Creature Catalog 3.5 Overhaul Project Conversions

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BOZ

Creature Cataloguer
Baernaloth

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

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

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

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

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

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

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

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

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

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

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

Creature Cataloguer
Fungus Hulk

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

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

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

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

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

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

A fungus hulk can speak Common.

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

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

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

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

Creature Cataloguer
Abiorach

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

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

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

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

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

An abiorach is 5 feet tall and weighs 110 pounds.

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

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

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

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

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

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

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

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

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

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

Creature Cataloguer
Otyugh, Neo-Otyugh

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

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

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

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

Neo-otyughs speak Common.

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

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

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

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

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

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

Creature Cataloguer
Gorynych

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Improved Grab (Ex): To use this ability, a gorynych must hit a Medium or smaller opponent with its tail whip attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically hits with all its melee attacks each round the hold is maintained.

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

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

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

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

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

Creature Cataloguer
Maedar

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

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

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

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

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

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

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

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

Maedar speak Common and Infernal.

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

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

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

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

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

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

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

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

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

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

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

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

Creature Cataloguer
Feystag

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

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

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

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

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

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

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

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

Feystags speak Common and Sylvan.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Creature Cataloguer
Kenku

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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



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

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

COMBAT

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

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

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


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

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

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

COMBAT

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

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

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

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

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

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

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

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

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

Creature Cataloguer
Krakentua

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

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

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

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

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

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

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

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

A krakentua speaks Common, Aquan, and Undercommon.

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Creature Cataloguer
Anuchu

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

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

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

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

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

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

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

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

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

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

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

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

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

Anuchu characters possess the following racial traits.

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

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