Creature Catalog 3.5 Overhaul Project Conversions

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BOZ

Creature Cataloguer
Jabberwock

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Creature Cataloguer
Azmyth

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

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

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

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

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

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

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

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

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

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

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

Creature Cataloguer
Death Angel

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Creature Cataloguer
Jor

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

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

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

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

Jors speak Orc and Common.

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

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

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

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

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

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

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

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

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

Jor characters possess the following racial traits.

- +6 Strength, +4 Constitution, -2 Intelligence, -2 Charisma.
- Medium size.
- A jor's base land speed is 30 feet.
- Darkvision out to 60 feet.
- Racial Hit Dice: A jor begins begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0. A jor has a +4 racial bonus on saves against poison.
- Racial Skills: A jor's humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Disguise, Hide, and Move Silently. *A jor has a +6 racial bonus on Hide, Listen, Move Silently, and Spot checks in any marsh terrain.
- Racial Feats: A jor's humanoid levels give it one feat.
- Special Attacks (see above): Poison Use, Sneak Attack.
- Special Qualities (see above): Light Sensitivity.
- Weapon and Armor Proficiency: A jor is proficient with all simple weapons and scimitars. It is proficient with light and medium armor and with shields (but not tower shields).
- Automatic Languages: Common, Orc. Bonus Languages: Draconic, Giant, Undercommon.
- Favored Class: Rogue.
- Level Adjustment +2.

Originally found in Dragon Magazine #141 ("The Dragon's Bestiary," January 1989, Michael J. Szarmach).
 
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BOZ

Creature Cataloguer
Oonga and his Apes

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Creature Cataloguer
Lythlyx

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

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

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

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

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

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

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

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

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

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

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

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

Improved Grab (Ex): To use this ability, a lythlyx must hit a creature of Large or smaller size with its body whip attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can either constrict or drain blood.

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

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

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

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

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

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

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

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

Creature Cataloguer
Diurge

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

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

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

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

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

A diurge speaks Common and Undercommon.

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

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

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

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

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

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

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

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

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

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


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

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

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

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


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

Diurge characters possess the following racial traits.

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


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

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

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

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

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

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

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

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

Creature Cataloguer
Darter

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

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

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

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

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

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

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

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

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

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

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

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

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

Creature Cataloguer
Thoul

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

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

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

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

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

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

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

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

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

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

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

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

Thoul characters possess the following racial traits:

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

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

Creature Cataloguer
Giant-kin, Verbeeg

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

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

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

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

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

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

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

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

A verbeeg speaks Giant and Common.

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

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

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

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