D&D 3.x Creature Catalog 3.5 Overhaul Project


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here's a fun little fellow:

Firefriend (Giant Firefly)
Tiny Magical Beast
Hit Dice: 1d10+1 (5 hp)
Initiative: +4 (Dex)
Speed: 10 ft, fly 40 ft (good)
AC: 16 (+2 size, +4 Dex)
Attacks: Bite +7 melee
Damage: Bite 1d2-4
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Attacks: Light beam
Special Qualities: Immune to electricity and fire
Saves: Fort +3 Ref +6 Will +1
Abilities: Str 3 Dex 18 Con 13 Int 7 Wis 12 Cha 10
Skills: Hide +4, Listen +5, Spot +5
Feats: Weapon Finesse (bite)

Climate: Temperate mountains, marsh, and plains
Organization: Swarm (1-4)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually neutral (good tendencies)
Advancement: 2-3 HD (Tiny)

The firefriend, the common name for the giant firefly, 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.

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

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 is capable of discharging a beam of concentrated light energy at a range of 14 feet and 3 inches in diameter. Living flesh struck by this beam will suffer 5d4 points of fire damage (Will save DC 12 for half).

1983 Wizards of the Coast, Inc.
Originally found in Monster Manual II (1983).
 

and the original text - i think this was its only appearance:

FIREFRIEND (Giant Firefly)

FREQUENCY: Very Rare
NO. APPEARING: 1-4
ARMOR CLASS: 4
MOVE: 3"/15" (MC: B)
HIT DICE: 1+4
% IN LAIR: 0%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Immune to electrical and fire attacks
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral (good)
SIZE: S (1' + long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil/nil
LEVEL/X.P. VALUE: II/36 +2/hp

The firefriend, or giant firefly, is a well-regarded but rarely encountered creature found in temperate climes. Although this giant insect has only low intelligence by human standards, it is clever and shuns obvious enemies. Humans and demihumans of friendly disposition are sought as companions, however, for firefriends love to converse with them and to hear stories of a fanciful nature. A firefriend has small but sharp mandibles with which to protect itself. In addition, its glowing abdominal light, normally equal in luminosity to a torch, can be brightened and concentrated every turn. A beam of greenish light about 3 inches in diameter and up to 14 feet long can be shot forth. Flesh struck will suffer 5-20 points of damage, one-half damage if a saving throw vs. wands is successful. These creatures are not harmed by electricity or fire.

Firefriends speak their own languages as well as the common tongue in most cases. They hatch in spring, grow to maturity by age 2, and live about 10 years or so. By age 1 or 2 they learn to converse with humans.
 

Well, I'm glad we've come to this guy. My main problem with the original conversion was that its CR was too low --- a creature that can inflict 5-20 points of damage is only CR 1/2??? How many 1st level characters are going to survive that?
 


and i was fairly sure that we had completed the umpleby. please have another look if you will, to make sure: http://www.enworld.org/showpost.php?p=2818963&postcount=51


FF (1981):

UMPLEBY

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOUR CLASS: 4
MOVE: 9"
HIT DICE: 6
% IN LAIR: Nil
TREASURE TYPE: See below
NO, OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Electric shock
SPECIAL DEFENCES: Immune to electrical- type attacks
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (but see below)
ALIGNMENT: Neutral
SIZE: L (8' + tall)
PSIONIC ABILITY : Nil
Attack/Defence Modes: Nil
LEVEL/X.P. VALUE: V/350 + 6 per hit point

The umpleby is a biped, about 8' tall and weighing about 400 pounds. It is covered in wild, straggly hair of varying shades of brown.

It is apparently rather a stupid creature; on meeting a party of adventurers it will simply shamble along with them, neither helping their endeavours nor willing to be left behind, constantly getting in their way and being apparently incapable of moving in silence. It will fight if attacked but will not normally fight in aid of a party, or against them. If it must, it strikes for 1-4 hit points of damage with its hands.

Its appearance, however, is deceptive. It has a great love of treasure and can detect precious metal and gems (more than 1,000 coins and/or 50 gems) up to 100' away, even through solid rock. In its lair it keeps a huge treasure trove of these items but it will never reveal the location of its lair, even if threatened with death (though charm monster may overcome this reluctance).

The umpleby can speak the common tongue in a halting fashion but will rarely do so and is in general an uncommunicative creature. However an offer of food and water (it is incessantly hungry and thirsty) will cause it to assume instant and total loyalty to its benefactor: it will help and advise him (though not to the extent of telling him the location of its lair), This loyalty will only be broken if the benefactor does not reward the umpleby with a reasonable proportion of any coins or gems discovered as a result of its advice; if such an event occurs, the umpleby will leave the party and, if the party pursues the creature, will refuse to co-operate in any way with any members of it.

Within the creature's body it can generate and store large quantities of static electricity, Each day it can deliver a total of 50 hit points of damage by 'discharging' wholly or partially - it does this simply by touching its victim, and a normal 'to hit' roll is required unless the victim is unsuspecting. Any metal armour of whatever type is treated as AC10 with regard to this attack, though appropriate magical and dexterity bonuses still apply. It does not have to deliver all 50 nit points in one strike and can regulate the amount of damage it inflicts, usually selecting the range 9-16 hit points of damage. When it delivers the 50th hit point of damage the umpleby immediately goes to sleep for one hour during which it 'recharges' up to 50% of its full potential, if left undisturbed. It requires at least four hours of sleep to recharge 75% and fully 8 hours to return to a full charge (potential 50 hit points of damage). If awakened prior to having completed a single hour of sleep, the umpleby will have recharged 4-16 points, and similar partial charging will have occurred if the creature is awakened after one hour but before four hours sleep, or after four hours but before eight hours.

The umpleby often makes nets out of its own hair and stores them by wrapping them around its waist, it can throw such a not 30' with the accuracy of a short-range arrow. The hair is very tough and is 50% more difficult to cut, break or burn than a magical web, though there is no danger of suffocation (see ADVANCED DUNGEONS & DRAGONS PLAYERS HANDBOOK - Spells).

It will only use its nets and electrical attacks if threatened. The creature is immune to attacks of an electrical nature.


MC14

Umpleby

CLIMATE/TERRAIN: Temperate/ Forest
FREQUENCY: Very Rare
ORGANIZATION: Clan
ACTIVITY CYCLE: Day
DIET: Herbivore
INTELLIGENCE: Low (5-7) (but see below)
TREASURE: See below
ALIGNMENT: Neutral

NO. APPEARING: 1-3
ARMOR CLASS: 4
MOVEMENT: 9
HIT DICE: 6
THAC0: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Electric Shock
SPECIAL DEFENSES: Immune to electrical-type attacks
MAGIC RESISTANCE: Nil
SIZE: L (8' Tall)
MORALE: Very Steady (14)
XP VALUE: 420

The umpleby is an eight foot tall, 400 pound walking mound of wild, straggly brown hair. Lips and eyes can be discerned on its face, but every other part of its body is covered with fur.

When encountered in its native temperate forest areas, the umpleby will neither attack nor try to hide, but just stand stupidly and stare.

Combat: The umpleby will fight to defend itself if attacked, but will usually not fight either for or against an adventuring party. When it does attack, it strikes for 1d4 hit points of damage with its hands.

The umpleby stores large quantities of static electricity in its body. Each day, it can deliver a total of 50 hit points of electrical damage by simply touching its victim. A normal attack roll is required unless a victim is unsuspecting. Metal armor of any type is treated as AC 10 with regard to this attack, though appropriate magical and Dexterity bonuses still apply. The umpleby may deliver all 50 hit points in one strike, or can regulate the amount of damage it inflicts, usually conducting 9-16 hit points of damage. When it delivers the 50th hit point of damage, the umpleby immediately goes to sleep, and recharges its static electricity supply at the following rates:

Less than 1 hour of sleep: 4d4 points static damage.
1-4 hours sleep: 25 points static damage.
4-8 hours sleep: 37 points static damage.
8 + hours sleep: 50 points static damage

The umpleby often makes nets out of its own hair and stores them by wrapping them around its waist. It can throw such a net 30' with the accuracy of a short-range arrow. It will only use its nets or its electrical attacks if threatened. The creature is, of course, immune to attacks of an electrical nature.

Habitat/Society: The umpleby is a rather stupid creature. It has no organized society of which to speak. Umplebys are solitary creatures by nature; they simply have too short an attention span to be interested in forming a community. Occasionally a male and female umpleby may encounter each other in the forest, and band together just long enough to bear a baby umpleby. This couple will stay together until the "baby" wanders off one day and doesn't come back, and then they will lose interest in each other and wander off themselves. No more than three umplebys have ever been seen together at a time. Umplebys usually inhabit caves or holes dug into the earth or into sides of hills. They are primarily vegetarians, eating berries and fruits from the trees, but if befriended by an adventuring party they will eat most anything that is given to them.

Umplebys love shiny and sparkling treasure and can detect large amounts of precious metal and gems (more than 1,000 coins and/or 50 gems) up to 100' feet away, even through solid rock. Indeed, these shiny objects are among the few items which will hold an umpleby's attention for any duration. In its lair it keeps a huge treasure trove of these items, but it will never reveal the location of its lair, even if threatened with death (though charm monster may possibly overcome this reluctance.)

On meeting a party of adventurers, the umpleby will simply shamble along with them, neither helping their endeavors nor willing to be left behind, constantly getting in their way, and apparently incapable of moving in silence. The umpleby can speak the Common tongue in a halting fashion, but will rarely do so and is in general an uncommunicative creature. However, an offer of food and water will assure instant and total loyalty to its benefactor, as it is incessantly hungry and thirsty. It will also be willing to help and advise him/her. This loyalty will only be broken if the benefactor does not reward the umpleby with a reasonable proportion of any coins or gems discovered as a result of its advice. If, in its opinion, it is insufficiently compensated, the umpleby will leave the party. If the party pursues the creature, it will refuse to cooperate in any way with any of them.

Ecology: The umpleby's hair is very tough, and is 50% more difficult to cut, break or bum than the cords of a magical web. An intact umpleby net can bring as much as 100 gp.

Because of the umpleby's ability to shock its enemies, very few creatures bother to tangle with them, except blue dragons, which venture out of their desert homes to enjoy an umpleby as a light snack. Umplebys regard volts as particularly horrid pests.



MCA3

Umpleby

CLIMATE/TERRAIN: Temperate forest
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Herbivore
INTELLIGENCE: Low (5-7, but see below)
TREASURE: Special
ALIGNMENT: Neutral

NO. APPEARING: 1-3
ARMOR CLASS: 4
MOVEMENT: 9
HIT DICE: 6
THAC0: 15
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d4
SPECIAL ATTACKS: Electric shock, nets
SPECIAL DEFENSES: Immune to electrical attacks
MAGIC RESISTANCE: Nil
SIZE: L (8' tall)
MORALE: Elite (14)
XP VALUE: 420

The umpleby is an eight-foot-tall, 400 pound walking mound of wild, straggly brown hair. Lips and eyes can be discerned on its face, but every other part of its body is covered with fur.

When encountered in its native temperate forest, the umpleby will neither attack nor try to hide, but just stand stupidly and stare.

The umpleby can speak common in a halting fashion, but will rarely do so; in general it is an uncommunicative creature.

Combat: The umpleby will defend itself if attacked, but usually will not fight either for or against an adventuring party. When it does attack, it strikes with its hands for 1d4 points of damage.

The umpleby often makes nets out of its own hair and stores them by wrapping them around its waist. It can throw such a net 30 feet. It will use its nets or its special electrical attack only if threatened.

The umpleby stores large quantities of static electricity in its body. Each day, it can deliver a total of 50 hit points of electrical damage simply by touching its opponents. A normal attack roll is required unless a victim is unsuspecting. Metal armor of any type is considered Armor Class 10 with regard to this attack, though appropriate magical and Dexterity bonuses still apply. The umpleby may deliver all 50 hit points in one strike, or can regulate the amount of damage it inflicts, usually conducting 1d8+8 points of damage.

When it delivers the 50th hit point of damage, the umpleby immediately goes to sleep, and recharges its static electrical charge as shown on the table. The creature is, of course, immune to electrical attacks.

Sleep * Static Charge Restored
Less than 1 hour * 4d4 points
1-4 hours * 25 points
4-8 hours * 37 points
8 + hours * 50 points

Habitat/Society: An umpleby usually lives in a caves or hole dug into the earth or into the side of a hill. It is a rather stupid creature, and solitary by nature; the umpleby attention span is too short to be interested in forming a community. Occasionally, a male and female umpleby will encounter each other in the forest and band together just long enough to bear a young one. They stay together until the "baby" wanders off one day and doesn't come back, then they lose interest in each other and wander off themselves. No more than three umplebys have been seen together at one time.

Umplebys love shiny and sparkling treasure, and can detect large amounts of precious metal and gems (more than 1,000 coins or 50 gems) up to 100 feet away, even through solid rock. These shiny objects are among the few items that will hold an umpleby's attention for any duration. It keeps a huge treasure trove of these items in its lair, but it will never reveal the lair's location, even if threatened with death (though charm monster may overcome this reluctance.)

On meeting a party of adventurers, an umpleby will often simply shamble along with them, neither helping nor willing to be left behind. It constantly gets in the way, and seems incapable of moving in silence.

An offer of food and water will ensure instant and total loyalty to its benefactor, as the umpleby is incessantly hungry and thirsty. This loyalty includes help and possibly advice, and will be broken if the benefactor does not reward the umpleby with a reasonable proportion of any coins or gems discovered as a result of its aid. If insufficiently rewarded, the umpleby will leave; if pursued, it will refuse further cooperation.

Ecology: Umplebys are primarily vegetarians, eating berries and fruits from the trees. If befriended by an adventuring party they will eat most anything that is given to them.

The umpleby's hair is very tough, and is 50% more difficult to cut, break or burn than the cords of a magical web. An intact umpleby net can bring as much as 100 gp.

Because of the umpleby's ability to shock, very few creatures bother to tangle with them. Blue dragons regard them as light snacks, and sometimes venture out of their desert homes to enjoy one. Umplebys regard volts as particularly horrid pests.
 

time for this one to return as well! :) let's pick up where we left off:

COLOSSUS
Gargantuan Giant
Hit Dice: 35d8+350 (437 hp)
Initiative: -3 (Dex)
Speed: 20 ft
AC: 10 (-4 size, -3 Dex, +7 natural)
Attacks: Slam +43 melee; or rock +19 ranged
Damage: Slam 2d8+30; or rock 2d12+30
Face/Reach: 20 ft by 20 ft/30 ft
Special Attacks: Stunning clap, rock throwing
Special Qualities: Partial actions only, rock catching
Saves: Fort +29, Ref +8, Will +9
Abilities: Str 50, Dex 4, Con 30, Int 8, Wis 6, Cha 10
Skills: Climb +32, Jump +32
Feats: Improved Bull Rush, Improved Critical (slam), Improved Unarmed Strike, Power Attack, Weapon Focus (slam)

Climate/Terrain: Any land
Organization: Solitary of clan
Challenge Rating: 20
Treasure: None
Alignment: Any chaotic
Advancement: 36+ HD (Gargantuan)

These dim-witted giants are 60 feet tall and weigh 70 tons. Although not related to the giants of the known world, they are basically humanoid.

Their heads are small for their bodies and their legs are short. A colossi’s forehead slopes back and its ears protrude. Its hands end in short, stubby fingers. Hair and eye color can range throughout the spectrum, with black being most common.

Colossi wear heavy, coarse clothes-usually a tunic, breeches, and sandals. Crude though it is, the tailoring is much too fine for any colossus to have stitched it. The clothes can be almost any color, with no regard to fashion sense. It is not uncommon to find large patches covering rips and tears. Colossi never carry weapons or armor.

Colossi speak Giant.

Combat
A colossi attacks with its fists. A colossus can throw rocks of up to Large size with a range increment of 240 feet.

Partial Actions Only (Ex): Colossi have poor reflexes and can perform only partial actions. Thus, they can move or attack, but can only do both if they charge (a partial charge).

Stunning Clap (Ex): A colossus can clap its hands together with great force and cause a stunning vibration. All opponents within 60 feet must make a Fortitude save (DC 37) or be stunned for 1d3 rounds. Whether the save is successful or not, all opponents are deafened (as the spell) for 1 hour.
 

Monstrous Compendium MC7 - Spelljammer Appendix I:

Colossus
CLIMATE/TERRAIN: Wildspace
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Day
DIET: Herbivore
INTELLIGENCE: Low to average (5-10)
TREASURE: Nil
ALIGNMENT: Any chaotic

NO. APPEARING: 1 or 1-6
ARMOR CLASS: 10
MOVEMENT: 48, Fl 24 (E)
HIT DICE: 35
THAC0: 5
NO. OF ATTACKS: 1 every 2 rounds
DAMAGE/ATTACK: 5-100 (or 5-10 hull points)
SPECIAL ATTACKS: Stunning clap, throw boulders
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Nil
SIZE: G (60' tall)
MORALE: Unsteady (6)
XP VALUE: 27,000

These dim-witted giants are 60 feet tall and weigh 70 tons. Although not related to the giants of the known worlds, they are basically humanoid.

Compared to human proportions, their heads are too small and their legs are too short. Their features tend to be thick and bulbous. Their foreheads slope back sharply and their noses are round blobs of flesh. Their teeth are stubby and thick, completely unsuited for delicate manipulations. A colossus can have any color eyes and hair, but black is the most common. Their voices are like rolling thunder, understandable but slow and deep.

Colossi wear heavy, coarse clothes - usually a tunic, breeches, and sandals. Crude though it is, the tailoring is much too fine for any colossus to have stitched it. The clothes can be almost any color, with no regard to fashion sense. It is not uncommon to find large patches covering rips and tears. Colossi never carry weapons or armor, though they could if they wanted to.

Combat: Compared to a human, a colossus moves slowly and ponderously. As a result, its great movement rate is only a third of what its 30-foot stride would normally indicate.

Its THAC0 is much worse than what one would expect because of its slow movement. In fact, it can attack only once every other round with either a fist punch or a foot stomp. In addition, creatures under 25 feet tall get a -2 Armor Class bonus and those under 10 feet tall get a -4 Armor Class bonus.

But when a colossus manages to hit, the victim must roll a saving throw vs. death magic (failure means death), in addition to the damage done (see pg. 75 in the DMG). Any blow can cause structural damage. Smashing and blunt weapons have no effect whatsoever.

A colossus can clap its hands together with great force and cause a stunning vibration. The clap has a range of 60 feet and causes anyone within that range to roll a saving throw vs. paralyzation; failure means the victim is stunned for 1d3 rounds. All characters in the radius of effect are automatically deaf for 1d6 turns.

A colossus can throw boulders up to 500 yards for 5d10 points of damage, but its aim is so poor that it rarely hits what it aims at.

In wildspace, a colossus is big enough to be its own ship. Indeed, it has the same air volume as a 15-ton ship. It consumes as much air as a full crew of 10. The colossus can coast through space for months without running out of air.

Food and water can be a problem, though. A colossus cannot propel itself through wildspace except by making a leap from a solid surface, which means it is very slow moving under its own power. It would be possible to fix a spelljamming helm to it and make it into a spelljamming speed "ship" of maneuverability class E. Its plane of gravity makes its back or stomach the walking surface.

Habitat/Society: In wildspace these simple creatures are encountered single. They are usually lost wanderers. They talk about a home called Arhoad, assumed to be a planet. This mythical place has never been found, and the colossi are never able to describe how to find it or how they became lost. It is one of the great mysteries of wildspace.

They speak of close families on Arhoad, so it is assumed that they have a clan society. Since they could not possibly have made their own clothing, many scholars assume that they are the worker or slave class of yet another race, although there is no evidence to support this theory. The reigar accept responsibility for the colossi's plight.

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. Neither variety is considered to be very smart. The only long-term goal they have is to find Arhoad. However, they never seem to know how to go about doing it.

Ecology: No one has ever seen a sick colossus or seen one die from anything other than injuries. While they are known to have two sexes, children have never been seen. They do not seem to age, at least not In the few hundred years they have been in known space. They can eat virtually any type of plant. The evil ones eat meat, but they do not seem to need it in their diets. It is assumed that they do it only for the terrorizing effect.
 

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