Also appeared as the Alabaster Maiden in Necromancer's Legacy

[imager]http://www.psi-soft.co.uk/images/M/LG/InfernalMedusa.JPG[/imager]
Medium Undead
Hit Dice: 6d12+3 (42 hp)
Initiative: +2 (Dex)
Speed: 30 ft
AC: 22 (+2 Dex, +10 Natural)
Attacks: Slam +6 melee, Snakes +3 melee
Damage: Slam 1d8+3, Snakes 1d4 and poison
Face/Reach: 5 ft by 5 ft / 5 ft
Special Attacks: Deadly Gaze, Poison
Special Qualities: Damage Reduction 10 / +3, Turn
Resistance +2, Undead, Magic Vulnerability
Saves: Fort +2, Refl +4, Will +6
Abilities: Str 16, Dex 15, Con -, Int 12, Wis 13, Cha 20
Skills: Bluff +11, Disguise +6, Move Silently +11, Spot +12, Listen +10
Feats: Weapon Finesse (snakes), Toughness, Alertness
Climate/Terrain: Any land or underground
Organization: Solitary
Challenge Rating: 8
Treasure: Double Standard
Alignment: Lawful Evil
Advancement: By character class

The first Infernal Medusa is said to have been created by an Arch-Devil who had fallen in love with a Medusa who was later struck by her own gaze and turned to stone. Rather than bring her back to flesh, the Arch-Devil in question had her re-sculpted and then animated her now-statuesque form to be his eternal consort.
The procedure has since been reproduced on several occasions, always producing these beautiful, infernal monsters. The form of the Infernal Medusa is that of a
beautiful, alabaster woman with serpentine hair, seemingly made of actual alabaster (as she is). Her eyes are pure black, appearing as pits into the void to those few who
survive her gaze. Because her skin tone and form is more closely human, the Infernal Medusa has a much easier time than normal medusas insinuating themselves into cities.
Infernal Medusas prize art, jewellery, and wealth, although their unlives do not revolve around these goals as much as they did in life.

COMBAT

Infernal Medusas disguise their true form until victims are within range of it’s attacks, using subterfuge and bluffing to convince it’s victim that they are not in danger. She rarely carries any weapons, unless highly appropriate to their class or mission (or a particularly prized magic item). Their magically stony form prevents most weapon damage, and being undead they are immune to their own gaze, and are therefore usually more brave in combat than most medusae.

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.

Deadly Gaze (Su): Slay living, 30 foot range, resisted with a Fortitude Save (DC 18)

Darkvision (Ex): Infernal Medusas have 90 foot darkvision.

Poison (Ex): Persons struck by the Infernal Medusa’s snakes are also injected with their lethal poison. Fortitude Save (DC 18), initial damage 1d8 temporary Strength, secondary damage 2d8 temporary Strength.

Magic Vulnerability (Ex): A transmute rock to mud spell slows her (as the slow spell) for 2d6 rounds with no saving throw, while transmute mud to rock heals all of her lost hit
points. A stone to flesh spell makes her vulnerable to any normal attack for the next 1d4 rounds.
 
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Land Leech

[imager]http://www.psi-soft.co.uk/images/M/DK/LandLeeches.JPG[/imager]
Medium Vermin
Hit Dice: 3d8+6 (20 hp)
Initiative: +4 (Dex)
Speed: 40 ft
AC: 18 (+4 Dex, +4 Natural)
Attacks: Bite +2 melee
Damage: Bite 1d6
Face/Reach: 5 ft by 5 ft / 5 ft
Special Attacks: Attach, Blood Drain
Special Qualities: Vermin
Saves: Fort +5, Refl +5, Will +0
Abilities: Str 10, Dex 18, Con 14, Int -, Wis 8, Cha 8
Skills: Jump +6, Move Silent +6, Listen +3
Climate/Terrain: Wet grasslands, wetlands, green swamps
Organization: Solitary, nest (2-12)
Challenge Rating: 2
Treasure: None
Alignment: always neutral
Advancement: 4 HD (Medium), 5-7 HD (Large)

“The standard cure for leeches requires the application of burning embers. Alternative methods must be devised should an ember of sufficient size prove more harmful than
the leech.” - Vervamon the Elder

Land Leeches are frighteningly quick grassland invertebrates that subsist on a diet of mammalian blood. They seem to be a strange mutation (probably magical) of standard leech stock. They appear to be 6 or 7 foot-long segmented grey flatworms who move through the grass quickly and silently searching for prey. Land Leeches have been found that weighed over 600 pounds.

They have been known to drain a man of all blood and fluids in seconds.

COMBAT

Land Leeches usually strike from hiding, charging their targets and leaping upon them to bite and then incredibly rapidly drain their blood.

Vermin: Immune to mind-influencing effects.

Attach (Ex): A land leech that hits with its bite attack latches onto the opponent’s body with its powerful raspy mouth. An attached land leech loses its Dex bonus to AC and thus has an AC of 14.

Blood Drain (Ex): A land leech drains blood for 2d6 points of temporary Constitution damage each round it remains attached.
 
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Lava Hound

[imager]http://www.psi-soft.co.uk/images/M/WL/LavaHounds.JPG[/imager]
Medium Elemental (Fire, Earth)
Hit Dice: 6d8+18 (45 hp)
Initiative: +5 (+1 Dex, Improved Initiative)
Speed: 60 ft
AC: 19 (+1 Dex, +8 Natural)
Attacks: Bite +8 melee
Damage: Slam 2d6+3, Extreme Heat
Face/Reach: 5 ft by 5 ft / 5 ft
Special Attacks: Extreme Heat, Locking Bite
Special Qualities: Elemental, Spell Vulnerability, Damage Reduction 10 / +1, Tremorsense
Saves: Fort +8, Refl +3, Will +2
Abilities: Str 16, Dex 12, Con 16, Int 3, Wis 10, Cha 12
Skills: Wilderness Lore +4, Spot +8, Listen +6, Hide +6
Feats: Weapon Focus (Bite), Improved Initiative
Climate/Terrain: Any hot lands
Organization: Pack (2-6)
Challenge Rating: 5
Treasure: None
Alignment: Chaotic Neutral
Advancement: 7-8 HD (Medium); 9-12 HD (Large)

Lava Hounds are hunting animals created from Liquified rock (magma). The appear as normal hounds, but made of rough, brown stone, with prominent teeth, strong jaws and
smouldering red eyes, betraying their inner core of molten rock.

Lava Hounds are occasionally used as guard and attack animals by Fire Giants, the denizens of Bogardan and others who enjoy extreme heat and unpleasant company.

COMBAT

Lava Hounds rush an opponent, usually picking out one or two victims in a group for the pack to attack, only attacking the rest of the group once their chosen victims have been felled.

Elemental: Immune to poison, sleep, paralysis, and stunning. Is not subject to critical hits or flanking. If slain, cannot be raised or resurrected, though a wish or miracle
spell can restore it to life.

Extreme Heat (Ex): Being in proximity of a Lava Hound is very uncomfortable due to their radiant heat, being in contact with one can be devastating. Each round that a person is in contact with a Lava Hound, a Fortitude save (DC 16) must be made to avoid 1d2 Con Damage from burns, dehydration and heat stress.

Extreme Heat (Optional) (Ex): Instead of dealing 1d2 Con damage per round, the extreme heat deals 2d6 subdual damage per round, with the Fortitude Save (DC 16) reducing this by half. (This is more in keeping with the normal rules for extreme heat in the core rule books).

Locking Bite (Ex): If a Lava Hound scores a critical hit with it’s bite, it achieves a locking bite. The victim of a locking bite may make an opposed Strength check or an Escape Artist check (DC 18) to break free. The victim automatically takes bite damage each round until she pulls free or the beast is slain.

Spell Vulnerability: An earthquake spell causes 8d8 points of damage to a Lava Hound. A rock to mud spells or any cold-based spell slows the Hound to half movement and only one partial action per round because of sluggishness for 1 round.

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

[imager]http://www.psi-soft.co.uk/images/M/TE/EnragingLicid.JPG[/imager]
Licids are tiny (1 to 2 foot long) magical creatures reminiscent of the “facehuggers” from the Alien(s) movies. They attack by rushing at their target, springing through the air and latching onto them, usually to the head or neck. Once in place they attempt to latch onto the host in a symbiotic or parasitic connection, many involving some level of mind control. Licids all produce strange magical abilities or effects in their hosts, ranging from intense calm to the ability of flight.

There are many varieties of Licid known, with a plethora of strange powers, but they can generally be divided into two “strengths”, greater licids (including the calming licid, gliding licid, corrupting licid, convulsing licid and the tempting licid) and lesser licids (including the enraging licid, quickening licid, stinging licid, leeching licid, and nurturing licid). These strength categories can be misleading, as they generally represent the physical capabilities of the licid in question, and not the potency of their magical parasitism.

Greater Licid
Tiny Aberration
Hit Dice: 4d8+4 (22 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40ft
AC: 24 (+4 Dex, +21 Size, +8 Natural)
Attacks: Slam +7
Damage: Slam 1d6+2
Face / Reach: 2 ½ ft by 2 ½ ft / 0 ft
Special Attacks: Grab, Absorb
Saves: Fort +2, Ref +5, Will +6
Abilities: Str 14, Dex 18, Con 12, Int 4, Wis 14, Cha 12
Skills: Jump +7*, Climb +4, Escape Artist +3
Feats: Improved Initiative
Climate / Terrain: Any
Organization: Solitary or Colony (3-6)
Challenge Rating: 3
Treasure: no coins; no goods; double items
Alignment: usually neutral
Advancement: 5-6 HD (Tiny), 7-10 (Small)
*Licids have a +4 racial bonus to jump rolls (for a jump of +11)

Lesser Licid
Tiny Aberration
Hit Dice: 2d8+2 (11 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40ft
AC: 21 (+4 Dex, +2 Size, +5 Natural)
Attacks: Slam +4
Damage: Slam 1d4+1
Face / Reach: 2 ½ ft by 2 ½ ft / 0 ft
Special Attacks: Grab, Absorb
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 12, Dex 18, Con 12, Int 4, Wis 12, Cha 12
Skills: Jump +5*, Climb +3, Escape Artist +2
Feats: Improved Initiative
Climate / Terrain: Any
Organization: Solitary or Colony (3-6)
Challenge Rating: 3
Treasure: no coins; no goods; double items
Alignment: usually neutral
Advancement: 5-6 HD (Tiny), 7-10 (Small)
*Licids have a +4 racial bonus to jump rolls (for a jump bonus of +9)


COMBAT

Licids rush their opponents, leaping through the air to strike and grab their targets.

Grab (Ex): When a licid succeeds at a Slam attack, they get a free grapple attack that does not provoke an attack of opportunity. Since this grapple has the sole intent of grabbing hold to form the parasitic link, the relative sizes of the Licid and it’s target are not accounted for in the grappling check, only their strength stats.

Absorb (Su): Once a successful grab has been achieved, the Licid immediately sinks into the target, forming the magical parasitic bond they are known for. The target must succeed at a Will save (DC 16) to prevent the absorption. Once absorbed, the Licid cannot be physically attacked, and can only be removed from the target with a Remove Curse, Cure Disease, Heal, or greater magic (or until the Licid detaches of it’s own accord).

Each form of Licid has a particular power over it’s host, as follows:

Calming Licid (Greater): Hosts of a Calming Licid act as if under the effects of a Calm Emotions spell, with the duration extended for the entire time of the attachment. The effect is not dispelled if the host is attacked or damaged, however.

Enraging Licid (Lesser): Hosts of an Enragin Licid act as if under the effects of an Emotion (Rage) spell, with the duration extended for the entire time of the attachment.

Quickening Licid (Lesser): Hosts of a Quickening Licid gain a +4 symbiosis bonus to initiative rolls.

Nurturing Licid (Lesser): Hosts of a Nurturing Licid gain Rapid Healing of 2 hit points per round.

Leeching Licid (Lesser): Hosts of a Leeching Licid take 1d2 temporary Con damage every round until slain.

Corrupting Licid (Greater): Hosts of a Corrupting Licid cause Fear (as the spell) to all enemies within 30 feet. This can be resisted with a Will save (DC 14, DC 18 if being charged by the host of the corrupting licid). Hosts also gain a -6 enhancement
penalty to Charisma.

Convulsing Licid (Greater): Hosts of a Convulsing Licid twitch and convulse and cannot defend themselves in combat, but can still attack. They lose their Dex bonus to AC (if any) and also are penalized an additional 2 points.

Tempting Licid (Greater): Hosts of a Tempting Licid attract trouble. When engaged in a fight, opponents must make a Will save (DC 16) or be forced to attack the host instead of any other enemies that present themselves.

Gliding Licid (Greater): Hosts of a Gliding Licid gain the ability to fly at a speed of 60 ft (Average maneuverability)

Stinging Licid (Lesser): Hosts of a Stinging Licid take 2d6 damage each time they attempt an action the Licid does not approve of (usually actions against the licid’s owner, summoner or group allegience), with a max of 2d6 damage per combat
round. This is a very effective method of controlling someone’s actions. Obviously, seeking out a way to remove the licid will incite a series of these “stings”.

Dominating Licid (Lesser): Hosts of a Dominating Licid are completely under the Licid’s control, as if under the effects of a Dominate Monster spell, with the duration extended to the entire duration of the attachment.
 
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Lim-Dûl’s Cohort

[imager]http://www.psi-soft.co.uk/images/M/IA/Lim-DulsCohort.JPG[/imager]Medium Undead
Hit Dice: 2d12+6 (19 hp)
Initiative: -1 (Dex)
Speed: 30 ft
AC: 15 (-1 Dex, +6 Natural)
Attacks: Slam +2 melee or Weapon +2 melee
Damage: Slam 1d6+1 or Weapon +1
Face/Reach: 5 ft by 5 ft / 5 ft
Special Attacks: True Damage
Special Qualities: Undead, Partial Actions Only, +4 Turn Resistence
Saves: Fort +0, Refl -1, Will +3
Abilities: Str 13, Dex 8, Con -, Int -, Wis 10, Cha 1
Feats: Toughness x2
Climate/Terrain: Any northern lands
Organization: Solitary or Gang (2-8)
Challenge Rating: 2
Treasure: Normal
Alignment: Neutral Evil
Advancement: 3-4 HD (Medium)

The northern necromancer Lim-Dûl created these zombies as his personal guards and servants. Although they act and move as any other zombie, they look as though they were made of dark grey clay, with strong jaws and almost no nose remaining. Their eyes are two dark pits under their brow from which no light escapes.

Lim-Dûl’s Cohort are infused with dark, cold energies from the negative material plane, which affects their strikes against all foes.

They are created using a fourth-level variant of the Animate Dead spell created by Lim-Dûl which must be cast on unhallowed ground. Should another necromancer discover
these methods, more of these fell zombies may be created as if they were any other zombie, as per the rules of the Animate Dead spell (although the Cohort-creating version only works on medium-sized humanoids).

“Join me in this place of power, you risen dead. Join me where the waters weep and the trees have no hearts”

COMBAT

The Zombie Cohorts assault their foes with their unnaturally strong and cold fists or weapons, either one carrying the unnaturally chill touch of the grave with them.

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.

True Damage (Su): All blows from one of Lim-Dûl’s Cohort’s fists or melee weapons deal damage that is never considered subdual damage (therefore not able to be regenerated).

Partial Actions Only (Ex): Lim-Dûl’s Cohorts have poor reflexes and can perform only partial actions. Thus they can move or attack but can only do both if they charge (a partial charge).
 
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Orgg

[imager]http://www.psi-soft.co.uk/images/M/FE/Orgg.JPG[/imager]Large Monstrous Humanoid
Hit Dice: 10d8+60 (105 hp)
Initiative: +1 (+1 Dex)
Speed: 30 ft
AC: 15 (+1 Dex, -1 Size, +5 Natural)
Attacks: 2 Slams +19 / +14 melee,
Damage: 2 Slams 1d8+10
Face/Reach: 5 ft by 5 ft / 10 ft
Special Qualities: Low Self Image
Saves: Fort +9, Refl +8, Will +5
Abilities: Str 30, Dex 12, Con 22, Int 8, Wis 6, Cha 8
Skills: Intimidate +6, Direction Sense +8, Listen +10, Spot +12, Sense Motive +5, Wilderness Lore +6, Search +11
Feats: Power Attack
Climate/Terrain: Any land and underground
Organization: Solitary, Family (2-3)
Challenge Rating: 7
Treasure: ½ Normal
Alignment: Usually chaotic neutral
Advancement: 11-15 HD (Large-size)

The mighty Orgg is a towering brute of muscle, vaguely goblinoid in appearance, but with two mighty arms and two smaller arms that seem to grow from it’s armpits. It has a thick green hide with small amounts of bristly hair upon it’s massive hunched back. If anything it resembles a slightly shrunken green version of a Rancor from Star Wars.

Orgg are occasionally herded into combat by Orcs and other goblinoids, but due to their low morale little is expected of them in serious fighting.

COMBAT

If it doesn’t feel outclassed, The Orgg will wade right into combat smashing and swinging ready to destroy all the little people it meets. It’s smaller arms could otentially wield normal human weapons, but the Orgg is neither dextrous nor
intelligent enough

Low Self-Image: Orggs do not realize exactly how big they are. They will outright refuse to fight any creature of Large size or greater, as well as any Medium-sized creature that can succeed at a DC 20 Intimidate test. They will prefer to run away, and will actually cower in fear if cornered.
 
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Phyrexian Dreadnaught

Gargantuan Construct
Hit Dice: 40d10 (220 hp)
Initiative: -1 (-1 Dex)
Speed: 30 ft (can’t run)
AC: 35 (-1 Dex, -4 Size, +30 Natural)
Attacks: 1 Slams +48 melee, 2 Slashes +43 melee
Damage: Slam 3d10+22, Slash 2d10+22
Face/Reach: 20 ft by 20 ft / 20 ft
Special Qualities: Construct, Magic Immunity, Damage Reduction 35 / +3, Sacrificial Power
Saves: Fort +13, Refl +12, Will +13
Abilities: Str 54, Dex 9, Con -, Int -, Wis 11, Cha 1
Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Neutral Evil
Advancement: 41-55 HD (Gargantuan); 56-65 HD (Colossal)

The Phyrexian Dreadnaught is the single most massive and impressive Iron Golem seen by mortal men. It is believed to be constructed by Outsiders and is only granted as a servitor to their allies in this plane.

The Dreadnaught towers easily 60 feet tall and thick, a massive construct of rusted and pitted metal blades, claws, teeth and death weighing in at over 100 tons.

With it’s massive strength, nothing stands in its way. It can easily tear through stone walls and fortifications, towns and armies...

COMBAT

When fighting a Dreadnaught, one should be careful and attack from a distance, as it’s every blow threatens death from massive damage.

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.

Magic Immunity (Ex): A Dreadnaught is immune to all spells, spell-like abilities and supernatural effects except as follows. Electricity effects slow it (as the slow spell) for
rounds with no saving throw. A fire effect breaks any slow effect on the Dreadnaught and cures 1 point of damage for each 3 points of damage it would otherwise deal. It’s magical metal origin also makes it resistant to rust effects, so they are not vulnerable to them like the traditional Iron Golem.

Sacrificial Power: A Phyrexian Dreadnaught is not given to it’s new master fully powered. In fact they require the power of souls to give them life to serve their master. To empower the Dreadnaught for 48 hours requires the sacrifice of a
number of Hit Dice of creatures equal to the Hit Dice of the Phyrexian Dreadnaught within a 20 minute period.
 

Shard Phoenix

[imager]http://www.psi-soft.co.uk/images/M/ST/ShardPhoenix.JPG[/imager]
Small Outsider (Earth)
Hit Dice: 4d8+8 (28 hp)
Initiative: +4 (Dex)
Speed: fly 60 ft
AC: 23 (+1 Size, +4 Dex, +8 Natural)
Attacks: Bite +7 melee or Wing Buffet +6 melee
Damage: Bite 1d8+1 or Wing Buffet 1d6+1
Face/Reach: 5 ft by 5 ft / 5 ft
Special Attacks: Shard Blast
Special Qualities: Damage Resistance 10 / +1, Regrow
Saves: Fort +6, Refl +8, Will +3
Abilities: Str 12, Dex 18, Con 14, Int 5, Wis 8, Cha 10
Skills: Hide +8, Listen +7, Move Silently +8, Spot +5
Feats: Alertness, Weapon Focus (bite)
Climate/Terrain: Any
Organization: Solitary, pair or murder (3-13)
Challenge Rating: 3
Treasure: no coins, double goods (gems only), standard items
Alignment: Chaotic neutral
Advancement: 5-6 HD (Small)

Shard Phoenixes are strange, legless birds seemingly native to the elemental planes. They appear to be made entirely of hardened clay with nearly no body beyond their wings and head, which is mostly beak. They are tremendously aggressive by nature, willing to sacrifice themselves repeatedly to strike down a trespasser into what they
consider their domain.

COMBAT

Shard Phoenixes swoop at their opponents alternately biting them with their large beaks and buffeting them with their wings. But their true danger becomes apparent when they are struck down...

Shard Blast (Su): As a free action a Shard Phoenix can detonate into a blast of sharp shone shards that deals it’s Hit Dice of damage (not including Con bonuses, so a generic
Shard Phoenix deals 4d8 damage and the biggest deals 6d8) to everyone in a 20 foot radius. This damage can be reduced by half with a successful Reflex save (DC 14).
Shard Phoenixes also detonate when reduced to zero hit points.

Regrow (Su): As long as any shard of the detonated Shard Phoenix is in contact with sufficient (30 pounds or more) earth or stone immediately after detonation, the Phoenix
begins to regrow. At first the shard absorbs the earth or stone around it (approximately 30 pounds worth) into an egglike stone 1 foot tall (Hardness 10, 20 hit points). This takes 12 hours. 24 hours later the egg hatches into the original Phoenix.
 
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ThraxoDemon

[imager]http://www.psi-soft.co.uk/images/M/AQ/ArtifactPossession.JPG[/imager]
Diminutive Outsider (Chaotic, Evil)
Hit Dice: 2d8+5 (14 hp)
Initiative: +0
Speed: 40 ft (flight)
AC: 18 (+4 Size, +4 Natural)
Attacks: Incorporeal Touch +6 melee
Damage: Incorporeal Touch 1d2
Face/Reach: 1 ft by 1 ft / 0 ft
Special Qualities: Incorporeal, Item Possession
Saves: Fort +4, Refl +3, Will +5
Abilities: Str -, Dex 10, Con 12, Int 10, Wis 14, Cha 8
Skills: Hide +8
Feats: Toughness
Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: chaotic evil
Advancement: 3-4 HD (Diminutive)

When visible, Thraxodemons appear as miniature blackskinned humanoid demons with classic bat-wings and long, knuckled fingers that end in long sharp claws.

They usually whine and caress their small distended bellies begging for a meal. Rarely is one found who is not desperately hungry for human energy. They are insubstantial creatures who can only manifest physically through their possession of magical items, which is also their only way to feed.

Usually they are bound to service by minor summoners who convince them to take up habitation in some enemy’s magic item(s). A convincing which takes very little work.

COMBAT

Thraxodemons don’t fight. They run from opponents who can attack them and search for easier meals elsewhere.

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.

Item Possession (Su): Thraxodemons usually manifest by binding themselves to a magic item. While bound to the item in question, the Thraxodemon actually inhabits it and cannot be detected except by Detect Chaos or Detect Evil spells. Remove Curse cast on the item drives the Thraxodemon out if it fails a Will save, and the demon will not be able to bind itself to that particular item again. Every time the magic item is used, the Thraxodemon deals 1d6 temporary Constitution damage to the operator of the item. In the case of weapons this is every time the item is used successfully in an attack;
for charged items it’s when the item uses a charge, and for continuous items it occurs once each day or whenever the item is donned.
 
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Tidal Kraken

Gargantuan Giant
Hit Dice: 30d8+300 (435)
Initiative: -2 (Dex)
Speed: 60 ft, swim 120 ft
AC: 24 (-2 Dex, -4 Size, +20 Natural)
Attacks: 4 Fists +32 / +27 / +22, Bite +26
Damage: Fist 2d6+12, Bite 2d10+12
Face/Reach: 20 ft by 20 ft / 20 ft
Special Attacks: Improved Grab, Tidal Wave, Trample, Swallow Whole
Special Qualities: Wave-Rider, Frightful Presence
Saves: Fort +27, Refl +8, Will +11
Abilities: Str 34, Dex 6, Con 30, Int 8, Wis 12, Cha 14
Skills: Spot +13, Listen +13, Climb +7, Jump +18
Feats: Weapon Focus (Fist), MultiDexterity, Large and In
Charge, Alertness, Power Attack, Cleave, Great Cleave, Sunder
Climate/Terrain: Deep oceans
Organization: Solitary
Challenge Rating: 30
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: 31-35 HD (Gargantuan), 36-46 HD (Colossal)

A mighty ocean predator, the Tidal Kraken is a terrifying undersea giant who rarely comes to shore... but whenever one does it becomes the source of legends for generations to come.

Towering just over 50 feet tall, the blue-green skin of the Tidal Kraken ripples over it’s heavy humanoid musculature. Four arms ending in huge clawed fists are rooted in it’s
massive 16 foot-wide shoulders. Along it’s massive head and back is a fringe of black fin, usually tattered from years of undersea hunting. The Kraken, when encountered ashore, is awash in the salty-iodine scent of sea-weed. Tidal Krakens over 80 feet tall have attacked coastal cities during epic battles in times of legend.

Fierce carnivores all, they prefer warm-blooded prey over fish, and are known to eat schools of merfolk and boatloads of pirates and merchants.

Most Tidal Krakens speak Aquan and some few learn Common.

COMBAT

Tidal Krakens are amphibious carnivores, quick to attack and able to hunt for days in pursuit of suitable prey. Even though their diet is entirely meat, they have been known to eat sections of buildings to get to the tender morsels within.

Improved Grab (Ex): To use this ability, the Tidal Kraken must hit the same target with any two fist attacks. If it gets a hold on anything under Huge size, it moves the target to it’s mouth for an immediate bite attack, and then deals bite damage automatically each turn.

Swallow Whole (Ex): A Tidal Kraken can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes
3d8+12 points of crushing damage plus 1d8 points of acid damge per round from the kraken’s stomach. A swallowed creature can climb out of the stomach with a successful
grapple check. This returns it to the kraken’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using claws or a Small or Tiny slashing weapon to deal 35 points of damage to the stomach (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
The kraken’s stomach can hold two Large, four Medium, eight Small, sixteen Tiny, thirty-two Diminutive, or sixty-four Fine or smaller opponents.

Tidal Wave (Su): Once every hour a Tidal Kraken can summon forth a 50 foot-tall wave from the sea as long as it is at least in 20 feet of salt water at the edge of a sizeable body of salt water. This tidal wave crashes forwards at 300 feet per round, dealing 6d6 damage to all in it’s path (DC 25 Reflex save halves damage). Those failing their save must make an opposed Strength roll against the Kraken’s strength. If they fail they are dragged back out to sea with the Tidal Wave, at the same 300 feet per round.

Trample (Ex): A Tidal Kraken can trample Large-size or smaller creatures for 4d8+12 points of damage. Opponents who do not make attacks of opportunity against the kraken can attempt a Reflex save (DC 37) to halve the damage.

Wave-Rider (Ex): A Tidal Kraken inside a wave of at least 50 foot height (including his own summoned waves) can move at the wave’s movement rate as a charge and can still take a full attack action at the end of the move (even though he would only normally be allowed an attack action after movement).

Frightful Presence (Ex): The mere sight of a Tidal Kraken sends lesser creatures running and swimming for the hills and abysses. Any creature with fewer than 20 Hit Dice within 300 feet when the Kraken attacks or rises from the depths must make a Will save (DC 27) or be affected. Creatures with 1 or fewer Hit Dice become Cowered for 4d6 rounds, those with 5 or fewer Hit Dice become Panicked for 4d6 rounds and those with 6 or more Hit Dice become Shaken for 4d6 rounds.
 

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