Creature Catalog 3.5 Overhaul Project Conversions

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BOZ

Creature Cataloguer
Umpleby

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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BOZ

Creature Cataloguer
Colossus

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

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

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

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

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

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

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

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

A colossus is 60 feet tall and weighs 70 tons.

A colossus speaks Giant.

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

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

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

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

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

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

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

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

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


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

Creature Cataloguer
Denzelian

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Creature Cataloguer
Wood Golem

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Creature Cataloguer
Nimbus

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Creature Cataloguer
Booka

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

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

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

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

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

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

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

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

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

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

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

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

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

Creature Cataloguer
Pseudo-undead

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

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

Creating a Pseudo-undead

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

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

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

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

Pseudoghoul

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

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

Pseudoghouls gain bite and claw attacks.

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

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


Pseudoghast

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

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

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

Pseudowight

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

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

Pseudowights gain slam attacks.

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

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

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

Pseudowraith

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

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

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

Pseudowraiths gain claw attacks.

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

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

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

Pseudospectre

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

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

Pseudospectres gain claw attacks.

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

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

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

Pseudovampire

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

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

Pseudovampires gain claw and bite attacks.

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

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

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

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

Originally appeared in Monster Manual II (1983).
 
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Shade

Monster Junkie
Blazing Bones

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

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

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

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

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

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

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

COMBAT

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

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

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

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

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

Originally appeared in Ruins of Myth Drannor (1995).
 
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Shade

Monster Junkie
Gorse

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

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

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

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

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

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

Gorse speak Sylvan.

COMBAT

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

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

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

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

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

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

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

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

Originally appeared in Dragon Magazine #180 (1992).
 
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Shade

Monster Junkie
Bramble

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

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

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

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

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

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

Brambles speak Sylvan and Elven.

COMBAT

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

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

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

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

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

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

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

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

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

Originally appeared in Dragon Magazine #206 (1994).
 
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