Creature Catalog 3.5 Overhaul Project Conversions

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Monster Junkie
Genie, Air Sentinel

Genie, Air Sentinel
Medium Outsider (Air, Chaotic, Extraplanar, Good)
Hit Dice: 5d8+5 (27 hp)
Initiative: +8
Speed: 20 ft. (4 squares), fly 90 ft. (perfect)
Armor Class: 14 (+4 Dex), touch 14, flat-footed 10
Base Attack/Grapple: +5/+7
Attack: Slam +7 melee (1d6+2) or shocking touch +7 touch (1d6+1 electricity)
Full Attack: 2 slams +7 melee (1d6+2); or 2 shocking touches +7 touch (1d6+1 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict, improved grab, shocking touch, spell-like abilities
Special Qualities: Air shield, darkvision 60 ft., immunity to electricity, telepathy 100 ft.
Saves: Fort +5, Ref +8, Will +6
Abilities: Str 14, Dex 19, Con 12, Int 14, Wis 15, Cha 15
Skills: Appraise +10, Craft (any one) +10, Diplomacy +12, Knowledge (the planes) +10, Listen +10, Move Silently +12, Search +10, Sense Motive +10, Spot +10, Survival +10 (+12 following tracks, +12 on other planes)
Feats: Combat Reflexes, Flyby Attack, Improved Initiative (B)
Environment: Twin Paradises of Bytopia (Shurrock)
Organization: Solitary or family (2–8)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic good
Advancement: 6-7 HD (Medium); 8-15 HD (Large)
Level Adjustment: +5

The upper half of this creature resembles a bald, muscular human. Its lower half appears to be a small tornado.

Air sentinels are genies native to the Twin Paradises of Bytopia, where they reside on the layer of Shurrock. They are generally jovial and friendly to others. They act as protectors for weaker beings from the booming thunder squalls and hard rains that often barrage Shurrock. Air sentinels police the layer for beings in danger, rescuing planar travelers and carrying them off to one of many large and sheltered caves.

Although their true origin is lost to the ages, sages speculate that some deity or power from the Twin Paradises – having seen the need for some powerful being to protect the many visitors to Shurrock from its strong weather – made a pact with a group of djinn to travel to Shurrock and live there as guardians.

Air sentinels breed prodigiously, and have a fiercely strong sense of family and honor. They appear to be immortal, but before two centuries of their lives, air sentinels travel away, never to be seen or heard from again.

An air sentinel is about 6 feet tall and weighs about 125 pounds. The dominant males usually sport a moustache and goatee. Most wear jewelry on their humanoid half, such as necklaces, arm bracers, and earrings.

Air sentinels speak Auran, Celestial, and Common.


Air sentinels are inherently nonviolent and will generally flee from battle, unless something important is at stake. If forced into combat, air sentinels strike with their shocking touches, attempting to render adversaries unconscious.

Air Shield (Su): As a free action, an air sentinel can surround itself with a cloak of roaring winds that deflect missiles and gas attacks. This functions like a wind wall spell that moves with the air sentinel.

Constrict (Ex): On a successful grapple check, an air sentinel's shocking touch does electrical damage equal to 3d6 plus twice the sentinel's Constitution bonus (3d6+2 for a typical air sentinel). In addition, the opponent must succeed at a DC 13 Fortitude save or be rendered unconscious for 1d8 rounds. The save DC is Constitution-based.

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

Shocking Touch (Su): An air sentinel can release electrical arcs from its hands as a melee touch attack which does electrical damage equal to 1d6 plus the sentinel's Constitution bonus (1d6+1 electricity for a typical air sentinel).

Originally appeared in Monstrous Compendium Outer Planes Appendix (1991).
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Monster Junkie

Large Magical Beast (Extraplanar)
Hit Dice: 6d8+12 (39 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 20 (–1 size, +3 Dex, +4 natural, +4 shield), touch 12, flat-footed 17
Base Attack/Grapple: +6/+15
Attack: Claw +10 melee (1d4+5)
Full Attack: 2 claws +10 melee (1d4+5) and bite +5 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d4+2, takedown
Special Qualities: Darkvision 60 ft., low-light vision, scent, shield
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 21, Dex 17, Con 15, Int 6, Wis 12, Cha 10
Skills: Balance +7, Hide +5*, Listen +9, Move Silently +9, Spot +9
Feats: Alertness, Improved Initiative, Run
Environment: Concordant Domain of the Outlands
Organization: Solitary or pride (2–12)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 (Medium); 13-18 (Large)
Level Adjustment: —

This leonine creature has larger forequarters than hindquarters, giving its back a hyenalike slope. Its body is covered in fine scales rather than fur, although it still sports a mane of dense, golden-brown fur. Tassels of the same color line its legs and feet, which also match its small beard. Its snakelike tail terminates in a spade-shaped blade.

Leomarhs are a predatory planar animals apparently descended from lions or one of the other great cats. They are most common to the Outlands, but can and do live well in uninhabited areas of other planes. Leomarhs are smarter than normal animals, showing an almost fiendish cunning, and use ambush and hit-and-run tactics in their hunting. Leomarhs cannot be tamed, but are occasionally the companions of rangers, druids, or those who have a strong affinity with animals.

A typical leomarh is 6 to 7 feet long and weighs 300 to 450 pounds.

Although intelligent, leomarhs do not speak or understand any language.


Leomarhs, like lions, usually hunt in prides, showing cunning beyond that of most animals. They will start an attack by pouncing, either grappling or tripping their foe if they succeed on the appropriate attacks.

These cats are used to encountering powerful extraplanar creatures, so prefer to trail their prey and launch overwhelming ambushes against isolated stragglers. They are swift to retreat if outmatched by their opponents, but desperately fight to the death if unable to escape.

Improved Grab (Ex): To use this ability, a leomarh 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 rake.

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

Rake (Ex): Attack bonus +10 melee, damage 1d4+2.

Shield (Su): A leomarh is continually protected by a shield effect (as the spell). This shield cannot be dispelled, although the leomarh can suspend or restore it as a free action.

Takedown (Ex): A leomarh that hits with both claw attacks can attempt to trip the opponent (+9 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the leomarh.

Skills: Leomarhs have a +4 racial bonus on Balance, Hide, Listen, Move Silently, and Spot checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. When immobile in any environment, this Hide bonus improves by an additional +4.

Originally appeared in Planescape Monstrous Compendium Appendix II (1995).
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Monster Junkie

Diminutive Elemental (Air, Chaotic, Extraplanar)
Hit Dice: 2d8+2 (11 hp)
Initiative: +6
Speed: Fly 40 ft. (perfect)(8 squares)
Armor Class: 20 (+4 size, +6 Dex), touch 20, flat-footed 14
Base Attack/Grapple: +1/-14
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: Whirlwind
Special Qualities: Blind, elemental traits, immunity to summons
Saves: Fort +1, Ref +9, Will -2
Abilities: Str 4, Dex 22, Con 12, Int 1, Wis 6, Cha 5
Skills: Listen +3
Feats: Ability Focus (whirlwind), Improved Initiative (B), Weapon Finesse (B)
Environment: Elemental Plane of Air
Organization: Solitary or cluster (2-8)
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic neutral
Advancement: 3-4 HD (Diminutive); 5-6 HD (Tiny)
Level Adjustment: —

A tiny sphere bobs and floats through the air, spinning in circles so incredibly fast it stirs up a miniature tornado.

The origins and nature of vortices are mysterious. While their ties to air mark them as elementals, they cannot be summoned or called. Their motivations are likewise obscure; as far as anyone can tell, they exist only to dance through the air, moving about randomly as the whim and winds take them. Their behavior is highly chaotic, and a vortex might ignore threatening opponents, or attack in a blind fury without provocation.

A vortex is 4 to 6 inches tall and weighs less than a pound.


When threatened, a vortex whips the atmosphere around itself into a powerful whirlwind.

Blind (Ex): Vortices are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Immunity to Summons (Su): A vortex is completely unaffected by any conjuration (summoning) or conjuration (calling) spell.

Whirlwind (Su): A vortex can transform itself into a whirlwind at will as a standard action and remain in that form indefinitely. In this form, the vortex can move through the air or along a surface at its fly speed.

The whirlwind is 5 feet wide at the base, up to 10 feet wide at the top, and up to 20 feet tall. The vortex controls the exact height, but it must be at least 10 feet.

The vortex's movement while in whirlwind form does not provoke attacks of opportunity, even if the vortex enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the vortex moves into or through the creature’s space.

Medium or smaller creatures take damage when caught in a whirlwind and may be lifted into the air. An affected creature must succeed on a DC 8 Reflex save when it comes into contact with the whirlwind or take 1d4 points of damage. It must also succeed on a second DC 8 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength based.

A creature trapped in a whirlwind cannot move except to go where the vortex carries it or to escape the whirlwind. It can otherwise act normally, but must succeed on a Concentration check (DC 20 + spell level) to cast a spell. Creatures caught in a whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. A vortex can have only as many creatures trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.

A vortex can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.

If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the vortex and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.

A vortex in whirlwind form cannot make slam attacks and does not threaten the area around it.

Originally appeared in Fiend Folio (1981).
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Monster Junkie

Small Aberration
Hit Dice: 3d8+6 (19 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 22 (+1 size, +3 Dex, +8 natural), touch 14, flat-footed 19
Base Attack/Grapple: +2/-1
Attack: Blade +6 melee (1d6+1/19-20)
Full Attack: Blade +6 melee (1d6+1/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Augmented critical, metal corrosion
Special Qualities: All-around vision, darkvision 90 ft., immunity to electricity, fire, and poison, impervious to metal, mimic blade, spell resistance 20, vulnerability to cold
Saves: Fort +3, Ref +4, Will +3
Abilities: Str 12, Dex 17, Con 15, Int 11, Wis 11, Cha 10
Skills: Hide +13, Jump +7, Move Silently +11, Search +5, Spot +5
Feats: Combat Reflexes, Weapon Finesse
Environment: Any land and underground
Organization: Solitary or family (2-4)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: —

What looked like a finely crafted sword suddenly sprouts wire-thin legs and jumps to its feet. A ring of six emeralds encircling its hilt is revealed to be a cluster of tiny green eyes.

Xavers are curious little creatures shaped like bladed weapons, that corrode metal in a similar manner to rust monsters. A xaver’s diet consists entirely of rust from ferrous metals and alloys, including iron, steel, mithral, and adamantine. They are more intelligent than rust monsters, and will not ignore a tasty meal like a suit of armor or pile of weapons for a mere snack like a handful of spikes or nails.

A xaver looks exactly like a sword, usually a short sword or longsword. Their hard, silvery bodies have a smooth metallic appearance to them, and are flat and tapered to a point on the upper end. The other end of the monster is bulbous and resembles the handle of a blade, which is set with six faceted green eyes that resemble tiny gems. The hilt-like end has 8-inch long retractable worm-like legs, set between each eye, on which the creature scuttles about, and can retract them with lightning speed to hide from danger. It has no senses of hearing or smell, but its eyes provide it with darkvision and normal vision. Xavers give off no body heat or sounds, and do not breathe in the same manner as most living creatures do, absorbing solar heat and gases through the bladelike part of its body.

Xavers prefer rocky, even mountainous lairs. Sometimes they lair in a large treasure hoard, such as that of a dragon, abandoning it when they have eaten all the digestible metal. They have no treasure of their own, but they are often found among treasure. They live for centuries, and can go for years on end without eating, so they are not aggressive hunters. Xavers are solitary by nature, but are not territorial and never fight each other.

A xaver is 3 to 6 feet tall and weighs around 4 pounds.

Xavers cannot speak, but have a gestural language, they "talk" to one another by dancing.


A xaver typically lies motionless, looking like an inert weapon, then attacks when creatures carrying metal come near. It cuts with its razor-sharp edges, swinging its body in a series of wild, circular slashes called a battle dance.

All-Around Vision (Ex): A xaver's ring of eyes give it a +4 racial bonus on Spot and Search checks, and it can't be flanked.

Augmented Critical (Ex): A xaver's blade threatens a critical hit on a natural attack roll of 19–20, dealing double damage on a successful critical hit.

Impervious to Metal (Su): A xaver is immune to magical and nonmagical metal. Metal items (including metal weapons) simply pass through it harmlessly, and the xaver can walk through metal barriers such as iron bars. Attacks delivered by metal items (such as poison on a dagger) affect the xaver normally, as do spells, spell-like abilities, and supernatural effects with metal effects. Because a xaver passes through metal, it may ignore armor bonuses from metal armor on opponents it attacks with its natural weapons.

Metal Corrosion (Ex): A xaver that makes a successful touch attack causes the target ferrous metal to corrode, falling to pieces and becoming useless immediately. A ferrous metal item coming into contact with a xaver is exposed to the same corrosion. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 17 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus.

Affected items crack and fall into many tiny useless metallic shards, which the creature will attempt to eat. A xaver cannot control this power, but can choose not to touch metallic items.

Mimic Blade (Ex): A xaver can hold itself so still it appears to be a mundane sword. An observer must succeed on a DC 25 Spot check to notice the xaver is really alive.

Skills: A xaver has a +8 racial bonus to Jump and Move Silently checks.

Originally appeared in Dragon Magazine #94 (1985)
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Monster Junkie
Soul Beckoner

Soul Beckoner
Medium Undead (Incorporeal)
Hit Dice: 4d12 (26 hp)
Initiative: +6
Speed: Fly 20 ft. (4 squares)(perfect)
Armor Class: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 12
Base Attack/Grapple: +2/—
Attack: Incorporeal touch +4 melee (1d6 plus energy drain)
Full Attack: 2 incorporeal touches +4 melee (1d6 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Consume life force, eerie whispers, energy drain
Special Qualities: Damage reduction 10/magic and silver, darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura
Saves: Fort +1, Ref +3, Will +6
Abilities: Str —, Dex 15, Con —, Int 13, Wis 14, Cha 15
Skills: Diplomacy +6, Hide +11*, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks)
Feats: Alertness (B), Blind-Fight, Combat Reflexes, Improved Initiative (B)
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: 5-12 HD (Medium)
Level Adjustment: —

A shadowy humanoid form floats in the air.

Soul beckoners are incorporeal, life-draining undead that resemble shadows or wraiths. A soul beckoner grows stronger when it drains its victims' life force. At first shadowy and indistinct, it slowly turns into a pitch-black silhouette as it gains in power. A soul beckoner takes on the outline of its victims as it feeds upon them.

Soul beckoners can speak Common, Abyssal and Infernal.


A soul beckoner lurks in darkness until it senses living creatures, then uses its eerie whispers to try luring these potential victims to it. The beckoner then attacks with two sets of shadowy claws. Each of these incorporeal touch attacks can drain an energy level on a successful hit. Any energy levels drained by a soul beckoner increase its power (see consume life force, below).

Consume Life Force (Su): For each negative level a soul beckoner bestows with its energy drain attack, the soul beckoner gains one negative level along with all attendant bonuses, up to a maximum of 6 negative levels. All such negative levels remain for 24 hours from the time they are gained.

Create Spawn (Su): Any humanoid slain by a soul beckoner becomes a soul beckoner in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the soul beckoner that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Daylight Powerlessness (Ex): Soul beckoners are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.

Eerie Whispers (Su): As a free action, a soul beckoner can whisper eerily. Creatures within 240 feet who hear the whispers must succeed on a DC 14 Will save or be drawn toward the soul beckoner. Creatures drawn to a soul beckoner are attacked by the monster and are considered flat-footed (even if they are normally immune to being caught flat-footed), but a successful hit breaks the effect. Otherwise, victims are allowed a Will save every round to escape the whispers' call, with a cumulative +2 bonus per round. When a victim successfully saves versus the draw of the whispers, they must make an additional DC 14 Will save or flee in panic for 1d4+1 rounds.

This is a sonic, mind-affecting enchantment effect (compulsion, fear). The save DCs is Charisma-based.

Energy Drain (Su): Living creatures hit by a soul beckoner's incorporeal touch attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the spectre gains 5 temporary hit points.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a soul beckoner at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Skills: *A soul beckoner receives a +10 racial bonus to Hide checks unless in bright light.

Originally appeared in UK7 - Dark Clouds Gather (1985).
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Monster Junkie
Animal Lord, Hawk

Animal Lord, Hawk
Medium Outsider (Extraplanar, Shapechanger)
Hit Dice: 37d8+111 (277 hp)
Initiative: +10
Speed: 30 ft. (6 squares), fly 60 ft. (average)
Armor Class: x (+10 Dex, +x natural), touch x, flat-footed x
Base Attack/Grapple: +37/+40
Attack: x
Full Attack: x
Space/Reach: 5 ft./5 ft.
Special Attacks: Charming gaze, dive, spell-like abilities, summon raptors
Special Qualities: Alternate form, darkvision 60 ft., spell resistance CR+11, telepathy 100 ft.
Saves: Fort +23, Ref +30, Will +24
Abilities: Str 16, Dex 30, Con 16, Int 19, Wis 19, Cha 25
Skills: 12 at 40 ranks
Feats: 12
Environment: Wilderness of the Beastlands
Organization: Solitary or x
Challenge Rating: x
Treasure: x
Alignment: Neutral
Advancement: x
Level Adjustment: x


Flavor text.

The Hawk Lord stands x feet tall and weighs x pounds.

The Hawk Lord speaks x.



Alternate Form (Su): The Hawk Lord can change form as though using the polymorph self spell (though his gear does not change) into a Medium black cat. He can also assume a bipedal hybrid form with prehensile hands and animalistic features. Changing to or from animal or hybrid form is a standard action. Upon assuming either form, the Cat Lord regains hit points as if having rested for a day. When in animal or hybrid form, the Cat Lord gains the use of Blind-Fight, Multiattack, and Power Attack. Likewise, his ability scores change: Str +12, Dex +4, Con +4. See the separate statistics block for the Cat Lord’s abilities while in hybrid (or animal) form.

Charming Gaze (Su): Up to 7 times a day the hawk lord may charm a single creature it makes eye contact with. This is similar to a gaze attack, except that the hawk lord must use a standard action, and those merely looking at it are not affected. The effect is as charm monster (only affects humanoids, giants, and predatory birds), 90 ft. range, Will save (DC 35). The DC is Charisma-based.

Spell-Like Abilities: At will—astral projection, cure serious wounds, detect evil, detect good, dimension door, displacement, ethereal jaunt, greater invisibility, greater teleport, hypnotic pattern, tongues. Caster level 20th. The save DCs are Charisma-based.

Summon Raptors (Sp): The Hawk Lord can summon 10d6 hawks, 3d6 dire hawks*, or 2d6 legendary eagles* as a full round action, once per day. The summoned animals arrive at the beginning of the Hawk Lord’s following round and are completely loyal to the Hawk Lord, as if under the effects of an animal friendship spell cast at 20th level.

*The dire hawk and legendary eagle both appear in Monster Manual II. If that product is unavailable the Hawk Lord can summon 10d6 hawks, 3d6 giant eagles, or 1d8 rocs.

Originally appeared in Monstrous Compendium Outer Planes Appendix (1991).
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