Creature Catalog 3.5 Overhaul Project Conversions

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BOZ

Creature Cataloguer
Verme

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Fachans can speak Orc and Giant.

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

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

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

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

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

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

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

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

Creature Cataloguer
Wild Halfling

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

Creature Cataloguer
Tween

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

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

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

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

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

A tween speaks Common and Draconic.

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

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

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

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

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

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

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

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

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

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

Creature Cataloguer
Oil Beetle

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

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

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

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

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

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

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

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

Creature Cataloguer
Urd

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

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

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

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

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

Urds speak Draconic as well as a smattering of Common.

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

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

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

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

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

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

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


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

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

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


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

Urd characters possess the following racial traits.

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

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

Creature Cataloguer
Light

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Creature Cataloguer
Agathion

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Creature Cataloguer
Baku

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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


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

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

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

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

Creature Cataloguer
Firefriend (Giant Firefly)

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

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

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

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

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

A firefriend is 1 foot long and weighs 1 pound.

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

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

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

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

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

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