Creature Catalog 3.5 Overhaul Project Conversions

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BOZ

Creature Cataloguer
Verme

Verme
Gargantuan Animal (Aquatic)
Hit Dice: 18d8+144 (225 hp)
Initiative: +0
Speed: Swim 50 ft (10 squares)
Armor Class: 15 (-4 size, +9 natural), touch 6, flat-footed 15
Base Attack/Grapple: +13/+34
Attack: Bite +23 melee (3d8+19/19-20)
Full Attack: Bite +23 melee (3d8+19/19-20)
Space/Reach: 20 ft/15 ft
Special Attacks: Capsize, improved grab, swallow whole
Special Qualities: Damage reduction 10/bludgeoning, darkvision 60 ft, fortification, low-light vision, resistance to fire 10
Saves: Fort +19 Ref +11 Will +6
Abilities: Str 37 Dex 11 Con 27 Int 2 Wis 10 Cha 6
Skills: Hide -3*, Listen +10, Spot +10, Swim +21
Feats: Alertness, Blind-Fight, Cleave, Diehard, Improved Critical (bite), Weapon Focus (bite), Power Attack

Environment: Any aquatic
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Always neutral
Advancement: 19-36 HD (Gargantuan); 37-54 (Colossal)
Level Adjustment: ---

This looks like a catfish of unbelievable size, with very large thick scales, and a mouthful of needles for teeth. Its underside is pale yellow, and its flanks run from dark brown to a mottling of green and brown along the back. This gigantically long fish is flat along the belly, and wider than it is high, to help it lurk along the bottom in shallow waters.

The verme is probably the largest of all fish, able to swallow a large shark or even a baby whale in one gulp. These fish prefer great rivers, but are occasionally known to venture out into saltwater oceans. It can swallow creatures in the water, and can also eat things on the riverbanks, reaching its enormous armored head out of the water to snatch cattle or even humans. Its stomach is likely to contain metallic and other indigestible items, remnants of previously swallowed victims.

A typical verme is about 50 feet in length, but can grow to be up to 80 feet in length.

COMBAT
A hungry verme is a ravenous predator that will not be denied. It swallows any prey it can, and is able to capsize even large craft to get at the tasty morsels therein.

Capsize (Ex): A submerged verme that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 75% chance to capsize a vessel from 20 to 60 feet long and a 50% chance to capsize one over 60 feet long.

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

Swallow Whole (Ex): A verme can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. The swallowed creature takes 3d8+13 points of crushing damage plus 2d8 points of acid damage per round from the verme's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 30 points of damage to the verme's gut (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A verme's gullet can hold four Large, eight Medium, or sixteen Small or smaller creatures.

Fortification (Ex): A verme's thick, bony plates protect its vital areas effectively. When a critical hit or sneak attack is scored on a verme, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Skills: A verme 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.

*A verme has a +8 racial bonus on Hide checks when lying on the bottom of riverbeds and sea floors.

Originally found in the first edition Monster Manual II (1983, Gary Gygax), and Monstrous Compendium Annual Two (1995) under "fish".
 
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BOZ

Creature Cataloguer
Fachan
Small Monstrous Humanoid
Hit Dice: 4d8 (18 hp)
Initiative: +7
Speed: 20 ft (4 squares), swim 40 ft
Armor Class: 23 (+1 size, +7 Dex, +5 natural), touch 18, flat-footed 16
Base Attack/Grapple: +4/+1
Attack: Bite +11 melee (1d4+1 and poison) or club +5 melee (1d6+1) or head butt +11 melee (1d6+1 and stun)
Full Attack: Bite +11 melee (1d4+1 and poison) and club +0 melee (1d6) or head butt +11 melee (1d6+1 and stun)
Space/Reach: 5 ft/5 ft
Special Attacks: Poison, stun
Special Qualities: Darkvision 60 ft., expert leaper
Saves: Fort +1 Ref +10 Will +4
Abilities: Str 12 Dex 23 Con 10 Int 6 Wis 11 Cha 8
Skills: Balance +8, Listen +4, Jump +7, Swim +9, Tumble +11
Feats: Ability Focus (poison), Weapon Finesse

Environment: Any marsh
Organization: Solitary, band (2-12), or tribe (4-48)
Challenge Rating: 03
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 5-8 HD (Small), 9-12 HD (Medium)
Level Adjustment: +3

From the bottom of this creature's egg-shaped body protrudes one long leg that ends in a footpad, which has six toes spread equidistantly around it for balance. The body is topped by a small, round head with one large eye in the center of the face, and the creature has only a single arm that protrudes from the center of its chest.

The fachan is physically one of the most unusual creatures known to exist. A fachan's skin color varies from dark gray-brown to mottled green, but its sparse, stringy hair is always blue-black. Despite the fachan's weird appearance, it does share many physical attributes with ogres and orcs. An orcish legend suggests that Gruumsh created the fachan from the offspring of orcs. As their faces are similar to depictions of the orcish god, fachan are sometimes known as "Gruumsh-kin."

A fachan's hopping gait and odd appearance make it seem ungainly and awkward, but fachan are amazingly agile. A fachan's leg is naturally springy and allows it to leap a 10-foot span easily and even hurtle over a 6-foot barrier from a standstill. Mages seek out this footpad to make magical boots that replicate the fachan's legendary leaping ability and dexterity.

Fachan live exclusively in wetlands, building lairs similar to partially submerged beaver lodges, constructed in circular patterns. A tribe may have six or more of these lodges, which are 20 feet in diameter, though they are disguised and extremely difficult to locate. Intelligent peoples shun fachan, as the little monsters love to eat humanoid flesh. The sadistic fachan will toy with their prey for days, rather than kill it quickly and cleanly.

A fachan is 2-4 feet in overall height, and weighs about 105 pounds.

Fachans can speak Orc and Giant.

COMBAT
Fachan like to surprise and disorient their foes, ambushing them to put fear into prey. They themselves are rarely surprised due to their fantastically keen hearing. When an opponent approaches within melee range of the fachan's location, it launches itself at its target. The combination of the leaping by its strong, powerful leg, and the fachan's exceptionally hard skull sets the target up for its "head butt" attack.

A fachan can wield any one-handed weapon with its arm, and prefers clubs and flails, though axes and swords are becoming more common choices. It can wield weapons or simply bite opponents with their rotting, muck-encrusted teeth. Once an opponent is incapacitated from either its paralytic poison or stunned by the head butt, the fachan will try to quickly drown it under any available water surface.

Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

Stun (Ex): Living creatures hit by a fachan's head butt attack must succeed on a DC 12 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.

Expert Leaper (Ex): A fachan's powerful, naturally springy leg and reflexes provide extra benefits when the fachan jumps. A fachan's DC for Jump checks does not increase if the fachan is not able to get a running start. The total distance a fachan jumps with a single jump does not count against its normal maximum movement in a round. If a fachan falls prone, it can stand upright as a free action. A fachan has a +8 racial bonus on Jump checks for high jumps.

Skills: A fachan has a +4 racial bonus on Listen checks because of its keen hearing, and a +10 racial bonus on Jump checks because of its powerful single leg.

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

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

Creature Cataloguer
Wild Halfling

Halfling, Wild
Small Humanoid (Halfling)
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 20 ft (4 squares)
Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +0/-4
Attack: Shortspear +2 melee (1d6) or shortbow +3 ranged (1d6/x3)
Full Attack: Shortspear +2 melee (1d6) or shortbow +3 ranged (1d6/x3)
Space/Reach: 5 ft/5 ft
Special Attacks: Wild halfling traits
Special Qualities: Low-light vision, scent, wild halfling traits
Saves: Fort +1 Ref +5 Will +1
Abilities: Str 10 Dex 13 Con 11 Int 10 Wis 10 Cha 9
Skills: Craft (trapmaking) +2, Hide +7*, Listen +3, Move Silently +5, Search +2, Sleight of Hand +5, Spot +3, Survival +2
Feats: Weapon Focus (shortspear)

Environment: Temperate forest and hills
Organization: Company (3-6), squad (7-30, plus 1 3rd-level warrior per 12 halflings), tribe (25-50 plus 75% noncombatant young, plus 1-2 1st-3rd-level druids, plus 1 4th-6th-level druid)
Challenge Rating: 1/2
Treasure: No coins, 50% goods, standard items (potions and cloaks of protection only)
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +1

This humanoid stands about half as high as a human. It has an athletic build, ruddy skin, straight black hair, and dark eyes.

Wild halflings, also known as "Bramblings," are a primitive halfling subrace that lacks a civilized lifestyle. These shy, isolated halflings live in deep secluded woods, often in bramble-covered mounds. They fear all "Big Peoples" and are shy of all non-forest dwellers. Likewise, these so-called "forest children" exist only as fireside tales as far as most other humanoids are concerned. Travelers sometimes believe them to be spirits of dead children who were lost in the woods, thus the popular nickname for these small folk. These halflings are playful hunter-gatherers, living off the bounty of the wild woods rather than practicing agriculture. They have no metalworking skill, but are exceptional weavers.

Brambling clothing is typically buckskin, some furs, and some woven fabric. They gather many fibers, including wild sheep's wool, vegetable matter for dyes, spider silk, and sometimes even their own hair for the druids to weave nets and cloaks, twist bowstrings, and make rope for snares.

Bramblings speak a dialect of Halfling that is ancient and somewhat crude with no written form, and is almost unintelligible to other halflings. Forest children live about 120 years on average.

The largest of wild halflings is 3 feet tall and weighs 30 pounds, making them even smaller than the average lightfoot halfling.

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

COMBAT
Wild halflings usually run away when threatened, but are fierce combatants if cornered. They will cast stones, wield stout sticks, or do whatever they can to protect themselves. Wild halflings typically may also carry a short bow, sling, dagger, club, net, or spear. Bramblings are experts in setting snares and traps, their preferred method of hunting.

Wild halfling leaders are usually multiclass druids serving Sheela Peryroyl. Wild halflings are also commonly rogues.

Wild Halfling Traits (Ex): These traits are in addition to the lightfoot halfling traits (see Player's Handbook p. 149), except where noted.

• Pass Without Trace (Ex): A wild halfling can move through any type of terrain - mud, snow, dust, and the like - and leave neither footprints nor scent. Tracking a wild halfling is impossible by nonmagical means.
• Scent special quality.
• Illiteracy: Wild halflings do not automatically know how to read and write. A wild halfling must spend 2 skill points to gain the ability to read and write all languages he is able to speak. He does not automatically gain this skill when taking a nonbarbarian character class, with the exception of the wizard class.
• +1 racial bonus on attack rolls with bows and slings.
• +2 racial bonus on Craft (trapmaking), Search, Sleight of Hand, Spot, and Survival checks. *A wild halfling has a +4 bonus on Hide checks made in natural terrain.
• Wild halflings are less athletic than lightfoot halflings and do not have a racial bonus on Climb and Jump checks.
• Automatic Languages: Halfling. Bonus Languages: Elven, Sylvan. In addition, a wild halfling can speak with small animals (a bird, squirrel, or the like). This ability is innate to wild halflings. See the speak with animals spell description.
• Favored Class: Ranger

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


WILD HALFLING SOCIETY
Wild halflings, like their more civilized relatives, are a nomadic people. They settle down in winter, but rarely stay in the same lair more than one winter in a row, if they can help it. In summer, the whole tribe migrates from one place to another. They adopt a leader for traveling, who may be of either sex. In the winter they find a hidden communal lair, usually in a copse of trees with a pool or stream nearby. They make their homes in briar-covered mounds in the sides of hills, though some groups prefer to live in the trees. Such wild halflings construct wooden tree houses, disguised with branches and leaves. Those wild halflings that choose not to migrate with the rest of the tribe often live permanently in these wooden constructs. They remain active even in winter, loving to play in the snow. They are usually knowledgeable of every plant or living creature nearby to their lairs.

The Bramblings have no domesticated hunting animals, but befriend songbirds, squirrels, and other such forest creatures living nearby, who in turn act as guards for the halflings, sounding an alarm if trouble threatens. Wild halflings are naturally very good at imitating birdcalls and other animal sounds, and use this ability for secret communication. They can call any friendly bird, squirrel, or other small animal within the vicinity to convey simple messages to another Brambling. Despite their intelligence, wild halflings are unable to grasp much knowledge other humanoids take for granted and often appear a trifle backward and simple, though beautiful and innocent in their pastoral setting.

Bramblings are curious folk and borrow items to see what they are, later returning them to their original locations, having mysteriously reappeared. They are friendly and have been known to aid injured travelers and hunters in very small groups.

Wild halflings are quite fond of song and poetry, keeping small skin drums and reed pipes, and an occasional primitive harp or ram's horn handy. They also enjoy playing practical jokes. Wild halflings are very adept at crafts such as woodcarving and basket weaving, although their sense of art and craftsmanship is rather crude.

WILD HALFLING WISEWOMEN
The head of a Brambling tribe will always be a female druid with a variety of abilities. She and her druid assistants are expert weavers, and weave all of the tribe's clothing, nets, bowstrings, and ropes for snares. They always take the Brew Potion and Craft Wondrous Item feats, though the only permanent items they are known to make are cloaks of resistance. The wise women are master herbalists, teaching all wild halfling druids how to make alchemical brews, especially potions of delay poison, neutralize poison, and lesser restoration. Brambling wise-women have also discovered a tonic that relieves exhaustion, a sedative that causes the imbiber to sleep and regain health, and a nectar that sends the imbiber into a deep trance which supposedly grants insight.

Originally found in Dragon Magazine #119 ("The Dragon's Bestiary," March 1987, Arthur Collins).
 
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BOZ

Creature Cataloguer
Tween

Tween
Small Outsider (Extraplanar, Incorporeal)
Hit Dice: 1d8+1 (5 hp)
Initiative: +5
Speed: 20 ft (4 squares)
Armor Class: 14 (+1 size, +1 Dex, +2 deflection), touch 14, flat-footed 13, or 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +1/+5
Attack: Incorporeal touch +3 melee or +1 against ethereal foes (bond with host); or short sword +1 melee (1d4-1/19-20)
Full Attack: Incorporeal touch +3 melee or +1 against ethereal foes (bond with host); or short sword +1 melee (1d4-1/19-20)
Space/Reach: 5 ft/5 ft
Special Attacks: Bend reality
Special Qualities: Bond with host, darkvision 60 ft, detect thoughts, foresight, incorporeal traits
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 8, Dex 13, Con 12, Int 12, Wis 13, Cha 14
Skills: Bluff +6, Diplomacy +6, Escape Artist +5, Hide +9, Listen +5, Knowledge (the planes) +5, Sense Motive +5, Spot +5, Survival +5
Feats: Improved Initiative

Environment: Ethereal Plane
Organization: Solitary
Challenge Rating: 01
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Level Adjustment: ---

This creature seems to have a smoky, shadowy outline of itself a few feet away from it.

The tween is a parasitic creature from the Ethereal Plane. A tween's natural appearance, is that of a short, squat, ugly humanoid with stubby arms and legs, and no neck. Perhaps because of its appearance, most other denizens consider the tween to be among the lowest form of life residing on the Ethereal Plane; all other residents of the plane will shun a tween, even other tweens. A tween's natural form is only visible on the Ethereal Plane.

A tween lives a lonely, solitary existence on its home plane: it has neither natural enemies nor friends, since all other beings leave it alone. For that reason, most tweens choose to come to the Material Plane to infest a being and live vicariously through their hosts, deserting their own solitary lives on the Ethereal Plane. A tween will usually come to the Material Plane shortly after birth to find and secure a host. The ideal host is an intelligent humanoid. Several hours after infesting a host, the tween takes on the shape and physical characteristics of the host and begin manifesting visibly as a shadow.

A tween speaks Common and Draconic.

COMBAT
A tween has no combat abilities of its own on the Material Plane, and has little need to defend itself there. In the Ethereal Plane a tween will usually be encountered wielding a short sword.

A tween is able to focus its will to move Material Plane objects and creatures minuscule distances. In this way, it can move a weapon just enough to cause it to hit or to miss, or it can push a creature out of the way of a deadly effect. Essentially, a tween drains the "luck" from all nearby creatures to provide its host with better luck. This effect has an obvious negative affect on its host's companions, and the host often winds up an outcast when his party learns of the infestation.

Bend Reality (Su): A tween bends reality in the favor of its host. Every time a tween's host makes an attack roll, damage roll, or Reflex save, the host makes two die rolls. Whichever roll is the higher result is the one that actually occurs.

All creatures within 50 feet of a tween's host (except the tween and its host) suffer from the reverse of this effect. Each time a creature makes an attack roll, damage roll, or Reflex save, the creature makes two die rolls and the lower result is the one that actually occurs. When a creature leaves the area, this ability no longer affects that creature until it is within 50 feet of a tween's host again.

Bond With Host (Su): A tween permanently bonds with a host by making a successful touch attack. If the creature is unwilling to become the tween's host, it must succeed on a DC 12 Will save to resist. The save DC is Charisma-based. A bonded host gains the benefits of a tween's bend reality and foresight abilities. A tween and its host are in constant telepathic contact.

Once a tween bonds with a host, nothing short of the death of either creature can sever the bond. Should the host die but the tween survive, it immediately splits into two identical tweens, who immediately seek out new hosts. This is the only known means of reproduction for the species.

A wish or miracle spell can successfully split a tween from its host without harm to either creature.

Detect Thoughts (Su): A tween can continuously use detect thoughts as the spell (caster level 6th; Will DC 12 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Foresight (Su): The tween has the ability to see a few seconds into the future and can telepathically warn its host of impending danger. Neither the tween nor the host can be surprised or caught flat-footed.

Originally found in the first edition Fiend Folio (1981, Ian Waugh), and Monstrous Compendium MC14 - Fiend Folio Appendix (1992).
 
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BOZ

Creature Cataloguer
Oil Beetle

Oil Beetle, Giant
Small Vermin
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 40 ft (8 squares), burrow 10 ft
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +1/-2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1) or oil +2 ranged touch
Space/Reach: 5 ft/5 ft
Special Attacks: Oil
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +5 Ref +0 Will +0
Abilities: Str 13, Dex 10, Con 14, Int ---, Wis 10, Cha 9
Skills: Jump +5
Feats: ---

Environment: Any warm land and underground
Organization: Solitary, (1-8) or (2-12)
Challenge Rating: 01
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: ---

This oversized brown beetle has a slick carapace. A thick, oily fluid seems to drip from its horned mandibles.

The oil beetle is a fairly simple insect. It feeds on offal and refuse, and is able to consume nearly any organic material.

An oil beetle is 3 feet long and weighs 30 pounds.

COMBAT
When attacked, an oil beetle releases a foul stream of hot, oily liquid that irritates the skin of any living creature it hits.

Oil (Ex): An oil beetle can spray oil as a ranged touch attack, at a creature within 15 feet. Living creatures hit by an oil beetle's oil attack suffer from painful blisters for 24 hours; affected creatures suffer a -2 penalty on attack rolls, skill checks, and ability checks. Application of any curative magic, or a DC 15 Heal check will remove the blisters and the penalties.

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

Creature Cataloguer
Urd

Urd
Small Humanoid (Reptilian)
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 30 ft (6 squares), fly 40 ft (average)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/-3
Attack: Halfspear +2 melee (1d6)
Full Attack: Halfspear +2 melee (1d6) or rock bomb +5 ranged (1d4)
Space/Reach: 5 ft/5 ft
Special Attacks: ---
Special Qualities: Darkvision 60 ft, light sensitivity
Saves: Fort +1 Ref +6 Will -1
Abilities: Str 10 Dex 17 Con 12 Int 7 Wis 8 Cha 10
Skills: Listen +3, Spot +4*
Feats: Alertness

Environment: Temperate and warm hills and mountains
Organization: Gang (3-14), flock (15-300 plus 1 3rd-level subchieftain per 20 urds and 1 leader of 4th-5th level), gen (50-500 plus 50% noncombatants plus 1 3rd-level subchieftain per 20 adults, 2 subchieftains of 4th-6th level, 1-6 adepts of 3rd-6th level, 20-70 dire bats, 1 chieftain of 8th level)
Challenge Rating: 01
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +1

This little humanoid has a pair of leathery bat-like wings sprouting from its back. It slouches to counterbalance the weight of its wings, moving with an awkward hopping gait. It is thin and frail-looking, and its head is tipped with short ivory horns. It has red-rimmed eyes and flattened noses, and through its sparse clothing can be seen designs painted on its scaly skin.

Urds are warlike flying humanoids that some other humanoids consider "flying kobolds." These short people can glide for long distances, and are quick and maneuverable flyers on a wingspan that stretches eight or more feet across. An urd's scales range from mottled yellow to brick-red color. An urd wears minimal clothing if it wears anything at all, but urds often decorate their bodies with paints made from natural dies such as berries and ground bone.

Urds are normally content to eat fruits or small animals, but if the tribe is aggressive and powerful enough, they may be bold enough to eat larger creatures such as goblins, elves, or humans. Urds are known to exceed 100 years of age, but hardly any survive past the age of 50.

Urds speak Draconic as well as a smattering of Common.

An urd is 3 feet tall, and weighs 30-40 pounds.

COMBAT
Urds are night hunters, traveling in great flocks to attack smaller groups of grounded prey. They rely on their rock bombs to take opponents out of the fight, and only enter melee if their opponents are weakened enough to dispatch quickly. Urds are unreliable in larger battles. They are easily startled, particularly by bright lights such as fireballs, or by large flying creatures. Urds only enter into melee if they greatly outnumber their opponents, and only if they can easily overpower smaller unarmored targets; they will take flight and flee otherwise, just as they will flee if they begin to lose a melee.

Most of the time an urd carries a "rock bomb", which it can drop from the air with great accuracy. An urd prefers to catch an unsuspecting victim flat-footed. An urd can only carry one of these rock bombs at a time while flying, and after using it, the urd is forced to fight in melee or flee.

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

Rock Bomb: A rock bomb is a stone covered with jagged edges and protrusions. A rock bomb is an exotic thrown weapon (range increment 10 feet) that deals 1d4 (Small) or 1d6 (Medium) points of bludgeoning damage on a hit with a critical range of x2. Cost 5 gp. Weight 2-3 lbs.

When dropped from high in the air, a rock bomb breaks up into many pieces, spraying shrapnel all about. A rock bomb can be used as a splash weapon if dropped vertically at least 30 feet. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 2d4 points of bludgeoning damage. Every creature within 5 feet of the point where the rock bomb hits takes 1 point of piercing damage from shrapnel.

Skills: * An urd has a +2 racial bonus on Spot checks made while in darkness.


URD SOCIETY
Urds are tribal yet egalitarian, and form massive extended families called gens. A gen may well contain over 300 adults and is controlled by a hereditary chieftain.

Urds usually lair in isolated mountain caves or carefully concealed underground caverns. Their lairs are usually comprised of one main chamber plus a number of smaller chambers for the nurseries, which are usually guarded by dire bats that the urds keep as pets.

Urds are generally unintelligent, easily frightened, and cowardly towards other races. They are quick to attack weaker foes, such as kobolds and goblins. Their cowardly nature often leads them to submit to more powerful creatures, and entire gens may swear fealty to dragons or powerful spellcasters. Urds often hire themselves out as mercenary units to larger armies in the capacity of scouts and messengers.


URD CHARACTERS
Most urd leaders are barbarian/rogues. Urd clerics worship their patron deity Kuraulyek, and they can choose two of the following domains: Animal, Earth, Evil, Trickery. Most urd spellcasters are adepts, however.

Urd characters possess the following racial traits.

• +6 Dexterity, +2 Constitution, -4 Intelligence, -2 Wisdom.
• Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
• An urd's base land speed is 30 feet. Urds have a fly speed of 40 ft. (average).
• Darkvision out to 60 feet.
• Racial Skills: An urd's humanoid levels give it skill points equal to 5 × (2 + Int modifier). Its class skills are Listen and Spot. *An urd has a +2 racial bonus on Spot checks made while in darkness.
• Racial Feats: An urd's humanoid levels give it one feat.
• +1 natural armor bonus.
• Special Qualities (see above): Light sensitivity.
• Weapon Familiarity: Urds treat rock bombs as martial weapons, rather than exotic weapons.
• Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
• Favored Class: Barbarian.
• Level adjustment +1.

Originally found in Monstrous Compendium MC2 (1989), and the Monstrous Manual (1993) under "kobold".
 
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BOZ

Creature Cataloguer
Light

Angel, Light
Small Outsider (Angel, Extraplanar, Good)
Hit Dice: 10d8+30 (75 hp)
Initiative: +8
Speed: Fly 120 ft (perfect) (24 squares)
Armor Class: 20 (+1 size, +4 Dex, +5 natural), touch 15, flat-footed 16
Base Attack/Grapple: +10/+1
Attack: Lightstrike +15 melee touch (1d12)
Full Attack: Lightstrike +15 melee touch (1d12)
Space/Reach: 5 ft/5 ft
Special Attacks: Lightstrike, spell-like abilities, summon angels
Special Qualities: Damage reduction 10/evil, darkvision 60 ft, holy sanctuary, immunity to acid, cold, death effects, mind affecting effects, and petrification, protective aura, resistance to electricity 10 and fire 10, low-light vision, spell resistance 22, tongues, uncanny dodge
Saves: Fort +10 (+14 against poison), Ref +11, Will +10
Abilities: Str 1, Dex 18, Con 17, Int 12, Wis 16, Cha 21
Skills: Concentration +14, Diplomacy +17, Intimidate +12, Knowledge (any three) +13, Listen +18, Move Silently +12, Search +11, Sense Motive +13, Spellcraft +10, Spot +18, Survival +3 (+5 following tracks)
Feats: Dodge, Flyby Attack, Improved Initiative, Weapon Finesse

Environment: Any good-aligned plane
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always good (any)
Advancement: 11-30 HD (Small)
Level Adjustment: +8 (cohort)

This swirling mass of mists and light constantly shifts its shape and form. From deep inside its interior shines a chaotic rainbow of colors that changes rapidly and randomly.

Lights are energy creatures, champions of good that inhabit the Upper Planes. From a distance, lights are sometimes confused for lantern archons. Lights, however, are significantly more powerful celestial stewards. Rumors imply that good-aligned creatures that look at this colorful nimbus will see a memory of their finest moment in life, whereas evil creatures will see the life they could have led if they had made better choices.

Gods create lights to serve as cohorts for very high-level worshipers with the Leadership feat. On very rare occasions, a light may also serve as a companion for a specific quest. To request the help of a light for such a quest, a worshiper must fast for three days and three nights, silently meditating in total solitude, bathing himself in holy water at the end of this meditation. If the ritual is done properly, the applicant's god will send a light to serve him, if the god judges him worthy. With less than one thousand lights in existence, each one cannot afford to stay with a single worshiper for long.

Lights speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.

COMBAT
Lights are champions of good, always ready to engage evil creatures in combat. They will use their lightstrike on evil creatures, and their spell-like abilities to incapacitate other attackers.

A light's natural weapons are treated as good-aligned for the purpose of overcoming damage reduction.

Lightstrike (Su): A light's touch attack functions similarly to a brilliant energy weapon, ignoring nonliving matter. Armor bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the light energy passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) Unlike a brilliant energy weapon, the lightstrike can harm undead. Only evil and neutral creatures are harmed by a lightstrike; good creatures are unaffected, and it deals only half damage to creatures that are neither good nor evil.

Spell-Like Abilities: At will - aid, bless, detect evil, discern lies (DC 19), light; 7/day - continual flame, daylight, hold person; 3/day - cure serous wounds, dispel evil (DC 20), dispel magic, holy smite (DC 19), polymorph (self only), remove curse, remove disease, remove fear; 1/day - commune, raise dead. Caster level 12th. The save DCs are Charisma-based.

Summon Angel (Sp): Once per day a light can attempt to summon 1 agathion with a 50% chance of success. This ability is the equivalent of a 6th-level spell.

Holy Sanctuary (Su): A light has a continuous sanctuary effect (as the spell, DC 20) that affects only nonevil creatures. The save DC is Charisma-based.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of a light. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 10th). This aura can be dispelled, but the light can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)

Rejuvenation (Su): Lights may only be permanently destroyed on their home plane. If a light is reduced to -10 or fewer hit points on another plane, it dissipates and reforms on its home plane one month later.

Tongues (Su): A light can speak with any creature that has a language, as though using a tongues spell (caster level 10th). This ability is always active.

Uncanny Dodge (Ex): A light retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 14th level. It can flank characters with the uncanny dodge ability as if it were a 10th-level rogue.

Skills: A light has a +8 racial bonus on Listen and Spot checks.

Originally found in Monstrous Compendium MC8 - Outer Planes Appendix (1991, J. Paul LaFountain) and Planescape Monstrous Compendium Appendix I (1994).
 
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BOZ

Creature Cataloguer
Agathion

Angel, Agathion
Medium Outsider (Angel, Extraplanar, Good)
Hit Dice: 7d8+7 (38 hp)
Initiative: +7
Speed: 50 ft (10 squares)
Armor Class: 23 (+3 Dex, +10 natural), touch 13, flat-footed 20
Base Attack/Grapple: +7/+11
Attack: +1 shock heavy mace +12 melee (1d8+7) or touch +11 melee (positive energy touch)
Full Attack: +1 shock heavy mace +12 melee (1d8+7) or touch +11 melee (positive energy touch)
Space/Reach: 5 ft/5 ft
Special Attacks: Positive energy touch, spell-like abilities, spells, turn undead (+3, 2d6+11, 8th)
Special Qualities: Damage reduction 10/evil, darkvision 60 ft, greater shapechange, immunity to acid, cold, death effects, disintegration, energy drain, and petrification, object form, positive adaptation, protective aura, resistance to electricity 10 and fire 10, low-light vision, spell resistance 18, tongues
Saves: Fort +6 (+10 against poison), Ref +8 Will +9
Abilities: Str 19 Dex 16 Con 13 Int 16 Wis 18 Cha 17
Skills: Concentration +11, Diplomacy +13, Disguise +11, Hide +13, Jump +12, Knowledge (any two) +13, Listen +12, Move Silently +13, Search +11, Sense Motive +14, Spellcraft +13, Spot +12, Survival +4 (+6 following tracks)
Feats: Improved Initiative, Improved Turning, Power Attack

Environment: Any good-aligned plane
Organization: Solitary or army (50-100)
Challenge Rating: 09
Treasure: None
Alignment: Always neutral good
Advancement: 8-14 HD (Medium); 15-21 HD (Large)
Level Adjustment: +8

This being resembles an elf somewhat, though it has luminescent skin and bright, shining eyes.

Agathions (or, agathinons) are the warriors among angels, while the others are considered celestial stewards. These helpful spirits are found in multitudes on the Upper Planes, where they seek to serve good beings. There, they appear in their natural humanoid form, looking somewhat like an elf with luminescent skin and bright, shining eyes. On the outer planes they appear in their natural humanoid form, with males and females equal in size and power.

Sometimes agathia choose to travel to the Material Plane, or are ordered to go there. They travel there singularly, and always adopt another material form. Depending on the mission, they may appear as a humanoid, or a beneficent creature such as a lammasu, shedu, or unicorn. They can also become non-corporeal and contain their lifeforce in an object such as a ring, talisman, weapon, or vase. As an object, it becomes something useful that will aid a particular character of good alignment.

Agathia are stern beings, serious and unyielding in their righteous mission. They are devoted to their constant pursuit of doing good deeds. They aid mortals in confrontations against evil on the orders of higher celestials (or even gods), lending all of their abilities to the fight.

Agathions speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.

An agathion is about 5 feel tall and weighs about 110 pounds.

COMBAT
In their natural form, agathia never attack with weapons, although they may use their touch attack. When faced with combat, they usually assume another form. In humanoid form, agathia will attack with weapons and spells. In the form of another type of creature, an agathion will use whatever powers that creature has, plus the agathion will have the ability to turn undead. When in object form, the agathion is unable to attack in melee, but it will bestow spells to a good person, turn undead, and use its other powers to assist its companions.

An agathion's spirit returns to its home plane if its material form is slain or abandoned. If it chooses to leave, it will return only if called for. If killed, it cannot return for 10-60 years, while it regains its strength.

An agathion's natural weapons are treated as good-aligned for the purpose of overcoming damage reduction.

An agathion may be summoned using a summon monster VI spell.

Positive Energy Touch (Su): In its natural form, an agathion's touch is fused with positive energy. This energy heals nonevil living creatures of 1d6+6 hit points. Against undead or evil creatures, it deals 1d6+6 points of damage.

Spell-Like Abilities: At will - aid, bless, clairaudience/clairvoyance, detect evil, detect thoughts (DC 15), discern lies (DC 17), hold person (DC 16), plane shift (DC 20); 3/day - continual flame, cure serous wounds, dispel evil (DC 18), dispel magic, holy smite (DC 17), polymorph (self only), remove curse, remove disease, remove fear; 1/day - commune, raise dead. Caster level 7th. The save DCs are Charisma-based.

Spells: Agathia can cast divine spells as 7th-level clerics. An agathion has access to two of the following domains: Destruction, Good, or War (plus any others from its deity). The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/5/4/3/2; save DC 14 + spell level): 0 - create water, detect magic, guidance, resistance (2), virtue; 1st - bless, cause fear, divine favor, entropic shield, inflict light wounds*, shield of faith; 2nd - align weapon, bear's endurance, bull's strength, eagle's splendor, shatter*; 3rd - contagion*, daylight, prayer, summon monster III; 4th - death ward, dismissal, divine power*.
*Domain spell. Domains: Destruction and War.

Turn Undead (Su): An agathion can turn or destroy undead as an 8th-level cleric (this includes the benefits of the Improved Turning feat). An agathion can make up to six turn attempts per day.

Greater Shapechange (Su): An agathion may assume the shape of any creature as a standard action. This functions exactly like the shapechange spell (caster level 10th), except the agathion retains its own supernatural abilities while in its new form.

Object Form (Su): An agathion may change into a object, as per the polymorph any object spell (caster level 10th), except that it retains its Intelligence, Wisdom, and Charisma score, and can remain as an object until it chooses to return to its natural form. It may assume the form of any magic item of less than artifact status. It cannot move on its own while in object form, unless the item has the ability to do so, and since it lacks limbs it cannot use spells that require material or somatic components. An agathion can perceive the world around it and can communicate normally while in object form.

In all other respects, an agathion functions as a creature, not an object. It gains no hardness or additional hit points in object form, and any spells, attacks, or effects that specifically target it are resolved as if they had been used against the creature's natural form except that the agathion benefits from a size bonus to AC appropriate to the size it has assumed.

An agathion in object form can form a special bond with a character of good alignment (or a neutral character, if her current actions suit the agathion's mission). An agathion in object form in a creature's possession may bestow the ability to cast divine spells as a 1st-level cleric to the creature. An agathion in object form may also bestow upon the creature the ability to turn undead as a 7th-level cleric. An agathion in object form may use its positive energy touch to inflict damage upon evil creatures automatically.

Positive Adaptation (Ex): An agathion does not exceed its full normal hit points or need to make Fortitude saves due to being in a positive-dominant environment.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of an agathion. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 7th). This aura can be dispelled, but the light can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)

Tongues (Su): An agathion can speak with any creature that has a language, as though using a tongues spell (caster level 7th). This ability is always active.

Originally found the first edition Monster Manual II (1983, Gary Gygax), and as an "aasimon" in Monstrous Compendium MC8 - Outer Planes Appendix (1991), and Planescape Monstrous Compendium Appendix I (1994).
 
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BOZ

Creature Cataloguer
Baku

Baku
Huge Outsider (Extraplanar, Good)
Hit Dice: 12d8+60 (114 hp)
Initiative: +7
Speed: 60 ft (12 squares)
Armor Class: 22 (-2 size, +3 Dex, +11 natural), touch 11, flat-footed 19
Base Attack/Grapple: +12/+29
Attack: Gore +19 melee (3d6+9) or slam +19 melee (1d10+9)
Full Attack: Gore +19 melee (3d6+9) and 2 stamps +14 melee (2d6+4); or slam +19 melee (1d10+9)
Space/Reach: 15 ft/10 ft
Special Attacks: Psionics, trample 3d6+13, trumpeting roar
Special Qualities: Darkvision 60 ft, prehensile trunk, scent, spell-like ability, spell resistance 17
Saves: Fort +13, Ref +11, Will +13
Abilities: Str 28, Dex 16, Con 21, Int 17, Wis 16, Cha 15
Skills: Bluff +15, Concentration +18, Diplomacy +21, Disguise +2 (+4 acting), Intimidate +4, Jump +21, Knowledge (arcana) +18, Knowledge (the planes) +18, Listen +18, Heal +16, Sense Motive +16, Spellcraft +20 (+22 scrolls), Spot +18, Survival +17 (+19 other planes), Use Magic Device +17 (+19 scrolls)
Feats: Alertness, Dodge, Improved Initiative, Iron Will, Magical Aptitude

Environment: Concordant Domain of the Outlands
Organization: Solitary or group (2-5)
Challenge Rating: 12
Treasure: None
Alignment: Usually neutral good
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment: ---

This creature has the body of an elephant, but seems to be an amalgam of different animals. It has a pair of tusks that thrust upward from the lower jaw and curve backwards slightly, and a four-foot long trunk. Its forelegs are stout and similar to those of a rhino, while the rear legs are clawed and resemble a lion's. The body and short tail are reptilian, and scaled with horny plates like those of a dragon.

The baku is a semi-elephantine creature of goodwill that moves invisibly through human communities. They like to dwell in tropical forests in small groups, though they are seldom spotted due to their invisibility. Their true home is the Outlands, but they travel frequently freely to the Material Plane. These beings are peace-loving by nature and dwell amongst humankind while seeking out Evil and serving their own interests.

A baku's tusks are worth about 200 gp each, though most merchants would not dare touch such a purchase. Evil or especially greedy merchants might risk the wrath of other baku, though most would consider trafficking in tusks an atrocity or at least tasteless. A holy baku that hears of such trade will travel far to put a stop to it and give the tusks a decent burial.

A baku is 9 feet tall and weighs 8,500-9,000 pounds.

A baku speaks Celestial, Common, Elven, Sylvan, and Draconic.

COMBAT
Baku are timid, peaceful creatures, but are merciless against evil monsters that display their maliciousness. They move with stunning rapidity considering their size and bulk, attacking with their goring headbutt and stamping with their forelegs. Baku of high status often carry magical weapons, wands, or other powerful magic items in their trunks.

A baku's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

Psionics (Sp): At will - astral projection, bull's strength, cat's grace, cure light wounds, detect evil, detect good, gaseous form, mind blank (self only), neutralize poison, reduce person (self only), remove disease, speak with animals; 3/day - cure moderate wounds, etherealness, finger of death (DC 19), polymorph, resist energy, water breathing, water walk. Effective caster level 7th. The save DCs are Charisma-based.

Trample (Ex): Reflex half DC 25. The save DC is Strength-based.

Trumpeting Roar (Su): Once every 4 rounds, a baku can release a trumpeting roar. All creatures within 40 feet of the baku take 1d8 points of sonic damage and creatures of evil alignment must succeed on a DC 18 Will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the fear effect of the same baku's trumpeting roar for 24 hours, but is not immune to additional sonic damage. The save DC is Charisma-based.

Prehensile Trunk (Ex): A baku can use its trunk as an extra "hand". It can grasp melee weapons and use them in combat, although the normal penalties for using an off-hand weapon apply, and its trunk counts as a third hand for the purpose of the Multiweapon Fighting feat and all other feats for which it is a prerequisite. A baku can also utilize certain magic items with its trunk, such as wands, rods, and staffs.

A baku can also use its trunk to assist with grapple checks and Climb checks, gaining a +2 competence bonus on all such checks. A baku loses its slam attack when using its trunk for anything else.

Spell-Like Ability: At will - invisibility. Caster level 12th.


THE DARK ONES AND THE HOLY ONES
The vast majority of baku are good-willed creatures, though a few are of other alignments. A few baku are of neutral evil alignment, and known as "The Dark Ones" by others of their kind. These baku behave in the same manner as the good ones, but seek to disrupt the plans of their good brethren and cause suffering among humans. Dark Ones have the Evil subtype instead of the Good subtype (thus, their natural weapons are treated as evil-aligned for the purpose of overcoming damage reduction), and their trumpeting roar causes good creatures to become panicked instead of evil creatures.

A small minority of baku are of neutral alignment, and are known as "Great Ones" or "Holy Ones". These baku are more intelligent than the others, and good baku reverently obey them. They have neither the Good nor Evil subtype, and their trumpeting roar can cause both good and evil creatures to become panicked on a failed Will save.


PSIONIC BAKU
If you use the Expanded Psionics Handbook in your game, alter the baku as follows:
Large Outsider (Extraplanar, Good, Psionic)
Special Attacks: Psi-like abilities, trample 3d6+13, trumpeting roar.
Skills: Bluff +15, Concentration +18, Diplomacy +21, Disguise +2 (+4 acting), Intimidate +4, Jump +21, Knowledge (psionics) +18, Knowledge (the planes) +18, Listen +18, Heal +16, Sense Motive +16, Psicraft +20 (+22 power stones), Spot +18, Survival +17 (+19 other planes), Use Psionic Device +17 (+19 power stones)
Feats: Alertness, Dodge, Improved Initiative, Iron Will, Psionic Affinity

Substitute the following psi-like abilities for the psionic spell-like abilities given for the baku:
Psi-Like Abilities: At will - animal affinity, astral caravan, astral traveler (DC 13), body adjustment, body equilibrium, cloud mind (DC 14), compression, ectoplasmic form, empathic transfer, mind thrust (DC 13), psionic speak with animals, thought shield; 3/day - adapt body, aura sight, intellect fortress, metamorphosis, personal mind blank, psionic etherealness, psychic crush (DC 17). Manifester level 12th. The save DCs are Charisma-based.

A baku that increases its psionic abilities by taking levels in a psionic class or by increasing its Hit Dice often chooses to learn from the following psionic powers: conceal thoughts, danger sense, demoralize, dream travel, mental barrier, mindlink, telempathic projection, tower of iron will.

Originally found in Dragon Magazine #65 ("Featured Creatures," September 1982, E. Gary Gygax), the first edition Monster Manual II (1983), The Complete Psionics Handbook (1991), and Planescape Monstrous Compendium Appendix I (1994).
 
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BOZ

Creature Cataloguer
Firefriend (Giant Firefly)

Firefriend
Tiny Magical Beast
Hit Dice: 1d10 (5 hp)
Initiative: +5
Speed: 10 ft (2 squares), fly 40 ft (good)
Armor Class: 17 (+2 size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple: +1/-11
Attack: Bite +8 melee (1d2-4)
Full Attack: Bite +8 melee (1d2-4)
Space/Reach: 2 1/2 ft/0 ft
Special Attacks: Light beam
Special Qualities: Bioluminescence, darkvision 60 ft, immunity to electricity and fire, low-light vision
Saves: Fort +2, Ref +7, Will +1
Abilities: Str 3, Dex 21, Con 10, Int 6, Wis 12, Cha 10
Skills: Hide +13, Listen +3, Spot +3
Feats: Weapon Finesse

Environment: Temperate mountains, marsh, and plains
Organization: Solitary, pair, or flicker (3-4)
Challenge Rating: 1/2
Treasure: None
Alignment: Often neutral
Advancement: 2-3 HD (Tiny)
Level Adjustment: +0 (cohort)

This appears to be an unusually large firefly. Its abdomen glows brightly, though unlike a normal firefly it gives off an unusual green light.

The firefriend is a friendly but reclusive creature. Firefriends are far more intelligent than most insects, and are clever enough to shun potentially hostile creatures. They do sometimes seek out friendly humanoids as companions, as they have a great love for conversation and fantastic stories. Most firefriends are neutral in alignment, but some are good and are more inclined to be helpful.

Firefriends have their own form of language, and most know Common as well.

A firefriend is 1 foot long and weighs 1 pound.

A firefriend can be acquired as a familiar by a 5th-level arcane spellcaster with the Improved Familiar feat. See page 200 of the Dungeon Master's Guide for more information.

COMBAT
Firefriends protect themselves with their small, sharp mandibles. Their abdomens, which usually glow as bright as a torch, can fire a beam of burning green light.

Light Beam (Su): Once per minute, a firefriend can discharge a bolt of concentrated light energy that strikes a single target at a range of 15 feet. A creature struck by this light takes 2d4 points of fire damage (Reflex DC 10 half). The save DC is Constitution-based.

Bioluminescence (Ex): A firefriend's abdomen gives off light equal to a torch. It can suppress this illumination or restore it once per round as a free action.

Originally found in the first edition Monster Manual II (1983, Gary Gygax).
 

BOZ

Creature Cataloguer
Umpleby

Umpleby
Medium Monstrous Humanoid
Hit Dice: 6d8+24 (51 hp)
Initiative: +6
Speed: 20 ft (4 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +6/+6
Attack: Slam +8 melee (1d4) or net +8 ranged (entangle)
Full Attack: Slam +8 melee (1d4) or net +8 ranged (entangle)
Space/Reach: 5 ft/5 ft
Special Attacks: Electrical touch, net mastery
Special Qualities: Darkvision 60 ft, detect metal and minerals, immunity to electricity
Saves: Fort +6, Ref +7, Will +7
Abilities: Str 11, Dex 14, Con 18, Int 6, Wis 14, Cha 8
Skills: Appraise +6, Craft (weaving) +9, Listen +5, Search +1, Spot +5
Feats: Exotic Weapon Proficiency (net) , Improved Initiative, Skill Focus (Craft [weaving]), Weapon Finesse

Environment: Temperate forest
Organization: Solitary or clan (2-3)
Challenge Rating: 04
Treasure: Double standard
Alignment: Usually neutral
Advancement: 7-12 HD (Medium)
Level Adjustment: +3

This humanoid creature is almost simian in appearance, and covered in shaggy, brown hair that constantly crackles and dances with bluish sparks of static electricity. It appears to have lips and a pair of sorrowful-looking eyes, but the rest of its body is concealed in fur.

An umpleby is a strange bipedal forest creature, and is much stocker than humans of comparable size. Although not physically strong by any means, an umpleby is quite hardy and its toughness has taken many inexperienced adventurers by surprise. An umpleby can make nets out of its own hair, and will store them by wrapping them around its waist or draping them over its shoulders like a poncho. This is the only form of clothing an umpleby wears.

An umpleby that encounters a group of adventurers will neither attack nor try to hide, and is likely to shamble along with them uninvited - much to the chagrin of its new companions. It will not cooperate with them nor allow them to elude it or leave it behind, and will constantly get in their way and prevent them from hiding or moving in silence. If attacked it will fight back, but will not otherwise fight for or against the party it accompanies.

Though easily misjudged as stupid, an umpleby's appearance and demeanor are misleading. Umplebys are known for their ability to mentally detect the presence of valuable metals and gems. They are greedy creatures, and will seek out shiny baubles and glittering jewelry unerringly. An umpleby that detects such riches will often try to coerce the party into retrieving them, even to the extent of leading the way to the trove. In its hidden lair, an umpleby keeps a huge treasure trove that it will never willingly reveal the location of, even under pain of death.

An umpleby's body can generate and store electricity. It is well known among learned sages that electricity can interact in powerful ways with certain precious metals such as gold and copper. This, they theorize, is the basis for the umpleby's unusual ability to detect such precious materials.

Umplebys seem to be incessantly hungry and thirsty, and a sincere offer of food and water will cause an umpleby to become instantly and totally loyal to a generous benefactor. The umpleby will also advise and help its ally so long as it is rewarded with a reasonable proportion of any treasure discovered as a result of its aid. If such a reward is refused, the umpleby will leave the party and refuse to cooperate with any party members from there on out.

An umpleby lives alone in a cave or hole dug into the earth or in the side of a hill. Umplebys only live together to mate; a male and female couple stays together long enough for their baby to wander off one day and not come back, at which point they will go their own separate ways. They forage for fruit, berries, and nuts, but will eat anything given to them. most creatures won't prey on an umpleby because of its electrical nature, though blue dragons consider them a light, tasty snack.

An umpleby is about 8 feet tall and weighs about 400 pounds.

Umplebys can speak in a haunting form of pidgin Common, but often refuse to communicate at all.

COMBAT
An umpleby only wants treasure and temporary companionship, and to this end it doesn't attack unless provoked. When pressed to defend itself, it will use its nets and electrical attacks.

Electrical Touch (Su): Every 1d4+2 rounds, an umpleby can deliver an electrical shock to an opponent by making a successful touch (+8 melee) or slam attack. This attack deals 5d6 points of electricity damage.

Net Mastery (Ex): An umpleby can throw a net to a maximum range of 30 feet.

Detect Metal and Minerals (Su): An umpleby can detect large accumulations of metals and other minerals, whether worked or unworked. This ability can be used as a free action, and will detect everything from a vein of iron ore to a pile of gold coins, even through solid stone or other nonmagical solid barriers.

An umpleby must concentrate to find precious material; if an accumulation of precious material 10 pounds or larger is within 100 feet, the umpleby will unerringly sense it.
The amount of information revealed depends on how long an umpleby studies a particular area:

1st Round: Presence or absence of the particular metal or mineral.
2nd Round: Approximate weight of the metal or mineral.
3rd Round: Distance and direction (measured in a straight line) to the metal or mineral.

Umpleby Net: An umpleby's hair is unusually tough, and shed umpleby hair can be woven into a net. This functions like a normal net, except it has 5 hit points and hardness 2.

Skills: An umpleby has a +8 racial bonus on Appraise and Craft (weaving) checks.

Originally found in the first edition Fiend Folio (1981, Steve Wood), Monstrous Compendium MC14 - Fiend Folio Appendix (1992), and Monstrous Compendium Annual Three (1996).
 

BOZ

Creature Cataloguer
Colossus

Colossus
Gargantuan Giant
Hit Dice: 35d8+350 (437 hp)
Initiative: -3
Speed: 20 ft (4 squares)
Armor Class: 20 (-4 size, -3 Dex, +17 natural), touch 3, flat-footed 20
Base Attack/Grapple: +26/+58
Attack: Slam +43 melee (2d8+30/19-20 +1d6 on a critical hit) or rock +19 ranged (2d12+20)
Full Attack: Slam +43 melee (2d8+30/19-20 +1d6 on a critical hit) or rock +19 ranged (2d12+20)
Space/Reach: 20 ft/20 ft
Special Attacks: Crushing stomp, double damage against objects, rock throwing, stunning clap
Special Qualities: Damage reduction 20/slashing or piercing, enhanced metabolism, hold breath, low-light vision, rock catching, single actions only
Saves: Fort +29, Ref +12, Will +13
Abilities: Str 50, Dex 4, Con 30, Int 8, Wis 6, Cha 10
Skills: Climb +39, Jump +33
Feats: Awesome Blow, Cleave, Devastating Critical (slam), Epic Reflexes, Epic Will, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Overwhelming Critical (slam), Power Attack, Weapon Focus (slam)

Environment: Any land
Organization: Solitary or clan (2-6)
Challenge Rating: 20
Treasure: None
Alignment: Any chaotic
Advancement: 36-70 HD (Gargantuan); 71+ HD (Colossal)
Level Adjustment: ---

This giant has a head too small for its body, with a sloping forehead and protruding ears. Its legs are short, and its massive hands end in short, stubby fingers that seem to be useless for manipulating objects. The giant wears heavy, coarse clothing, crudely manufactured.

The colossus is a solitary wanderer, traveling from world to world by whatever means available. Although these dim-witted creatures are not related to the true giants of the known worlds, they are basically humanoid in shape.

A colossus has thick, bulbous features, and its hair and eyes can be any color of the spectrum, though black is the most common. Colossi wear clothing like tunics, breeches, and sandals of various haphazardly arranged styles and colors. The clothes are tailored with a skill that would seem to be beyond even the most nimble colossus, and are commonly patched very clumsily to repair the inevitable rips and tears.

Other sentient races have never reported seeing a colossus suffering from sickness, or die from anything other than injuries. They also do not seem to age, nor reproduce; the life cycle of a colossus is a complete mystery. The colossus is mainly an herbivore, though one can eat meat by choice, and eating corpses is a preferred method of intimidating for evil colossi.

The average colossus is a solitary wanderer, searching for a lost homeworld called Arhoad. The greatest of sages have never heard of such a place anywhere else, and the simple colossi are never able to find Arhoad or how they left it. Some scholars speculate that colossi lived on Arhoad in close-knit clans, probably as the worker or slave class of another race.

Colossi can be of good or evil alignment, in roughly even numbers. The good colossi are quite friendly and helpful to travelers. The evil ones are marauders and killers, destroying property for the sheer joy of it. The only long-term goal of all colossi is to find Arhoad, though they never seem to know how to go about doing it.

A colossus is 60 feet tall and weighs 70 tons.

A colossus speaks Giant.

COMBAT
A colossus moves rather slowly and ponderously, and is very slow in combat. Colossi are able to use weapons or armor, though they are generally never known to carry them.

Crushing Stomp (Ex): A colossus can stomp on a single square within its reach, as a standard action. This attack deals 4d6+20 points of bludgeoning damage to everything in the square. Creatures of Medium or smaller size in the square must succeed on a DC 47 Reflex save or be pinned, automatically taking bludgeoning damage the next round unless the colossus moves off them. If the colossus chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape. The save DC is Strength-based.

Double Damage against Objects (Ex): A colossus that makes a full attack against an object or structure deals double damage.

Rock Throwing (Ex): The range increment is 240 feet for a Gargantuan colossus's thrown rocks. (Adult colossi are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks.) A colossus can hurl rocks weighing 80 to 160 pounds each (Large objects) up to five range increments.

Stunning Clap (Ex): By clapping its hands together with great force, a colossus can cause a stunning vibration that affects all creatures within 60 feet. Affected opponents are deafened for 1 hour, and must succeed on a DC 47 Fortitude save or be stunned for 1d3 rounds. The save DC is Strength-based.

Enhanced Metabolism (Ex): A colossus has a +4 racial bonus on saving throws against disease and poison. If a colossus succeeds on its initial save against poison, it automatically succeeds on its secondary save. If a disease reaches the incubation stage, the colossus can fight off the disease completely with a single successful save.

Hold Breath (Ex): A colossus can hold its breath for a number of days equal to 2 x its Constitution score before it risks drowning or suffocation.

Rock Catching (Ex): A Gargantuan colossus can catch rocks (or projectiles of similar shape) of up to Gargantuan size. Once per round, a colossus that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for Medium, 25 for Large, 30 for Huge, and 35 for a Gargantuan one (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The colossus must be ready for and aware of the attack in order to make a rock catching attempt.

Single Actions Only (Ex): Colossi have poor reflexes and can perform only a single move action or attack action each round. A colossus can move up to its speed and attack in the same round, but only if it attempts a charge.


Originally found in Monstrous Compendium MC7 - Spelljammer Appendix I (1990, Jeff Grubb).
 
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BOZ

Creature Cataloguer
Denzelian

Denzelian
Large Aberration (Earth)
Hit Dice: 6d8+6 (33 hp)
Initiative: +1
Speed: 30 ft (6 squares), burrow 30 ft
Armor Class: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +4/+11
Attack: Touch +6 melee touch (1d4 acid)
Full Attack: Touch +6 melee touch (1d4 acid)
Space/Reach: 10 ft/5 ft
Special Attacks: Acid, crush, trip
Special Qualities: Amorphous, tremorsense 60 ft
Saves: Fort +7, Ref +3, Will +5
Abilities: Str 17, Dex 12, Con 17, Int 2, Wis 10, Cha 2
Skills: Escape Artist +4, Hide +9*
Feats: Alertness, Great Fortitude, Skill Focus (Escape Artist)

Environment: Underground
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: ---

This large creature seems to be composed of smooth stone, though its thick skin is somewhat flexible. This featureless creature is nearly flat, and its acrid stench is horrible.

A denzelian is an unusual creature that lives out its centuries-long life deep below ground. Relatively non-aggressive, a denzelian is content to burrow slowly through rock and consume the rich minerals deposits that support its slow metabolism. Denzelians do little more than this, wearing stone away at a rate of about 1 foot per week. A denzelian can move through solid rock, but it avoids metals since they are indigestible. A denzelian will detour around even the smallest deposit, making a rather meandering tunnel. Dwarves and other miners favor the presence of a denzelian, since the maze-like burrows of one of these creatures makes the discovery and mining of precious metals extremely easy. The powerful but slow-working digestive enzymes of a denzelian smell horrible, and their material makes them indigestible to nearly every other living creature - thus denzelians have no natural predators and fear nothing they might encounter.

A denzelian's body is supple enough to allow it to squeeze through tight spaces, and to travel up and down inclines. A denzelian can be of any color, depending on what minerals it consumes, from brown and gray, to brilliant red or yellow.

Denzelians rely on chance to encounter a mate. One denzelian can detect the sex of another through unknown means. Once two denzelians of opposite sex meet, they always burrow close to one another. The female will only be able to produce eggs once in its thousand-year life, producing 3-8 round eggs that resemble geodes and hatch after 100 years. These eggs are deposited at random throughout the denzelian's burrow, and are never placed near any other eggs. A single denzelian egg is worth 1,000 gold pieces to miners that can identify them as such. Identifying a denzelian egg requires a DC 22 Appraise check. Dwarves do not need to make an Appraise check, however; dwarves can always identify denzelian eggs on sight thanks to their Stonecunning.

A denzelian is about 10 feet in diameter and 3-6 inches thick, and weighs 1,000 pounds.

Denzelians have a rudimentary language consisting of vibrations sent through rock. Though they do not respond to any other form of communication, a denzelian could be trained to respond to tapping on stony surfaces.

COMBAT
Denzelians are peaceful rock-eaters that rarely attack except in self-defense. Their usual tactic when faced with an aggressor is to flee. Denzelians will go to great lengths to drive off or kill anything that threatens their young. A frightened denzelian can greatly increase its acid production, allowing it to sink through the rock and escape. When a denzelian dissolves rock rapidly, it leaves a crumbly, blackish, sandlike residue behind.

When a denzelian really wishes to attack, it can burrow through the rock until it is above its enemies, and then create a hole to drop through and crush its enemies. As a result of this attack, the gritty substance the denzelian leaves fills the air in a 10-foot radius around the falling denzelian. This debris gets in the eyes, nose, and mouth of nearby creatures, who must succeed on a DC 15 Fortitude save or suffer a –2 to attack rolls for 1d4+1 rounds (or when the substance is washed away).

Acid (Ex): A denzelian secretes acid from its entire surface, to allow it to burrow through rock. This acid also serves as a digestive enzyme, breaking down stone and earthen material so that it can be eaten.

A denzelian's mere touch deals 1d4 point of acid damage to organic creatures or objects.
This acid does not affect metal. Any melee hit deals acid damage. A non-metallic weapon that strikes a denzelian dissolves immediately unless it succeeds on a DC 16 Reflex save. A creature attacking a denzelian with natural weapons takes acid damage each time an attack hits unless the creature succeeds on a DC 16 Reflex save. The save DCs are Constitution-based.

A creature falling on top of a denzelian takes 5d4 points of acid damage (Reflex DC 16 half), and all of its non-metallic equipment dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. These save DCs are Constitution-based.

The denzelian's acidic touch deals 14 points of damage per round to stone or wooden objects, but the denzelian must remain in contact with the object for 1 full round to deal this damage.

Crush (Ex): A falling denzelian can land on an opponent as a standard action, using its whole body to crush them. Crush attacks are effective only against one opponent of Medium or smaller size at one time. An affected creature must succeed on a DC 16 Reflex save or be pinned, automatically taking 4d6 points bludgeoning damage and 5d4 points of acid damage during the next round unless the denzelian moves off it. If the denzelian chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush and acid each round if they don't escape. The save DC is Constitution-based.

Trip (Ex): A charging denzelian that hits with its touch attack can attempt to trip the opponent (+7 check modifier) as a free action without provoking an attack of opportunity. If the attempt succeeds, the victim falls on top of the denzelian and takes acid damage. If the attempt fails, the opponent cannot react to trip the denzelian.

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

Skills: *A denzelian has a +4 racial bonus on Hide checks when in rocky surroundings.

Originally found in the first edition Fiend Folio (1981, Lewis Pulsipher) and Monstrous Compendium MC14 - Fiend Folio Appendix (1992).
 
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BOZ

Creature Cataloguer
Wood Golem

Wood Golem
Large Construct
Hit Dice: 9d10+30 (79 hp)
Initiative: -1
Speed: 20 ft (4 squares)
Armor Class: 20 (-1 size, -1 Dex, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +6/+17
Attack: Slam +12 melee (2d8+7)
Full Attack: 2 slams +12 melee (2d8+7)
Space/Reach: 10 ft/10 ft
Special Attacks: Double damage against wood, fire seeds
Special Qualities: Construct traits, damage reduction 5/adamantine or slashing, darkvision 60 ft, forest awareness, immunity to magic, low-light vision, sap, vulnerability to fire
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 24, Dex 9, Con ---, Int ---, Wis 11, Cha 1
Skills: Hide -1*
Feats: ---

Environment: Any forest
Organization: Solitary
Challenge Rating: 07
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: ---

This automaton has been constructed from a large tree trunk, to which have been affixed four large branches that serve as its arms and legs with three small branch-fingers on each hand. Its features have apparently been carved by hand into the wood it is made from.

This golem has a humanoid body made out of dead trees.

Very rarely, a wood golem is constructed from the carcass of a dead treant; such a golem looks just like a small treant with red glowing eyes.

A wood golem is about 8 1/2 feet tall and weighs around 800 pounds.

COMBAT
The wood golem fights as directed, usually to protect the forest of its druid creator. It can shoot its small fiery projectiles from both hands in the same round, though not from any hand that has been used to make a slam attack that round.

Double Damage against Wood (Ex): A wood golem that makes a full attack against a wooden object or structure deals double damage.

Fire Seeds (Su): Once per minute, a wood golem can fire projectiles from either or both hands which have not already been used to make slam attacks that round. This attack functions as the fire seeds spell, except that a wood golem can only use the acorn grenades version of the spell, and it can throw up to three acorns from each hand (up to 6 total). A wood golem using this attack has a ranged touch attack bonus of +5 and a Reflex save DC of 14 for half damage. Caster level 6th. The save DC is Constitution-based.

Forest Awareness (Ex): A wood golem is keenly aware of the forest and environment it inhabits. A wood golem has a +4 bonus on Listen, Spot, and Survival checks made in forested areas.

Immunity to Magic (Ex): A wood golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain effects function differently against the creature, as noted below.

A magical attack that deals electricity or cold damage does not harm a wood golem, but slows a wood golem (as the slow spell) for 6 rounds. If the attack allows for a saving throw, the golem is not slowed if it succeeds on the save.

A wood golem is considered a plant creature for the purposes of any spells or effects that specifically affect plants, though it receives a +4 racial bonus to any saving throws against such effects. If any sort of magic is successfully used to control a wood golem (such as a control plants spell), the wood golem becomes enraged when the effect ends and attacks the person who was controlling it.

A repel wood or warp wood spell dazes a wood golem for 1d4 rounds.

A plant growth or a wall of thorns spell cures a wounded wood golem, restoring 3d8 hit points.

Sap (Su): A sticky sap-like substance runs through a wood golem's body, as if it were the creature's blood. Whenever a wood golem sustains slashing or piercing damage, sap will bleed out of its wound. Any living creature touching the wood golem with bare flesh (including creatures grappling it, making unarmed strikes, or attacking with natural weapons) is cured for 1d8+1 points of damage, as if by a cure light wounds spell. The sap remains active for only one round before drying out, and only affects the first creature that touches it.

Skills: *Wood golems have a +6 racial bonus on Hide checks made in forested areas.

TREASURE
A wood golem possesses no treasure, but if the golem is killed, its sap can be extracted. Enough sap can be found in a wood golem's body to effectively equal 10 oils of cure light wounds; the number of oils is reduced by one for each time the golem bled sap within the last 24 hours.

CONSTRUCTION
A wood golem's body must be crafted from a large fallen oak or pine tree, and the tree must not be rotting or insect-infested. Large branches of the tree must be sawed off and replaced in the appropriate places for the arms and legs, and the rest of the tree must be carved to give it a roughly humanoid appearance.

Assembling the body requires a DC 15 Craft (woodworking) check or a DC 15 Craft (carpentry) check. The wood golem takes one month to complete.

A wood golem can also be created from the shell of a recently dead treant. Such a golem has the benefit of an additional +4 to its natural armor bonus (making it +12 total), and the golem also has 11 Hit Dice instead of the standard 9 HD. Such a golem also has the treant's Double Damage against Objects ability instead of the Double Damage against Wood ability, but not any of the treant's other abilities. Such a golem adds +1 to its CR, but is otherwise identical to a normal wood golem.

CL 13; Craft Construct (see MM page 303), barkskin, fire seeds, plant growth, reincarnate, wall of thorns, caster must be at least 13th level; Price 30,000; Cost 16,000 gp + 1,120 XP.

Originally found in Dragon Magazine #119 ("The Dragon's Bestiary," March 1987, Loran Wlodarski).
 
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BOZ

Creature Cataloguer
Nimbus

Nimbus
Small Outsider (Air, Extraplanar)
Hit Dice: 8d8+8 (44 hp)
Initiative: +5
Speed: Fly 50 ft (perfect) (10 squares)
Armor Class: 22 (+1 size, +5 Dex, +6 deflection), touch 22, flat-footed 17
Base Attack/Grapple: +8/+2
Attack: Shock +14 melee touch (3d6 electricity)
Full Attack: Shock +14 melee touch (3d6 electricity)
Space/Reach: 5 ft /5 ft
Special Attacks: Electrocute, lightning bolt, shock
Special Qualities: Absorb electricity, alien mind, alternate form, amorphous, brilliance, damage reduction 5/magic, darkvision 60 ft, immunity to acid, mind-affecting effects, and sneak attacks, static charge, vulnerability to cold, vulnerability to water
Saves: Fort +1, Ref +9, Will +4
Abilities: Str 6, Dex 21, Con 12, Int 1, Wis 11, Cha 11
Skills: Listen +11, Spot +11, Survival +5, Tumble +11
Feats: Blind-Fight, Flyby Attack, Weapon Finesse

Environment: Elemental Plane of Air or Positive Energy Plane
Organization: Solitary or storm (2-20)
Challenge Rating: 07
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Small); 17-24 HD (Medium)
Level Adjustment: ---

This creature seems to be composed of brilliant electrical energy. It appears to have no fixed form, its shape changing frequently and erratically as it drifts through the air.

The nimbus is believed to come from a place where the Elemental Plane of Air touches the Positive Energy plane, giving the spark of life to all manner of electrical beings. Though a nimbus appears to be a sort of elemental, it is not a true elemental. A nimbus occasionally enters the Material plane through gates or rifts that sometimes open at the core of powerful lightning storms in high mountain ranges. A nimbus will spend its time playing among the mountain peaks for sheer enjoyment. On its own plane, the nimbus is known to travel in groups, though they only appear singly on the Material plane.

A nimbus does not understand life, as we know it. This creature does not consider animals, plants, and sentient creatures to be alive and makes no attempt to communicate with them in any fashion. It may consider energy phenomena such as fires and lightning bolts to be alive like itself, though.

A nimbus is a globe of energy about 1 foot across and weighing about 3 pounds, and its glowing body sheds as much light as a torch.

COMBAT
A nimbus on the Material plane is never aggressive unless attacked. Its preferred method of attack is to engulf and electrocute opponents. If a target is wearing armor made of ferrous metal (such as iron or steel, but not mithril or adamantine), or is carrying more than 25 pounds worth of ferrous metal objects, a nimbus receives a +2 circumstance bonus to its attack roll when using its shock ability.

Electrocute (Ex): Four times per day, a nimbus in its St. Elmo’s fire form can attempt to surround an opponent and electrocute it. As a standard action, a nimbus can move into another creature's space, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it fills the entire square with its energy form. When using this attack, a nimbus deals automatic shock damage to any creature whose space it occupies at the end of its move, with no attack roll needed. This attack is not subject to a miss chance for concealment or cover.

Any electrocuted creature composed of metal or wearing metal armor cannot move without dragging the nimbus with it, unless the nimbus chooses to move on its own.

Lightning Bolt (Su): As a standard action, a nimbus can discharge a 60-foot line of lightning that deals 2d6 points of electricity damage (Reflex DC 15 half). The save DC is Constitution-based.

Shock (Ex): A nimbus's touch attack deals 3d6 points of electricity damage. Creatures hitting a nimbus with natural weapons or unarmed attacks take 2d6 points of electricity damage. A creature that hits a nimbus with a metallic weapon takes an additional 1d4 points of electricity damage and must succeed on a DC 15 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.

Absorb Electricity (Su): A magical attack that deals electricity damage heals a nimbus for 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause a nimbus to exceed its full normal hit points, any excess hit points are lost. A nimbus gets no saving throws against electricity effects.

Alien Mind (Ex): Any attempt to establish a telepathic link to a nimbus's mind (via detect thoughts, a psionic ability, dominate monster, and so on) automatically fails.

Alternate Form (Su): A nimbus can assume one of four forms as a swift action. A nimbus remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does a nimbus revert to any particular form when killed. A true seeing spell reveals all forms simultaneously.

In its ball lightning form, a nimbus looks like a slowly drifting ball of light similar to a will-o-wisp. In this form, a nimbus' shock attack deals an extra 2d6 points of electicity damage.

In its sheet lightning form, a nimbus becomes like a veil similar to a small aurora. In this form, a nimbus gains concealment within a natural or magical cloud.

In its bolt lightning form, a nimbus acts like bolts of light arcing from one object to another. In this form, a nimbus' fly speed improves to 120 feet (perfect).

In its form of St. Elmo's fire, a nimbus resembles a diffuse, flickering glow that surrounds an object. Only in this form can a nimbus use its electrocute ability.

Amorphous (Ex): A nimbus is not subject to flanking or critical hits. It is immune to poison, sleep, paralysis, stunning, and polymorphing.

Brilliance (Ex): In all its forms, a nimbus gives off a brilliant white or blue-white light equal to a light spell.

Static Charge (Ex): When a nimbus is provoked, it generates a static charge powerful enough to give creatures within 30 feet a mild electrical charge, which does no damage. This causes an uncomfortable feeling in creatures within 10 feet of the nimbus, and causes any ferrous metal objects to glow as if by the faerie fire spell. This induced charge does no damage, though it may appear hostile and dangerous.

Vulnerability to Water (Ex): A nimbus takes half again as much (+50%) damage as normal from any magical effect that involves water, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Originally found in Greyhawk Adventures (1988, James M. Ward).
 
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BOZ

Creature Cataloguer
Booka

Booka
Tiny Fey
Hit Dice: 1/2 d6+1 (2 hp)
Initiative: +5
Speed: 30 ft (6 squares), fly 50 ft (perfect)
Armor Class: 17 (+2 size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Bite -1 melee (1d3-3 nonlethal)
Full Attack: Bite -1 melee (1d3-3 nonlethal)
Space/Reach: 2 1/2 ft/0 ft
Special Attacks: ---
Special Qualities: Damage reduction 5/cold iron, invisibility, low-light vision, spell resistance 13
Saves: Fort +0, Ref +7, Will +5
Abilities: Str 4, Dex 20, Con 12, Int 12, Wis 15, Cha 13
Skills: Craft (trapmaking) +7, Escape Artist +9, Handle Animal +3, Hide +13, Listen +8, Move Silently +9, Search +8, Sense Motive +4, Spot +8
Feats: Dodge

Environment: Temperate land
Organization: Solitary or family (2-4)
Challenge Rating: 1/2
Treasure: No coins; 50% goods; 50% items
Alignment: Usually neutral (often chaotic good)
Advancement: 1-3 HD (Tiny)
Level Adjustment: +4

This homely creature resembles a tiny, slender elf, with a long, pointy nose and broad ears. It has a pair of delicate wings, colored like those of a butterfly.

Bookas are a peaceful faerie race, related to pixies and sprites. Bookas make their lair in the homes of humans and other humanoids, usually in farming communities and rustic settings. They spend most of their time in an idyllic lifestyle, harming no one, and living in attics and eaves or sunny rooftops. Bookas hate cold, and will always huddle inside near chimneys, stoves, and other warm places in the winter.

The fey form a symbiotic relationship with the inhabitants of a house. They help with chores when no one is around (sweeping, dusting, etc.), and do so for free as long as they are left alone peacefully. Bookas will become angry and flee to a new home if their nest is discovered or if they are disturbed in their chores, and take revenge if the owners harm them.

Bookas usually only reserve their pranks for evil creatures, or creatures that have captured or harmed bookas or other innocents (hiding valued objects, tangling things like rope, hair, clothing etc., and generally causing trouble). If an offender makes appropriate amends, such as by freeing captives or giving a valuable gift (such as a sack of gold, jewellery or even something magical) to the booka, placing the item offered in an open place and leaving it for a day. Failure to placate angry booka will eventually result in some sort of fatal accident, for the creatures will place snares and traps for the offender, which become more and more dangerous.

Bookas speak Sylvan, and many bookas know Elven and Common.

A booka is about one foot tall (usually between 10-14 inches) and weighs 1-2 pounds.

COMBAT
Bookas are one of the most peaceful races in the world, and do everything possible to avoid a fight. They are all but helpless in combat, and seek to turn invisible and flee if attacked. Bookas are very quick, and escape is usually their best tactic.

Bookas can bite if cornered, but though the bite is painful, it is no more damaging than a paper cut. If another creature has angered a booka, the little fey may take steps to seek revenge, setting up traps which are painful or even deadly.

Invisibility (Su): A booka can become invisible, resuming or ending its invisibility as a swift action.

Skills: A booka has a +2 racial bonus on Craft (trapmaking), Search, Spot, and Listen checks.

Originally found in the first edition Fiend Folio (1981, Gary Gygax), and Monstrous Compendium MC5 – Greyhawk Appendix (1990).
 
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BOZ

Creature Cataloguer
Pseudo-undead

http://www.enworld.org/forum/genera...ure-catalogue-overhaul-project-revisited.html

Pseudo-undead are humanoids who resemble specific types of undead creatures.

Creating a Pseudo-undead

"Pseudo-undead" is an inherited template that can be added to any living, corporeal humanoid creature with an Intelligence score of 4 or higher (referred to hereafter as the base creature). Each pseudo-undead has similar qualities to a particular type of undead creature (referred to hereafter as the base undead).

A pseudo-undead uses all the base creature's statistics and special abilities except as noted here.

Attacks: A pseudo-undead gains additional natural attacks depending on its type. If it already possesses a similar natural attack, use whichever damage is better. A pseudo-undead which gains claw or slam attacks gains a number of claw or slam attacks equal to its number of hands. These deal 1d4 points of damage for a Medium creature. A pseudo-undead which gains a bite attack deals 1d6 points of damage for a Medium creature. Larger and smaller creatures deal greater or lesser damage, as normal for their size and type of attack.

Special Qualities: A pseudo-undead gains darkvision to a range of 60 feet.

Pseudoghoul

This foul creature appears more or less humanoid, but has mottled flesh drawn tight across clearly visible bones. It is mostly hairless and has a carnivore's sharp teeth. Its eyes burn like hot coals in their sunken sockets.

Pseudoghouls do not hunger for flesh the way actual ghouls do, but they do savor the taste of humanoid flesh and most are cannibals.

Pseudoghouls gain bite and claw attacks.

Paralysis (Ex): Those hit by a pseudoghoul’s bite or claw attack must succeed on a Fortitude save or be paralyzed for 1d3 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

Environment: Same as the base creature.
Organization: Solitary, gang (2–4), or pack (7–12) or same as the base creature.
Challenge Rating: Same as the base creature +1.
Treasure: Same as the base creature.
Alignment: Same as the base creature (often chaotic evil).
Advancement: By character class.
Level Adjustment: Same as the base creature +2.


Pseudoghast

A pseudoghast has the same characteristics as a pseudoghoul, plus the following special attack:

Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a Fortitude save or be sickened for 1d6+4 rounds. A creature that successfully saves cannot be affected again by the same pseudoghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Pseudoghouls and pseudoghasts, and creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.

Environment: Same as the base creature.
Organization: Solitary, gang (2–4), or pack (7–12) or same as the base creature.
Challenge Rating: Same as the base creature +2.
Treasure: Same as the base creature.
Alignment: Same as the base creature (often chaotic evil).
Advancement: By character class.
Level Adjustment: Same as the base creature +3.

Pseudowight

This creature resembles a humanoid corpse. Its wild, frantic eyes burn with malevolence. The leathery, desiccated flesh is drawn tight across its bones, and the teeth have grown into sharp, jagged needles.

Pseudowights lurk in barrow-mounds, catacombs, and other places just as undead wights do. They often hate other living creatures, but not usually to the degree that wights do. Though they cannot drain the life out of creatures, they carry a disease borne of their natural filth.

Pseudowights gain slam attacks.

Disease (Ex): Filth fever—any natural attack, Fortitude negates, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Skills: Pseudowights gain a +8 racial bonus on Move Silently checks.

Environment: Same as the base creature.
Organization: Solitary, pair, gang (3–5), or pack (6–11) or same as the base creature.
Challenge Rating: Same as the base creature +1.
Treasure: Same as the base creature.
Alignment: Same as the base creature (often lawful evil).
Advancement: By character class.
Level Adjustment: Same as the base creature +2.

Pseudowraith

This creature appears as a sinister, spectral figure robed in darkness. It seems to have no visible features or appendages, except for the glowing red pinpoints of its eyes.

Pseudowraiths hate light and living creatures, just as actual wraiths do. Though normally covered in wispy shrouds or robes, pseudowraiths do have actual physical forms underneath, and are not incorporeal. Pseudowraiths do not fly, but walk so lightly as to leave no trace, and observers are easily fooled into thinking these creatures are floating above the surface.

Pseudowraiths do not affect animals the way their undead counterparts do, though animals are often uncomfortable around them. Though they do not drain a creature’s Constitution, they carry a weak poison that can be deadly enough.

Pseudowraiths gain claw attacks.

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

Poison (Ex): (Contact, Injury), Fortitude negates, initial damage 1 Con, secondary damage 1d2 Con. The save DC is Constitution-based.

Environment: Same as the base creature.
Organization: Solitary, gang (2–5), or pack (6–11) or same as the base creature.
Challenge Rating: Same as the base creature +1.
Treasure: Same as the base creature.
Alignment: Same as the base creature (often lawful evil).
Advancement: By character class.
Level Adjustment: Same as the base creature +3.

Pseudospectre

This creature looks like a humanoid, but with a colorless, faintly luminous body.

Pseudospectres hate other living creatures just like most other pseudo-undead do. The chill of death seems to linger around the places a pseudospectre inhabits. Like pseudowraiths, they have solid forms and do not fly, but seem to float above the ground as they walk.

Pseudospectres gain claw attacks.

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

Poison (Ex): (Contact, Injury), Fortitude negates, initial and secondary damage 1d4 Str. The save DC is Constitution-based.

Environment: Same as the base creature.
Organization: Solitary, gang (2–4), or swarm (6–11) or same as the base creature.
Challenge Rating: Same as the base creature +1.
Treasure: Same as the base creature.
Alignment: Same as the base creature (often lawful evil).
Advancement: By character class.
Level Adjustment: Same as the base creature +2.

Pseudovampire

This sinister-looking humanoid has pale skin, haunting red eyes, and a feral cast to its features. It wears well-crafted armor and wields a weapon in its clawed hands.

Pseudovampires, like actual vampires, scheme constantly to strengthen themselves and their position in life. They have hardened, menacing features with the predatory look of wolves, though they often embrace finery and decadence and may assume the guise of nobility. They are probably the most dangerous among the pseudo-undead, but far less dangerous than actual vampires. Pseudovampires look the most like ordinary living creatures, and have been known to interbreed the most with other humanoid species. It is therefore not uncommon to find clans of bandits comprised entirely of pseudovampires.

Pseudovampires gain claw and bite attacks.

Bleeding Wound (Ex): The damage a pseudovampire deals with its bite attack causes a persistent wound. An injured creature loses 1 additional hit point each round. Multiple wounds result in cumulative hit point loss from bleeding. The continuing hit point loss can be stopped by a successful DC 15 Heal check (per wound), a cure spell, or a heal spell. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points.

Disease (Ex): Red ache—any natural attack, Fortitude negates, incubation period 1d3 days, damage 1d6 Str. The save DC is Constitution-based.

Skills: A pseudovampire gains a +2 racial bonus on Bluff, Intimidate, and Diplomacy checks.

Environment: Same as the base creature.
Organization: Solitary, pair, gang (3–5), or troupe (3–7) or same as the base creature.
Challenge Rating: Same as the base creature +2.
Treasure: Same as the base creature.
Alignment: Same as the base creature (often evil).
Advancement: By character class.
Level Adjustment: Same as the base creature +3.

Originally appeared in Monster Manual II (1983).
 
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Monster Junkie
Blazing Bones

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Blazing Bones
Medium Undead
Hit Dice: 5d12 (32 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +2/+3
Attack: Slam +5 melee (1d4+3 plus 1d6 fire) or hurl fire +5 ranged touch (2d4 fire)
Full Attack: 2 slams +5 melee (1d4+3 plus 1d6 fire) or hurl fire +5 ranged touch (2d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Firestorm, hurl fire
Special Qualities: Absorb magical fire, damage reduction 5/bludgeoning, darkvision 60 ft., +2 turn resistance, undead traits, vulnerable to water
Saves: Fort +1, Ref +4, Will +7
Abilities: Str 17, Dex 17, Con —, Int 16, Wis 16, Cha 16
Skills: Bluff +10, Diplomacy +7, Disguise +3 (+5 acting), Hide +10, Intimidate +5, Knowledge (arcana) +10, Listen +10, Search +10, Sense Motive +10, Spellcraft +15, Spot +10, Survival +3 (+5 following tracks)
Feats: Improved Initiative, Point Blank Shot
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: 6-15 HD (Medium)
Level Adjustment: —

The creature resembles a humanoid skeleton. A nimbus of flames dances along its shoulders, while small balls of flame encircle its hands.

Blazing bones are an extremely rare type of undead, created when magic goes awry. These unfortunate souls are the result of a poorly prepared contingency spell by a wizard or cleric, who is killed by fire. This twisted magic keeps the victim in a state of undeath, forever tormented by the fire that killed it, and hopelessly insane. The only hope they have for momentary relief of this pain is to hurl flame at other creatures, forcing these beings to become fiery killers.

Though highly intelligent, blazing bones serve no purpose other than to cause destruction by fire. They hate the living as much as any other undead, and even hate other undead beings for their lack of fiery torment. They avoid all non-living beings, in favor of seeking out something to kill. Though they cannot be controlled by other beings, evil spellcasters have tried before to replicate the process of creating a blazing bones, hoping to coerce the monster into serving as a guardian.

A blazing bones is about 6 feet tall and weighs 120 pounds.

Blazing bones speak any languages they knew in life in a roaring, crackling howl.

COMBAT

In melee, blazing bones lash out with fiery slams, but they prefer to hurl flame or unleash their devastating firestorms.

Absorb Magical Fire (Su): Fire and heat generated by magic items, spells, or the like serve to heal a blazing bones. A magical attack that deals fire damage heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the blazing bones to exceed its full normal hit points, it gains 1 negative level. A blazing bones with a negative level gains a +1 competence bonus on all skill checks and ability checks, attack rolls, and saving throws, and gains one effective level or Hit Die (whenever level is used in a die roll or calculation) for each negative level. A spellcaster gains one spell slot of the highest level of spells she can cast and (if applicable) one prepared spell of that level. These gains persist until the negative level goes away. The negative level remains as long as the blazing bones possesses temporary hit points. A negative level that is not removed after 24 hours becomes permanent, resulting in advancement by 1 HD.

Firestorm (Su): Once per minute, a blazing bones can create a whirlwind within itself, collapsing into a spinning pile of fiery bones, exploding outward like a fireball spell. All creatures and objects within a 30-foot radius sphere of the blazing bones suffer 6d6 points of fire damage (Reflex DC 15 for half damage). If a blazing bones successfully grapples a creature before using its firestorm attack, that creature receives no saving throw. The save DC is Charisma-based.

Hurl Fire (Su): A blazing bones can hurl a head-sized ball of flame as a standard action. This is a ranged touch attack with no range increments and a maximum range of 20 feet. Treat this as a splash weapon that deals 2d4 points of fire damage on a direct hit and 1d4 points of fire damage on a splash, and sets fire to combustibles and damages objects in the area (see Catching on Fire in the DMG).

Vulnerable To Water (Ex): Blazing bones are especially vulnerable to normal water and holy water. Normal water deals 1d4 points of damage to the blazing bones per splash and 2d4 per bucket, and holy water deals 4d4 points of damage per vial.

Originally appeared in Ruins of Myth Drannor (1995).
 
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Monster Junkie
Gorse

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Gorse
Fine Fey
Hit Dice: 1/4d6 (1 hp)
Initiative: +7
Speed: 10 ft. (2 squares), fly 30 ft. (perfect)
Armor Class: 25 (+8 size, +7 Dex), touch 25, flat-footed 18
Base Attack/Grapple: +0/-21
Attack: Shortsword +15 melee (1-5) or shortspear +15 melee (1-5) or shortbow +15 ranged (1/x3) or shortspear +15 ranged (1-5)
Full Attack: Shortsword +15 melee (1-5) or shortspear +15 melee (1-5) or shortbow +15 ranged (1/x3) or shortspear +15 ranged (1-5)
Space/Reach: 1/2 ft./0 ft.
Special Attacks: Distract, exterminate, poison use, special arrows , spell-like abilities, sprout
Special Qualities: Damage reduction 1/cold iron, low-light vision, spell resistance 11, woodland stride
Saves: Fort +0, Ref +9, Will +5
Abilities: Str 1, Dex 24, Con 10, Int 12, Wis 15, Cha 20
Skills: Concentration +3, Craft (trapmaking) +4, Escape Artist +10, Hide +26, Listen +5, Move Silently +10, Sense Motive +5, Spot +6, Survival +5
Feats: Dodge (B), Empower Spell-Like Ability (mirror image), Weapon Finesse (B)
Environment: Cold and temperate plains and hills
Organization: Solitary or tribe (5-40)
Challenge Rating: 1
Treasure: Standard (triple potions)
Alignment: Always neutral
Advancement: 1 HD (Diminutive)
Level Adjustment: +4

This creature resembles a tiny human child, but is only three inches tall. It wears simple green and yellow clothing, has pointed ears, and flies on delicate wings. It carries a small bow and a quiver of tiny arrows.

Gorse are incredibly small, beautiful fey named after the yellow-flowered thorny evergreen shrub in which they make their homes. Secretive and unobtrusive by nature, gorse are wary of all larger creatures. They will converse with, and even aid, other fey and friendly humanoids that bring offerings of fresh fruit, bread, or milk.

Gorse are fond of magical potions, and a tribe generally keeps a large stash in their communal hordes. They occasionally use these potions as rewards or bribes whend dealing with other creatures.

A gorse stands 3 inches tall and weighs less than a pound.

Gorse speak Sylvan.

COMBAT

Gorse prefer to escape within the protection of their thorny lairs, luring attackers through the most thickly thorned regions and possibly over logs, pits, and other hard-to-see natural obstacles. If drawn to battle, they fire poison-coated arrows at opponents. They use their spell-like abilities to improve their chances of survival.

Distract (Sp): Once per day, a gorse may create a distraction, directing attention to an area of the gorse's choice within 10 feet. Creatures must succeed on a DC 15 Will save or be fascinated by the specified area for 1 round. This is an enchantment (compulsion), mind-affecting ability, and is the equivalent of a 0-level spell (caster level 10th).

Exterminate (Sp): Once per day, a gorse may attempt to slay miniscule vermin. All Fine animals or vermin within a designated 5-foot-square within 20 feet must succeed on a DC 15 Fortitude save or die. Alternatively, the gorse may target a single Diminutive animal or vermin within 20 feet with this ability. This is a death effect, and is the equivalent of a 0-level spell (caster level 10th).

Poison Use (Ex): Due to their long tradition of working with venoms, gorse are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a weapon. A gorse typically carries 2 to 4 does of gorse-arrow poison.

Gorse-arrow Poison: Injury, Fortitude DC 15, initial damage confusion for 2d4 rounds, secondary damage none.

Spell-Like Abilities: 1/day—empowered mirror image. One gorse in ten can use goodberry and spike growth (DC 16) each once per day. Caster level 10th. The save DCs are Charisma-based.

Sprout (Sp): Once per day, a gorse can cause thornbushes in a 5-foot-square area to rapidly grow. Any creature moving through the area must either treat it as heavy undergrowth (and avoid the thorns), or treat it as light undergrowth but suffer 1d3 points of piercing damage from the thorns. This effect lasts for 1 minute. This is the equivalent of a 0-level spell (caster level 10th).

Woodland Stride (Ex): A gorse may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect it.

Originally appeared in Dragon Magazine #180 (1992).
 
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Monster Junkie
Bramble

http://www.enworld.org/forum/genera...e-catalogue-overhaul-project-revisited-5.html

Bramble
Fine Fey
Hit Dice: 1/2d6 (2 hp)
Initiative: +7
Speed: 10 ft. (2 squares), fly 30 ft. (perfect)
Armor Class: 25 (+8 size, +7 Dex), touch 25, flat-footed 18 or 25 (+8 size, +7 half-plate armor), touch 18, flat-footed 18
Base Attack/Grapple: +0/-21
Attack: Spines +15 melee (1-5 plus poison) or light lance +15 melee (1-5/x3)
Full Attack: Spines +15 melee (1-5 plus poison) or light lance +15 melee (1-5/x3)
Space/Reach: 1/2 ft./0 ft.
Special Attacks: Deadly charge, poison, powerful build, spined defense, wingbind
Special Qualities: Charm mount, damage reduction 1/cold iron, low-light vision, spell resistance 11, woodland stride
Saves: Fort +0, Ref +9, Will +5
Abilities: Str 1, Dex 24, Con 10, Int 12, Wis 15, Cha 20
Skills: Bluff +9, Hide +27*, Intimidate +9, Listen +6, Move Silently +11*, Ride +11*, Spot +6 (*Does not include -7 armor check penalty for half-plate)
Feats: Ability Focus (poison), Dodge (B), Weapon Finesse (B)
Environment: Cold and temperate plains and hills
Organization: Solitary or tribe (2-16)
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral evil
Advancement: 1 HD (Diminutive)
Level Adjustment: +3

This creature resembles a miniature, dessicated elf with dark, wrinkled skin. Its hands and feet end in long, pointed nails. Jutting from the back of its plate armor is a brace of spines, resembling dragon wings lacking a membrane.

Brambles are among the smallest faeries, yet also among the most vicious and aggressive of their kind. Rumors abound that they were once gorse faeries, but were outcast from "polite" fey society and developed into the malevolent creatures they are today.

Many brambles wear specialized half-plate armor which does not affect their flight speed or manueverability. Brambles often select a peculiar selection of animals and magical beasts as mounts. Examples can range from as common as rabbits, to as exotic as al-mi’rajs. Porcupines, hedgehogs, and other spined creatures are often chosen for their similar physiology.

A bramble stands 3 inches tall and weighs less than a pound.

Brambles speak Sylvan and Elven.

COMBAT

Brambles are supremely confident despite their small stature, and often challenge far larger creatures to wrestling matches and singular combat. Brambles love employing their wingbind power to down pixies and other flying fey, then cruelly hunt them on the ground.

Charm Mount (Sp): Once per day, a bramble may charm a single Tiny or smaller animal or magical beast, which serves as its mount. The charm lasts for 24 hours. This functions as the spell charm animal (DC 17), except as described above. This ability is the equivalent of a 2nd-level spell. Caster level 1st.

Deadly Charge (Ex): When a bramble charges, its spines attack does 1d6 points of damage.

Poison (Ex): Injury, Fortitude DC 12, initial damage sickened for 1d4 rounds, secondary damage sickened for 1d4 rounds. The save DC is Constitution-based.

Powerful Build (Ex): Whenever a bramble is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the bramble is treated as one size larger if doing so is advantageous to it. A bramble is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect it. A bramble can use weapons designed for a creature one size larger without penalty. However, its space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Spined Defense (Su): Any creature striking a bramble with unarmed strikes or natural weapons (or hand-held weapons for Tiny or smaller creatures) takes 1d6 points of piercing and slashing damage from the bramble's spines. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

Wingbind (Su): Once per day, a bramble may target the wings of a single creature of Small size or smaller within 120 feet with an entangling net of thorny vines. The target must succeed on a DC 15 Reflex save or its wings become ensnared and it immediately falls to the ground, taking falling damage as normal. This affects only the creature's wings; other movement modes are unaffected.

An ensnared creature can escape with a successful DC 15 Escape Artist check or burst the vines with a DC 15 Strength check. However, each attempt to burst the vines results in 1d4 points of piercing damage from the thorns. Spells that affect plants, such as diminish plants, can also release the victim.

A target that fails its save remains ensared for 6d6 rounds. The save and check DCs are Charisma-based.

Originally appeared in Dragon Magazine #206 (1994).
 
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