D&D 3.x Creature Catalog 3.5 Overhaul Project

Here's mine

Pegataur (Knightfall1972 wanted this one as well)
Baric

[edit]Oh well just missed out be a couple of minutes, I guess they'll have to wait for the next 10.

Regards,
Mortis
 
Last edited:

log in or register to remove this ad

man, you guys beat me to it. ;) that's what i get for waiting, but then i don't think we've picked out 10 in less than 24 hours before. :) i was going to pick the Leomarh, and i still hadn't decided on another.

tell you what; since things are slightly nebulous with #339 coming out, we will go with the below list, and supplement it when/if things in our list get officially converted by WotC or paizo. :)

the Baric, BTW, was in ToH IIRC so we can skip that.

Colossus
Nimbus
Wood Golem (Dragon #119)
Booka
Baku
Umpleby
Denzelian
Firefriend
Light aasimon celestial
Pseudo-undead

(extras):
Pegataur
Leomarh
 



Bzzt! Ow!!! Bzzt! Stop it already! <spoken as Homer Simpson> Stupid BOZ and his stupid shocking grasp!</Homerspeak>

And here I thought it was a typo... :heh:
 


let's get started right away. :) of all the critters picked, i wanted to see this one updated the most! :)

First thing's first, this one will hereafter be known as an Angel...

Celestial (Light Aasimon)
Small Outsider (Good)
Hit Dice: 10d8+30 (75 hp)
Initiative: +8 (Dex, Improved Initiative)
Speed: Fly 120 ft (perfect)
AC: 20 (+1 size, +4 Dex, +5 deflection)
Attacks: Touch +15 melee
Damage: Touch 0 and light energy
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Light energy, spell-like abilities, summoning
Special Qualities: Damage reduction 20/+2, SR 21, celestial qualities, immunities
Saves: Fort +10 Ref +11 Will +10
Abilities: Str --- Dex 18 Con 17 Int 12 Wis 16 Cha 21
Skills: Concentration +14, Knowledge (any three) +13, Listen +18, Move Silently +12, Sense Motive +13, Search +11, Spot +18
Feats: Improved Initiative, Mobility, Weapon Finesse (touch)

Climate: Any land
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always good
Advancement: 11-30 HD (Small)

Lights are energy creatures, champions of good that inhabit the Upper Planes. They seem to be composed of swirling mists of light that shift shapes constantly. From a distance, lights are sometimes confused for lantern archons. Lights, however, are significantly more powerful celestial stewards. Looking deep into a light, a creature can see its interior; a chaotic rainbow of colors that changes rapidly and randomly. 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 familiars for very high-level worshippers. On very rare occasions, they also serve as companions for a specific quest. To request the help of a light, a worshipper 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 evaluate whether or not he is worthy. With less than one thousand lights in existence, each one cannot afford to stay with a single master for life.

COMBAT
Lights are champions of good, always ready to engage evil creatures in combat. They will use their energy attack on evil creatures, and their spell abilities to incapacitate other attackers. Creatures of good or neutral alignment must make a Will save (DC 20) every round they try to attack a light; if the save is failed, the attack misses.

Lights may only be permanently destroyed on their home plane. If destroyed elsewhere, they will simply dissipate and reform on another plane in one month.

Light Energy (Su): A light that touches an evil creature will deal 1d12 points of energy damage to it. Magical bonuses (such as those from bracers of armor +2 or chain mail +3) will count towards a creature's AC for this attack, but the energy channels through the armor itself. This attack affects only evil beings.

Spell-Like Abilities: At will - aid, augury, bless, change self, detect evil, detect good, detect magic, light, protection from evil (always active), read magic, and teleport without error. 3/day - cure serious wounds, dispel evil. 7/day - daylight, hold person. These abilities are as the spells cast by a 12th-level sorcerer (save DC 11 + spell level).

Summoning (Su): Once per day, a light can attempt to summon an agathion with a 50% chance of success.

Celestial Qualities: (as shown in the MM, p 31) protective aura; tongues; electricity, petrification, cold, and acid immunity; fire resistance 20; +4 save against poison; keen vision.

Immunities (Ex): Lights are immune to all mind-affecting effects, trapping spells (such as hold monster), and death spells (such as circle of death, destruction, finger of death, slay living, and wail of the banshee).

Skills: Lights are extremely alert and receive a +8 bonus to Spot and Listen checks.

1991 Wizards of the Coast, Inc.
Originally found in Monstrous Compendium 8, the Outer Planes appendix (1991), Planescape Monstrous Compendium 1 (1994).
 

Aasimon, Light
CLIMATE/TERRAIN: Upper planes or prime
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: None
INTELLIGENCE: Very (11-12)
TREASURE: Nil
ALIGNMENT: Any good

NO. APPEARING: 1
ARMOR CLASS: -10
MOVEMENT: Fl 48 (A)
HIT DICE: 10
THAC0: 11
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Spell immunity, never surprised, +2 or better weapons to hit
MAGIC RESISTANCE: 50%
SIZE: S (variable composition)
MORALE: Fearless (19-20)
XP VALUE: 35,000

Lights are beings of energy that inhabit the upper planes. They appear to be swirling mists of light that seem to shift their shapes constantly. By looking deep into a light one can observe its interior, a chaotic rainbow of colors that changes as rapidly and randomly as the shape of the being.

Combat: Lights are champions of good and will readily engage in combat with evil creatures. By coming into contact with an evil creature, a light can make an energy attack that will inflict 1-12 points of damage per hit. This attack will not affect beings of good alignment. Because the attack is a form of energy, nonmagical protection is not considered when determining the armor class of a light's opponent. Any magical protection, including magical armor, is considered, but only the "pluses" of the armor offer protection. For example, if a light is attacking a man in plate mail, + 3, his effective armor class would be 7 (for the + 3) rather than the standard 10. Bracers of defense, AC 4 would remain AC 4.

Lights also possess the following spell-like abilities that they can use once per round, one at a time, at will:

? protection from evil, always active
? dispel evil, 3 times per day
? continual light, 7 times per day
? light
? bless
? hold person, 7 times per day

These are, of course, in addition to the spell-like abilities common to all aasimon.

Lights are immune to all charm, beguiling, geas, quest, sleep, and other mind-affecting spells, trapping spells, and death magic, They are never surprised in combat and are damaged only by + 2 or better magical weapons. No good creature can ever attack a light (they are simply unable to do so without a radical and immediate change of alignment) and neutrals must make a saving throw vs. paralyzation every round they wish to attack or miss.

If sorely pressed, a light can attempt to gate in an agathinon. This may only be attempted one time per day and there is a 50% chance of success.

Lights may only be destroyed on their home plane. If they are reduced to zero or lower hit points elsewhere, they will dissipate and reform in one month.

Habitat/Society: Lights are created by the powers and deities of the upper planes in order to serve as familiars for good-aligned, high-level worshippers, They can, on extremely rare occasions, be granted as companions on quests for a very limited duration.

The process of requesting a light is simple. First, the worshipper must fast for three days and nights, meditating in total solitude. When the fasting is over, the worshipper then bathes himself in a tub of holy water. The bath complete, the worshipper then casts the spell find familiar (or has someone else cast it in the case of nonwizards). If everything is done properly and the subject is worthy, there is a 10% chance (+ 1% per level above 12th) of the light being granted. Paladins about to place themselves at peril in the name of goodness often call for the assistance of a light and, if successful. becomes a tremendous force against evil,

There are less than 1,000 lights in existence, and therefore one will never stay with a single master for life. Rather, the light will accompany a master on a single mission and then leave when the mission is over. If the subject already has a familiar, the light will not interfere with that relationship whatsoever.

Ecology: Lights are pure energy and feed from energy supplied from their plane of origin. They are even believed, by some, to be the substance of good fashioned into a physical form.


AASIMON - LIGHT
CLIMATE/TERRAIN: Upper planes
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: None
INTELLIGENCE: Very (11-12)
TREASURE: Nil
ALIGNMENT: Any good

NO. APPEARING: 1
ARMOR CLASS: -10
MOVEMENT: Fl 48 (A)
HIT DICE: 10
THAC0: 11
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Spell immunity, +2 weapons to hit
MAGIC RESISTANCE: 50%
SIZE: S (variable composition)
MORALE: Fearless (19-20)
XP VALUE: 10,000

These energy creatures, swirling mists of light that shift shape constantly, are champions of good. Deep inside a light, rainbow colors change rapidly and randomly. Some reports imply that each good-aligned viewer sees in a light a memory of his finest moment in life, whereas evil viewers see the better life they might have led, had they made better choices long ago. These reports remain unconfirmed.

Combat: Lights are never surprised in combat and are damaged only by +2 or better magical weapons. Good- or neutral-aligned characters must save vs. paralyzation every round thy attack a light; a failed save means they miss.

In contact with an evil creature, a light's energy attack inflicts 1d12 points of damage per hit. This attack does not affect creatures of good alignment. Because the attack is energy, nonmagical protection is not considered when determining the Armor Class of a light's opponent; only the "pluses," of magical armor or other defenses offer protection, regardless of the opponent's alignment. For example, if a light attacks a man in plate mail + 3, his effective Armor Class is 7 (for the +3) rather than the standard 10. Bracers of defense, AC 4 would remain AC 4.

In addition to at common to all aasimon, lights also have the spell-like abilities protection from evil (always active), dispel evil (3 times per day), continual light (7 times per day), light, bless, and hold person (7 times per day). Lights are immune to all charm, beguiling, geas, quest, sleep, and other mind-affecting spells, trapping spells, and death magic.

Lights may only be destroyed on their home plane. If reduced to zero hit points elsewhere, they dissipate and reform on their home plane in one month.

Habitat/Society: Lights are created by the powers of the power of the Upper as familiars for good-aligned, high-level worshippers. On rare occasions they serve as companions on quests of limited duration.

To request the help of a light aasimon, an adventurer must fast for three days and nights, meditating in total solitude. When the fast ends, the adventurer then bathes in a tub of holy water. The bathing ritual over, the adventurer then casts the spell find familiar (or, in the case of nonwizards, has someone else cast it). If everything is done properly and the subject is worthy, there is a 10% chance (+1% per level above 12th) that the assistance is granted. Paladins about to place themselves in peril in the name of goodness sometimes call for the assistance or a light and, if successful, become a tremendous force against evil.

Less than 1,000 lights exist, and therefore one never stays with a master longer than it single mission. If the subject already has a familiar, the light never interferes with that relationship.

Ecology: Lights are pure energy and feed on energy from their plane of origin. Some even believe them to be the idea of' good embodied in physical form.
 

I notice that in the original write-ups that the light's touch does a d12 damage to evil creatures and does not effect good creatures - a question springs to mind does it affect neutal beings? (half damage perhaps?)

Gods create lights to serve as familiars for very high-level worshippers. On very rare occasions, they also serve as companions for a specific quest.
We'll need a section on 'Lights as Familiars' and maybe Level Adjustment: +X (cohort)?

Regards
Mortis
 

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 deflection), touch 20, flat-footed 16
Base Attack/Grapple: +10/-
Attack: Touch +15 melee (light energy)
Full Attack: Touch +15 melee (light energy)
Space/Reach: 5 ft./5 ft.
Special Attacks: Light energy, spell-like abilities, summon angels
Special Qualities: Damage reduction X/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, death effects, mind affecting spells and abilities, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 12, tongues
Saves: Fort +10(+14 against poison), Ref +11, Will +10
Abilities: Str -, Dex 18, Con 17, Int 12, Wis 16, Cha 21
Skills: 9 at 13 ranks
Feats: 4 (Improved Initiative, Mobility, Weapon Finesse)
Environment: Any good-aligned plane
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always good (any)
Advancement: 11-30 HD (Small)
Level Adjustment: ?

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 the light angel. 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 angel 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): A light angelcan speak with any creature that has a language, as though using a tongues spell (caster level 10th). This ability is always active.
 
Last edited:

Pets & Sidekicks

Remove ads

Top