Creature Catalog 3.5 Overhaul Project Conversions

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BOZ

Creature Cataloguer
Welcome, folks! This thread exits to showcase the 3.5E upgrades to the Creature Catalog’s monsters as we’ve worked on them in this thread.

Always, the last monster posted here is the one we are currently working on. This thread will be closed, but discussion will take place in the thread linked to above (also featured in my signature below). Feel free to comment on any creature posted here in the discussion thread.
 
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BOZ

Creature Cataloguer
Smilodon

Smilodon
Large Animal
Hit Dice: 7d8+35 (66 hp)
Initiative: +7
Speed: 30 ft (6 squares)
Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/+15
Attack: Claw +12 melee (1d8+8)
Full Attack: 2 claws +12 melee (1d8+8) and bite +8 melee (2d8+4/19-20/x2)
Space/Reach: 10 ft/5 ft
Special Attacks: Improved grab, pounce, rake 1d8+4
Special Qualities: Low-light vision, scent
Saves: Fort +10, Ref +10, Will +3
Abilities: Str 26, Dex 17, Con 20, Int 2, Wis 12, Cha 6
Skills: Balance +6, Hide +8*, Listen +4, Move Silently +11, Spot +4
Feats: Alertness, Improved Critical (bite) (B), Improved Initiative, Lightning Reflexes, Weapon Focus (bite) (B)

Environment: Any forest
Organization: Solitary or pair
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: ---

This animal looks much like a large cat, but has long, dagger-like fangs. The creature resembles an oversized lion with light brown fur and no mane, with markings of a darker color. It growls as it stalks you.

The smilodon, also known as the sabre-tooth tiger, is a large predator of the Pleistocene era. This beast was the most aggressive and fearsome predator of its time. Their six-inch long fangs inflict terrible wounds, and are responsible for the creature's deadly reputation. Though they are not truly tigers, they are otherwise very similar to modern tigers in most respects, but are slightly larger and tougher. These great beasts range between 8 to 12 feet in length.

COMBAT

These giant predators attack anything they think they can kill and eat, attacking with their powerful jaws and sharp teeth.

Improved Grab (Ex): To use this ability, a smilodon must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a smilodon charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +12 melee, damage 1d8+4.

Skills: Smilodons receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

The smilodon first appeared in the first edition Monster Manual (1977, Gary Gygax), Monstrous Compendium MC1 (1989) and the Monstrous Manual (1993).
 
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BOZ

Creature Cataloguer
Scaladar

Scaladar
Large Construct
HD: 7d10+30 (68 hp)
Init: +3
Speed: 20 ft (4 squares)
Armor Class: 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
Base Attack/Grapple: +5/+12
Attack: Claw +7 melee (1d12+3)
Full Attack: 2 claws +7 melee (1d12+3) and tail +2 melee (2d4+1 plus sting)
Space/Reach: 10 ft/5 ft
Special Attacks: Bludgeon, improved grab, squeeze, sting
Special Qualities: Absorb electricity, absorb magic missiles, construct traits, corrosion (vulnerability) , damage reduction 10/bludgeoning, detect magic, detect scaladar, immunities, resistance to fire 15, spell resistance 18
Saves: Fort +2 Ref +5 Will +2
Abilities: Str 17 Dex 16 Con --- Int --- Wis 11 Chr 1
Skills: Climb +7
Feats:

Environment: Any warm land and underground
Organization: Solitary or patrol (1-4)
Challenge Rating: 07
Treasure: Standard (magic items only)
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: ---

This monstrous scorpion creature appears to be constructed from some strange metallic alloy. You notice that the monster’s stinger crackles with electrical energy.

The scaladar are scorpion-like automatons created to guard and horde magical treasure. These 12-foot long metal monstrosities are usually found in deep subterranean ruins and dungeons, but have been known to travel to the surface on the command of their creator, or in search of magic items.

Scaladar usually serve as guardians, programmed with a specific set of objectives, much like a golem. These cold, mindless killers are sometimes programmed to kill every creature they encounter. They are also usually commanded to seize all magic items they can find, swallowing them into their body.

The methods to create a scaladar are believed to be much more complex than a golem, and are completely unknown to anyone other than the archmage who originally created them.

Scaladar are the crowning achievement of the wizard Trobriand, a former apprentice of Halaster, the mad wizard of Undermountain. Trobriand created several rings to command his scaladar servitors (see below), and there is no other known way to control them other than the wish spell.

COMBAT
Scaladar quickly intimidate foes with their swift, smooth movements and sudden attacks. They can engage three foes at a time, or attempt to grab an opponent with their pincers and lash out with their electrified tail. Once a scaladar has a victim held, it will usually hold the victim until it is dead, unless a more dangerous target presents itself. Scaladar are excellent climbers, but cannot swim or float in water.

Bludgeon (Ex): A scaladar can use any being trapped in its claws as a bludgeoning weapon. The scaladar makes a normal attack roll against an opponent or object. If the attack is successful, the opponent takes 1d4 points of damage, and the victim being held takes 1d6 points of damage from the attack.

Improved Grab (Ex): To use this ability, a scaladar must hit with both of its claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can squeeze.

Squeeze (Ex): A scaladar deals automatic claw and sting damage on a successful grapple check.

Sting (Ex): Creatures hit by the scaladar's tail are subject to 1d12 points of electrical damage from the discharge of the stinger. The scaladar can only use this attack once per minute, and the scaladar must recharge it by absorbing electricity to be use it again (see text below). Underwater, the electrical tail sting discharges in a 30-foot radius when it strikes a victim, thereby affecting all within the area (except for the scaladar).

Absorb Electricity (Su): Any electrical attack directed at the scaladar (not area of effect spells or effects) is automatically absorbed. Each point of damage the attack would have otherwise dealt is absorbed and stored as electrical energy in the stinger. Once the scaladar stores at least 12 points, it can use its electrical stinger discharge again.

Absorb Magic Missiles (Su): Any successful hit by a magic missile immediately heals the scaladar as if through curative magic. Each point of damage a missile would have otherwise dealt is healed. Any excess energy is dissipated at the end of the round.

Corrosion (Ex): Scaladar can function temporarily underwater. These metal monsters begin to rust after 1d20 days of submersion, reducing their speed by half during this time. If they remain another 1d20 days after this point, their inner workings will rust completely, leaving the scaladar totally immobile. The scaladar is also vulnerable to rusting attacks such as that of a rust monster or a rusting grasp spell.

Detect Magic (Sp): A scaladar benefits from a continuous detect magic effect, as the spell cast by a 10th-level sorcerer. The effect can be dispelled, but the scaladar can resume the ability as a free action on its turn.

Detect Scaladar (Ex): Scaladar are always aware of each other as well as anyone with a ring of Trobriand, within a range of 100 feet. They are aware of danger to each other or a controller, and mentally able to receive commands in this range.

Immunities (Ex): Scaladar are immune to acid and cold, as well as disintegrate, maze, and shatter spells.

Skills: Scaladar receive a +4 racial bonus to Climb checks.


RINGS OF TROBRIAND
Rings of Trobriand were created by the same archmage that created the scaladars. These rings allow the wearer the same ability to detect and communicate with scaladars that the constructs themselves have. The rings also give the wearer complete protection from attack by any scaladar, no matter what its orders may be. Any scaladar that touches a character wearing one of these rings will immediately shut down for 1-2 hours, or until the character reawakens it mentally. This ring allows a character to override a scaladar's orders, if the character controlling it is not in range, and give new orders to it.

Trobriand has also created a Master Ring of the Scaladar, which can override any scaladar's orders and issue new ones, within a range of 500 feet. There is only one such ring in existence, and Trobriand wears it at all times.


1991 Wizards of the Coast, Inc.
Originally found in Ruins of Undermountain (1991, Ed Greenwood), and Monstrous Compendium Annual Two (1995) as an "automaton".

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BOZ

Creature Cataloguer
Berbalang

Berbalang
Medium Monstrous Humanoid
Hit Dice: 4d8+4 (22 hp)
Initiative: +2 (Dex)
Speed: 20 ft (4 squares), fly 60 ft (good)
AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+5
Attack: Claw +5 melee (1d4+1)
Full Attack: 2 claws +5 melee (1d4+1) and bite +0 melee (1d6+1)
Space/Reach: 5 ft/5 ft
Special Qualities: Astral travel, darkvision 120 ft, material projection
Saves: Fort +2, Ref +6, Will +5
Abilities: Str 13, Dex 15, Con 13, Int 12, Wis 12, Cha 13
Skills: Hide +8, Listen +7, Move Silently +6, Search +3, Spot +7
Feats: Dodge, Flyby Attack

Environment: Any land and underground
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5-12 HD (Medium)
Level Adjustment: +4

This humanoid has black, leathery skin and pale white eyes, and is carried by powerful wings like those of a demonic bat. Its clawed arms are folded across its chest as it leers at you menacingly.

The berbalang is a dark and evil creature that spends most of its life in a comatose state while its spirit wanders the Astral plane. When it returns to the Material plane, it does so only to feed on the flesh of humans who dwell near its lair.

The berbalang is a gaunt biped, ranging in size from four to seven feet tall, with black, leathery skin. Its wide glowing eyes are watery and white in color. Two broad, bat-like wings sprout from the creature's back.

COMBAT

A berbalang is usually only encountered in its true form when creatures stumble into its hiding place, and awaken it from its trance. If the material body of a berbalang traveling the Astral Plane is discovered or disturbed, the berbalang immediately attempts to return to its body and animate it. Because the berbalang wanders so far and wide, the return process takes 1d10 minutes for the astral form to find the material form.

The berbalang is able to create a solid mental projection of itself; this duplicate travels forth in search of food for the berbalang. If the projection is harmed significantly it will attempt to flee at once, as its death may mean the death of the berbalang, and any damage to the projection slows down the feeding process. In case of such an emergency, the berbalang guides its projection back to the resting place as quickly as possible.

A berbalang or its material projection forced into combat makes the most of its ability to fly. The berbalang’s powerful leathery wings enable it to fly even while carrying up to a Heavy load. A Medium load reduces its flying speed to 30 ft (poor), a Heavy load to 20 ft (clumsy). When the berbalang strikes, it rips at its opponents with its claws and attempts to bite with its needle-like teeth.

Astral Travel (Su): The berbalang is able to shift from the Material plane to the Astral Plane at will, as a full round action. This ability works similarly to the astral projection spell, with some significant differences. This ability does not enable the berbalang to bring any other creature to the Astral Plane, nor does it enable the berbalang to travel to any other plane through the Astral Plane. In order to return to the Material plane, the berbalang must return to the spot in the Astral Plane that it first entered through. If the berbalang’s helpless physical body is destroyed, its astral form is also slain.

Material Projection (Su): When the berbalang is not on the Astral Plane, it can create an exact duplicate of itself as a free action. Remaining in its trance state, the berbalang manifests its spirit into a solid form on the Material plane. This projection can travel up to a distance of three miles from its physical body. This material projection looks and acts as the true berbalang, and is under the direct control of its creator. It fights in exactly the same manner as the berbalang itself, and has all of the berbalang’s abilities save that it is not able to enter the Astral Plane or create another projection of itself. It is immune to all mind-affecting effects (including charms, compulsions, phantasms, patterns, and morale effects).

If the projection is slain, the material berbalang must succeed at a Will save (DC 15) or die as well. If the projection is wounded, the berbalang cannot produce another for a number of days equal to the total points of damage suffered. When the projection returns to its master, it dissipates, and the material berbalang awakens from its trance.


BERBALANG SOCIETY
The highly unusual berbalang spends the vast majority of its life in a death-like trance that allows the monster's spirit to wander throughout the Astral Plane. Here the berbalang stalks creatures weaker than itself and engages in complex courtship and mating rituals with other berbalang. The Astral Plane is the only place where these creatures interact with each other, and they even build structures and form enclaves to talk, debate, and learn from one another.

Because the astral berbalang is slain if its body dies, the creature takes great care to seclude and protect the resting place of its physical body. It will move its lair every three or four months, usually from one well-hidden cave to another. This prevents its food supply from depleting, and from arousing alarm in local populations. It moves this way in the middle of the night to avoid confrontation. This is the only time when the berbalang physically leaves its lair.

Once per month, at the times of the full moon, the berbalang returns to the Material plane to send forth its material projection in search of food. Once the projection finds a slain human, or kills one, it flies off with the body. It can feast upon the body while it travels, leaving nothing but bones after one minute. As soon as the projection returns to the lair, the berbalang will awaken immediately, satisfied and refreshed.

A berbalang that is prevented from feeding will eventually seek revenge upon those that interfered with its feeding. Although there may be a lull while the body of the berbalang recovers from the shock of the attack on its projection, retribution is a certainty.

If the projection was forced back to its body or destroyed before it could find prey to feed upon, it will send forth another material projection as soon as it is able, in order to satisfy its hunger (regardless of the phase of the moon) before seeking its revenge.

How the berbalang is able to derive sustenance through its feeding and reproduce with other berbalangs through its projections is a mystery to even the most learned sages. This leads some scholars to believe that the berbalangs are not normal physical creatures at all.


The Berbalang first appeared in the first edition Fiend Folio (1981, Albie Fiore), and Monstrous Compendium MC3 – Forgotten Realms (1989). It originally appeared in White Dwarf #11 (February/March 1979).

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BOZ

Creature Cataloguer
Astral Searcher

Astral Searcher
Medium Outsider (Extraplanar, Incorporeal)
HD: 2d8 (9 hp)
Init: +0
Speed: Fly 30 ft (perfect) (6 squares)
AC: 15 (+5 deflection), touch 15, flat-footed 15
Base Attack/Grapple: +2/---
Attack: Incorporeal touch +3 melee (1d6)
Full Attack: Incorporeal touch +3 melee (1d6)
Space/Reach: 5 ft /5 ft
Special Attacks: Possession, psyche touch
Special Qualities: Incorporeal traits, spell resistance 21
Saves: Fort +3 Ref +3 Will +5
Abilities: Str --- Dex 11 Con 11 Int --- Wis 14 Cha 20
Skills: None
Feats: Weapon Focus (Touch) (B)

Environment: Astral Plane
Organization: Solitary or swarm (4-24)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium-size)
Level Adjustment: ---

A phantasmal, gaseous shape hovers before you, bits of astral energy dancing and emanating from its body. You see no clear signs of eyes or a face, but nevertheless it seems to know just where you are.

Humanoid tragedy and dimensional travel sometimes have a bizarre effect on extraplanar energies that swirl and tumble through the dimensions of the multiverse. One of the stranger results of the disruption of planar energy is the astral searcher.

Thought to be the result of great anguish or combat in the Astral Plane, an astral searcher is a mindless humanoid-shaped cloud of Astral energy that has somehow taken on a semblance of life. Those who create astral searchers do so unintentionally, and are usually unaware that they have done so. The motives and movements of an astral searcher are pure instinct — it has no capacity for rational thought and is guided only by the sole driving need to possess a material body. No one is quite sure why astral searchers are so driven take hold of humanoid forms, but the most sensible suggestion is that they somehow “know” that they were generated by humanoid thought and are thus acting on some primal envy of their unwitting creators.

Like moths to a flame, these disconnected masses of emotion are drawn to points in the Astral Plane that might be weak enough to tear and allow them access to the Material Plane, and cluster there waiting for an opportunity. Any rift between the Astral and Material plane allows egress to the astral searchers gathering there, and they eagerly await such an occurrence. Astral travel has a very slight chance of causing a rift to remain open just long enough for astral searchers to pass through.

COMBAT

Astral searchers have no desire in life but to attach themselves to a living humanoid body. When a suitable host approaches, the searchers will swarm and attack. If a searcher is able to find its way to the Material plane or some other plane other than the Astral, it will make every effort to get there and search for a body. An astral searcher flails at its opponent with its arm-like tendrils of Astral energy. If reduced to 0 hit points, the creature’s will to exist is finally broken and it dissipates into a cloud of harmless vapor.

An astral searcher in possession of a body has its own will, and behaves as an individual, based on its new alignment and personality.

Psyche Touch (Su): The touch of an astral searcher reaches to the very core of its opponent’s existence. This damage is more mental than physical, however, and the attack only deals 1d6 points of subdual damage. Travelers from the Material plane on the Astral plane are immune to this attack, their silver cord acting as a sort of shield, though visitors from other planes who lack a silver cord are subject to this effect. If on the material plane, the astral searcher can affect any being with this attack. An opponent reduced to 0 hit points or less by the touch of an astral searcher falls into a deep coma. If left alone, the victim will heal from the damage and awaken upon reaching 1 hit point.

Possession (Su): As a full round action, an astral searcher can possess a humanoid body that has been reduced to 0 hit points or less by the psyche touch attack. If an astral searcher is able to possess a body, the psyche of that creature is destroyed and its mind dissipates into nothingness.

An astral searcher in possession of a body gains all the physical ability scores and Intelligence of the opponent’s body, and the body is restored to its full hit points. Possessing a humanoid body and gaining intelligence has a strange effect on the otherwise mindless astral searcher; in the moment of possession, it immediately gains a new personality and an alignment. The personality of the astral searcher is up to the discretion of the DM and little or nothing remains of the victim’s personality, but the alignment must be randomly determined. The possessing searcher’s mind is filled with the original emotion that caused it to come into being. If the possessed body is of a class that has alignment restrictions and its alignment changes, it suffers the appropriate penalty ascribed to that class for the alignment change. Skills and feats, languages, and class levels and abilities are temporarily lost at the moment of possession, but each will be regained in 1d6 hours. The astral searcher permanently loses the victim’s memories and the ability to gain levels.

Certain spells such as banishment can force an astral searcher out of a possessed body, but since the original psyche of the body has been destroyed it cannot be restored by any means short of a wish spell. The body is simply a soulless shell that is vulnerable to attack by other astral searchers or any entity capable of possessing a living form (such as ghosts and certain other outsiders). If the astral searcher is cast out of the body, it loses all the benefits of the possession, and becomes mindless again. If the body is killed while an astral searcher possesses it, the searcher is destroyed also.

1981 Wizards of the Coast, Inc.
Originally found in first edition Fiend Folio (1981, Tom Moldvay), and the Planescape Campaign Setting (1994).
 
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BOZ

Creature Cataloguer
Elder Orb

Beholder, Elder Orb
Large Aberration
HD: 17d8+102 (178 hp)
Initiative: +6
Speed: 5 ft (1 square), fly 20 ft (good)
AC: 30 (-1 size, +2 Dex, +19 natural), touch 11, flat-footed 24
Base Attack/Grapple: +12/+16
Attack: Eye rays +13 ranged touch and bite +6 melee (2d4)
Full Attack: Eye rays +13 ranged touch and bite +6 melee (2d4)
Space/Reach: 10 ft/ 5 ft
Special Attacks: Eye rays, spells
Special Qualities: All-around vision, antimagic cone, darkvision 60 ft, flight, poison resistance, spell resistance 30
Saves: Fort +13 Ref +7 Will +18
Abilities: Str 10 Dex 14 Con 22 Int 24 Wis 22 Chr 23
Skills: Bluff +14, Concentration +25, Diplomacy +10, Hide +12, Intimidate +16, Knowledge (arcana) +29, Knowledge (any two) +16, Listen +28, Search +27, Sense Motive +13, Spellcraft +29, Spot +28, Survival +6 (+8 following tracks).
Feats: Alertness (B), Empower Spell, Extend Spell, Flyby Attack, Great Fortitude, Improved Initiative, Iron Will, Quicken Spell (B), Still Spell (B)

Environment: Any land and underground
Organization: Solitary or troupe (1 plus 2-8 beholders and 1-6 Death Tyrants)
Challenge Rating: 19
Treasure: Double Standard
Alignment: Usually lawful evil
Advancement: 18-34 HD (Large); 35-51 HD (Huge)
Level Adjustment: +11

A large fleshy orb with a central eye and crowned by eyestalks floats before you. You can see that the creature is covered in the scars of battle and age. Its eyes glare at you as it begins to cast a spell.

The Elder Orb is a powerful beholder of advanced age, that has gained the ability to cast arcane spells. These orbs are almost indistinguishable from normal beholders, save that some of their eyestalks will be severed, or withered away into uselessness. These masterminds of the beholder race are the wisest, but the most cunning and ruthless of their kind.

Elder Orbs are sometimes seen as councilors and leaders to beholders and various factions within beholderkind. They see themselves as the pinnacle of their kind, working hard to maintain important positions in the supremacy of beholders. They are always seeking new information, resources, wealth, and magic. Their horde of magic spells, items, and magical knowledge makes them almost as tempting a target to adventurers as dragons.

An important resource common to Elder Orbs is the Death Tyrant, an undead beholder (see Forgotten Realms Campaign Setting, p 309). The Orbs have their own unique spells to create and control them, and use them in various capacities as guards, assassins, and tools for combat.

COMBAT
Elder Orbs fight in the same manner as common beholders, but with much more cunning, experience and strategy. These Orbs have typically lost the powers of some of its eyestalks, though their spellcasting ability usually makes up for this deficiency.

Elder Orbs are capable of learning arcane magic with verbal-only components. They develop their own spells, but are also likely to buy or steal spells from other beings, and guard their knowledge jealously. They can and do use magic items such as potions, scroll, and wizards' spellbooks, as well as any other item that is not worn like clothing (i.e., rings, boots, bracers, robes, etc.)

Eye Rays (Su): An Elder Orb's eye rays function in exactly the same manner as those of standard beholders (see Monster Manual, p 25-26). The only difference between a standard beholder's and an Elder Orb's eye rays is that the Orb will have permanently lost the powers of at least 1d4 eyes, and its remaining eyes do not regenerate.

Spells: Elder Orbs can learn an unlimited number of arcane spells, but may memorize only one spell per spell level at a time. They must study a spell to memorize it, as wizards do.

Spells commonly known among Elder Orbs include: darkness, dispel magic, detect thoughts, minor globe of invulnerability, move earth, power word blind, protection from arrows, see invisibility, and wall of force.

Elder Orbs also always have access to two spells of their own creation, control death tyrant and create death tyrant. These spells are of a unique sort, and the alien nature of the magic makes them unusable to non-beholder minds of less than 18 Intelligence. Elder Orbs usually have both of these spells memorized, to create a steady supply of servants, and as battlefield fodder.

Antimagic Cone (Su): A beholder's central eye continually produces a 150-foot cone of antimagic. This functions just like antimagic field (caster level 13th). All magical and supernatural powers and effects within the cone are suppressed - even the Elder Orb's own eye rays and spells. Once each round, during its turn, the Elder Orb decides whether the antimagic cone is active or not (the Elder Orb deactivates the cone by shutting its central eye).

All-Around Vision (Ex): Elder Orbs are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can't be flanked.

Flight (Ex): An Elder Orb's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

Poison Resistance (Ex): An Elder Orb is unusually resistant to poisons of all sorts, and receives a +4 racial bonus on saves against poison.


UNIQUE ELDER ORB SPELLS:

Control Death Tyrant
Necromancy
Level: Sor/Wiz 4
Components: V
Casting Time: 1 round
Range: 1 mile/level
Target: One Death Tyrant per point of Intelligence of caster
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

This spell allows the caster to control Death Tyrants in a manner similar to the charm monster spell. This spell always overrides any directives previously given to affected Death Tyrants, and they are powerless to resist the spell. This control can only be maintained on one Death Tyrant for every point of Intelligence that the caster has.
If there are a larger number of Death Tyrants within the spell's range than the caster's limit, the caster has the option of dropping control of one Tyrant in one round, and then assuming control of another Tyrant in the next round. The two Death Tyrants involved in such a switch take no action during those two rounds.


Create Death Tyrant
Necromancy [Evil]
Level: Sor/Wiz 8
Components: V
Casting Time: 3 rounds
Range: Close (25 ft + 5 ft/2 levels)
Target: One beholder corpse/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates Death Tyrants from the corpses or empty shells of beholders. This spell also provides the caster with control over the undead beholders, but for a limited duration of 1d12 rounds plus one round per level or Hit Die of the caster. After this time, the control Death Tyrant spell is necessary to maintain control over the undead. Casting this spell is an act of inherent evil.

1991 Wizards of the Coast, Inc.
Originally found in the Ruins of Undermountain boxed set (1991, Ed Greenwood).
 
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BOZ

Creature Cataloguer
Hamadryad

Hamadryad
Medium Fey
Hit Dice: 6d6+6 (27 hp)
Initiative: +5
Speed: 40 ft (8 squares)
AC: 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
Base Attack/Grapple: +3/+4
Attack: Slam +8 melee (1d3+1)
Full Attack: Slam +8 melee (1d3+1), or dagger +8 melee (1d4+1/19-20/x2)
Space/Reach: 5 ft /5 ft
Special Attacks: Spell-like abilities, strider’s charm
Special Qualities: Damage reduction 5/cold iron, detect snares and pits, greater woodland stride, low-light vision, photosynthesis, plant sight, spell resistance 20, trackless step, tree dependant, wild empathy, woodland mastery
Saves: Fort +3 Ref +10 Will +9
Abilities: Str 12 Dex 21 Con 13 Int 14 Wis 15 Chr 19
Skills: Craft (any one) +7, Diplomacy +6, Escape Artist +13, Handle Animal +9, Hide +13, Knowledge (nature) +12, Listen +9, Move Silently +13, Ride +7, Search +7, Sense Motive +10, Spot +9, Survival +10 (+12 aboveground, +12 when following tracks), Swim +6, Use Rope +5 (+7 with bindings)
Feats: Ability Focus (strider’s charm) (B), Alertness, Iron Will, Weapon Finesse

Environment: Temperate and warm forest
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium)
Level Adjustment: +3

A beautiful woman with ears like an elf’s, and long green hair emerges from behind a tree. She is naked, except for a long knife strapped to one knee. Her deep green eyes sparkle like the finest of emeralds.

The hamadryad is a woodland spirit that is linked to an individual oak tree. They appear as beautiful elven or human women, with startlingly deep green eyes and long green hair. They are peaceful and shy by nature, but quick-witted and polite to those they deal with. These noble creatures are friendly to all of the forest’s inhabitants, and often cooperate with rangers, druids, and beings that call upon them, in the pursuit of protecting their homes. They are quite fond of dryads and treants especially, and give them any treasure they find. Hamadryads are attracted to comely males, on whom they will often cast a charm spell and compel them to perform a special service.

Hamadryads live only in vast ancient forests far from civilized peoples, where they serve as guardians of the woodlands. Though they can leave the vicinity of their tree without harm, they are uncomfortable away from trees and never willingly leave the woodlands. They derive all of their sustenance by absorbing sunlight, and drinking mineral water or well water.

Hamadryads speak Elven and Sylvan, and can speak with plants. Nearly all hamadryads also know Druidic and the language of treants, and they usually learn Common from individuals they have charmed, if they get the opportunity.

COMBAT
Though hamadryads carry knives, daggers and such, they tend to shun physical combat in favor of using their magical abilities. Hamadryads have a tremendous advantage in the forest and make use of this at every opportunity. A hamadryad will use her charm person ability to take a creature out of a fight, compelling this creature to come away with her and perform some service for her, such as protecting trees from woodcutters. Once this service is completed, she will usually release the victim in the depths of a dryad grove, where he may be at the dryads’ mercy.

A favorite tactic against dangerous foes is to gather a cadre of charmed victims, animals, and other allies to beset the enemy. Meanwhile, the hamadryad will tree stride from tree to tree, using her entangle and charm person abilities to confuse and dishearten the attackers. Anyone attacking a hamadryad’s tree will be subject to her mad attack.

The touch of a hamadryad is said to cure nilbogism (see the Tome of Horrors from Necromancer Games), but truth of this rumor is as much a mystery as the condition itself.

Spell-Like Abilities: At will – entangle (DC 13), quench, speak with animals, speak with plants, tree stride; 3-day – charm person (DC 13); 1/day – command plants (DC 16), commune with nature. Caster level 11th. The save DCs are Wisdom-based.

Strider's Charm (Su): If a hamadryad enters a tree containing a spellcaster that is using tree stride or a similar spell, there always is room in the tree for the hamadryad. She has the ability to converse with the spellcaster normally, or she can attempt to charm the spellcaster (DC 19). These special charms can be used at will and do not count against the hamadryad's daily usage of her charm person spell-like ability. The save DC is Charisma-based.

Detect Snares and Pits (Su): Hamadryads have a continuous detect snares and pits ability, as the spell (caster level 20th).

Greater Woodland Stride (Ex): A hamadryad may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. In addition, thorns, briars, and overgrown areas that have been magically manipulated to impede motion do not affect her.

Photosynthesis (Ex): A hamadryad does not need to eat food, but gains all of her nutrients by absorbing sunlight through the chlorophyll in her hair. If a hamadryad’s head is shaved and kept shorn, or if she is imprisoned indoors without at least one hour’s worth of exposure to the sun per day, she will begin to starve. The hamadryad will die of starvation in 10d2 days if kept this way.

Plant Sight (Sp): Hamadryads can see a plant in its true form, as if under a continuous true seeing effect. They can also automatically identify magically created vegetation, including spells such as hallucinatory terrain or tree shape. They recognize treants and treant-controlled trees for what they are on sight.

Trackless Step (Ex): A hamadryad leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Tree Dependent (Su): Each hamadryad is mystically bound to a single, enormous oak tree. Unlike a dryad, a hamadryad can leave the vicinity of the oak and travel any distance away from the tree. However, she will quickly die if the tree is destroyed. A hamadryad’s oak does not radiate magic or show other signs of its true nature, though careful questioning with a speak with plants spell probably will reveal the tree for what it is.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the hamadryad has a +6 racial bonus on the check (as well as a +2 synergy bonus for Handle Animal).

Woodland Mastery (Su): Hamadryads are in tune with their forest and the environment they live in, and have a significant advantage while in the woodlands. They have exact knowledge of their forest home, providing them with +20 to Knowledge (nature) and Survival checks. Hamadryads in the forest are immune to any sort of summoning spell, but are aware of the attempted summons and from where it originated. They can consume and process any type of water, even water fouled by human or animal wastes.

Originally found in Dragon Magazine #101 ("Creature Catalog III," September 1985, Ed Greenwood), Monstrous Compendium MC11 - Forgotten Realms Appendix II (1991), and Monstrous Compendium Annual Three (1996).

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BOZ

Creature Cataloguer
Astral Energy Monster

Astral Energy Monster
Medium Outsider (Extraplanar, Fire, Incorporeal)
HD: 3d8+3 (16 hp)
Init: +2
Speed: 30 ft (6 squares), fly 50 ft (perfect)
AC: 14 (+2 Dex, +2 deflection), touch 14, flat-footed 12
Base Attack/Grapple: +3/---
Attack: Flame bolt +5 ranged touch (1d8 fire)
Full Attack: Flame bolt +5 ranged touch (1d8 fire)
Face/Reach: 5 ft /5 ft
Special Attacks: Flame bolt
Special Qualities: Energy absorption, immunity to fire, incorporeal traits, vulnerability to cold
Saves: Fort +4 Ref +5 Will +4
Abilities: Str - Dex 15 Con 13 Int 11 Wis 12 Chr 14
Skills: Hide +14, Listen +15, Search +12, Spot +15, Survival +1 (+3 following tracks)
Feats: Ability Focus (flame bolt), Alertness

Environment: Astral Plane
Organization: Solitary
Challenge Rating: 03
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Medium)
Level Adjustment: +6

This creature appears to be a fiery mass of glowing energy, formed roughly into the shape of a man. There are two small black spots on the thing’s head that might be its eyes.

The astral energy monster is a creature native to the Astral Plane. They are usually summoned to the Material Plane by spellcasters who use them as guardians or protectors.

An astral energy monster appears as a 6-foot tall humanoid composed of translucent white fire. Two dark black pinpoints can be seen where its eyes are located. It has no other discernable facial features.

COMBAT
The astral energy monster only attacks those creatures that attack it first. If it is not molested, it does not initiate combat. If attacked however, the astral energy monster can prove to be a formidable opponent especially to those unprepared. When struck by an energy attack, it reacts as if in pain, even though it is actually absorbing the energy of the attack.

Flame Bolt (Su): Once per round the astral energy monster can fire a bolt of flame at one opponent within 30 feet. The energy monster makes a ranged touch attack; if it hits, the target must succeed on a DC 15 Fortitude save or suffer 1d8 points of fire damage. If the target succeeds at the save, it suffers half damage. The save DC is Charisma-based.

Energy Absorption (Ex): The astral energy monster absorbs any fire-, sonic-, electricity-, or acid-based attack directed at it (area-affecting spells and effects still affect it normally). Absorbed energy is converted into fire and released back at the original attacker (as a free action in the same round) in the form of a flame bolt. This bolt deals damage equal to the amount of damage it would have dealt to the astral energy monster.

1980 Wizards of the Coast, Inc.
Originally found in Dragon #34 (Doomkeep Tournament module, as an “Aura Energy Monster”, 1980, Brian Blume)
 
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BOZ

Creature Cataloguer
Lightning Golem

Golem, Lightning
Large Construct
HD: 11d10+30 (90 hp)
Initiative: +6
Speed: 30 ft (6 squares)
Armor Class: 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
Base Attack/Grapple: +8/+19
Attack: Slam +14 melee (2d8+10 plus shock touch)
Full Attack: Slam +14 melee (2d8+10 plus shock touch)
Space/Reach: 10 ft /10 ft
Special Attacks: Chain lightning, shock touch
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft, immunity to magic and psionics, low-light vision
Saves: Fort +3 Ref +5 Will +4
Abilities: Str 24 Dex 14 Con --- Int 3 Wis 12 Chr 3
Skills: Listen +8, Spot +8
Feats: Ability Focus (shock touch), Dodge, Improved Initiative, Mobility

Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 12-22 HD (Large), 23-33 HD (Huge)
Level Adjustment: +9

White and blue sparks ricochet from this golden creature, which is easily two feet taller than a man. Its eyes seem to glow with a strange, alien intelligence though that might just be a trick of the light.

A lightning golem is a golden construct about 8 feet in height. Its simple body consists of an articulated gold framework in a roughly humanoid shape that has the ability to move its arms and legs with as much as agility as a human. This skeleton-like structure is often favorably compared to a mannequin or doll that an artist might use in place of a human model.

Lightning golems are created in the same manner as other golems, but using a much more perilous ritual. It must be performed in an open area during the height of a terrible thunderstorm, and the spells cast when the storm reaches its peak. As the final spell is cast, a bolt of lightning strikes the body and brings it to life. Lightning golems are surrounded with the energies of their creation: brush discharges, arcs of electricity, and a continuous St. Elmo's fire dance around it in a rather human-like aura.

Lightning golems are barely intelligent and can understand and obey simple commands from their creators, but they cannot speak. Like other similar magically animated creations, those powerful enough to create a lightning golem often use it as a guard or ward.

COMBAT
The lightning golem moves much more quickly than other golems, and uses this speed to its advantage. When in close combat, the lightning golem lashes out with its metallic arms to release its shocking touch. If possible, it will begin combat by unleashing a powerful stroke of chain lightning.

Chain Lightning (Su): A lightning golem can unleash a chain lightning once per round. This attack functions as the spell cast by a 12th-level sorcerer (DC 15). The save DC is Constitution-based.

Shock Touch (Ex): Creatures hit by the golem's slam attack suffer an additional 2d8 points of electrical damage on a failed Fortitude save (DC 17). Characters who fail their saves may need to make saving throws for some or all of the items they are carrying. The save DC is Constitution-based.

Immunity to Magic and Psionics (Ex): A lightning golem is immune to any spell or spell-like ability that allows spell resistance, or psionics that allow power resistance. Fire attacks, as well as those that affect metal have their normal effects upon the lightning golem.


CONSTRUCTION
A lightning golem's body is sculpted from 2,000 pounds of pure gold. Assembling the body requires a DC 18 Craft (sculpting) check or a DC 18 Craft (armorsmithing) check.

CL 18th; Craft Construct, chain lightning, geas/quest, permanency, wish, caster must be at least 18th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.

Originally found in Monstrous Compendium MC11 - Forgotten Realms Appendix II (1991, David "Zeb" Cook).
 
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BOZ

Creature Cataloguer
Golden Ammonite

Golden Ammonite
Large Magical Beast (Aquatic)
HD: 8d10+40 (84 hp)
Initiative: +2
Speed: Swim 5 ft (1 square)
AC: 18 (-1 size, -2 Dex, +11 natural), touch 7, flat-footed 18
Base Attack/Grapple: +8/+14
Attack: Tentacle +9 melee (1d4+2)
Full Attack: 10 tentacles +9 melee (1d4+2)
Space/Reach: 10 ft/10 ft (15 ft with tentacle)
Special Attacks: Constrict 1d4+2, improved grab, lightball
Special Qualities: Damage reduction 5/slashing or piercing, immunities, resistance to cold 15, spell resistance 29, tremorsense, withdraw
Saves: Fort +11 Ref +5 Will +1
Abilities: Str 14 Dex 8 Con 20 Int 4 Wis 8 Chr 6
Skills: Hide +1, Listen +2, Search +1, Swim +10
Feats: Alertness, Improved Initiative

Environment: Cold or temperate aquatic
Organization: Solitary or clutch (1-3)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 9-12 HD (Large), 13-16 HD (Huge)
Level Adjustment: ---

This impressive golden coil-shelled mollusk creeps along the ocean floor. Its many long dark brown spotted tentacles grasp for anything it can reach.

The legendary golden ammonite is a deep-ocean dwelling octopoid mollusk that lives in a great, golden, coiled shell. The ammonite's soft body and ten long tentacles are dark brown with black spots. These twelve-foot long tentacles allow the monster to drag itself across the ocean floor as well as protect itself. Projecting just beyond the rim of the shell are two very nearsighted, fist-sized, multifaceted eyes, one on either side of the creature's body.

Golden ammonites are adapted to the crushing depths and the deepest, darkest, coldest marine trenches below 1,000 feet in depth. They live in dangerous regions, where all but the most savage and ghastly monsters fear to tread. Most monsters shun golden ammonites, although Eyes of the Deep will occasionally be found living near or working with them. The ammonites spend their days grazing for food, debris, and minerals on the sea floor. The life cycles of these creatures are difficult to calculate, as no young have ever been spotted and their shells have never been found abandoned, but it is estimated that they may live for hundreds or thousands of years.

The golden ammonites do not speak or make any sort of audio communication. Sages speculate that they must have a language based on touch, sound waves, tentacle sign language, or some other method, but there is no proof of such a thing.

COMBAT
Golden ammonites are scavengers, not hunters. They are not particularly hostile, but do protect their territory aggressively. They discourage approach by launching a lightball attack at any creature that approaches within 90 feet of the ammonite, targeting the largest creature in a group first. The ammonite’s eyes rotate independently, allowing it to see and target a creature in any direction if it has a line of sight. These eyes can only see light up to 30 feet away, but ammonites are able to detect heat and very bright light sources up to 120 feet away. These eyes are easily blinded with light spells, but the creature’s ability to sense its environment makes up for any lack of sight.

The ammonite is just as likely to fight an opponent, as it is to crawl into its shell and hide. It will grapple any beings that get to close, and can lash out with all ten tentacles at the same time. The ammonite will constrict until its foe is dead, or the ammonite has been slain or driven back into its shell. An opponent can make sunder attempts against a golden ammonite’s tentacles or eyes as if they were weapons. A golden ammonite’s tentacles have 10 hit points, and its eyes have 1 hit point each. If an ammonite is currently grappling a target with one tentacle, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing an ammonite’s tentacle deals 5 points of damage to the ammonite. An ammonite usually withdraws into its shell if it loses four tentacles or either of its eyes, and will hide in its shell until it regrows all missing parts. A golden ammonite regrows severed tentacles in 1d10+10 days and regrows its eyes completely in 4d6 hours.

Constrict (Ex): A golden ammonite deals automatic tentacle damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a golden ammonite must hit with one or more tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Lightball (Su): Twice per round, once from each eye independently, a golden ammonite can launch a small globe of magical light, one foot in diameter at its chosen targets. The maximum range of this attack is 90 feet. Victims must succeed at a Reflex save (DC 19) or be struck in the face by the magically guided missile. Any creature hit by this attack is affected as if it were the target of a permanent daylight spell, and is instantly blinded if it has eyes. The save DC is Constitution-based.

The daylight effect can be removed by dispel magic or limited wish. A victim becomes permanently blinded if the effect persists for more than 12 minutes, but magical cures for blindness work normally, as would heal or wish.

Immunities (Ex): A golden ammonite's alien thought processes render it immune to all magical and psionic mind-influencing effects, detections, and illusions.

Tremorsense (Ex): The golden ammonite's fantastically pressure sensitive skin allows it to detect any motion on the ocean floor as well as the vibrations of sound within 600 feet of it instantly.

Withdraw (Ex): A golden ammonite can crawl back into its shell and seal the shell up, to protect itself from attack. This is a move equivalent action, and provokes an attack of opportunity. When sealed up in its shell, the ammonite’s natural armor class increases by +6. In this state, the ammonite is not subject to critical hits or flanking.

Note that any successful physical attack on a withdrawn golden ammonite strikes its shell first. The shell takes half of all damage sustained by the ammonite, and the ammonite itself takes the other half. If the ammonite survives the encounter, its shell will be repaired naturally at a rate of 3d4 hit points per full month.

Skills: A golden ammonite has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


THE AMMONITE’S GOLDEN SHELL

The golden ammonite's shell is composed of pure solid gold, extracted from the sludgy silt of the ocean floor. Somehow, the ammonite deposits the gold on the coiled wonder that the beast is known for. Each shell is six to eight feet in diameter, and weighs between 1,200 and 1,800 pounds. Average shells are worth between 50,000 to 80,000 gp among surface dwellers, and the most rare and beautiful of specimens can fetch a price of up to 150,000 gp, if a buyer can afford it. Some undersea races consider these shells priceless. Damage to the shell causes a marked decrease in value (-1,000 gp to overall value per hit point of damage, unless the ammonite is allowed to repair the shell), to a minimum of 15,000 gp for the smashed up pieces of a totally wrecked shell.

Originally found in Dragon Magazine #48 (“Dragon’s Bestiary,” April 1981, Roger E. Moore), Monstrous Compendium MC11 - Forgotten Realms Appendix II (1991), and Monstrous Compendium Annual Four (1998).

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BOZ

Creature Cataloguer
Bichir

Bichir
Large Magical Beast (Aquatic)
Hit Dice: 5d10+5 (32 hp)
Initiative: +1
Speed: 15 ft (3 squares), swim 40 ft
AC: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +5/+12
Attack: Bite +7 melee (3d4+4)
Full Attack: Bite +7 melee (3d4+4)
Space/Reach: 10 ft/5 ft
Special Attacks: Entangle
Special Qualities: Amphibious, darkvision 60 ft, keen scent, low-light vision, spell resistance 17, tremorsense
Saves: Fort +5 Ref +5 Will +2
Abilities: Str 17 Dex 13 Con 13 Int 2 Wis 12 Chr 2
Skills: Hide +4*, Listen +3, Move Silently +4, Spot +5*, Swim +11
Feats: Alertness, Stealthy

Environment: Any marsh
Organization: Solitary or school (1-4)
Challenge Rating: 04
Treasure: Standard
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: ---

This creature looks like a fish, longer than a human is tall. It has a ridge of fins running down its back, ending in a broad fan-shaped tail. The coloration of its scaly skin makes it hard to pick out in the mud of the swamp. Its face is oddly human-like.

The bichir is an amphibious fish that has the ability to move on land. The bichir, also known as the giant lungfish, has much in common with sharks and more common types of lungfish. The bichir is often mistaken for a swamp lizard or eel, and is falsely called a “marsh lizard,” due to the way it looks when it stands immobile with its head raised when smelling for food. The favorite food of the highly carnivorous bichir is lizardfolk flesh, and they also enjoy a wide variety of worms, frogs, fish, and insects, and any other creature of up to Large size.

This fish has a thick body, usually ranging from 9 to 12 feet long. Its scales come with a natural camouflage pattern of alternating bands of brown (or tan) and cream color, darkening to black and white mottling on the head. Their strong jaws are set with a row of sharp white teeth. Their broad, flat heads have a vaguely humanlike face, with black, pupil-less eyes. Their hide feels smooth to the touch, despite being covered in small scales.

Bichir can live on land or in water with equal ease. On land, they use their strong, fan-shaped pectoral fins for locomotion, the same way that seals use their flippers. In water they move about with broad strokes from their wide tailfins, wriggling through water like an eel.

Bichirs cannot speak and have no language skills, but communicate by an unusual open-mouthed panting noise that can be heard for great distances. This sound may be the creature’s mating call, or it could be used to attract prey.


COMBAT
A bichir hunting on land stalks prey much like a snake, freezing occasionally to sniff the air, then striking quickly when it gets its chance. It lunges forward to snap with its powerful jaws and teeth. If confronted with prey it cannot overcome, or if it has a difficult time slaying its victim, the bichir will use its entangle ability. Despite its own natural spell resistance, the bichir fears magic and will seek to flee from a magic wielding enemy, if it cannot ambush or immobilize such a foe.

Entangle (Sp): The bichir can use this ability six times per day. This effect has a range of 180 feet; otherwise it functions exactly as the spell as cast by a 4th-level druid (DC 13). The save DC is Wisdom-based.

Amphibious (Ex): Bichirs can breathe both air and water, although they rarely travel more than a few feet from the water’s edge. They have both gills and a lung-like swim bladder, and must come to the surface and gulp air at least once every minute to survive. When on land, they must keep their skins moist and so never stray very far from water.

Keen Scent (Ex): A bichir can notice creatures by scent in the water in a 60–foot radius. On land, this sense is even keener, and the radius increases to 270 feet.

Tremorsense (Ex): A submerged bichir can automatically sense the location of anything moving in the water within half a mile.

Skills: The bichir receives a +8 racial bonus to Hide checks in any marsh. Its sensitive eyes are adapted to underwater vision and provide it with a +8 racial bonus to Spot checks when in relatively clear water.

A bichir has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


BICHIR YOUNG

Bichirs breed when their swamp floods seasonally, and they will travel far to seek each other out. Bichir young are usually born 1-3 at a time, six months after mating. These newt-like creatures have 2-3 HD, +2 natural armor, land speed of 10 feet and swim speed of 30 feet. Their bite does 1d4 damage, they have full spell resistance, and they can use their entangle ability 3 times per day. Bichir young do not hunt.


Originally found in Dragon Magazine #89 (“Creature Catalog”, September 1984, Ed Greenwood), and Monstrous Compendium MC3 – Forgotten Realms (1989).
 
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BOZ

Creature Cataloguer
Caiveh

Caiveh
Medium Humanoid (Caiveh)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 50 ft (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Attack: Claw +2 melee (1d4+1); or falchion +2 melee (2d4+1)
Full Attack: 2 claws +2 melee (1d4+1); or falchion +2 melee (2d4+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Battle frenzy
Special Qualities: Scent
Saves: Fort +1 Ref +5 Will +0
Abilities: Str 13 Dex 15 Con 12 Int 11 Wis 10 Chr 9
Skills: Climb +11, Hide +4*, Listen +3, Move Silently +5*, Spot +4
Feats: Alertness

Environment: Warm forest or mountains
Organization: Solitary, family (5-9), or pride (8-32)
Challenge Rating: 01
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +1

This tall humanoid has a bushy mane like a lion’s, and its body is covered in thick fur. Its claws are notably sharp. It wears no armor, but carries a sword at its side.

Caivehs are leonine humanoids that live in tropical regions. They resemble humans with strongly feline features, and other cultures often know them as “lion men”. Their bodies are nearly covered in fur half an inch in length, and males have a thick mane.

Caiveh society is egalitarian, though family life is strongly skewed in favor of the males. A male will typically dominate his family, and often has three or more mates and several cubs. Caiveh often hire themselves out as mercenaries to local human armies. In such a military unit, the caiveh will use appropriate human weapons and equipment.

Caivehs stand 7 feet tall and weigh around 275 pounds.

Caivehs speak Common with a low, growling sound. They also often learn the languages of those around them, such as Elven or Sylvan.

COMBAT
Caivehs are stealthy and well-disciplined fighters that know how to use their natural environment to their advantage. They work well within a group, even if they are cooperating with other races. Caiveh warriors are typically armed with a falchion, hand axe, or trident. About 10% of all caivehs have the ability to go into a battle frenzy, but avoid using this ability as they become uncontrollably berserk.

Battle Frenzy (Ex): Some caivehs can be worked into a battle frenzy similar to the barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus to Will saves, -2 AC penalty). If a caiveh is cornered by hostile foes, assaulted by psionics, captured and taunted, or placed in a similarly stressful situation, he must roll a Will save (DC 15) or fly into a frenzy. This frenzy lasts for 6 rounds, and the caiveh cannot end it prematurely. If the caiveh is an actual barbarian, this ability functions in addition to his normal rage ability. A raging caiveh will disregard his weapons, using only his claws to attack.

Skills: A caiveh receives a +8 racial bonus to Climb checks. *A caiveh receives a +8 racial bonus to Hide and Move Silently checks when in warm forest or mountain regions.


CAIVEHS AS CHARACTERS

A caiveh's favored class is barbarian, and caiveh leaders tend to be barbarians or barbarian/rangers. Caiveh clerics can choose two of the following domains: Animal, Good, and Strength.

Caiveh characters possess the following racial traits.

- +2 Strength, +4 Dexterity, +2 Constitution, -2 Charisma.
- Medium size.
- A caiveh's base land speed is 50 feet.
- Racial Hit Dice: A caiveh begins begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
- Racial Skills: A caiveh's humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently and Spot. Caiveh receive a +8 racial bonus to Climb checks. *A caiveh receives a +8 racial bonus to Hide and Move Silently checks when in warm forest or mountain regions.
- Racial Feats: A caiveh's humanoid levels give it one feat.
- +2 natural armor bonus.
- Natural Weapons: 2 claws (1d4).
- Special Attacks (see above): Battle Frenzy.
- Special Qualities (see above): Scent.
- Automatic Languages: Common. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Sylvan.
- Favored Class: Barbarian.
- Level Adjustment +1.

Originally found in Dragon Magazine #141 ("The Dragon's Bestiary," January 1989, Gregg Sharp).
 
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BOZ

Creature Cataloguer
Hive Mother

Beholder-Kin, Hive Mother
Huge Aberration
Hit Dice: 20d8+120 (204 hp)
Initiative: +6
Speed: 5 ft (1 square), fly 20 ft (perfect)
Armor Class: 30 (-2 size, +2 Dex, +20 natural), touch 10, flat-footed 28
Base Attack/Grapple: +15/+19
Attack: Eye rays +16 ranged touch and bite +8 melee (2d4/19-20/x2)
Full Attack: Eye rays +16 ranged touch and bite +8 melee (2d4/19-20/x2)
Space/Reach: 15 ft/10 ft
Special Attacks: Eye rays, improved grab, swallow whole
Special Qualities: All-around vision, antimagic cone, control brood, darkvision 60 ft, flight, spawn abomination, spell resistance 12
Saves: Fort +14, Ref +8, Will +17
Abilities: Str 10, Dex 14, Con 22, Int 26, Wis 17, Cha 23
Skills: Bluff +28, Diplomacy +23, Hide +17, Intimidate +30, Knowledge (arcana) +29, Knowledge (any two) +25, Listen +26, Search +27, Sense Motive +24, Spot +26, Survival +22 (+2 following tracks)
Feats: Alertness (B), Flyby attack, Great Fortitude, Improved Critical (bite), Improved Initiative, Iron Will, Persuasive, Weapon Focus (eye rays)

Environment: Any land and underground
Organization: Solitary, cluster (hive mother plus 1d3 beholders, or 1d6 orbi), or brood (hive mother plus 4-9 beholders or 3d6 examiners, directors, lensmen, overseers, or watchers)
Challenge Rating: 18
Treasure: Double standard
Alignment: Always lawful evil
Advancement: 21-40 HD (Huge); 41-60 HD (Gargantuan)
Level Adjustment: ---

A bulbous orb, more than twice as wide as a human is tall, floats in the air before you. A central, unblinking eye dominates its body, and under the eye is a large maw filled with dagger-like teeth. Slits in the flesh of its body blink open, revealing additional, smaller eyes. The power of the creature is palpable.

Hive mothers are referred to as the Ultimate eye tyrants, or simply “The Ultimate.” Each is the supreme ruler of an individual beholder “kingdom.” Whether they are the ancestors of common beholders, the next step in their evolution, a magical mutation, or a separate species altogether is a complete mystery. A nesting hive mother has the ability to create a whole community of vile beholder-spawn. The hive mother rules its hive with a ruthless efficiency.

A hive mother is an orb twice the size of a typical beholder (16 feet wide). Unlike the normal beholder, a hive mother has no eyestalks. Its magical eyes are protected by hooded-lids in the flesh of its body.

COMBAT
Hive mothers usually let their servitor creatures do the fighting for them. They rarely fight for themselves, but when they do, they fight in a similar manner to standard beholders. If a hive mother is destroyed, the beholders and beholder-kin of its brood will turn on each other, or seek their own lairs.

Eye Rays (Su): An hive mother's eye rays function in exactly the same manner as those of standard beholders (see Monster Manual, p 25-26). Each of a hive mother’s ten eye rays resembles a spell cast by a 20th-level caster. Each eye ray has a range of 150 feet and a save DC of 26. The save DCs are Charisma-based.

Improved Grab (Ex): To use this ability, a hive mother must hit a Medium or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the opponent in the following round.

Swallow Whole (Ex): A hive mother can try to swallow a grabbed opponent of Medium or smaller size by making a successful grapple check. The swallowed creature takes 4d4 points of crushing damage plus 4 points of acid damage per round from the hive mother’s gizzard.

A swallowed creature can climb out of the gullet with a successful grapple check. This returns it to the hive mother’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the hive mother’s gut (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

The hive mother’s interior can hold 1 Medium, 4 Small, or 16 Tiny or smaller creatures.

Antimagic Cone (Su): A hive mother's central eye continually produces a 150-foot cone of antimagic. This functions just like antimagic field (caster level 20th). All magical and supernatural powers and effects within the cone are suppressed - even the hive mother's own eye rays. Once each round, during its turn, the hive mother decides whether the antimagic cone is active or not (the hive mother deactivates the cone by shutting its central eye).

All-Around Vision (Ex): Hive mothers are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can't be flanked.

Control Brood (Su): All of the beholders and beholder-kin spawned by a hive mother are under her direct control, and she communicates with them telepathically at a range of 10 miles.

Flight (Ex): A hive mother's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

Spawn Abomination (Su): A hive mother has the ability to reproduce asexually, generating one beholder or one abomination beholder-kin per week. These abominations include directors, examiners, lensmen, overseers, and watchers.

Originally found in the Spelljammer: Adventures in Space boxed set (1989), and the Monstrous Manual (1993).
 
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BOZ

Creature Cataloguer
Inquisitor

Inquisitor
Medium Undead
Hit Dice: 6d12 (39 hp)
Initiative: +4
Speed: 30 ft (6 squares)
Armor Class: 16 (-1 Dex, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +3/+9
Attack: Whip +10 melee (1d4+6) or claw +9 melee (1d6+6 and disease)
Full Attack: Whip +10 melee (1d4+6) and claw +4 melee (1d6+3 and disease)
Space/Reach: 5 ft/5 ft
Special Attacks: Frightful presence, paralyzing gaze, disease, torture
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft, undead traits
Saves: Fort +2 Ref +1 Will +8
Abilities: Str 22 Dex 8 Con --- Int 14 Wis 16 Cha 18
Skills: Bluff +13, Diplomacy +11, Heal +8, Hide +4, Intimidate +17, Move Silently +4, Search +10, Sense Motive +9
Feats: Improved Initiative, Persuasive, Weapon focus (Whip)

Environment: Any underground
Organization: Solitary
Challenge Rating: 05
Treasure: 50% coins, standard goods, 50% items
Alignment: Always lawful evil
Advancement: 7-18 HD (Medium)
Level Adjustment: ---

This creature appears to be a shambling, animated corpse. Most of its flesh has rotted away, hideously exposing tendons and yellowing bones. Under its black hood, a foul smelling fluid drips from its eyes and mouth. It wears only ragged pants and shoes, and carries a whip in one hand. Its hands are charred black, and its crusty yellow nails poke menacingly from its fingers.

Inquisitors are powerful undead horrors, ancient experts in torture created by evil wizards as the ultimate in sheer terror. Most inquisitors were created hundreds, if not thousands of years ago and are cursed to exist on causing pain for eternity. Many of these creatures are imprisoned by more powerful beings, and forced to work their art to extract information from prisoners. Those that have no master simply practice their techniques on any available victim. An inquisitor denied the opportunity to torment a victim for too long starts to painfully waste away into nothingness.

These ghastly monsters make lairs in dungeons, caves, or even dark places underneath towns or in the wilderness where they keep their torture chambers in secret. This lair is filled with a variety of devices, such as iron maidens, racks, thumbscrews, vices, clamps, and even more exotic devices that the creature has devised of its own accord. Though no bribe can keep an inquisitor from exacting its torture, the monster often keeps items offered to it for its own personal hoard. It uses this treasure to buy new torture devices, or purchase captives from creatures like orcs or kobolds. It only leaves its home to search for new victims, and a well-stocked inquisitor may not leave its torture chamber for years.

An inquisitor speaks Common and may know several other languages, as per its region.

COMBAT
An inquisitor lives for torture, and when in need of more victims, it will seek them out and capture them. In combat, the creature attempts to paralyze as many humanoids with its gaze attack as it can, then it begins to attack in melee with its whip and nails. When it successfully manages to incapacitate a victim, it will return to its lair, chain and shackle the victim to a table, and begin its torture with glee.

Frightful Presence (Ex): An inquisitor is so horrifying in appearance, and its reputation is so renowned that it can inspire terror in all who see it. Affected creatures must succeed at a Will save (DC 17) or become frightened for 1d6 rounds. The save DC is Charisma-based.

Paralyzing Gaze (Su): Paralysis for 1d4 hours, 30 feet, Will DC 17 negates. This attack can be used as a free action, once per round. Once a victim makes a successful saving throw, it is thereafter immune to the gaze. The save DC is Charisma-based.

Lingering Torment (Su): Supernatural disease - claw, Fortitude DC 17, incubation period 1 day; damage 1 Con and 1 Str. The save DC is Charisma-based.

Unlike normal diseases, lingering torment continues until the victim reaches Strength 0 or Constitution 0 (and dies) or is cured as described below.

Lingering torment is an unnatural wasting disease. Only a cure disease spell may remove it from the creature. Nothing, including natural healing, may restore ability damage until this spell is cast. At that point, the ability damage can be restored in the same way as temporary ability damage.

An afflicted creature that dies of lingering torment wastes away into a shriveled husk, its expression forever locked in a grimace of unspeakable agony.

Torture (Ex): The inquisitor's torture techniques are designed to cause considerable pain and disfigurement, and eventually death. After every day the inquisitor spends torturing a victim, the victim must make a Will save (DC 17) or suffer 1d3 points of Charisma damage. A creature reduced to Charisma 0 by an inquisitor dies. If a victim is freed from an inquisitor, the Charisma damage must be restored within 24 hours or half of the Charisma damage becomes permanent.

Originally found in Monstrous Compendium MC11 - Forgotten Realms Appendix II (1991, David “Zeb” Cook), and Monstrous Compendium Annual Four (1998).
 
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Creature Cataloguer
Skuz

Skuz
Medium Undead
Hit Dice: 11d12 (71 hp)
Initiative: +6
Speed: 5 ft (1 square), swim 40 ft
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: +5/+15
Attack: Slam +12 melee (1d8+6 plus energy drain)
Full Attack: 2 slams +12 melee (1d8+6 plus energy drain)
Space/Reach: 5 ft/5 ft
Special Attacks: Create spawn, energy drain, spell-like abilities
Special Qualities: Amorphous, blindsight 60 ft, change shape, damage reduction 10/magic and bludgeoning, fluid form, immunities, immunity to fire, spell resistance 16, turn resistance +2, undead traits, unnatural aura, vulnerabilities
Saves: Fort +3, Ref +5, Will +10
Abilities: Str 22, Dex 14, Con ---, Int 16, Wis 16, Cha 14
Skills: Bluff +17, Concentration +13, Diplomacy +4, Disguise +15 (+17 acting), Hide +9, Intimidate +16, Listen +14, Move Silently +10, Search +7, Spot +14, Swim +24
Feats: Alertness, Dodge, Improved Grapple (B), Improved Initiative, Weapon Focus (slam)

Environment: Warm and temperate aquatic
Organization: Solitary or pack (2-6)
Challenge Rating: 10
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 12-22 HD (Medium); 23-33 HD (Large)
Level Adjustment: ---

What at first appeared to be a slimy green coating of algae, rises up from the water as a rough, formless mass of green goo. It is about the size and shape of a human, but truly horrific in appearance.

The skuz is a powerful form of undead creature that haunts stagnant ponds and lakes. They prefer to lair near civilizations, where unaware folk are likely to keep coming back to their waters. They dislike cold water, as ice hampers their movement. Unlike many of the powerful undead, skuz are able to operate in both daylight and darkness. Beings who seek to protect the wilderness, such as swanmays, centaurs, and rangers, hunt the skuz mercilessly.

Skuz are primarily solitary, but will work together in larger bodies of water where it is not too crowded. Spawn are not obligated to remain with their creator, but often do so just to increase the hunting capability of the skuzs in the area. However, if a pond or lake becomes too crowded, some opt to leave, crawling to another body of water. Skuz keep the treasure of their kills in a horde at the bottom of their lake, as trophies for the one that has killed the most victims.

Skuz have a highly mutable form, but are usually between 4 to 7 feet tall and weigh X pounds.

COMBAT
Skuz prefer to lure their victims into the water before attacking, where they have a distinct advantage over land-bound opponents. A skuz will typically shape its mass to appear as a drowning humanoid, most often a human child, using this tactic to lure anything foolish enough to come near its territory to its death. A skuz attacks by lashing out with a slimy pseudopod formed from its slimy, semi-liquid body. When a humanoid victim is sufficiently weakened in this way, the skuz pulls it into the water and attempts to drown it.

Skuz do not leave their pond or lake if turned by a cleric, but they do attempt to avoid him.

A skuz’s natural weapons, as well as any weapons it wields, are treated as magic weapons for the purpose of overcoming damage reduction.

Create Spawn (Su): Any humanoid drowned by a skuz becomes a skuz in 1d4 rounds. Humanoids who are killed by a skuz, but not drowned, do not become skuz. Spawn do not possess any of the abilities they had in life.

Energy Drain (Su): Living creatures hit by a skuz's slam attack receive one negative level. The DC is 17 for the Fortitude save to remove a negative level. The save DC is Charisma-based.

Spell-like abilities: 2/day – animate dead, suggestion, and transmute rock to mud. These abilities are as the spells cast by an 11th-level sorcerer (save DC 12 + spell level).

Amorphous (Ex): A skuz is not subject to critical hits. It cannot be flanked.

Blindsight (Ex): A skuz’ entire body is a primitive sensory organ that can ascertain prey by vibration within 60 feet.

Change Shape (Su): A skuz is able to manipulate its slimy body at will, allowing it to assume the shape of any creature of its size category or smaller. A skuz can remain in one form until it chooses to assume a new one. A change in form cannot be dispelled, but a skuz reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Fluid Form (Ex): Due to its semi-liquid body, the skuz is vulnerable to effects that would affect a creature with the water subtype.

Immunities: Skuz are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a skuz at a distance of 20 feet, even from within a body of water. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Skills: A skuz has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Originally found in Monstrous Compendium MC11 - Forgotten Realms Appendix II (1991, David “Zeb” Cook).
 
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BOZ

Creature Cataloguer
Ulitharid

Ulitharid (Noble Illithid)
Medium Aberration
Hit Dice: 11d8+33 (82 hp)
Initiative: +7
Speed: 30 ft (6 squares)
Armor Class: 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
Base Attack/Grapple: +8/+11
Full Attack: Tentacles +10 melee (1d4+3)
Attack: 6 tentacles +10 melee (1d4+3)
Space/Reach: 5 ft/10 ft
Special Attacks: Mind blast, psionics, improved grab, extract
Special Qualities: Recover, spell resistance 30, telepathy 100 ft
Saves: Fort +6 Ref +6 Will +14
Abilities: Str 16 Dex 16 Con 17 Int 22 Wis 20 Cha 25
Skills: Bluff +20, Concentration +15, Diplomacy +19, Disguise +7 (+9 acting), Hide +13, Intimidate +21, Knowledge (any two) +18, Listen +16, Move Silently +13, Sense Motive +10, Spot +16
Feats: Alertness (B), Combat Casting, Improved Initiative, Iron Will, Lightning Reflexes

Environment: Underground
Organization: Solitary or sect (1-2 plus 6-10 mind flayers)
Challenge Rating: 10
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +7

This strange humanoid-shaped being stands somewhat taller than a human. It wears a robe of fine silk and a high-crowned headress. Its flesh is rubbery and dark greenish-mauve, glistening with slime. The creature's head bears six-tentacles surrounding a maw of jagged, saw-like teeth, made all the more horrible by a pair of bloated white eyes.

Ulitharids are a noble class of mind flayer, superior to normal illithids. They are the favored children of the elder brain and are given free reign over normal mind flayers and thrall creatures. They spend twice as much time as tadpoles, but they have twice the lifespan of normal mind flayers. Ulitharids serve their communities as the elder brain's caretakers, as well as diplomats and leaders for small groups of illithids.

Ulitharids have a very similar appearance to common mind flayers, but are much taller and more physically powerful. Their slimy skin is darker but otherwise the same as other illithids. These superior illithids have six tentacles instead of four. They wear the same sort of robes as other mind flayers, but many also wear fancy headpieces to accentuate their importance.

A ulitharid stands over 7 feet tall and weighs about 250 pounds.

Ulitharids understand many different languages, but prefer to communicate telepathically as their mouths are not meant for speech.

COMBAT
Ulitharids tend to fight in the same way as other mind flayers. They take charge and act as leaders when in a mixed group with normal illithids.

Mind Blast (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 22 Will save or be feebleminded (as the spell) for 3d4 rounds. Ulitharids often hunt using this power and then drag off one or two of their feebleminded victims to feed upon. The save DC is Charisma-based. This ability is the equivalent of a 5th-level spell.

Psionics (Sp): At will - astral projection, charm monster (DC 21), detect thoughts (DC 19), eyebite (DC 23), legend lore, levitate, modify memory (DC 21), plane shift, suggestion (DC 20), telekinesis (DC 22), teleport, true seeing. Effective caster level 10th. The save DCs are Charisma-based.

or, Psionics Handbook style:

Psionics (Sp): At will - astral projection, body equilibrium, control body, demoralize, detect thoughts, domination, intrusive sense link (taste only), levitate, probability travel, suggestion, tailor memory, and teleport. These abilities are as the powers manifested by a 10th-level psion.
Attack/Defense Modes (Sp): At will - ego whip, id insinuation, mind blast/all.

Improved Grab (Ex): To use this ability, the ulitharid must hit a Small, Medium, or Large creature with its tentacle attack. It can attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's head. An ulitharid can grab a Huge or larger creature, but only if it can somehow reach the foe's head.

If a ulitharid begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the ulitharid gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.

Extract (Ex): A ulitharid that begins its turn with at least three tentacles attached and that makes a successful grapple check automatically extracts the opponent's brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras.

Recover (Su): A ulitharid can heal up to 25 hit points of its own wounds each day, and it can spread this healing out among several uses. This is a full-round action and requires concentration.

Originally found in Dungeon Magazine #24 (“Thunder Under Needlespire,” Jul/Aug 1990, James Jacobs), and Monstrous Compendium Annual One (1994).
 
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Creature Cataloguer
Uldra

Uldra
Small Humanoid (Uldra)
Hit Dice: 1d8+2 (6 hp)
Initiative: +1
Speed: 20 ft (4 squares)
Armor Class: 15 (+1 size, +1 Dex, +2 leather armor, +1 light wooden shield), touch 12, flat-footed 14
Base Attack/Grapple: +1/-3
Attack: Longsword +2 melee (1d8/19-20/x2) or shortbow +2 ranged (1d6/x3)
Full Attacks: Longsword +2 melee (1d8/19-20/x2) or shortbow +2 ranged (1d6/x3)
Space/Reach: 5 ft/5 ft
Special Attacks: None
Special Qualities: Uldra traits
Saves: Fort +2 Ref +1 Will -1
Abilities: Str 10 Dex 13 Con 15 Int 12 Wis 8 Cha 7
Skills: Craft (carpentry) +3, Craft (gemcutting) +3, Hide +6, Knowledge (nature) +4, Listen +4, Profession (miner) +2, Spot +2
Feats: Weapon Focus (longsword)

Environment: Cold desert and underground
Organization: Solitary, pair, troop (3-40, plus 1 2nd-level ranger), clan (30-400 plus 1 4th-level ranger lieutenant and 1 6th-level ranger-chief per 50 uldras; plus 1 4th-level druid per 100 uldras; plus 1 4th-level ranger, 1 4th-level druid, 1 7th-level druid, and 1 7th-level ranger per 200 uldras; plus 2-12 rangers of 2nd-5th level, 2-8 druids of 2nd-4th level, and 50% noncombatant females and young, and animal guardians (equal chance of 5-30 giant badgers, 2-8 brown bears, or 5-20 wolves) per clan)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually lawful good
Advancement: By character class
Level Adjustment: +0

This short humanoid is slightly taller than half as high as a human. Its complexion is whitish-yellow and fairly colorless. It has grayish hair and a short, full beard, and its dull gray eyes are surprisingly cheery. Its eyes are slightly pointed, and it has a large nose. It wears a simple tunic over leather armor, with a colorful conical hat, and pointed boots.

Uldras are a nature-loving race of small humanoids. Uldras are in the same family tree as gnomes and dwarves, but are a completely separate race. The physical resemblance as well as similarities in attitudes definitely reminds one of the uldra's brother races, but the uldra have a completely different way of going about things than the other demihumans. Uldras are about midway in size between dwarves and gnomes. They have large noses and full beards like their cousins, but their ears are significantly pointier, much like an elf's. Uldras average about 3 ½ - 4 feet tall and weigh between 100 and 120 pounds.

Uldras share many aspects of their gnomish and dwarven cousins, though they are a bit more cheerful than dwarves, and a bit less cheerful than gnomes. Uldras enjoy eating, drinking, and telling stories around campfires with new friends. Uldras are on friendly terms with both dwarves and gnomes, who they view as their brothers. Although uldras generally view elves with neutrality or even apathy, they tend to associate well with elves once the ice is broken, especially since both races share the same love of nature. Uldras are highly courageous, and never forget their friends or foes, immortalizing them in story and song.

Uldras speak their own language, Uldric, and often learn the languages of their brother races as well as the languages of the wilderness races. Those who travel away from their homes often also known the Common tongue and may learn Draconic, the language of their enemies the kobolds.

Most uldras encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.

COMBAT
Uldras are typically armored with leather armor and a shield, and some may utilize magic items that improve their defenses. Uldras are usually armed with longswords and shortbows, but sometimes carry other weapons such as light crossbows, spears, axes, picks, maces, and hammers. Uldras know the best way to set up defenses for their homes, and anyone invading an uldra clan will be in for a surprise.

• Uldra Traits (Ex): Uldras possess the following racial traits.
+2 Constitution, +2 Dexterity, -2 Charisma
• Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
• An uldra’s base land speed is 20 feet.
• Darkvision out to 120 feet.
• Stonecunning: This ability grants an uldra a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. An uldra who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and an uldra can use the Search skill to find stonework traps as a rogue can. An uldra can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Uldras have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
• +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
• +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
• +2 racial bonus on Craft checks that are related to gemcutting or carpentry and Profession checks related to mining.
• An uldra can always automatically identify plants, animals, and pure water.
• Arctic Adaptation: An uldra does not need to make Fortitude saves to avoid taking nonlethal damage in conditions between 40 degrees and -20 degrees. In conditions of extreme cold (below -20 degrees) he must make Fortitude saves like any other creature, but gain a +4 racial bonus on this save.
• Wild Empathy: This power works like the druid’s wild empathy class feature, except that the uldra has a +2 racial bonus on the check. If the uldra has wild empathy as a class feature, this bonus stacks with that ability.
• Trackless Step: An uldra leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
• Speak with animals as the spell, three times per day, duration 1 minute. An uldra with a Charisma score of at least 10 can also use this ability on magical beasts.
• +2 racial bonus on Listen checks.
• Automatic Languages: Common, Uldric. Bonus Languages: Draconic, Dwarf, Elf, Gnome, Sylvan.
• Favored Class: Ranger

The uldra warrior presented here had the following ability scores before racial adjustments: Str 10 Dex 11 Con 13 Int 12 Wis 8 Cha 9.

ULDRA SOCIETY
Uldras dwell in icy dungeons or any hospitable land in tundra regions. They are closely related to both dwarves and gnomes, and have developed a great love for all things in nature. In particular, uldras have a strong love and empathy for wild animals. Uldra society consists of clans very similar to those of dwarves and gnomes. The typical uldric lair is always an underground complex, mined by the uldras through ice or solid rock.

Uldras support their love for precious metals and gems by mining and gemcutting. Though not especially well known for it, they are also good woodworkers.

The chief deity of the uldras is Aslak, the wise old god who taught them their love of nature. Most uldra spellcasters are druids.

VITAL STATISTICS (as per page 109 in the Player's Handbook)
Adulthood: 50; Random Starting Age:
Barbarian/Ranger/Sorcerer: +6d6
Bard/Fighter/Paladin/Ranger: +8d6
Cleric/Druid/Monk/Wizard: +12d6

Aging:
Middle Age: 400; Old: 600; Venerable: 900; Maximum Age: +2d% years

Base height, man: 3'2"; woman: 3'0"; Height Modifier: +2d6
Base weight, man: 105 lbs.; woman: 80 lbs.; Weight Modifier: x (1d6) lbs.

Originally found in Dragon Magazine #119 ("The Uldra," March 1987, Calle Lindstrand).

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Creature Cataloguer
Nic'Epona

Nic'Epona
Large Outsider (Extraplanar)
Hit Dice: 7d8+21 (52 hp)
Initiative: +5
Speed: 60 ft (12 squares)
Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +7/+15
Attack: Hoof +10 melee (1d8+4) or bite +10 melee (1d4+4)
Full Attack: 2 hooves +10 melee (1d8+4) and bite +5 melee (1d4+2) or rear kick +10 melee (3d8+6)
Space/Reach: 10 ft/5 ft
Special Attacks: Stampede
Special Qualities: Color change, damage reduction 10/silver or magic, darkvision 60 ft, enchantment awareness, immunity to charms, plane shift, spell resistance 17, sure footing
Saves: Fort +8 Ref +6 Will +8
Abilities: Str 18 Dex 13 Con 17 Int 16 Wis 17 Cha 18
Skills: Diplomacy +6, Hide +11, Jump +14, Knowledge (the planes) +18, Listen +14, Move Silently +16, Search +15, Sense Motive +17, Spot +14, Survival +15 (+17 on other planes, +17 following tracks)
Feats: Improved Initiative, Power Attack, Run

Environment: Concordant Domain of the Outlands
Organization: Solitary or herd (5-50)
Challenge Rating: 07
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large); 15-28 HD (Huge)
Level Adjustment: +4

This equine creature really is a horse of a different color; its shade and tone seem to shift from red, to yellow, to green, to brown at a moment’s notice. That, and the sparkle of intelligence behind its eyes mark this as no common animal.

Nic’Epona are the wild horses of the Outlands that freely roam the planes far and wide. These graceful herbivores are also called Epona’s daughters, named after the goddess herself whom they are supposedly descended from. Nevertheless, they derive their power from Epona, and defend her realm of Tir na Og, riding out in massive herds to overwhelm any who would threaten it. They do not harass those who are welcome in the realm, and pay mortals little heed while at home, except to friends or those to whom they owe a debt of honor.

Nic’Epona are physically identical to normal horses. They can change their coloration to any color of the rainbow at will, though each one has her favorite hue and pattern. All nic’Epona are female, and are produced by the union of one of their kind with a mortal male equine creature (be it a horse, pegasus, or unicorn). Nic’Epona are very protective of their foals, and will follow a thief throughout the planes to retrieve a stolen one.

Nic’Epona away from home are very friendly, and enjoy the companionship of travelers and others. Nic’Epona delight in conversation and stories, and will offer a ride to another plane to someone who treats one well and keeps her entertained. Giving gifts to the nic’Epona certainly helps her disposition, as well as flattery and earning her trust. If a nic’Epona is properly befriended, she will come to a person’s rescue when called for - but if she is poorly treated, she is likely to leave someone in a very hostile locale.

COMBAT
Nic’Epona are surprisingly fierce in combat, biting and kicking their foes with sharp hooves that hit like a battleaxe. They will bite anyone foolish enough to approach them without permission, or kick an opponent foolish enough to stand behind them. Though a nic’Epona is immune to charms, she will prefer to let a caster believe she is under his control, if only to abandon him on some unfriendly plane.

If a nic’Epona is not doing well in combat, she will step back, charge at her foe, and plane shift right before hitting, leaving a temporary rainbow silhouette in her place.

A nic’Epona’s natural weapons are treated as magic weapons and silvered weapons for the purpose of overcoming damage reduction.

Stampede (Ex): If 20 or more nic’Epona gather together in tight ranks, they can move as one creature, much like a swarm, at 60 feet per round. A stampede fills a 60-foot space, and this space increases by 20 feet for every 10 additional nic’Epona over the minimum 20.

The stampede must maintain a forward movement of at least 30 feet per round, or break up into individual nic’Eponas at the end of its turn. It can make a maximum turn of 90 degrees, and can use 5 ft. of its movement to turn 45 degrees. The stampede cannot move backwards.

The herd must be at least 150 feet away from their nearest target to build up enough speed to form a stampede. The stampede can move through any area containing a creature of Large size or smaller. Opponents can make opportunity attacks against individual nic’Epona within the stampede, but if they do so they are not entitled to a saving throw. All targets in the area suffer 10d6 points of bludgeoning damage for every 20 nic’Epona present in the stampede (Reflex save DC 17 for half). The save DC is Strength-based.

Stampeding nic’Epona are immune to fear (magical or otherwise).

Color Change (Sp): At will, a nic’Epona may change her coloration to any color in the light spectrum. They can appear to have any sort of pattern, and can have multiple colors at once. If the nic’Epona uses this ability to create a camouflage, she gains a +6 bonus to her Hide checks.

Enchantment Awareness (Su): Nic’Epona are automatically aware of Enchantment effects affecting creatures within 20 feet, and can detect such magic being cast.

Immunity to Charms (Ex): Nic’Epona are completely immune to all sorts of magical charm spells and effects, as well as any sort of magic designed to gain their trust or coerce them into doing something.

Plane Shift (Su): A nic’Epona can plane shift, as the spell, at will. She can travel to any place in the Outer Planes that they have seen, except for realms of unfriendly deities (unless invited). The nic’Epona’s hooves glow with a faint purple fire when this power is activated, and she must be able to take a few steps for the magic to work.

Sure Footing (Su): A nic’Epona can walk on any surface, or lack thereof, including quicksand, water, or even air. So long as the nic’Epona is walking or running and remains moving, a momentary invisible walkway appears below her feet, allowing her to perform what appears to be impossible feats. A nic’Epona can even use this effect to run up vertical surfaces. So long as this power is active, a nic’Epona always succeeds at Balance and Climb checks. This effect can last up to one hour at a time (at which point it ceases to exist), during which time her hooves flare a bright blue flame. No other creature can stand on or use the causeway, and only creatures riding the nic’Epona can benefit from it.

Originally found in the Planescape Campaign Setting boxed set (1994, David “Zeb” Cook).
 
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BOZ

Creature Cataloguer
Lock Lurker

Lock Lurker
Diminutive Aberration
Hit Dice: 1d8+3 (7 hp)
Initiative: +3
Speed: 20 ft (4 squares)
Armor Class: 17 (+4 size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple: +0/---
Attack: Bite +7 melee (1d2-4)
Full Attack: Bite +7 melee (1d2-4) or sting +7 melee (2d4-4 and venom)
Space/Reach: 1 ft/0 ft
Special Attacks: Venom
Special Qualities: Darkvision 60 ft, partial etherealness, resistance to cold 10 and fire 10, tremorsense 30 ft
Saves: Fort +5 Ref +3 Will +0
Abilities: Str 2 Dex 17 Con 16 Int 6 Wis 10 Cha 8
Skills: Climb +7, Hide* +19, Listen +2, Move Silently +5, Spot +6
Feats: Weapon Finesse

Environment: Any land and underground
Organization: Solitary
Challenge Rating: 01
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Diminutive)
Level Adjustment: +4

This initially appeared to be a coin of some sort, but it is really a tiny disc-shaped creature. On each side of its body, it has a row of tiny, retractable legs with suction cups on the ends, on its underside.

The tiny lock lurker serves as a constant bane to thieves and tomb-robbers. On one edge of the coin-body is a foot-long stinger that strikes with lightning speed. This stinger is invisible when the creature is at rest, as the stinger exists mainly on the Ethereal plane, and only exists on the Material plane when striking. When visible, this tail looks like a scorpion’s tail, and though this large tail looks too heavy to be supported by the body, the weight of the creature actually counterbalances it. The lock lurker eats with a tiny mouth on its underside, which is composed of an iris of razor-sharp teeth, surrounded by the creature’s legs.

Lock lurkers receive their name from the frequency at which they are placed as guardians of treasures, set to strike unwary thieves. Assassins also make use of them, placing them under inkwells or pillows, in boots and gloves, or behind doors, where they can strike through large keyholes at someone trying to open a lock.

These creatures are usually copper or bronze colored, but on occasion may be gold or silver.

COMBAT
Lock lurkers attack with their silent stinger and bite attacks. These attacks are surprisingly powerful for a creature of this size, and can even pierce armor. Creatures of Small or smaller size hit by the stinger are stunned for 1-2 rounds. The bite is much less powerful, and cannot chew through anything tougher than leather armor. If the lock lurker loses its stinger, it will regenerate over a period of two weeks.

Venom (Su): The venom of a lock lurker’s stinger can paralyze opponents. In the round after a creature suffers a sting attack, the victim must succeed at a Fortitude save (DC 13) or be slowed, as the spell. In the next round, if the victim failed its initial saving throw, it must succeed at another Fortitude save or be paralyzed for 1d6 hours. Success on this second saving throw means the victim continues to be affected by the slow effect for one more round, then recovers fully. Successfully saving against this venom does not grant the victim immunity to subsequent stings. A lock lurker can strike up to 40 times per day before its venom is exhausted. The save DC is Constitution-based.

Partial Etherealness (Su): The stinger of the lock lurker exists wholly on the Ethereal plane. It can be materialized on the Material plane as a free action once per round, and returns to the Ethereal at the end of that round. Only creatures on the Material plane can attack the stinger, and only after the lock lurker has used a sting attack in a particular round. If the lock lurker is encountered on the Ethereal Plane, the entire creature will be visible and can be attacked. The stinger can always attack creatures on the Ethereal plane no matter where the lock lurker is.

Venom and food eaten are held in expandable body sacs on the Ethereal plane and brought to the Material plane as needed, in the same manner as the stinger.

Skills: A lock lurker receives a +4 racial bonus to Climb, Hide, Move Silently, and Spot checks. It also uses its Dexterity modifier for Climb checks. *A lock lurker receives a +6 circumstance bonus to Hide checks if it is in or near a pile of coins.

Originally found in Dragon Magazine #139 (“The Dragon’s Bestiary,” November 1988, Ed Greenwood), FRQ1 – The Haunted Halls of Eveningstar (1992), the second edition Forgotten Realms Campaign Setting (1993) and Monstrous Compendium Annual One (1994).
 
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BOZ

Creature Cataloguer
Dusanu

Dusanu
Medium Plant
Hit Dice: 9d8+18 (58 hp)
Initiative: +0
Speed: 30 ft (6 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +6/+8
Attack: Claw +9 melee (1d8+2)
Full Attack: 2 claws +9 melee (1d8+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Spore cloud, disease
Special Qualities: Damage reduction 10/slashing and magic, immunity to electricity, low-light vision, plant traits, spore sense
Saves: Fort +8, Ref +3, Will +3
Abilities: Str 14, Dex 10, Con 14, Int 10, Wis 11, Cha 10
Skills: Hide +6, Intimidate +4, Listen +7, Move Silently +8, Spot +7
Feats: Ability Focus (spore cloud), Alertness, Stealthy, Weapon Focus (claw)

Environment: Any temperate or warm land and underground
Organization: Pack (2-4)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 10-27 HD (Medium)
Level Adjustment: ---

This skeletal creature wears nothing but a tattered cloak. Its strange eyes shine with a flickering blue light. Every crevice of its yellowing, bony form is encrusted with mold, and the foul air around it reeks of wet fungus.

The dusanu, or rot fiend, is a horrifying thing that resembles an undead creature. Actually, the dusanu is comprised of a fungal colony inhabiting a humanoid skeleton. This fungus creates a sort of "group mind" that grants the creature its intelligence and will. Mold inhabits every inch of the host skeleton save the eye sockets, from which it emits the strange waste fumes that cause the dusanu’s eyes to emit an eerie blue light. The foul air near a dusanu is tainted with the spores of its terrible dry rot.

Dusanu are most commonly encountered in deep forests or swamps, wandering in small hunting packs. Normally, they do their best to avoid civilization.

Periodically, a dusanu must renew its mold colony by launching spores onto a carcass, rotting tree limb, or other dead object. The spores rapidly grow into mold that consumes the decaying material before launching new revitalized spores that feed on the previous mold colony to build a new one. The mold on the dead material dies after it has used up its food supply. In this way, a rot fiend can consume an entire body or tree trunk the size of itself in less than three hours.

A dusanu is usually the same height as a human, and weighs about 60 pounds.

Attempts at communicating with a dusanu have always been unsuccessful. They appear to communicate with each other through the release of spores.

COMBAT
In battle, dusanu are intelligent and very cunning. The monsters always attack any humanoids they encounter with their mold-encrusted claws. When attacking in melee, a rot fiend pack attempts to form a circle around its opponents to release their deadly spores.

Spore Cloud (Ex): A dusanu can release spores that radiate outward from its body in a 5-foot radius. Any humanoid that contacts the cloud must succeed at a Fortitude save (DC 18) or suffer 1d8 points of damage from choking and become infected with rot fiend fungus. Spores that do not infect a creature become dormant one round after being released. The save DC is Constitution-based.

Disease (Ex): Rot fiend fungus - spore cloud, Fortitude DC 16, incubation period 1d3 days; damage 1d8 Con (and see below). The save DC is Constitution-based.

Spore Sense (Ex): Dusanu can detect the presence of other dusanu at a range of up to 10 miles away, through the release of spores.

ROT FIEND FUNGUS
A rot fiend reproduces by infecting humanoids with its poisonous spores. Those infected do not show any outward signs of infection for the duration of the incubation, save for an achy rash. The various cure spells have no effect on the victim during this time.

At the end of the incubation period, yellowish mold erupts from the victim’s skin. Each day the victim must succeed at a Fortitude save (DC 16) or become overgrown with mold, suffering 3d6 points of Constitution damage. The spores can be destroyed with a remove disease spell.

If a victim dies from rot fiend fungus, its body rapidly becomes covered in mold, and will lie dormant for 1d3 days before animating and creating a new dusanu. The character loses all former abilities and memories.

Originally found in module X5 – The Temple of Death (1983, David Cook), AC9 - Creature Catalogue (1986), DMR2 - Creature Catalog (1993), and Mystara Monstrous Compendium Appendix (1994).
 
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