Creature Catalog 3.5 Overhaul Project Conversions

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BOZ

Creature Cataloguer
Baernaloth

Yugoloth, Baernaloth
Large Outsider (Evil, Extraplanar)
Hit Dice: 11d8+22 (71 hp)
Initiative: +2
Speed: 30 ft (6 squares)
Armor Class: 24 (-1 size, +2 Dex, +13 natural), touch 11, flat-footed 22
Attack: Claw +13 melee (1d8+2/19-20/x2)
Full Attack: 2 claws +13 melee (1d8+2/19-20/x2) and bite +7 melee (2d6+1)
Space/Reach: 10 ft/10 ft
Special Attacks: Spell-like abilities, reopen wounds
Special Qualities: Close wounds, damage reduction 10/good, darkvision 60 ft, immunity to acid and poison, resistance to cold 10, fire 10, and electricity 10, spell resistance 21, telepathy 100 ft
Saves: Fort +9 Ref +9 Will +13
Abilities: Str 15 Dex 14 Con 14 Int 15 Wis 19 Cha 17
Skills: Bluff +13, Climb +12, Concentration +14, Diplomacy +11, Disguise +3 (+5 in character), Gather Information +14, Intimidate +19, Knowledge (arcana) +10, Knowledge (the planes) +12, Listen +14, Move Silently +10, Search +9, Sense Motive +12, Spellcraft +14, Spot +14, Survival +12 (+14 following tracks, +14 on other planes)
Feats: Improved Critical (claw), Iron Will, Power Attack, Weapon Focus (claw)

Environment: Grey Waste of Hades
Organization: Solitary
Challenge Rating: 09
Treasure: Standard
Alignment: Always neutral evil
Advancement: 12-22 HD (Large); 23-33 HD (Huge)
Level Adjustment: +X

This tall, lanky creature has long, gangly limbs. Its head is huge with large curving horns, and its mouth looks like that of a skeletal horse, with skin stretched over it. Its gray skin drips with pus, and its glazed, glassy yellow eyes ooze a revolting liquid.

The baernaloth is an outcast among yugoloths. Some have speculated that it is not even a true yugoloth, or is of some sort of progenitor race to the yugoloths – the truth has been lost with time. They are always encountered alone, and most are reclusive and inactive. They live alone on the Gray Waste, not even associating with other yugoloths, and even lacking the power to summon them. Other yugoloths offer them a surprising amount of respect, for some unknown reason. It is said that they possess the mysteries and secrets of the yugoloth race, and perhaps much more. Though they travel alone most of the time, they occasionally take night hags or nightmares for companions.

Baernaloths see the main purpose for their existence as bringing misery and pain to lesser creatures. They are cold and emotionless, causing agony and anguish to all they meet. They enjoy coming up with new methods to bring physical and emotional pain to sentient creatures. Some baernaloths eventually go mad, and decide to try to control the events around them. These demented baernaloths set out to conquer and control the creatures of the Lower Planes, and plan the devastation of everything.

A baernaloth is 8 feet tall and weighs about 450 pounds.

COMBAT
The baernaloth prefers to use its dangerous physical attacks to its spell-like abilities, as it has a power that allows its attacks to cause further damage. Surviving victims are often put into a dungeon, where the baernaloth will reopen and close their wounds over and over again. The baernaloth only uses its ability to close wounds to keep its victims alive, that it may continue to cause them pain. The baernaloth will not use this power if it would be putting itself at risk by keeping opponents alive and healthy. Baernaloths rely purely on their own abilities, and never use any equipment or weapons of any kind, even magic items.

Spell-Like Abilities: At will – alter self, charm person (DC 14), contagion (DC 17), crushing despair (DC 17), darkness, detect magic, discern lies, fear (DC 17), greater teleport, minor image (DC 15), produce flame (DC 14), suggestion (DC 16); 3/day – cloudkill (DC 18), true seeing; 1/day – demand (DC 21), symbol of fear (DC 19), symbol of pain (DC 18). Caster level 11th. Save DCs are Charisma-based.

Reopen Wounds (Su): 3 times per day, a baernaloth can cause wounds that it has created on victims to be revisited. The baernaloth can repeat any damage caused by its claws and bite attacks from one round, in the last 24 hours, causing the wounds to tear open agonizingly. Victims must be within a line of sight, and up to 30 feet away from the baernaloth. Thus, if a baernaloth inflicts 4 points of damage with a claw attack, 6 with another, and 10 points with its bite attack all in the same round to the same character, it can later use this ability to cause 20 points of damage to that same character. This ability is a free action and can be used in addition to any other attack. There is no saving throw against this ability, though spell resistance still applies.

Close Wounds (Su): Within a range of 30 feet, a baernaloth can instantly heal any amount of damage that it has inflicted on a creature through its physical attacks. This power is used at will, and there is no limit to the number of times per day a baernaloth can use it.

Originally found in the Planes of Conflict boxed set (1995, Monte Cook).
 
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BOZ

Creature Cataloguer
Fungus Hulk

Fungus Hulk
Medium Plant
Hit Dice: 6d8+6 (33 hp)
Initiative: +0
Speed: 25 ft (5 squares)
Armor Class: 19 (+9 natural), touch 10, flat-footed 19
Base Attack/Grapple: +4/+8
Attack: Claw +9 melee (1d4+5 and disease)
Full Attack: 2 claws +9 melee (1d4+5 and disease)
Space/Reach: 5 ft/5 ft
Special Attacks: Disease
Special Qualities: Low-light vision, plant traits, resistance to fire 10
Saves: Fort +6, Ref +2, Will +2
Abilities: Str 20, Dex 10, Con 13, Int 5, Wis 10, Cha 7
Skills: Hide +1*, Listen +4, Move Silently +4
Feats: Ability Focus (disease), Power Attack, Weapon Focus (claws)

Environment: Temperate and warm forest, marsh, and underground
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral evil
Advancement: 7-9 HD (Medium); 10-18 HD (Large)
Level Adjustment: ---

This creature appears to be a bulky, hunchbacked humanoid wearing a concealing cloak. As it moves within a few yards of you, it becomes apparent that it is actually some sort of mobile fungal mass, with a sticky puffball for a head. Its shell appears to be made from a hard mineral. What pass for hands end in dagger-like black claws, covered in a violet-colored liquid that oozes from the creature's body.

The fungus hulk is a sentient, free-roaming fungus creature that prowls White Plume Mountain. The hulk consists of a fibrous, spore-bearing mass, and the puffball that serves as its head has sticky filaments protruding from it. The fungus hulk’s body is covered with a thick carapace of limestone that the hulk consciously absorbs into its outer surface from the surrounding area. Its forelimbs end in claws made of obsidian, which it also absorbs from its environment. A putrid fungal byproduct, known as the violet touch, constantly oozes around the claws.

The fungus hulk was created centuries ago on accident. An insane wizard named Keraptis conducted experiments within the volcano known as White Plume Mountain, searching for the secrets of eternal life. Energies left over from Keraptis’ bid for immortality combined with the volcanic gases and unusual fungi found in White Plume Mountain to create the fungus hulks. Even now, they constantly search the lava tubes below the mountain for their would-be god. Once in awhile they join in the service of a powerful leader, but they are very erratic and fickle in their loyalty.

A fungus hulk is about 6 feet tall and weighs 300-350 pounds.

A fungus hulk can speak Common.

COMBAT
Fungus hulks are easily agitated, and prone to violence. They may even become violent with beings they are supposed to be working with or serving.

Disease (Ex): Violet touch - claw, Fortitude DC 14, incubation period 1 minute, damage 2d4 Con (double damage against plant creatures). The save DC is Constitution-based.

Skills: *Fungus hulks receive a +12 bonus on Hide checks when in a swampy or forested area.

Originally found in Return to White Plume Mountain (1999, Bruce Cordell).
 
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BOZ

Creature Cataloguer
Abiorach

Rilmani, Abiorach
Medium Outsider (Extraplanar, Rilmani)
Hit Dice: 6d8+6 (33 hp)
Initiative: +5
Speed: 30 ft (6 squares), fly 50 ft (average)
Armor Class: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17
Base Attack/Grapple: +6/+10
Attack: +1 trident +12 melee (1d8+5)
Full Attack: +1 trident +12/+7 melee (1d8+5)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities, summon elemental
Special Qualities: attune to elemental plane, Damage reduction 10/good or evil or lawful or chaotic, darkvision 60 ft, immunity to electricity and poison, plane shift, resistance to acid 10 and sonic 10, spell resistance 16, telepathy 100 ft
Saves: Fort +6 Ref +6 Will +7
Abilities: Str 18 Dex 13 Con 13 Int 14 Wis 14 Cha 18
Bluff +14, Concentration +9, Diplomacy +17, Disguise +11 (+13 in character), Intimidate +12, Knowledge (the planes) +12, Listen +10, Search +8, Sense Motive +11, Spellcraft +11, Spot +10, Survival +2 (+4 following tracks, +4 on other planes)
Feats: Combat Casting, Improved Initiative, Weapon Focus (trident)

Environment: Concordant Domain of the Outlands
Organization: Solitary or band (2-8)
Challenge Rating: 07
Treasure: No coins, double goods, standard items
Alignment: Always neutral
Advancement: 7-12 HD (Medium); 13-18 (Large)
Level Adjustment: +7

This humanoid resembles an adolescent human with a slim build and childlike features. Its body gleams with a silvery sheen that seems to flow and shift with the creature’s movements. Its eyes are like crystal, catching a rainbow of colors in their reflection.

The abiorach are the rilmani agents given the task of watching over the various elemental planes. Should the denizens of one plane become too powerful, it is the abiorach’s job to report this swing in the Balance to their master, who immediately dispatches more powerful agents to maintain the Balance. Abiorachs travel the Elemental planes in small bands, frequently shifting from one to the other with ease. The most experienced and intelligent abiorach acts as an informal captain for such a group.

Abiorachs are a little more open and care-free than most of their kind, but they can be unpredictable and fickle creatures; they tend to look at things from an elemental viewpoint, rather than that of a humanoid. They are significantly more subdued on the Outlands, as being watched by their superiors brings out their serious side.

An abiorach is 5 feet tall and weighs 110 pounds.

An abiorach can speak Rilmani, Common, Undercommon, Aquan, Auran, Ignan, and Terran.

COMBAT
Abiorachs are among the weakest of the rilmani and prefer to solve their conflicts through trickery, deception, or manipulation. If forced into combat, the abiorach attacks with its trident and spell-like abilities.

An abiorach can be summoned using a summon monster VIII spell.

Spell-Like Abilities: At will – charm monster (DC 18), comprehend languages, darkness, daylight, detect chaos, detect evil, detect good, detect law, detect magic, detect thoughts, dismissal (DC 19), feather fall, glitterdust, greater teleport (self plus 50 pounds of object only), hold monster (DC 19), invisibility, mirror image, sanctuary, shocking grasp (DC 15), tongues; 3/day – polymorph. Caster level 6th. The save DCs are Charisma-based.

An abiorach gains the use of additional spell-like abilities while attuned to the appropriate elemental plane, as follows. Air: 3/day - gust of wind (DC 16); 1/day - wall of force. Earth: 3/day - move earth (DC 20); 1/day - wall of stone (DC 19). Fire: 3/day - flaming sphere (DC 16); 1/day - wall of fire. Water: 3/day - control water (DC 20); 1/day - horrid wilting (DC 22). Caster level 6th. The save DCs are Charisma-based.

Summon Elemental (Sp): When attuned to an elemental plane, the abiorach can, once per day, summon an Large elemental of the appropriate type with a 25% chance of success. This ability is the equivalent of a 5th-level spell.

Attune to Elemental Plane (Ex): When an abiorach enters an elemental plane, it will spend a full round attuning itself to that plane. So long as the abiorach remains on that plane, it will remain attuned to it. If it leaves the plane (either on its own or against its will) it immediately loses any benefits gained from attuning.

When an abiorach is attuned with an elemental plane, it temporarily gains the subtype associated with that particular element and all of the benefits and drawbacks associated with it. The abiorach also gains the speed and movement types of a Large elemental of the appropriate type (while attuned to Earth, the abiorach also gains the earth glide ability), and is accepted by elementals of that type as one of their own kind. The abiorach can see normally in the attuned plane, and suffers no ill effects from the nature of that particular plane. While attuned, the abiorach can use its summon elemental ability as well as the ability to use its additional spell-like abilities associated with the plane.

Plane Shift (Sp): A rilmani can enter any of the elemental planes or outer planes, or the Astral Plane. This ability transports the rilmani and up to six other creatures, provided they all link hands with the rilmani. It is otherwise similar to the spell of the same name.

Originally found in Planescape Monstrous Compendium Appendix II (1995, Rich Baker).
 
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BOZ

Creature Cataloguer
Otyugh, Neo-Otyugh

Otyugh, Neo-Otyugh
Large Aberration
Hit Dice: 9d8+21 (61 hp)
Initiative: -1
Speed: 20 ft (4 squares)
Armor Class: 20 (-1 size, -1 Dex, +12 natural), touch 8, flat-footed 19
Base Attack/Grapple: +6/+11
Attack: Tentacle +7 melee (2d4+1)
Full Attack: 2 tentacles +7 melee (2d4+1) and bite +1 melee (1d3+1)
Space/Reach: 10 ft/10 ft (15 ft with tentacle)
Special Attacks: Constrict 2d4+1, disease, improved grab
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft, scent
Saves: Fort +5 Ref +2 Will +7
Abilities: Str 13 Dex 9 Con 15 Int 10 Wis 12 Cha 8
Skills: Hide +2*, Listen +9, Move Silently +8, Spot +9
Feats: Alertness, Blind-Fight, Toughness, Weapon Focus (tentacle)

Environment: Underground
Organization: Solitary
Challenge Rating: 05
Treasure: Standard
Alignment: Always neutral
Advancement: 10-11HD (Large), 12-17HD (Huge)
Level Adjustment: ---

A neo-otyugh is a larger, more intelligent species of otyugh. A neo-otyugh has a much tougher hide than that of an otyugh, though it looks just about the same.

A neo-otyugh has a body 10 feet in diameter and weighs about 700 pounds.

Neo-otyughs speak Common.

COMBAT
Neo-otyughs are very aggressive, much more so than otyughs. Unlike their lesser kin, neo-otyughs often leave their lairs and actively search for prey. They are more vicious and hardly ever trust other creatures, and prone to attack intruders on sight. They attack in a manner identical to other otyughs.

Constrict (Ex): A neo-otyugh deals automatic tentacle damage with a successful grapple check.

Disease (Ex): Filth fever – bite, Fortitude DC 12, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, a neo-otyugh must hit a Medium or smaller opponent with a 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.

Skills: *A neo-otyugh has a +8 racial bonus on Hide checks when in its lair, due to its natural coloration.

Originally found in the first edition Monster Manual (1977, Gary Gygax), Monstrous Compendium MC2 (1989), and the Monstrous Manual (1993).
 
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BOZ

Creature Cataloguer
Gorynych

Gorynych
Huge Aberration
Hit Dice: 9d8+45 (85 hp)
Initiative: +5
Speed: 25 ft (5 squares), fly 50 ft (poor)
Armor Class: 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Base Attack: +6/+24
Attack: Tail whip +14 melee touch or claw +12 melee (1d8+10) or bite +12 melee (1d12+5/19-20/x2)
Full Attack: 12 tail whips +14 melee touch and 2 claws +12 melee (1d8+10) and 3 bites +12 melee (1d12+5/19-20/x2)
Space/Reach: 15 ft/15 ft (20 ft with tails)
Special Attacks: Improved grab, wishboning
Special Qualities: All-around vision, darkvision 60 ft
Saves: Fort +8, Ref +4, Will +7
Abilities: Str 30, Dex 13, Con 21, Int 10, Wis 12, Cha 12
Skills: Listen +17, Search +4, Spot +17
Feats: Improved Critical (bite), Improved Initiative, Multiattack, Power Attack

Environment: Temperate mountains and underground
Organization: Solitary
Challenge Rating: 08
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 10-18 HD (Huge); 11-27 HD (Gargantuan)
Level Adjustment: ---

This hideous creature has a long, sinuous dragon-like body with tiny blue-green scales, and dragon-like wings with scales so fine they look almost feathery; but this is where the resemblance to dragons ends. This foul beast has three long, serpentine necks with a wolf-like head at each end. At the other end if its body, it has three thick tails at the base of the spine, which divide out into a dozen writhing whip-thin tails at the ends.

The gorynych is a bizarre monstrosity, perhaps the result of a dragon’s natural evolution taken to extremes. This creature lives a simple existence, and is usually the most powerful carnivore in its territory, unless it is in competition with a true dragon or other magically powerful creature.

A gorynych cannot be defeated by getting one head to argue with another, as there is only one personality for the whole creature instead of a separate personality for each head. Each brain can control the beast equally well, and the gorynych does not suffer any lack of mentality for missing a head. Likewise, when the beast sleeps, all three heads will be asleep. This synchronicity also makes the creature very alert.

Gorynyches prefer windy, desolate mountain regions, and often live in deep caverns within the rocks. They do share the dragon’s habit of hording treasure, and are intelligent enough to locate meals by following clues left by humanoid populations.

Gorynyches normally do not speak, though some have been known to learn a broken form of whatever language is known by humanoids that settle near them.

The gorynych’s body is 32 feet long, and its tails are 18 feet long. It is 50 feet long overall from the ends of its noses to the tips of its tails, and weighs 12,000 pounds.

COMBAT
The gorynych whips its flexible tails about in an attempt to entangle opponents. It then uses its claws and bites on an entangled opponent. If the beast bites an opponent with two of its mouths, it can make an attack called “wishboning,” to tear the victim in half.

Gorynyches can attack with all their heads at no penalty, even if they move or charge during the round.

A gorynych can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at a gorynych’s heads from any position in which he could strike at the gorynych itself, because the gorynych’s heads writhe and whip about in combat. An opponent can ready an action to attempt to sunder a gorynych’s head when the creature bites at him.

Each of a gorynych’s heads has one third of the creature's full normal hit point total. Losing a head deals damage to the body equal to half the head’s full normal hit points. A natural reflex seals the neck shut to prevent further blood loss. A gorynych can no longer attack with a severed head but takes no other penalties.

A gorynych does not die from losing its heads until all its heads have been cut off. A gorynych goes on fighting until all its heads are lost; the only penalty it incurs is fewer bite attacks when it makes a full attack. The gorynych has only one personality divided between its three brains, and each one is capable of directing the entire body on its own. Cutting off two of the heads will not disable its thinking or hinder its movement.

Any attack that is not (or cannot be) an attempt to sunder a head affects the body. For example, area effects deal damage to a gorynych's body, not to its heads. Targeted magical effects cannot sever a gorynych’s heads (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.

An opponent can attack a gorynych’s tails with a sunder attempt as if they were weapons. A gorynych’s tails have 10 hit points each. If a gorynych is currently grappling a target with the tail that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a gorynych’s tails deals 5 points of damage to the creature. A gorynych usually withdraws from combat if it loses 10 tails, although there is a good chance that a gorynych will continue to fight if it is near to victory, even if rendered tail-less. The creature regrows severed limbs in 1d10+10 days.

Improved Grab (Ex): To use this ability, a gorynych must hit a Medium or smaller opponent with its tail whip 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 automatically hits with all its melee attacks each round the hold is maintained.

A gorynych can use more than one tail to grapple a single opponent, thereby gaining a +2 circumstance bonus on its grapple check for each additional tail wrapped around an opponent. The gorynych can only use more than one tail on Medium opponents; smaller foes are too small to fit additional tails around while still leaving enough area for the gorynych’s bite attacks. A gorynych can also grapple multiple opponents using its many tails. When doing so, it can divide its bite and claw attacks between multiple grappled opponents.

Wishboning (Ex): A gorynych that hits a single opponent with at least two bite attacks deals an additional 2d6+15 points of damage.

All-Around Vision (Ex): A gorynych’s three heads allow them to look in any direction, bestowing a +4 racial bonus to Spot and Search checks. Gorynyches cannot be flanked.

Skills: A gorynych receives a +4 racial bonus to Listen checks.

Originally found in Dragon Magazine #158 ("The Dragon's Bestiary," June 1990, Spike Y. Jones), and Monstrous Compendium Annual One (1994).
 
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BOZ

Creature Cataloguer
Maedar

Maedar
Medium Monstrous Humanoid
Hit Dice: 6d8+12 (39 hp)
Initiative: +2
Speed: 25 ft (5 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +6/+9
Attack: Slam +9 melee (1d6+3)
Full Attack: 2 slams +9/+4 melee (1d6+3)
Space/Reach: 5 ft/5 ft
Special Attacks: Stone to flesh
Special Qualities Darkvision 60 ft, earth walk, immunities, transfer to glyptar
Saves: Fort +4, Ref +7, Will +6
Abilities: Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 12
Skills: Bluff +6, Disguise +5, Hide +7, Listen +5, Move Silently +7, Spot +5
Feats: Combat Expertise, Power Attack, Track

Environment: Any land and underground
Organization: Solitary or mated pair (maedar and medusa)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +4

This being appears to be a human male, shorn completely bald and hairless on his whole body. He wears nothing over his muscular frame except for a pair of breeches.

The maedar is the little-known male counterpart to the medusa. They are extremely rare, however, and few medusas ever find a maedar spouse. Maedar lack the petrifying gaze of the females. The typical maedar is a monogamist who mates for life; he is fiercely devoted to his mate and will go to any length to assist or avenge her. A widowed maedar will pursue his mate's killer for years. A maedar can easily restore a petrified medusa with his stone to flesh power.

Because of the maedar's rarity, most sages are unaware of their existence. Maedar are rarely seen; generally they remain in the lair they share with a medusa mate. A maedar's magical power provides food for him and his mate. He smashes her petrified victims with his fists and then transforms them into flesh, which they both consume. A maedar will wait in the lair, guarding the pair’s hoard of food and concealed treasure while his mate hunts.

Most medusas typically mate with human males, as a maedar can be difficult to find. This cross produces two to six eggs that hatch into fledgling females, who mature into medusas. When a medusa is able to find a mate with a maedar, the eggs will hatch into human infants instead (who turn to stone at the sight of their mother), though an infinitesimal percentage of males born from such a pairing will be maedar.

Maedar are generally antisocial, but will sometimes cooperate with evil creatures such as kobolds and orcs. A maedar will typically provide security for such creatures, or some other reward for their servitude. Maedar abhor being forced to serve another creature, and will always take revenge for such an affront.

A typical maedar is 5 to 7 feet tall and about the same weight as a human.

Maedar speak Common and Infernal.

COMBAT
A maedar will enter combat unarmed, slamming opponents with its powerful fists. To terrify its opponents, a maedar will sometimes smash victims that a medusa has petrified, and transform the remains back into flesh to eat later. When a maedar is about to be killed, it may surrender its life as a last resort by becoming a glyptar. If confronted by a very powerful enemy, the maedar and his mate will usually try to flee.

Stone to Flesh (Su): Once every 3 minutes, with a successful melee touch attack, a maedar can use stone to flesh as the spell cast by a 12th-level caster.

Earth Walk (Su): A maedar can move through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. The maedar requires a full round of concentration to activate this power, or to deactivate it. The maedar moves at its normal speed without hindrance, leaving behind no tunnel or hole, nor creating any ripple or other signs of its presence. A move earth spell cast on an area containing a maedar in earth flings the maedar back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. A phase door spell cast on an area containing a maedar in earth slays the maedar instantly and irrevocably.

Immunities (Su): A maedar is immune to petrification and paralysis, as well as any magic intended specifically to inhibit movement such as hold person and slow spells. A maedar is also immune to the poisonous bite of a medusa's serpentine hair.

Transfer to Glyptar (Su): If a maedar reaches 0 hit points and remains conscious, it can transfer its life force into the surrounding earth and rocks. This act kills the maedar’s body, but its spirit lives on. The maedar’s consciousness drifts through the ground until it encounters gemstones, such as feldspar or amethyst. The maedar’s spirit will permanently merge with such a rock crystal, becoming a glyptar (see below). The maedar’s mind eventually goes irrevocably mad from being trapped inside a tiny stone.

MAEDAR CHARACTERS
The favored class of the maedar is fighter. Maedar clerics have access to two of the following domains: Earth, Healing, Knowledge, and Protection.

GLYPTAR
A glyptar is a tiny crystal animated by the spirit of a maedar. When first formed, a glyptar is usually buried below the earth, and unable to free itself. If removed intact from the ground, the maedar’s spirit will be able to animate the crystal. A glyptar can fly at a speed of 25 feet per round, with perfect maneuverability. The glyptar retains the maedar’s mental abilities (Int, Wis, Cha).

A glyptar can animate objects, as the spell, if firmly attached to an inorganic item (Caster level 20). Such objects have the glyptar’s mental stats, and are directly under control of the glyptar. If a glyptar is set in the hilt or handle of a melee weapon, the weapon will function as if it has the dancing quality, allowing the glyptar to make attacks with the weapon using the maedar’s base attack bonus, and Strength bonus to damage. If a glyptar is set in the eye of a stone statue, the glyptar can animate the statue as if it were a stone golem. All of these effects end if the glyptar is removed or removes itself from the item.

A glyptar retains all of the maedar’s powers, except for the ability to transfer its spirit. A glyptar can use its stone to flesh attack, and can use this power through any object it is animating. A glyptar can use earth walk, taking any object it is animating with it; the phase door spell does not affect a glyptar moving this way. A glyptar also has the same immunities as a construct. It has both darkvision 90 feet and low-light vision.

A glyptar only cooperates with living beings when it chooses to do so, and cannot be forced to comply. A glyptar is immune to telepathy and cannot speak, but can use an animated object to write out messages in any language that the maedar understood.

The only way to destroy a glyptar is to shatter its stone, which will free the maedar’s spirit to take its place in the afterlife. A glyptar does not care whether or not it is destroyed: it will not aid a character in destroying it, but it will not stop a character from doing so. A glyptar has damage reduction 10/magic and bludgeoning, and has 5 hit points.

Originally found in Dragon Magazine #106 (“The Ecology of the Maedar,” February 1986, Ed Greenwood), Monstrous Compendium MC3 - Forgotten Realms Appendix I (1989), and the Monstrous Manual (1993). The glyptar was originally found in Dragon Magazine #140 ("The Dragon's Bestiary," December 1988, Ed Greenwood).
 
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BOZ

Creature Cataloguer
Feystag

Feystag (Calygraunt)
Medium Fey
Hit Dice: 2d6+4 (11 hp)
Initiative: +7
Speed: 40 ft (8 squares)
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +2/+1
Attack: Claw +1 melee (1d4-1)
Full Attack: 2 claws +1 melee (1d4-1) or weapon
Space/Reach: 5 ft/5 ft
Special Attacks: Control magic item
Special Qualities: activate magic item, greater arcane sight, identify magic item, immunities, low-light vision, nondetection, spell resistance 25
Saves: Fort +2, Ref +6, Will +4
Abilities: Str 9, Dex 16, Con 15, Int 13, Wis 12, Cha 17
Skills: Hide +8*, Knowledge (arcana) +5, Knowledge (nature) +5, Listen +6, Move Silently +8*, Spot +6, Survival +6, Use Magic Device +16
Feats: Improved Initiative, Skill Focus (Use Magic Device) (B)

Environment: Cold or temperate forest or hills
Organization: Solitary or mated pair
Challenge Rating: 01
Treasure: Standard coins; standard goods; double items
Alignment: Usually chaotic neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: +3

This creature has a feline head, adorned with a set of frond-branched antlers much like those of a stag. Its coat is dusty brown and its eyes seem to hide an alien intelligence. Though it looks like it can run on all fours, it stands erect on its hind legs.

The feystag, also known to herald as the calygraunt, is a woodland being with an odd mastery over magic. The beast is often whispered of in woodcutters’ tales, in taverns where adventurers and miners gather. The feystag makes its lair only in the deepest woods, caverns, and delvings, where strange magical forces are said to lie.

A feystag is usually a solitary forager (except during mating cycle, when it hunts with its mate). It habitually scouts out new territories, discovering springs, caverns, hiding places, and areas where pitfalls and snares can be set – often a feystag lair is surrounded by traps. The creature hoards magical items, delighted in their use and always trying to acquire more.

A few feystags dwell among humans in remote forest communities. They often bargain with or sell information about items brought to them, or they become sages.

The same creatures that prey on the common deer are also likely to prey on the feystag. Feystags are friendly with korred, centaurs, and satyrs. They prefer to eat plants. particularly mint, certain mosses, and mistletoe.

Feystags are typically 4 feet high at the shoulder, and weigh about 90 pounds.

Feystags speak Common and Sylvan.

COMBAT
The feystag’s ability to control its opponents’ magic items makes it a fearsome opponent. A feystag senses the auras of enchanted items, and it can often identify the type, specific functions, and even "strength" (number of charges, uses, or spells remaining) of a magical item from but a glance. It can gain control of such items, gleefully using them to cause chaos and wreak havoc on unsuspecting creatures.

A feystag prefers to use its powers rather than fight in melee combat. The feystag's two clawed forearms can awkwardly wield one-handed weapons or rake with its claws.

Control Magic Item (Su): A feystag may attempt to take control of a magic item that it has successfully identified, as a standard action at a range 20 feet. A feystag must make a successful Use Magic Device check to gain control of an item. The DC and modifiers for this check are the same as listed under the Identify Magic Item ability, except that the feystag has no automatic +6 competence bonus. If the item is intelligent, it adds the modifier from its highest attribute score to the DC for the feystag’s attempt to control it.

Once a feystag has gained control of an item, it controls that item indefinitely. A feystag only loses control of an item if another character bears the item and attempts to wrest control of the item from the feystag in one of various ways. If the item is controlled by a physical means, the bearer need only perform the action that activates the item to cancel the feystag’s control. If the item is controlled by a command word, the bearer must speak the command word to override the feystag’s long-range commands. If the item is activated by will or mental command, the bearer must make an opposed Use Magic Device check (or Charisma check, if the bearer does not have that skill) against the feystag’s Use Magic Device check. If the bearer’s result is higher, the feystag loses its control over the item. If the feystag’s result is higher by more than 5, the bearer must make a successful Will save (DC 12) or become confused, as the spell, for 1d6 rounds. If the bearer does not gain control, and is not confused, he may make another attempt in the next round. The save DC for the confusion effect is Charisma-based.

A feystag cannot attempt to control any item that it has not first identified. A feystag cannot attempt to control any item that it has tried to control and failed, as well as any item that it has lost control of, for the next 24 hours.

Activate Magic Item (Su): A feystag can activate one magic item per round, as a free action, and can choose from any item within range that it has control of. If a feystag activates an item that can operate continuously for more than one round and does not require concentration to maintain, this item will continue to operate even if the feystag activates another item or attempts to control another item in subsequent rounds. A feystag must consciously activate the items it controls, as they do not activate automatically.

A feystag can choose exactly how an activated item will function, so long as the same choice is available to anyone able to use the item normally. Effects that are centered on the bearer or that target the bearer (such as winged boots) always effect that individual, not the feystag. For magic items which have effects that must be aimed in a particular direction (such as cones or lines), roll 1d8 and consult the "Missing With a Thrown Weapon" diagram on page 158 of the Player's Handbook. Use the wielder of the item as the targeted square; the effect begins from the indicated direction. For example, if the feystag attempts to activate an elven wizard's wand of cone of cold, roll 1d8 and consult the table. If a "5" is rolled, the cone begins in the top center square.

A feystag cannot attempt to activate an item that requires some sort of physical action to operate, unless it is in possession of the item. This includes anything that needs to be read (such as scrolls), anything that needs to be ingested or applied to a body or object (such as potions and oils), anything that needs to be touched to something or requires that the user touch something while using it, or anything requiring a lever, button, or switch to be manipulated.

Greater Arcane Sight (Sp): A feystag is under the effect of a continuous greater arcane sight effect, as the spell (caster level 13th). Unlike the spell, this power only detects magic items. A feystag sees such magical auras in variations of brightness according to magical strength.

Immunities (Ex): A feystag is immune to all mind-affecting effects (including charms, compulsions, phantasms, patterns, and morale effects).

Identify Magic Item (Su): A feystag may study a single magic item within a 60-foot range, as a free action once per round, to determine its magical properties. This ability functions like the identify spell, except that it only takes a single round to gain the full effect.

A feystag must make a Use Magic Device check to successfully discover how to activate or control the properties of an item. The DC for this check is 15 for most items (except for those listed under the skill’s description in the Player’s Handbook). A feystag automatically gains a +6 competence bonus on identification attempts. A feystag gains a +2 circumstance bonus to the check if it is actually handling the item, and a feystag gains a +5 circumstance bonus to the check if it has observed the item in use (these do not stack, and only the highest bonus is used). If the feystag has been subject to magical or psionic attack within the last 2 rounds, it suffers a -4 penalty to the check and cannot apply either of the above circumstance bonuses. If the item is a minor artifact, the feystag suffers a –4 penalty to the check, and if the item is a major artifact, the feystag suffers a –10 penalty to the check (these penalties do stack with all other modifiers).

Nondetection (Su): A feystag is under a constant nondetection effect.

Skills: A feystag receives a +8 racial bonus on Use Magic Device checks. *A feystag receives a +4 racial bonus to Hide and Move Silently checks when in forested terrain.

Originally found in Dragon Magazine #89 (“Creature Catalog” as the Calygraunt, September 1984, Ed Greenwood), The Ruins of Myth Drannor boxed set (1993), and Monstrous Compendium Annual One (1994).
 
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BOZ

Creature Cataloguer
Kenku

Kenku
Medium Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 20 ft (4 squares), fly 50 ft (poor)
Armor Class: 15 (+2 Dex, +2 leather armor, +1 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+2
Attack: Claw +2 melee (1d4) or scimitar +2 melee (1d6/18-20/x2) or quarterstaff +2 melee (1d6/1d6/x2)
Full Attack: 2 claws +2 melee (1d4) and beak -3 melee (1d6) or scimitar +2 melee (1d6/18-20/x2) or quarterstaff +2 melee (1d6/1d6/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Mimic spell, sneak attack
Special Qualities: Darkvision 60 ft, evasion, spell resistance 17, trapfinding, telepathy 100 ft
Saves: Fort +1, Ref +5, Will +3
Abilities: Str 10, Dex 15, Con 13, Int 10, Wis 10, Cha 10
Skills: Bluff +4, Disguise +6, Escape Artist +3, Hide +5, Listen +4, Move Silently +5, Open Lock +3, Search +4, Sleight of Hand +6, Spot +4
Feats: Flyby Attack

Environment: Any land
Organization: Solitary, pair, or gang (3-6)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +4

This creature appears to be a bipedal bird. It has a semi-humanoid form, with the head of a hawk, a sharp beak, and clawed hands and feet. It has humanlike arms and hands, as well as a large pair of wings folded against its back. It wears a simple tunic under a small cloak and carries a number of weapons. Its feathers are brown, with white underfeathers and markings on the face. Its eyes are brilliant yellow.

The kenku are a mischievous race of humanoid avians that like to annoy and inconvenience the other humanoid races. Kenku are not killers, but take great pride in using their abilities to infiltrate other societies for their own unknown purposes.

A kenku’s height ranges from 5 to 7 feet overall, and a typical kenku weighs from 90 to 150 pounds.

Kenku can make bird-like squawks but do not speak; they can use symbols, pantomime, and sign language to communicate with other beings. Kenku usually only communicate telepathically amongst themselves.

COMBAT
A kenku prefers to attack with a weapon, and most kenku carry a scimitar and a quarterstaff. If unarmed, a kenku attacks with its claws and beak. Kenku do not usually wish to kill other beings, but will do what they must to survive.

Sneak Attack (Ex): A kenku can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the kenku is flanking.

Evasion (Ex): If a kenku makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. If helpless, a kenku does not gain the benefit of evasion.

Trapfinding (Ex): A kenku can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. A kenku can also use the Disable Device skill to disarm magic traps. A kenku who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with its party) without disarming it.

Skills: Kenku have a +4 racial bonus on Disguise, Hide, Listen, Move Silently, Search, and Sleight of Hand checks.


Kenku, Clan Elder
Medium Monstrous Humanoid
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 20 ft (4 squares), fly 50 ft (poor)
Armor Class: 15 (+2 Dex, +2 leather armor, +1 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+4
Attack: Claw +4 melee (1d4+1) or scimitar +4 melee (1d6+1/18-20/x2) or quarterstaff +4 melee (1d6+1/1d6+1/x2)
Full Attack: 2 claws +4 melee (1d4+1) and beak +2 melee (1d6+1) or scimitar +4 melee (1d6+1/18-20/x2) or quarterstaff +4 melee (1d6+1/1d6+1/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Mimic spell, sneak attack
Special Qualities: Alternate form, darkvision 60 ft, evasion, spell resistance 17, trapfinding, telepathy 100 ft
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 12, Dex 14, Con 14, Int 12, Wis 12, Cha 12
Skills: Bluff +5, Disguise +8, Escape Artist +5, Hide +6, Listen +7, Move Silently +6, Open Lock +4, Search +5, Sleight of Hand +8, Spot +5
Feats: Flyby Attack, Multiattack

Environment: Any land
Organization: Solitary, pair, or gang (3-6 clan elders and 3-6 kenku)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +4

COMBAT
A kenku with magical powers revels in the mischief it can cause with these abilities.

Mimic Spell (Sp): A kenku clan elder can use the effects of one 1st-level sorcerer spell, once per day, as a 3rd-level sorcerer. This mimicked spell is magically imprinted in the kenku’s mind and cannot be changed. Magic missile is the most commonly mimicked spell, but kenku are also known to use shocking grasp and virtually any other sorcerer spell. The spell's save DC, if appropriate, is 12. The save DC is Charisma-based.

Alternate Form (Su): A kenku can assume any form of Large size or smaller as a standard action. This ability functions as a polymorph spell cast on itself (caster level 2nd), except that the kenku does not regain hit points for changing form. A kenku can remain in its alternate form until it chooses to return to its natural form, or after seven days have passed, whichever comes first. It may only use this ability once every 30 days.



Kenku, Clan Guard
Medium Monstrous Humanoid
Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 20 ft (4 squares), fly 50 ft (poor)
Armor Class: 16 (+2 Dex, +3 studded leather, +1 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+6
Attack: Claw +6 melee (1d4+2) or scimitar +6 melee (1d6+2/18-20/x2) or quarterstaff +6 melee (1d6+2/1d6/x2)
Full Attack: 2 claws +6 melee (1d4+2) and beak +4 melee (1d6+1) or scimitar +6 melee (1d6+2/18-20/x2) or quarterstaff +6 melee (1d6+2/1d6+2/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Mimic spell, sneak attack
Special Qualities: Alternate form, darkvision 60 ft, evasion, invisibility, spell resistance 17, trapfinding, telepathy 100 ft
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 14, Dex 14, Con 15, Int 13, Wis 13, Cha 14
Skills: Bluff +5, Disguise +10, Escape Artist +5, Hide +7, Listen +7, Move Silently +6, Open Lock +4, Search +5, Sleight of Hand +8, Spot +5
Feats: Flyby Attack, Multiattack

Environment: Any land
Organization: Solitary, pair, or patrol (3-6 plus 3-6 kenku)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +5

COMBAT

Mimic Spell (Sp): A kenku clan guard can use the effects of two 1st-level sorcerer spells, 2 times per day, as a 4th-level sorcerer. These mimicked spells are magically imprinted in the kenku’s mind and cannot be changed. Magic missile and shocking grasp are the most commonly mimicked spells, but kenku are also known to use virtually any other sorcerer spell. The spell's save DC, if appropriate, is 13. The save DC is Charisma-based.

Alternate Form (Su): A kenku can assume any form of Large size or smaller as a standard action. This ability functions as a polymorph spell cast on itself (caster level 4th), except that the kenku does not regain hit points for changing form. A kenku can remain in its alternate form until it chooses to return to its natural form, or after seven days have passed, whichever comes first. It may only use this ability once every 30 days.

Invisibility (Sp): A kenku clan guard has the power of invisibility, usable at will (Caster level 4th).


Kenku, Clan Leader
Medium Monstrous Humanoid
Hit Dice: 5d8+15 (37 hp)
Initiative: +3
Speed: 20 ft (4 squares), fly 50 ft (poor)
Armor Class: 18 (+3 Dex, +3 studded leather, +2 natural), touch 12, flat-footed 14
Base Attack/Grapple: +5/+8
Attack: Claw +8 melee (1d4+3) or scimitar +8 melee (1d6+3/18-20/x2) or quarterstaff +8 melee (1d6+3/1d6+3/x2)
Full Attack: 2 claws +8 melee (1d4+3) and beak +6 melee (1d6+1) or scimitar +8 melee (1d6+3/18-20/x2) or quarterstaff +8 melee (1d6+3/1d6+3/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Call lightning, mimic spell, sneak attack
Special Qualities: Alternate form, darkvision 60 ft, evasion, invisibility, spell resistance 17, trapfinding, telepathy 100 ft
Saves: Fort +4, Ref +7, Will +6
Abilities: Str 16, Dex 17, Con 16, Int 14, Wis 14, Cha 16
Skills: Bluff +7, Disguise +12, Escape Artist +8, Hide +10, Listen +8, Move Silently +8, Open Lock +5, Search +6, Sleight of Hand +11, Spot +6
Feats: Flyby Attack, Multiattack

Environment: Any land
Organization: Company (leader plus 2-5 average kenku and 1-2 guards), squad (leader plus 11-20 average kenku and 5-10 guards), or clan (30-100 kenku plus 20% noncombatants plus 2-5 elders, 10-20 guards, and 1 leader of 7th level)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +5

Rumors suggest that there may be kenku of more than 5 Hit Dice, with even greater magical powers. It has been suggested that kenku maintain large underground complexes where such creatures may be found, but no such cavern has been discovered and the kenku have nothing to say about such things.

COMBAT

Mimic Spell (Sp): A kenku clan leader can use the effects of two 1st-level sorcerer spells and one 2nd-level sorcerer spell, 3 times per day, as a 5th-level sorcerer. These mimicked spells are magically imprinted in the kenku’s mind and cannot be changed. Magic missile, shocking grasp, and web are the most commonly mimicked spells, but kenku are also known to use mirror image and virtually any other sorcerer spell. The spell's save DC, if appropriate, is 14 for a 1st-level spell, and 15 for a 2nd-level spell. The save DC is Charisma-based.

Call Lightning (Sp): A kenku clan leader can call lightning 3 times per day, as the spell (Caster level 5th, Reflex DC 15). The save DC is Charisma-based.

Alternate Form (Su): A kenku can assume any form of Large size or smaller as a standard action. This ability functions as a polymorph spell cast on itself (caster level 5th), except that the kenku does not regain hit points for changing form. A kenku can remain in its alternate form until it chooses to return to its natural form, or after seven days have passed, whichever comes first. It may only use this ability once every 30 days.

Invisibility (Sp): A kenku clan leader has the power of invisibility, usable at will (Caster level 5th).

KENKU SOCIETY
The actual structure of kenku society is elusive, and kenku refuse to comment or lie about it. Those kenku lairs that have been discovered tend to be small underground chambers or cave complexes.

Kenku reproduce by laying a clutch of 2-4 eggs that hatch in 2 months. In about a year, a kenku is considered an adult and has gone through the training necessary to improve its skills at trickery and sneaking. A kenku that is captured as a hatchling and raised by someone of another race will not have the skill bonuses common to kenku, but will serve its master as a faithful and prized servant. Slavers are known to sell kenku eggs for 250 gp each, and hatchlings for 300-500 gp. Other kenku are intolerant of this sort of slavery, and if this activity is discovered the slave trader or owner will be kidnapped as a punishment until all kenku are returned to their people.

All kenku delight in trickery and enjoy playing around with other intelligent beings. They will disguise themselves as a member of whatever race they are infiltrating as best they can (kenku like masks with oversized noses), so that their ruses may be more effective. A common trick is to give treasure away freely, which then crumbles to worthless dust a day later. Kenku like to appear generous and helpful to other races, and offer advice – which usually only proves to mislead and tempt people into danger or difficulties. Younger kenku are reckless and prone to audacious plans. They have been known to pass themselves off as gods and collect the worshipers' offerings. Older kenku are more reserved and cunning, preferring to kidnap wealthy humanoids as a source of revenue. Despite their non-serious reputation, kenku will always avenge slain kenku.

KENKU AS CHARACTERS
A kenku’s favored class is rogue, and most kenku leaders are rogue/fighters or rogue/sorcerers. Kenku clerics worship their god Quorlinn. A kenku cleric has access to two of the following domains: Knowledge, Luck, Magic, or Trickery.

Originally found in the first edition Fiend Folio (1981, Rik Shepherd), Monstrous Compendium MC2 (1989), and the Monstrous Manual (1993).
 
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BOZ

Creature Cataloguer
Krakentua

Krakentua, Male
Colossal Aberration
Hit Dice: 50d8+450 (675 hp)
Initiative: +4
Speed: 50 ft (10 squares), swim 30 ft
Armor Class: 16 (-8 size, +14 natural), touch 2, flat-footed 16
Base Attack/Grapple: +37/+68
Attack: Tentacle slap +45 melee (2d6+15)
Full Attack: 7 tentacle slaps +45 melee (2d6+15) and 2 slams +42 melee (2d6+7) or wakizashi +43 melee (4d6+15/19-20x2) and 6 wakizashis +43 melee (4d6+7/19-20x2) and 2 slams +42 melee (2d6+7)
Space/Reach: 30 ft/30 ft (40 ft with tentacles)
Special Attacks: Improved grab, constrict 1d8+15, mist, spit, trample 8d12+22, weapon use
Special Qualities: Damage reduction 20/magic and good, darkvision 120 ft, water breathing
Saves: Fort +36, Ref +20, Will +35
Male: Str 41, Dex 11, Con 28, Int 17, Wis 27, Cha 18
Skills: Bluff +6, Intimidate +66, Knowledge (nature) +33, Listen +56, Sense Motive +38, Spot +56, Survival +59
Feats: Awesome Blow, Cleave, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Overrun, Improved Sunder, Lightning Reflexes, Multiattack, Multiweapon Fighting, Persuasive, Power Attack, Weapon Focus (tentacle)
Epic Feats: Epic Fortitude, Epic Reflexes, Epic Skill Focus (Intimidate)

Krakentua, Female
Colossal Aberration
Hit Dice: 50d8+550 (775 hp)
Initiative: +4
Speed: 50 ft (10 squares), fly 30 ft (poor), swim 30 ft
Armor Class: 16 (-8 size, +14 natural), touch 2, flat-footed 16
Base Attack/Grapple: +37/+69
Attack: Tentacle slap +46 melee (2d6+16)
Full Attack: 7 tentacle slaps +46 melee (2d6+16) and 2 slams +43 melee (2d6+8) or wakizashi +44 melee (4d6+16/19-20x2) and 6 wakizashis +44 melee (4d6+8/19-20x2) and 2 slams +43 melee (2d6+8)
Space/Reach: 30 ft/30 ft (40 ft with tentacles)
Special Attacks: Dream imprint, improved grab, constrict 1d8+16, mist, spit, trample 8d12+24, weapon use
Special Qualities: Damage reduction 20/magic and good, darkvision 120 ft, flight, uncanny insight, water breathing
Saves: Fort +32, Ref +20, Will +34
Female: Str 43, Dex 11, Con 32, Int 17, Wis 25, Cha 22
Skills: Bluff +8, Intimidate +68, Knowledge (nature) +33, Listen +55, Sense Motive +37, Spot +55, Survival +58
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Overrun, Improved Sunder, Lightning Reflexes, Multiattack, Multiweapon Fighting, Persuasive, Power Attack, Track, Weapon Focus (tentacle)
Epic Feats: Epic Reflexes, Epic Skill Focus (Intimidate), Legendary Tracker

Environment: Temperate and warm aquatic
Organization: Solitary
Challenge Rating: 30
Treasure: None
Alignment: Always chaotic evil
Advancement: 50-150 HD (Colossal)
Level Adjustment: ---

This immensely tall humanoid monster has green-hued leathery skin, and the head of a kraken with huge, bulbous red eyes with black pupils. The creature’s head has seven tentacles, each nearly 20 feet in length, under which is hidden its chitinous beak. It is dressed in exquisite robes of vibrant colors, and a light red mist oozes continuously from its body, forming a crimson cloud around its feet.

The krakentua is a very powerful, malevolent spirit from out of nightmares, and one of the most fearsome creatures known to exist, with a voracious appetite for destruction rivaled only by that of the Tarrasque. This creature actually eats very little, and collects no treasure. A krakentua will eat any type of plant matter, but relishes cherries and cherry tree milk.

Krakentua inhabit remote seas, uninhabited islands, or the depths of the ocean. On occasion, they will make their homes offshore near civilized communities. At night, krakentua venture out to destroy, and take weaker creatures as slaves.

A krakentua considers itself far superior to all other creatures and seeks to enslave any it encounters. A krakentua is obsessed with maintaining a congregation of slaves (most often of human origin), who must worship and honor the monster unquestioningly.

A krakentua stands from 80-100 feet tall and weighs from 170-200 tons.

A krakentua speaks Common, Aquan, and Undercommon.

COMBAT (MALE)
A krakentua attacks with its tentacles, whipping and slashing its opponents, and also attacks with its fists. A grabbed opponent will be held and crushed by the strength of its tentacles. A krakentua’s tentacles are as agile as human hands, and can wield weapons and tools with ease.

An opponent can attack a krakentua’s tentacles with a sunder attempt as if they were weapons. A krakentua’s tentacles have 15 hit points each. If a krakentua is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a krakentua’s tentacles deals 7 points of damage to the creature. A krakentua usually withdraws from combat if it loses 3 tentacles. The creature regrows severed limbs in 1d10+10 days.

A krakentua’s natural weapons, as well as any weapons it wields, are treated as good-aligned and as magic weapons for the purpose of overcoming damage reduction.

Improved Grab (Ex): To use this ability, a krakentua must hit with a tentacle slap 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.

Constrict (Ex): A krakentua deals 1d8+15 points of damage with a successful grapple check.

Mist (Su): 50-foot cone of cherry-red mist, once per round, 1d4 points of Constitution damage; Fortitude save (DC 44) negates. The save DC is Constitution-based.

Spit (Su): Line of cherry milk, once every 1d4 rounds, 100 feet, blindness for 2d6 rounds; Reflex save (DC 44) to avoid. The save DC is Constitution-based.

Trample (Ex): Reflex half DC 50. The save DC is Strength-based.

Water Breathing (Ex): A krakentua can breathe underwater indefinitely and can freely use its special abilities while submerged.

Weapon Use (Ex): A krakentua can wield a melee weapon in each tentacle. It is proficient with all simple and martial melee weapons.

Skills: A krakentua 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.

USING KRAKENTUA WITH ORIENTAL ADVENTURES
If you are using Oriental Adventures rules in your campaign, consider adding the Spirit subtype. Also, consider changing the krakentua’s damage reduction to 15/jade. A krakentua is likely to be wielding more than one weapon, preferring katana and wakizashi when available.

Originally found in module OA2 – Night of the Seven Swords (1986, Jon Pickens, David “Zeb” Cook, Harold Johnson, Rick Swan, Ed Carmien, and David James Ritchie), OA7 – Test of the Samurai (1989) and Monstrous Compendium MC6 – Kara-Tur Appendix (1990).


COMBAT (FEMALE)
A krakentua attacks with its tentacles, whipping and slashing its opponents, and also attacks with its fists. A grabbed opponent will be held and crushed by the strength of its tentacles. A krakentua’s tentacles are as agile as human hands, and can wield weapons and tools with ease.

A female krakentua is significantly more powerful than her male counterpart, and has a greater capacity to inflict harm. In addition to the common physical attacks, a female krakentua will make use of her uncanny insight to gain an advantage against her foes. A female also has the ability to track a victim by imprinting it with her dreams.

A female krakentua is able to fly, whereas the male cannot. As she flies, she leaves a trail of small, dead octopi that she seems to “shed” from her body. Legends attempt to explain this odd byproduct by suggesting that the female is able to power her flight by summoning octopi from the ocean and draining their life force. There is no evidence to support that a krakentua has any of these powers, so this phenomenon is a total mystery.

An opponent can attack a krakentua’s tentacles with a sunder attempt as if they were weapons. A krakentua’s tentacles have 15 hit points each. If a krakentua is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a krakentua’s tentacles deals 7 points of damage to the creature. A krakentua usually withdraws from combat if it loses 3 tentacles. The creature regrows severed limbs in 1d10+10 days.

A krakentua’s natural weapons, as well as any weapons it wields, are treated as good-aligned and as magic weapons for the purpose of overcoming damage reduction.

Dream Imprint (Su): A female krakentua can induce lifelike dreams in a sleeping target, at a range of 10 miles. The krakentua imprints the dreaming target’s aura with a sign that allows the female to track the target at a later date. The sleeping victim is allowed a Will save (DC 41) to reject the dream. The save DC is Charisma-based.

If the target fails its saving throw, the krakentua can spend up to one hour imprinting the target’s mind. For every 10 minutes spent imprinting a target, the krakentua gains a +2 circumstance bonus to its Survival check to track the target. It can track a target anywhere on the same plane of existence as if using a discern location spell. The krakentua can move at full speed while tracking a target in this manner. The tracking bonus disappears after 1 week as the imprint fades from the target’s aura.

Creating the dreams is extremely stressful for the krakentua. She cannot create dreams for more than an hour a month, and she can never create more than three dreams in immediate succession.

Improved Grab (Ex): To use this ability, a krakentua must hit with a tentacle slap 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.

Constrict (Ex): A krakentua deals 1d8+16 points of damage with a successful grapple check.

Mist (Su): 50-foot cone of cherry-red mist, once per round, 1d4 points of Constitution damage; Fortitude save (DC 46) negates. The save DC is Constitution-based.

Spit (Su): Line of cherry milk, once every 1d4 rounds, 100 feet, blindness for 2d6 rounds; Reflex save (DC 46) to avoid. The save DC is Constitution-based.

Trample (Ex): Reflex half DC 51. The save DC is Strength-based.

Flight (Su): A female krakentua is able to move 30 feet per round in the air, as if using the air walk spell. She can use this power for a maximum of 10 hours per day, at which point she must fully immerse herself in sea water for 24 hours to regain the ability.

Uncanny Insight (Su): Female krakentua continuously use clairvoyance/clairaudience, detect evil, detect good, and discern lies as the spells (caster level 12th).

Water Breathing (Ex): A krakentua can breathe underwater indefinitely and can freely use its special abilities while submerged.

Weapon Use (Ex): A krakentua can wield a melee weapon in each tentacle. It is proficient with all simple and martial melee weapons.

Skills: A krakentua 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.

USING KRAKENTUA WITH ORIENTAL ADVENTURES
If you are using Oriental Adventures rules in your campaign, consider adding the Spirit subtype. Also, consider changing the krakentua’s damage reduction to 15/jade. A krakentua is likely to be wielding more than one weapon, preferring katana and wakizashi when available.

Originally found in module OA7 – Test of the Samurai (1989, Rick Swan) and Monstrous Compendium MC6 – Kara-Tur Appendix (1990).
 
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Creature Cataloguer
Anuchu

Anuchu
Medium Humanoid (Anuchu)
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 30 ft (6 squares)
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: +0/+0
Attack: Longsword +0 melee (1d8/19-20) or longbow +2 ranged (1d8/x3)
Full Attack: Longsword +0 melee (1d8/19-20) or longbow +2 ranged (1d8/x3) or bite +0 melee (1d4)
Space/Reach: 5 ft/5 ft
Special Attacks: ---
Special Qualities: Canine empathy, low-light vision, scent
Saves: Fort +3 Ref +2 Will +0
Abilities: Str 11 Dex 15 Con 13 Int 13 Wis 10 Cha 8
Skills: Listen +5, Move Silently +4*, Spot +3
Feats: Alertness

Environment: Temperate and warm forest
Organization: Solitary, pair, troop (3-10, plus 1 2nd-level ranger), or tribe (10-200, plus 1 2nd-level cleric per 20 anuchu; plus 1 4th-level ranger, 1 3rd-level cleric, and 1 3rd-level wizard per 50 anuchu; plus 1 9th-level ranger per 100 anuchu; plus 5-20 wolves)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +2

This humanoid creature blends qualities of both foxes and wolves into its appearance. Its torso is covered in orange fur, with white fur on the chest, hands, muzzle, and feet. Its eyes are reddish-brown, its pointed ears have black tips, and its padded palms and soles and brown. A set of sharp canine teeth shows through its black lips. The humanoid is well-dressed and has a mane of long red hair tied into braids and a ponytail.

The anuchu are sociable forest-dwelling humanoid canids that stand about 7 feet tall on average. Humans commonly refer to these people as "fox-people." The average life span of an anuchu is 140 years.

Anuchu make their own clothes; popular dress includes tunics, cloaks, and so forth usually of green, brown, gray, or blue. They very rarely wear armor, though they are well versed in normal tools and weapons. Anuchu communities are composed mostly of mound houses or dens overgrown with vegetation, and similar dwellings.

Anuchu are able to speak Common and their own language. Many anuchu learn the languages of races they are friendly with, usually Halfling, Elf, Gnome, and Sylvan. The anuchu can also speak with most canine animals and keep wolves as guardians for the community.

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

COMBAT
Anuchu are usually a peaceful people, but more than ready to defend themselves and their community. An anuchu initiates combat with its longbow, trying to take out opponents at a distance if possible. If forced into melee, most anuchu prefer to use a longsword, but a few of the more accomplished warriors carry bastard swords. If caught in close combat or otherwise unable to use a weapon, an anuchu will bite instead.

Canine Empathy (Ex): Anuchu are able to communicate with canine animals through body language, scent, and vocalization as if they shared a common language.

Skills: *Anuchu have a +4 racial bonus on Move Silently checks when in natural surroundings.

SOCIETY
The anuchu deal with other good humanoids in a friendly manner, though they prefer the company of their own kind to that of elves, dwarves, humans, or halflings. Similarly, most races find them too talkative and perhaps a bit arrogant as well.

Some sages speculate that anuchu are related to gnolls. Their size and appearance certainly suggest that there may be a similar history, but their demeanor shows that they are far removed from that savage race.

ANUCHU AS CHARACTERS
Anuchu leaders tend to be rangers. An anuchu cleric has access to two of the following domains: Animal, Good, and Plant. Psionic anuchu are very rare, but not unheard of.

Anuchu characters possess the following racial traits.

Dex +4, Con +2, Int +2, Cha -2.
A anuchu’s base land speed is 30 feet.
Low-light vision.
+2 natural armor bonus.
+2 racial bonus to Move Silently checks when in natural surroundings.
Special Qualities: Scent, speak with canines.
Automatic Languages: Common, Anuchu. Bonus Languages: Elf, Gnome, Halfling, Sylvan.
Favored Class: Ranger.
Level adjustment +2.

Originally found in Dragon Magazine #119 ("The Dragon's Bestiary," March 1987, Allan Hopkins).
 
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Creature Cataloguer
Jabberwock

Jabberwock
Huge Dragon
Hit Dice: 15d12+75 (172 hp)
Initiative: +0
Speed: 40 ft (8 squares), fly 40 ft (average)
Armor Class: 30 (–2 size, +22 natural), touch 8, flat-footed 30
Base Attack/Grapple: +15/+31
Attack: Bite +21 melee (3d8+8/19-20)
Full Attack: Bite +21 melee (3d8+8/19-20), 2 claws +19 melee (1d6+4), 2 wings +19 melee (2d8+4), 2 stomps +19 melee (2d4+4), and tail slap +19 melee (2d6+4)
Space/Reach: 15 ft/10 ft (20 ft with bite)
Special Attacks: Burble, crush, frightful presence, paralysis gaze
Special Qualities: Blindsense 60 ft, damage reduction 20/magic and slashing, fast healing 3, keen senses, regeneration 1, spell resistance 27, vulnerability to vorpal weapons
Saves: Fort +14, Ref +9, Will +10
Abilities: Str 26, Dex 11, Con 20, Int 4, Wis 12, Cha 17
Skills: Knowledge (nature) +6, Listen +14, Search +4, Spot +14, Survival +19 (+21 aboveground, +21 following tracks)
Feats: Ability Focus (burble), Alertness, Improved Critical (bite), Multiattack, Snatch, Track

Environment: Any forest
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Always neutral
Advancement: 16–30 HD (Huge); 31–45 HD (Gargantuan)
Level Adjustment: ---

This creature has a stout draconic torso with sturdy hind legs, long forearms that end in four long feathery talons, and a long thin tail. It flies about on a pair of elegant wings. Its neck is long and sinuous and its head is enormous. Its malevolent yellow eyes have red pupils and appear to emit beams of light that cut through the shadows. Its scales are a tawny color of mixed gold and brown, and the tiny cracks between the scales are filled in with moss.

The jabberwock is a peculiar creature that prowls dense, virgin forests. Though it resembles true dragons somewhat, it has no breath weapon or treasure-hording instinct. The low, rumbling bubbling sound it creates makes it hard for creatures to remember what it looks like – thus, accurate descriptions of a jabberwock are hard to come by.

This solitary predator will hunt anything moving in its woods. It ignores druids altogether, and some creatures such as fey, treants, centaurs, and gnomes that live in the woods know what signs to look for to withdraw when a jabberwock approaches. A jabberwock is a protector of the woodlands themselves, existing to ensure that no creature exploits or destroys them. Each large, ancient primal forest is theorized to have its own jabberwock.

A jabberwock is 30 feet long with a 20-foot tail, and weighs about X pounds.

COMBAT
The jabberwock is fiercely territorial and will slay anything intruding in its woods. This fearsome opponent will choose a single target, concentrating on it and pursuing it relentlessly until the victim is killed and devoured. The jabberwock only chooses a new foe when its intended target is killed or leaves the forest.

The jabberwock prefers to bite with its huge front teeth. Its long snaky neck enables the head to dart out a surprising distance to reach foes. A jabberwock can rear up on its hind legs and even walk as a biped for a short distance if it needs to. Though it can fly, the jabberwock prefers not to.

Burble (Su): A jabberwock constantly mutters and burbles to itself, creating a confusing effect. All sane creatures within 200 feet of the jabberwock must succeed on a DC 22 Will save or be affected as though by a confusion spell for as long as the victim is within range. Creatures in the area of effect must make a saving throw every round, even if they succeeded in previous rounds. This is a sonic mind-affecting compulsion effect. The save DC is Charisma-based.

This sound also distorts an affected creature’s depth perception, causing a skewed judgment of distance. Creatures, objects, and parts of objects may appear to be much closer or further away than they actually are, causing an affected creature to suffer a –3 circumstance penalty on attack rolls.

This sound also distorts the way an affected creature speaks: words slide, shift, and blend, producing odd hybrids that make communication very difficult. Any affected creature trying to speak or cast a spell cast a spell with a verbal component must succeed on a DC 20 Concentration check. The check DC is Charisma-based. This also cancels any tongues or comprehend languages effects while a creature is affected.

Crush (Ex): A flying jabberwock can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the jabberwock's body. Each creature in the affected area must succeed on a DC 22 Reflex save or be pinned, automatically taking 2d8+12 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the jabberwock chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Frightful Presence (Ex): A jabberwock can unsettle foes with its mere presence. This ability takes effect whenever the jabberwock attacks, charges, or flies overhead. Creatures within a 200-foot radius are subject to the effect if they have fewer than 15 HD. A potentially affected creature must succeed on a DC 20 Will save to remain immune to that jabberwock’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Jabberwocks ignore the frightful presence of other jabberwocks.

Paralysis Gaze (Su): Paralyzed for 1d6+2 minutes, range 50 feet; Fortitude DC 20 negates. The save DC is Charisma-based.

Keen Senses (Ex): A jabberwock sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Regeneration (Ex): Magic slashing weapons deal normal damage to a jabberwock.

Vulnerability to Vorpal Weapons (Ex): A vorpal weapon threatens a critical hit on a range of 19-20 when wielded against a jabberwock.

Originally found in Monstrous Compendium Annual Three (1996). Different versions are also found in Dragon Magazine #54 (“Beware the Jabberwock,” October 1981, Mark Nuiver) and module EX2 – The Land Beyond the Magic Mirror (1983).
 
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Creature Cataloguer
Azmyth

Azmyth
Small Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +2
Speed: 10 ft (2 squares), fly 60 ft (perfect)
Armor Class: 18 (+1 size, +2 Dex, +5 natural), touch 13, flat-footed 16
Base Attack/Grapple: +2/-4
Attack: Bite +5 melee (1d3-2 plus shocking grasp)
Full Attack: Bite +5 melee (1d3-2 plus shocking grasp) and tail stab +0 melee (1d4-2 plus shocking grasp)
Space/Reach: 5 ft/5 ft
Special Attacks: Shocking grasp, spell-like abilities
Special Qualities: Darkvision 90 ft, low-light vision, spell resistance 19, telepathy 60 ft
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 7, Dex 15, Con 12, Int 13, Wis 13, Cha 12
Skills: Hide +10, Listen +7, Move Silently +6, Spot +6
Feats: Alertness, Weapon Finesse (b)

Environment: Temperate land and underground
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Usually chaotic neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: +2 (cohort)

This bat-like creature has a crested head and a bearded chin. It has white, pupilless eyes, and its skin is leathery.

The azmyth is a solitary wanderer that lives off of flowers, small plants and insects. Though nomadic, an azmyth will choose favorite places to return to often. Azmyths are known for forming long-lasting partnerships with humanoids for mutual benefit, and can form loyal friendships with agreeable companions. Such friendships can run so deep that an azymth will accompany a creature for its whole lifetime, even accompanying that creature’s offspring when the creature dies. The lifespan of an azmyth is unknown, but is believed to be over a century. An azmyth will never willingly become a spellcaster’s familiar, but may serve as an animal companion for a ranger or druid.

An azmyth is almost 4 feet in length, with a 3-foot wingspan, and weighs 25 pounds. Its skin is usually gray, mauve, or emerald green in color.

An azmyth cannot speak, but emits squeaks when alarmed or enraged, and makes endearing, liquid chuckles when delighted or amused.

COMBAT
An azmyth attacks by biting its foe and stinging with its needle-sharp tail. It can combine its shocking grasp ability with its bite or tail stab. Azmyths prefer to avoid direct conflict, and use their spell-like abilities from a distance.

Spell-Like Abilities: 3/day – detect thoughts (DC 13); 1/day – invisibility (target self only), silence (centered on self only). Caster level 6th. The save DCs are Charisma-based.

Shocking Grasp (Su): Twice per day an azmyth can deliver a shocking grasp by physical contact. This attack deals 2d6 points of electrical damage. It is otherwise similar to the spell of the same name.

Telepathy (Su): Azmyths can communicate telepathically with other azmyths, provided they are within 60 feet.

Dragon Magazine #90 ("Bats That Do More Than Bite," October 1984, Ed Greenwood), The Drow of the Underdark (1991), Monstrous Compendium MC11 - Forgotten Realms Appendix II (1991), and the Monstrous Manual (1993).
 
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Creature Cataloguer
Death Angel

Death Angel
Medium Outsider (Extraplanar)
Hit Dice: 7d8+14 (45 hp)
Initiative: +5
Speed: 30 ft (6 squares), fly 50 ft (good)
Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Base Attack/Grapple: +7/+11
Attack: Scythe +12 melee (2d4+6/x4 plus death strike)
Full Attack: Scythe +12/+7 melee (2d4+6/x4 plus death strike)
Space/Reach: 5 ft/5 ft
Special Attacks: Create death angel, death strike
Special Qualities: +4 turn resistance, curse of death, damage reduction 10/magic and silver, darkvision 60 ft, spell resistance 30, telepathy 100 ft, teleport, vulnerability to turning
Saves: Fort +7 Ref +6 Will +9
Abilities: Str 18 Dex 13 Con 15 Int 18 Wis 18 Cha 14
Skills: Bluff +12, Concentration +12, Diplomacy +17, Disguise +11 (+13 acting), Escape Artist +8, Hide +8, Intimidate +15, Listen +14, Move Silently +11, Search +14, Sense Motive +14, Spot +14, Survival +13 (+15 following tracks), Use Rope +1 (+3 with bindings)
Feats: Improved Initiative, Power Attack, Weapon Focus (scythe)

Environment: Any outer plane
Organization: Solitary
Challenge Rating: 08
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Medium); 15-21 HD (Large)
Level Adjustment: ---

This humanoid appears in dark, flowing robes of crimson. Its head and face are covered in a golden helm. Two large golden wings protrude from its shoulders.

A death angel is an agent of a powerful being that can be sent to mortals for one of two purposes. It can act as an Oracle to warn a creature or group of creatures of impending doom, or it can represent Death itself, on a mission to take the life of a creature. A death angel will not stop until it has fulfilled its mission. These "fingers of Fate" are under a powerful curse, and often employed by powerful entities such as deities, outsiders, liches, and evil priests. This curse ends only when a death angel finds a new being to take its place.

A death angel is 6 feet tall and weighs 180 pounds.

Death angels do not speak, but can communicate telepathically with any creature that has a language.

COMBAT
The angel of death battles its foes with its scythe. It concentrates its attacks on the one it was sent to kill (if it was sent to kill a creature). It is not oblivious to its intended target's allies and does not act rashly or foolishly in combat. If it must disperse with the target's allies before slaying its target then so be it, but it prefers to ignore other opponents.

A slain death angel evaporates in a puff of acrid smoke, leaving no remains whatsoever.

A death angel uses its teleport ability to bypass barriers and allies of its target in order to reach its quarry quickly. It never uses its teleport ability to flee from melee; in fact, a death angel never flees unless its quarry does so first. It will teleport or fly away after completing its mission.

Create Death Angel (Su): Any humanoid slain by a death angel's death strike becomes a death angel after 3 full days, under the complete control of the being that controlled its predecessor. During this time, the creature's body remains inert and intact. Damage done subsequently to the body, even complete destruction, does not prevent the being's essence from transforming into a death angel, but successful resurrection does. Once the being is transformed into a death angel, it cannot be restored to its previous life by mortal magic. It does not possess any of the abilities it had in its previous incarnation. Only one death angel can serve a given master at any one time; any humanoids slain beyond the first do not become death angels.

Death Strike (Su): Living creatures hit by a death angel's scythe must succeed on a DC 15 Fortitude save or die. Creatures that make their save instead take 1d4 points of Constitution drain. The save DC is Charisma-based.

A death strike that kills a victim prevents any form of raising or resurrection. There is a 50% chance that a miracle or true resurrection can restore a slain victim to life. Check once for each slain creature. If the check fails, the creature cannot be brought back to life. Wish will always succeed. Any being killed three times by death strikes cannot be raised by mortal magic ever again.

Curse of Death (Su): A death angel is cursed to remain under the complete control of the being that created it or created one of its predecessors. It cannot be permanently slain by anything short of divine magic, and will always return to life in 1d3 days. A death angel can only free itself from this curse by killing a victim, and allowing the victim to replace it as a new death angel, setting the old death angel's spirit free to its eternal rest. A slain death angel can likewise be freed from this curse by a remove curse, break enchantment, miracle, or wish spell cast on the death angel before its death or cast on the spot where the death angel was slain. A particular master can control only one death angel at any time.

Teleport (Sp): A death angel can teleport at will as the greater teleport spell (self plus 50 pounds of objects only).

Vulnerability to Turning (Ex): Any turning attempt targeting an death angel that would turn or rebuke an undead of the death angel's Hit Dice causes the death angel to flee. A turned death angel will return after 24 hours.

Originally found in Dragon Magazine #6 ("Featured Creature," April 1977, John Sullivan).
 
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Creature Cataloguer
Jor

Jor
Medium Humanoid (Orc)
Hit Dice: 2d8+4 (13 hp)
Initiative: +4
Speed: 20 ft in scale mail (4 squares); base speed 30 ft
Armor Class: 15 (+4 scale mail, +1 light shield), touch 10, flat-footed 15
Base Attack/Grapple: +1/+4
Attack: Scimitar +4 melee (1d6+3/18-20) or light crossbow +1 ranged (1d8/19-20)
Full Attack: Scimitar +4 melee (1d6+3/18-20) or light crossbow +1 ranged (1d8/19-20)
Space/Reach: 5 ft/5 ft
Special Attacks: Poison, poison use, sneak attack +1d6
Special Qualities: Darkvision 60 ft, light sensitivity
Saves: Fort +5 (+9 against poison) Ref +0 Will +0
Abilities: Str 16 Dex 10 Con 14 Int 8 Wis 11 Cha 9
Skills: Disguise +1, Hide -4*, Listen +0*, Move Silently -3*, Spot +0*
Feats: Improved Initiative

Environment: Any marsh
Organization: Gang (3-12), squad (11-20 plus 2 3rd-level sergeants and 1 3rd-level leader), band (30-60 plus 1-4 3rd-level bodyguards plus 1 3rd-level subcheif plus 1 4th-level master jor), or tribe (20-200 plus 100% females and 150% noncombatant young plus 4-16 3rd-level bodyguards and 12-15 3rd-level leaders and 2 3rd-level subcheifs and 1-6 4th-level master jors and 1 4th-level chief)
Challenge Rating: 02
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +2

This primitive humanoid has a stooped posture, low forehead, and a swinelike face with prominent lower canines. It has a greenish blue tinge to its skin.

The jors are a powerful and cunning breed of orcs that live in swamps. From childhood, they are trained to kill, and many become assassins. Their mindset and society of these humanoids, also known as swamp orcs, is very similar to that of the more common type of orc. Rumors suggest that jors have formed their own assassins' guild, meant to destroy the more numerous humanoid races over time. Jors and lizardfolk are great rivals for swamp territory, with a mutual hatred that often causes them to attack each other on sight.

Jors speak Orc and Common.

COMBAT
Jors are capable of fighting as well as any orc, but make sneak attacks whenever possible. Jors prefer lighter weapons like the scimitar and crossbow, but many commonly carry bastard swords, battleaxes, spears, and flails. Like orcs, jors hate sunlight and only come out of their lairs after sunset.

Jors usually coat their arrows with a potent toxin made from swamp plants and waters.

Poison (Ex): An opponent hit by a jor’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d6 rounds. A typical jor carries 1d4-1 doses of this poison. Jors typically coat both crossbow bolts and melee weapons with this poison. This poison only works once per application, and must be applied to the weapon again to be reused.

Poison Use (Ex): Jor are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Sneak Attack (Ex): Any time a jor’s opponent is denied its Dexterity bonus to AC, or if a jor flanks its opponent, it deals an extra 1d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations. If a jor gets a sneak attack bonus from another source (such as rogue or assassin levels), the bonuses on damage stack.

Light Sensitivity (Ex): Jors are dazzled in bright sunlight or within the radius of a daylight spell.

Skills: The skill modifiers given in the statistics block include a –5 armor check penalty for wearing scale mail and carrying a light shield.

*A jor has a +6 racial bonus on Hide, Listen, Move Silently, and Spot checks in any marsh terrain.

JORS AS CHARACTERS
A jor’s favored class is rogue, and jor leaders tend to be rogue/assassins.

Jor characters possess the following racial traits.

- +6 Strength, +4 Constitution, -2 Intelligence, -2 Charisma.
- Medium size.
- A jor's base land speed is 30 feet.
- Darkvision out to 60 feet.
- Racial Hit Dice: A jor 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. A jor has a +4 racial bonus on saves against poison.
- Racial Skills: A jor's humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Disguise, Hide, and Move Silently. *A jor has a +6 racial bonus on Hide, Listen, Move Silently, and Spot checks in any marsh terrain.
- Racial Feats: A jor's humanoid levels give it one feat.
- Special Attacks (see above): Poison Use, Sneak Attack.
- Special Qualities (see above): Light Sensitivity.
- Weapon and Armor Proficiency: A jor is proficient with all simple weapons and scimitars. It is proficient with light and medium armor and with shields (but not tower shields).
- Automatic Languages: Common, Orc. Bonus Languages: Draconic, Giant, Undercommon.
- Favored Class: Rogue.
- Level Adjustment +2.

Originally found in Dragon Magazine #141 ("The Dragon's Bestiary," January 1989, Michael J. Szarmach).
 
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Creature Cataloguer
Oonga and his Apes

Ape of the Isle
Huge Magical Beast
Hit Dice: 18d10+90 (189 hp)
Initiative: +1
Speed: 40 ft (8 squares), climb 20 ft
Armor Class: 17 (-2 size, +1 Dex, +8 natural), touch 9, flat-footed 16
Base Attack/Grapple: +18/+36
Attack: Slam +26 melee (1d8+10)
Full Attack: 2 slams +26 melee (1d8+10) and bite +24 melee (2d6+5) and 2 stamps +24 melee (2d8+5)
Space/Reach: 15 ft/15 ft
Special Attacks: Boulder smash, constrict 1d8+10, double damage against objects, improved grab, rend 2d8+15, trample 2d6+15
Special Qualities: Darkvision 60 ft., fast healing 5, gallop, immune to mind-affecting abilities, low-light vision, resistance to fire 10, electricity 10, and cold 10, scent
Saves: Fort +16, Ref +12, Will +7
Abilities: Str 30, Dex 13, Con 20, Int 4, Wis 12, Cha 8
Skills: Climb +18, Jump +21 (+25 gallop), Listen +11, Spot +11
Feats: Alertness, Awesome Blow, Cleave, Improved Bull Rush, Multiattack, Power Attack, Snatch

Environment: Warm forest
Organization: Solitary or band (2-5)
Challenge Rating: 15
Treasure: None
Alignment: Always neutral
Advancement: 19-36 HD (Huge)
Level Adjustment: ---

This simian appears to be nothing more than a gigantic gorilla, with a heavy coat of brownish-black fur and yellow eyes.

Apes of the Isle are so named because they were originally found on the demiplane called The Isle of the Ape. Zagyg the Mad apparently placed them on the demiplane, though whether he created them or took them from someplace else is unknown. There are only five apes on the Isle, all female, besides their leader, Oonga. Though these apes are long-lived, there are not enough of them to sustain a viable community and have not bred in years. These apes prefer to eat plants, but will eat meat if available. Despite this, they are very aggressive to other creatures.

The apes of the Isle average 24 feet in height, and weigh about 12,000 pounds.

COMBAT
Apes of the Isle begin combat by charging and attempting to overrun their foes. In melee, they attack with fists and bite. An ape of the Isle can easily uproot a tree of up to 72 feet in height and 6 feet in diameter, and use the tree as a Huge greatclub (3d8 damage).

Boulder Smash (Ex): An ape of the Isle can throw a Large boulder (10 ft. by 10 ft.), potentially hitting or dispersing multiple targets, at a range increment of 120 feet. To throw a boulder, an ape of the Isle must target a 10-foot-square area and hit AC 15. A success means that creatures and objects in the target area must make a Reflex save (DC = ape's attack roll) or take 3d8+10 points of damage. If a creature in the target area succeeds on the save, it moves 5 feet backward or to the side, though if it cannot move out of the area it takes half damage.

Constrict (Ex): An ape of the Isle deals automatic slam damage with a successful grapple check.

Double Damage against Objects (Ex): An ape of the Isle that makes a full attack against an object or structure deals double damage.

Improved Grab (Ex): To use this ability, an ape of the Isle must hit with its slam 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. On a successful grapple check, an ape of the Isle deals automatic bite damage.

Rend (Ex): If an ape of the Isle hits with both slam attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+15 points of damage.

Trample (Ex): Reflex half DC 29. The save DC is Strength-based.

Gallop (Ex): An ape of the Isle can get down on all fours and gallop along at a speed of 50 feet, provided that its hands are free. When running on all fours, an ape of the Isle can launch itself into a jump. The jump DCs for both long jumps and high jumps are halved while galloping.

Skills: Apes of the Isle have a +8 racial bonus on Climb checks. An ape of the Isle can always choose to take 10 on Climb checks, even if rushed or threatened.

Originally found in module WG6 - Isle of the Ape (1985, Gary Gygax).


Ape of the Isle, Oonga
Huge Magical Beast
Hit Dice: 36d10+200 (398 hp)
Initiative: +5
Speed: 50 ft (10 squares), climb 20 ft
Armor Class: 19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 18
Base Attack/Grapple: +36/+56
Attack: Slam +47 melee (1d8+12)
Full Attack: 2 slams +47 melee (1d8+12) and bite +45 melee (2d6+6) and 2 stamps +45 melee (2d8+6)
Space/Reach: 15 ft/15 ft
Special Attacks: Boulder smash, constrict 1d8+12, double damage against objects, improved grab, rend 2d8+18, trample 2d6+18
Special Qualities: Darkvision 60 ft., fast healing 5, gallop, immune to mind-affecting abilities, low-light vision, resistance to fire 15, electricity 15, and cold 15, scent, spell resistance 29
Saves: Fort +25, Ref +21, Will +13
Abilities: Str 34, Dex 13, Con 20, Int 8, Wis 12, Cha 10
Skills: Climb +20, Jump +33 (+37 gallop), Listen +16, Spot +16
Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Sunder, Multiattack, Power Attack, Snatch
Epic Feats: Epic Prowess, Epic Sunder, Epic Toughness

Environment: Warm forest
Organization: Solitary or troupe (Oonga plus 2-4 apes of the Isle)
Challenge Rating: 18
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This mighty simian appears to be nothing more than a gigantic gorilla, with a heavy coat of brownish-black fur and yellow eyes. This one appears to have a regal bearing, and commands the respect of the others.

Oonga is the monarch of the apes found on the Isle of the Ape. He is the largest and fiercest of his kind, and dwells alone. Those creatures too stupid to stay away from his lair are torn to pieces and devoured. The savage Kawibusa tribe that dwells on the island offers him sacrifices and worships him as a god.

Oonga is 30 feet tall and weighs about 20,000 pounds. He speaks no languages, but is intelligent enough to learn them.

COMBAT
Oonga begins combat by charging and attempting to overrun his foes. In melee, he attacks with his fists and bite. Oonga can easily uproot a tree of up to 90 feet in height and 9 feet in diameter, and use the tree as a Huge greatclub (3d8 damage).

Boulder Smash (Ex): Oonga can throw a Large boulder (10 ft. by 10 ft.), potentially hitting or dispersing multiple targets, at a range increment of 120 feet. To throw a boulder, Oonga must target a 10-foot-square area and hit AC 15. A success means that creatures and objects in the target area must make a Reflex save (DC = Oonga's attack roll) or take 3d8+10 points of damage. If a creature in the target area succeeds on the save, it moves 5 feet backward or to the side, though if it cannot move out of the area it takes half damage.

Constrict (Ex): Oonga deals automatic slam damage with a successful grapple check.

Double Damage against Objects (Ex): If Oonga makes a full attack against an object or structure, he deals double damage.

Improved Grab (Ex): To use this ability, Oonga must hit with his slam attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict. On a successful grapple check, Oonga deals automatic bite damage.

Rend (Ex): If Oonga hits with both slam attacks, he latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+18 points of damage.

Trample (Ex): Reflex half DC 40. The save DC is Strength-based.

Gallop (Ex): Oonga can get down on all fours and gallop along at a speed of 60 feet, provided that his hands are free. When running on all fours, Oonga can launch himself into a jump. The jump DCs for both long jumps and high jumps are halved while galloping.

Skills: Oonga has a +8 racial bonus on Climb checks. Oonga can always choose to take 10 on Climb checks, even if rushed or threatened.

Originally found in module WG6 - Isle of the Ape (1985, Gary Gygax).
 
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BOZ

Creature Cataloguer
Lythlyx

Lythlyx
Large Aberration (Psionic)
Hit Dice: 5d8+20 (42 hp)
Initiative: +8
Speed: 15 ft (3 squares), fly 30 ft (perfect), swim 20 ft
Armor Class: 19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15
Base Attack/Grapple: +3/+15
Attack: Body whip +9 melee (2d6+9)
Full Attack: Body whip +9 melee (2d6+9)
Space/Reach: 10 ft/5 ft
Special Attacks: Blood drain, constrict 2d6+9, improved grab, psi-like abilities
Special Qualities: All-around vision, darkvision 90 ft, durable, immunity to mind-affecting effects and sleep effects, slow descent
Saves: Fort +5 Ref +5 Will +5
Abilities: Str 23 Dex 19 Con 19 Int 10 Wis 13 Cha 13
Skills: Listen +9, Search +4, Spot +13, Swim +14
Feats: Improved Initiative, Weapon Focus (body whip)

Environment: Any land, underground, and aquatic
Organization: Solitary or ensemble (3-18)
Challenge Rating: 07
Treasure: None
Alignment: Usually lawful neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: ---

This eel-like creature is shaped like a corkscrew or spring, spinning and rotating around in place. Its long, worm-like body is about as thick as a human thigh. Its oily, mottled green and black skin is rubbery and flexible, flattening and twisting as the creature moves. The creature has no distinct head or eyes, but on the inner curve of its body are numerous sucker-like mouths.

The lythlyx is a bizarre creature of unknown origin, which seems to have no purpose in life but to continue its strange, unending dance. These creatures, also known as "spirals", are always seen dancing in mid-air or underwater. This dance continues for years on end (even centuries) in one spot, almost always in a remote area. Lythlyx seem to favor hilltop cairns, rocky islets, and secluded forest or jungle pools.

Some sages theorize that the lythlyx is actually a stage in the life cycle of creatures such as ropers, gibbering mouthers, or tentamorts, or even related to couatls or dragons. Lythlyx flesh excretes an oily substance that is used to make certain magical inks, and are often hunted for this.

Lythlyx range from 14-21 feet in length, and weigh about 300 pounds.

Lythlyx do not speak or attempt to communicate with other intelligent creatures.

COMBAT
These creatures are decidedly aggressive, but attack only at whim. When it chooses an appropriate target, a lythlyx attacks by whipping with the length of its body. A lythlyx can move with lightning speed and drop its coils around one or more victims, either to constrict or use any or all of its 20 mouths to drain blood from living creatures. It can only use one or the other of these attacks per round on a grappled victim, but the same attack can be used on multiple victims. A lythlyx will usually only use psionics if badly wounded, or if anything uses psionics within 90 feet of it. A lythlyx will flee from more powerful opponents, but will fight to the death if cornered.

A lythlyx that is killed violently will probably explode, spraying blood on everything within 5 feet of it.

Lythlyx are never grounded by choice, and will thrash about violently if forced to the ground. Lythlyx can only be stopped from spinning if paralyzed, which will cause them to fall to the ground, helpless.

Blood Drain (Ex): A lythlyx can drain blood from a living victim by making a successful grapple check. It if pins the foe, it drains blood, dealing 1d4 points of Constitution damage each round the pin is maintained. Once it has dealt 10 points of Constitution damage, it releases its hold and drops the victim. On each successful attack, the lythlyx heals 5 hit points of damage to itself.

Constrict (Ex): A lythlyx deals 2d6+9 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a lythlyx must hit a creature of Large or smaller size with its body whip 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 either constrict or drain blood.

A lythlyx may continue to use its body whip attack against creatures it is not currently grappling. The lythlyx can use its improved grab ability to grapple multiple creatures, and can hold 1 Large, 2 Medium, or 4 Small or smaller creatures. On a successful grapple check, the lythlyx either constricts all creatures it is grappling or drains blood from all creatures it is grappling.

Psi-Like Abilities: At will - body equilibrium, control flames (increase or decrease by up to 4 size categories, maximum Medium*), control object, control sound, create sound, id insinuation (4 targets, DC 16), matter agitation, psionic blast (stunned for 3 rounds, DC 14), telempathic projection; 3/day - intellect fortress (2 rounds duration*), mind thrust (ML 5th, 5d10, DC 13*), psychic crush (DC 12**), suspend life, psionic teleport. Manifester level 9th. The save DCs are Charisma-based.
* Includes augmentation for the lythlyx's manifester level.
** Includes the inherent +4 save adjustment described in the power.

A lythlyx always has the detect psionics ability active on its person (manifester level 9th, range 90 feet). It can be dispelled, but the lythlyx can reactivate it as a free action.

All-Around Vision (Ex): A lythlyx has no distinct head or eyes, but can see through numerous sensitive areas along its body surface. This gives it a +4 racial bonus on Spot and Search checks, and it can't be flanked.

Durable (Ex): A lythlyx is not subject to nonlethal damage. A lythlyx is not affected by changes in pressure, such as those found in ocean depths, or at high altitudes.

Slow Descent (Ex): A lythlyx always takes minimum falling damage due to the way its body spins as it falls.

Skills: A lythlyx 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.

Dragon Magazine #43 ("Dragon's Bestiary," November 1980, Ed Greenwood), The Ruins of Myth Drannor boxed set (1993), and Monstrous Compendium Annual One (1994).
 
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BOZ

Creature Cataloguer
Diurge

Diurge
Medium Outsider (Evil, Extraplanar)
Hit Dice: 6d8+12 (39 hp)
Initiative: +6
Speed: 40 ft (8 squares)
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +6/+9
Attack: Touch +9 melee (negative energy touch and energy drain) or bastard sword +10 melee (1d10+5/19-20)
Full Attack: Touch +9 melee (negative energy touch and energy drain) or bastard sword +10/+5 melee (1d10+5/19-20)
Space/Reach: 5 ft/5 ft
Special Attacks: Energy drain, negative energy touch, psionics
Special Qualities: Damage reduction 5/magic, darkvision 60 ft, fast healing 2, immunities, low-light vision, negative energy affinity, spell resistance 11, vulnerability to turning
Saves: Fort +7 Ref +9 Will +7
Abilities: Str 17 Dex 14 Con 15 Int 15 Wis 14 Cha 14
Skills: Bluff +11, Concentration +11, Diplomacy +4, Disguise +2 (+4 acting), Hide +11, Intimidate +13, Jump +7, Knowledge (arcana) +11, Knowledge (the planes) +11, Listen +11, Move Silently +11, Search +11, Spot +11, Survival +2 (+4 planes, +4 following tracks)
Feats: Cleave (b), Combat Expertise (b), Improved Initiative, Lightning Reflexes, Power Attack, Weapon Specialization (bastard sword) (b), Weapon Focus (bastard sword) (b)

Environment: Negative Energy Plane
Organization: Troop (4-40 common diurges, plus 1 commander per 10 common diurges)
Challenge Rating: 07
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +9

This humanoid has dark gray skin, and its hair has a metallic sheen. Its eyes are solid red orbs. It carries a fine complement of weapons and appears to be prepared for combat.

Diurges are terrible denizens of a nightmare realm in the Negative Energy plane known as Darkrealm, a nightmarishly twisted version of a Material Plane world. Diurges live to serve the evil lords of Darkrealm, but are occasionally ordered to travel to the Material Plane to spread chaos. These beings are extremely sadistic, hating everything that lives, and willing to manipulate anyone in the process of achieving their goals. They are horrible conquerors, subjugating other life forms ruthlessly, and causing pain wherever they go. Their lack of individual greed enables them to better work together towards this common goal.

Diurges are similar to humans in appearance expect for their skin color, and usually have either white or metallic-red hair. Their eyes are able to see in most spectrums of light.

A diurge speaks Common and Undercommon.

COMBAT
Diurges almost always carry weapons, but a diurge often elects to attack living creatures with its touch attack.

Energy Drain (Su): Living creatures hit by a diurge's touch attack gain one negative level. The DC is 15 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the diurge gains 5 temporary hit points.

Negative Energy Touch (Su): A diurge can make a hit with a touch attack to infuse a target with negative energy. Living creatures take 1d4 points of damage. The diurge can choose to channel this negative energy into undead creatures as well, healing up to 1d4 points of damage.

Psionics (Sp): 3/day - charm monster (DC 16), detect magic, detect thoughts (DC 14), levitate, spider climb. Effective caster level equals 1/2 diurge's Hit Dice. The save DCs are Charisma-based.

Additionally, a diurge gains additional powers as it gains levels/Hit Dice:

3rd: 1/day-dominate monster
4th: 3/day-touch of idiocy
5th: 3/day-confusion
6th: 3/day-telekinesis
7th: 1/day-Bigby's grasping hand
8th: 1/day-slay living
9th: 1/day-nondetection

Immunities (Ex): A diurge is immune to ability damage, energy drain, mind-affecting effects, poison, sleep effects, paralysis, polymorph, and death effects.

Negative Energy Affinity (Ex): A diurge is affected by cure spells and inflict spells as if it were an undead creature. A diurge can take an attack action to damage itself with its touch attack, healing 1d4 points of damage per attack. Conversely, a diurge takes half again as much (+50%) damage as normal from a positive energy effect.

Vulnerability to Turning (Ex): Any turning attempt targeting a diurge that would turn or rebuke an undead of the diurge's HD affects the diurge as if it were an undead of 4 Hit Dice higher than it is. A turning attempt that would destroy or command an undead of equivalent Hit Dice instead only turns or rebukes the diurge.

Feats: A diurge has four bonus combat-oriented feats, which must be drawn from the feats noted as fighter bonus feats. If a diurge takes levels as a fighter, it does not gain bonus feats from that class until reaching 8th level.


DIURGE COMMANDER
Diurge Commander, 9th-Level Sorcerer
Medium Outsider (Evil, Extraplanar)
Hit Dice: 6d8+18 plus 9d4+27 (94 hp)
Initiative: +6
Speed: 40 ft (8 squares)
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +10/+13
Attack: Touch +13 melee (negative energy touch and energy drain) or bastard sword +14 melee (1d10+5/19-20)
Full Attack: Touch +13 melee (negative energy touch and energy drain) or bastard sword +14/+9 melee (1d10+5/19-20)
Space/Reach: 5 ft/5 ft
Special Attacks: Energy drain, negative energy touch, psionics, spells
Special Qualities: Damage reduction 5/magic, darkvision 60 ft, fast healing 2, immunities, low-light vision, negative energy affinity, spell resistance 20, vulnerability to turning
Saves: Fort +11 Ref +13 Will +13
Abilities: Str 17, Dex 15, Con 17, Int 16, Wis 15, Cha 16
Skills: Bluff +15, Concentration +15, Diplomacy +17, Disguise +3 (+5 acting), Hide +14, Intimidate +17, Jump +7, Knowledge (arcana) +15, Knowledge (the planes) +15, Listen +14, Move Silently +14, Search +15, Spellcraft +17 (+19 scrolls), Spot +14, Survival +2 (+4 planes, +4 following tracks), Use Magic Device +15 (+17 scrolls)
Feats: Cleave (b), Combat Expertise (b), Great Cleave, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Weapon Specialization (bastard sword) (b), Weapon Focus (bastard sword) (b)

Environment: Negative Energy Plane
Organization: Troop (4-40 common diurges, plus 1 commander per 10 common diurges)
Challenge Rating: 11
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +9

The commanders of the diurge legions are members of a superior caste in diurge society. They train to increase their might in magic, while retaining their ability to fight as warriors.

Combat
The save DCs for the diurge commander's psionics (charm monster DC 17, detect thoughts DC 15) are adjusted for its higher Charisma score.
Typical Sorcerer Spells Known: (6/7/7/7/5/3; save DC 13 + spell level): 0 - daze, detect magic, ghost sound, mage hand, message, ray of frost, read magic, touch of fatigue; 1st - expeditious retreat, mage armor, ray of enfeeblement, shield, true strike; 2nd - bear's endurance, darkness, ghoul touch, spectral hand; 3rd - dispel magic, displacement, vampiric touch; 4th - bestow curse, dimension door.


DIURGES AS CHARACTERS
Most diurges with class levels are fighters. Those that become commanders are usually sorcerers or fighter/sorcerers.

Diurge characters possess the following racial traits.

+6 Strength, +4 Dexterity, +4 Constitution, +4 Intelligence, +4 Wisdom, +4 Charisma.
A diurge's base land speed is 40 feet.
Darkvision out to 60 feet and low-light vision.
Racial Hit Dice: A diurge begins with six levels of outsider, which provides 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
Racial Skills: A diurge's outsider levels give it skill points equal to 8 x (2 + Int modifier). Its class skills are Bluff, Concentration, Hide, Intimidate, Knowledge (arcana), Knowledge (the planes), Listen, Move Silently, Search and Spot.
Racial Feats: A diurge's outsider levels give it three feats.
+6 natural armor bonus.
Special Attacks (see above): Energy drain, negative energy touch, psionics.
Special Qualities (see above): Damage reduction 5/magic, fast healing 2, immunities, negative energy affinity, spell resistance 5 + Hit Dice and class levels, vulnerability to turning.
Automatic Languages: Abyssal, Common. Bonus Languages: Infernal, Undercommon.
Favored Class: Fighter.
Level Adjustment +9.


PSIONIC DIURGE
If you use the Expanded Psionics Handbook in your game, adjust the diurge as follows:

Medium Outsider (Evil, Extraplanar, Psionic)
Special Attacks: Energy drain, negative energy touch, psi-like abilities
Special Qualities: Damage reduction 5/magic, darkvision 60 ft, fast healing 2, immunities, low-light vision, naturally psionic, negative energy affinity, power resistance 11, vulnerability to turning
Skills: Bluff +15, Concentration +15, Diplomacy +17, Disguise +3 (+5 acting), Hide +14, Intimidate +17, Jump +7, Knowledge (psionics) +15, Knowledge (the planes) +15, Listen +14, Move Silently +14, Psicraft +17 (+19 power stones), Search +15, Spot +14, Survival +2 (+4 planes, +4 following tracks), Use Psionic Device +15 (+17 power stones)
Feats: If different

Naturally Psionic (Ex): A diurge gains 3 bonus power points at 1st level. This benefit does not grant a diurge the ability to manifest powers unless it gains that ability through another source, such as levels in a psionic class.

A psionic diurge does not possess the spell-like abilities of the standard diurge. Instead, it has psi-like abilities.

Psi-Like Abilities: 3/day - body equilibrium, detect psionics, matter agitation, psionic charm, psionic levitate, read thoughts. Manifester level equals 1/2 diurge's Hit Dice. The save DCs are Charisma-based.

Additionally, a diurge gains additional powers as it gains levels/Hit Dice:

3rd: 1/day-psionic dominate
4th: 3/day-empty mind, mind thrust
5th: 3/day-ego whip, id insinuation
6th: 3/day-telekinetic thrust, telekinetic force
7th: 1/day-telekinetic maneuver
8th: 1/day-psychic crush
9th: 1/day-aura alteration, matter manipulation

Originally found in Dragon Magazine #141 ("The Dragon's Bestiary," January 1989, Scott Bennie and Steve Sloane).
 
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BOZ

Creature Cataloguer
Darter

Darter
Small Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +1
Speed: 10 ft (2 squares)
Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +1/-4
Attack: Claw +1 melee (1d2-1) or fang +3 ranged (1d3-1 and poison)
Full Attack: Claw +1 melee (1d2-1) or fang +3 ranged (1d3-1 and poison)
Space/Reach: 5 ft/5 ft
Special Attacks: Blood drain, fangs, poison
Special Qualities: Darkvision 60 ft, low-light vision
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 9, Dex 12, Con 13, Int 1, Wis 12, Cha 2
Skills: Hide +7, Listen +4, Spot +4
Feats: Alertness

Environment: Temperate and warm marsh
Organization: Pair, pack (3-8), or nest (9-24)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Level Adjustment: —

This small green lizard has a pear-shaped body and a tapered head from which two dark eyes and a tubular snout protrude. A pair of short crests tops the head. Each of its four feet has three short claws at its end.

The darter is a swamp-dwelling lizard with a somewhat comical appearance. It is named for the numerous slender, dart-like fangs that grow in a horizontal direction in its snout and serve as its primary mode of defense and attack. The creature is actually extremely lazy and only moves to feed. This lazy creature prefers to wait for prey to come to it, rather than to hunt.

A darter’s scaly skin is emerald to dark jade in color. The crests on its head stand erect when a darter is threatened or alarmed.

Swamp-dwelling humanoids have learned that there are many uses for darters. When killed, the two-inch long darts can be removed the snout fairly easily, and can be used in blowguns or as tips for larger darts. The poison sac is also easily to remove, and contains enough poison to coat 6d6 darts or similar weapons for one use each. The save DC of the poison decreases by 1 for every day after it is exposed to the air. Live darters can be used as guards and traps, but are very resistant to any sort of training and attack anything that approaches. Some brave (or foolish) swamp-dwellers will carry darters and point their snouts at enemies, though the darter is likely enough to attack its carrier if given the chance.

A darter is from 1-2 feet long, with its tail taking up half of its length, and weighs 5 pounds.

COMBAT
A darter attacks by firing one of its fangs at an opponent. Each fang is coated with a poison that causes paralysis in any living creature hit. Once a creature is paralyzed, any darters in the area move in close, slash the opponent’s skin and suck its blood through their snouts. A darter is satiated after one such drink and will not need to feed for 24 hours.

Darters are usually too lazy and stupid to run away, even if threatened or attacked. Darters are easily startled, and will fire darts at just about anything that moves within range, including other darters.

Blood Drain (Ex): A darter can drain blood from a helpless opponent by making a successful claw attack. The darter then drains blood, dealing 1d2 points of Constitution damage each round the victim remains helpless. Once it has dealt 2 points of Constitution damage, it crawls off to digest the meal.

Fangs (Ex): A darter can fire the fangs that grow within its snout as if they were darts, as a standard action. A darter can fire one fang per round, and this attack has a range of 10 feet with no range increment. The creature can launch only six fangs in any 24-hour period.

Poison (Ex): Injury, Fortitude DC 13, initial damage paralysis for 2d4 rounds, secondary damage 1d2 Str. The save DC is Constitution-based and includes a +2 racial bonus. Darters are immune to this poison.

Originally found in Monstrous Compendium MC14 - Fiend Folio Appendix (1992, Tim Beach).
 
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BOZ

Creature Cataloguer
Thoul

Thoul
Medium Monstrous Humanoid (Goblinoid)
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 40 ft (8 squares)
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d3+2 plus paralysis) or longsword +5 melee (1d8+2/19-20) or longbow +4 ranged (1d8/x3)
Full Attack: 2 claws +5 melee (1d3+2 plus paralysis) or longsword +5 melee (1d8+2/19-20) or longbow +4 ranged (1d8/x3)
Space/Reach: 5 ft/5 ft
Special Attacks: Paralysis
Special Qualities: Darkvision 60 ft, fast healing 2, scent
Saves: Fort +5 Ref +4 Will +4
Abilities: Str 15, Dex 12, Con 15, Int 8, Wis 12, Cha 9
Skills: Hide +5, Jump +6, Listen +4, Move Silently +5, Spot +4
Feats: Alertness, Stealthy

Environment: Any temperate and warm land and underground
Organization: Squad (2-5), band (10-20 plus 20% non-combatants plus 1 3rd level leader per 5 adults), troupe (3-12 thouls of 1st to 2nd level plus 1d6 hobgoblins of 1st to 3rd level plus 1 hobgoblin “king” of 6th level or higher), or clan (20-80 plus 1 3rd level leader per 5 adults, 2 or 3 subchieftains of 5th to 7th level, and one chieftain of 10th level or higher)
Challenge Rating: 03
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment +4

This burly humanoid stands slightly taller than the average human. It has hairy skin with a greenish cast, feral pupilless eyes, a slightly long, flat nose and chin, and ropy dark hair.

Arcane experimentation by hobgoblin loremasters ages ago produced the bizarre hybrid race known as the thoul. It is assumed that the loremasters wanted to create a race of bodyguards that had the discipline of a hobgoblin, the power and regenerative properties of a troll, and the paralyzing touch of a ghoul. What they got instead was a pitiful, pained creature that, although quite capable of filling the role of bodyguard, was nowhere near as powerful as the hobgoblin kings had hoped.

At a distance, a thoul closely resembles a hobgoblin, and it usually takes a good eye or previous experience with hobgoblins to tell the difference. A thoul’s skin is slightly greener and lumpier than that of a hobgoblin, and its nose is long and hooked—no doubt these features are holdovers from its trollish aspects. The eyes of a thoul have no pupils, giving them a stare that is most disconcerting to those not accustomed to them. They favor brightly colored clothing, preferring blood-red cloth and gleaming black leather.

Thouls tend to associate with hobgoblins a lot more than with trolls or ghouls, and take on many characteristics of the large goblinoids. They have a brutal, militaristic outlook, and always keep their equipment polished and in good condition. Thouls often serve as bodyguards to powerful hobgoblins.

Thouls have no language of their own, and speak Goblin. Some rare thouls know Orc or Common.

A thoul is 6 1/2 feet tall and weighs about 250 pounds.

COMBAT
Although thouls can fight with melee weapons, most of them avoid doing so in order to make use of their paralyzing claws. If a thoul must enter melee with an elf, it uses a weapon (such as a sword or longbow) since elves are immune to its paralyzing touch.

Paralysis (Ex): Those hit by a thoul's claw attack must succeed on a DC 13 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Constitution-based.

Skills: A thoul has a +4 racial bonus on Move Silently checks.

Thouls as Characters
The favored class of a thoul is fighter. Most thoul leaders are fighters or barbarians. The instinct for battle is so strong that most thouls rarely take any class that is not capable in combat.

Thoul characters possess the following racial traits:

+4 Strength, +2 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom, -2 Charisma
Medium size.
A thoul's base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A thoul begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2 and base saving throw bonuses of Fort +1, Ref +3, and Will +3.
Racial Skills: A thoul's monstrous humanoid levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Hide, Listen, Move Silently, and Spot. A thoul has a +4 racial bonus on Move Silently checks.
Racial Feats: A thoul's monstrous humanoid levels give it two feats.
+3 natural armor bonus.
Special Attacks (see above): Paralysis.
Special Qualities (see above): Fast healing 2, scent.
Automatic Languages: Goblin, Bonus Languages: Common, Draconic, Dwarven, Giant, Infernal, Orc.
Favored Class: Fighter.
Level Adjustment +4.

Originally found in Dungeons & Dragons Basic Rules (Gary Gygax and Dave Arneson, 1981), Dungeons & Dragons Basic Set (1983), Dungeons & Dragons Rules Cyclopedia (1991), and Mystara Monstrous Compendium Appendix (1994).
 
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BOZ

Creature Cataloguer
Giant-kin, Verbeeg

Verbeeg
Large Giant
Hit Dice: 5d8+15 (37 hp)
Initiative: -1
Speed: 30 ft in hide armor (6 squares); base speed 40 ft
Armor Class: 18 (-1 size, -1 Dex, +6 natural, +3 hide armor, +1 light wooden shield), touch 8, flat-footed 18
Base Attack/Grapple: +3/+13
Attack: Greatclub +9 melee (2d8+9) or spear +9 ranged (2d6+6)
Full Attack: Greatclub +9 melee (2d8+9) or spear +9 ranged (2d6+6)
Space/Reach: 10 ft/10 ft
Special Attacks: Spear throwing
Special Qualities: Low-light vision
Saves: Fort +7, Ref +0, Will +2
Abilities: Str 23, Dex 8, Con 17, Int 10, Wis 12, Cha 11
Skills: Climb +5, Intimidate +6, Jump +5, Listen +3, Spot +3
Feats: Power Attack, Weapon Focus (greatclub)

Environment: Any hills, mountains, and underground
Organization: Solitary, pair, gang (1-2 plus 1-4 hill giants or 1-4 ogres), band (3-6 plus 2-6 hill giants or 2-6 ogres), hunting/raiding party (6-9 plus 1d6 dire wolves, worgs, winter wolves, or polar bears), or tribe (10-60 plus 20% noncombatants; plus 3rd-7th level shaman and/or 4th-8th level chieftain; plus 2-10 hill giants or 2-10 ogres; plus 2-8 dire wolves or 1-4 worgs (or 1-2 polar bears or 1-3 winter wolves)
Challenge Rating: 04
Treasure: Standard
Alignment: Often neutral evil
Advancement: By character class
Level Adjustment: +4

This giant looks like a thin, yet muscular human of behemoth proportions.

Verbeeg inhabit the same areas as hill giants and ogres, and often work with such creatures. Though the smartest of verbeeg are only slightly above average intelligence, verbeeg are notably more intelligent than most of the creatures they dwell with. Verbeeg wind up being de facto leaders of the hill giants and ogres, and control these companions through taunts, threats, and intimidation.

A typical verbeeg would be almost indistinguishable from a human, if not for the fact that it is twice as tall as a human. They are more likely than humans to have minor deformities such as club foot, uneven eyes, harelips, etc. A verbeeg wears as much protective clothing and armor as it can obtain, which often isn't much. A verbeeg will usually not have a full set of armor, and thus might wear a mishmash of furs, hides, and pieces of metal armor (the rough equivalent of hide armor).

A verbeeg is very rarely found wandering alone, and is usually accompanied by any number of other creatures. When not living with other creatures, a group of verbeeg will lair underground in a cave or inside old ruins. Verbeeg are natural symbiotes for brutish, stupid creatures; they provide direction and intellect, and benefit from the protection of the better fighters. Verbeeg will put up with a lot from these halfwits, but lose their temper when the other giants misinterpret their instructions.

A warrior chieftain and a shaman often jointly rule a verbeeg tribe. The chieftain is responsible for the tribe's hunting, warfare, and other dealings with outsiders. The shaman is responsible for internal tribal affairs, including tribal law and trials and all magic; magical items in the tribe automatically belong to the shaman.

A verbeeg is from 8 1/2 to 10 feet tall, and weighs between 550 to 650 pounds.

A verbeeg speaks Giant and Common.

COMBAT
Verbeeg are intelligent enough to let other creatures do their dirty work. They are selfish and practical, and usually let their giantish comrades soften up opponents first. Verbeeg then take on the stragglers, using their spears to attack from distance.

Spear Throwing (Ex): Verbeegs are accomplished spear throwers. A verbeeg may apply its Strength modifier rather than its Dexterity modifier to attack rolls and receives a +1 racial bonus on attack rolls when throwing spears. The range increment is 60 feet for a verbeeg's thrown spears.

VERBEEG AS CHARACTERS
Verbeeg characters possess the following racial traits.
- +12 Strength, -2 Dexterity, +6 Constitution, +2 Wis.
- Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, ?4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
- Space/Reach: 10 feet/10 feet.
- A verbeeg's base land speed is 40 feet.
- Low-light vision.
- Racial Hit Dice: A verbeeg begins with five levels of giant, which provide 5d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
- Racial Skills: A verbeeg's giant levels give it skill points equal to 8 x (2 + Int modifier). Its class skills are Climb, Intimidate, Jump, Listen, and Spot.
- Racial Feats: A verbeeg's giant levels give it two feats.
- +6 natural armor bonus.
- Special Attacks (see above): Spear throwing
- Weapon and Armor Proficiency: A verbeeg is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
- Automatic Languages: Giant. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
- Favored Class: Barbarian.
- Level adjustment +4.

Originally found in the first edition Monster Manual II (1983, Gary Gygax), Monstrous Compendium MC2 (1989), and the Monstrous Manual (1993).
 
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