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D&D 3E/3.5 Creature Catalog 3.5 Overhaul Project

i like it. :D i'm going to remove the reference to aerial movement though; that kind of gets things confusing. i'll just say the same thing otherwise.
 

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BOZ said:
i like it. :D i'm going to remove the reference to aerial movement though; that kind of gets things confusing. i'll just say the same thing otherwise.

Good idea. I thought it was kinda clunky the way I wrote it.
 


It looks good. A nightmare, which is kinda similar, has an LA of +4 (cohort). Since nic'Epona are too free-willed to be a cohort, perhaps just an LA of +4?
 

sounds good. :)

NEXT!

Lock Lurker

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Diminutive Aberration
Hit Dice: 1d8+3 (7 hp)
Initiative: +1 (Dex)
Speed: 20 ft
AC: 17 (+4 size, +1 Dex, +2 natural)
Attacks: Bite +5 melee; or sting +5 melee
Damage: Bite 1d2-4; sting 2d4-4 and venom
Face/Reach: 1 ft by 1 ft/0 ft
Special Attacks: Venom
Special Qualities: Partial etherealness, darkvision 60 ft, fire and cold resistance 10
Saves: Fort +5 Ref +1 Will +0
Abilities: Str 2 Dex 12 Con 16 Int 6 Wis 10 Chr 8
Skills: Hide* +7, Spot +6
Feats: Weapon Finesse (bite, sting)

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Climate: Any land and underground
Organization: Solitary
Challenge Rating: 01
Treasure: None
Alignment: Always neutral
Advancement: ---

The tiny lock lurker serves as a constant bane to thieves and tomb-robbers. This little creature appears as a coin-sized disc, with two rows of tiny, retractable legs with suction cups on the ends, on its underside. On one edge of the coin-body is a foot-long stinger that strikes with lightning speed. This stinger is invisible when the creature is at rest, as the stinger exists mainly on the Ethereal plane, and only exists on the Material plane when striking. When visible, this tail looks like a scorpion’s tail, and though this large tail looks too heavy to be supported by the body, the weight of the creature actually counterbalances it. The lock lurker eats with a tiny mouth on its underside, which is composed of an iris of razor-sharp teeth, surrounded by the creature’s legs.

Lock lurkers receive their name from the frequency at which they are places as guardians of treasures, set to strike unwary thieves. Assassins also make use of them, placing them under inkwells or pillows, in boots and gloves, or behind doors, where they can strike through large keyholes at someone trying to open a lock.

These creatures are usually copper or bronze colored, but on occasion may be gold or silver.

COMBAT
Lock lurkers attack with their stinger and bite, which are both totally silent attacks. This attack is surprisingly powerful for a creature of this size, and can even pierce armor. Creatures of Small or smaller size hit by the stinger are stunned for 1-2 rounds. The bite is much less powerful, and cannot chew through anything tougher than leather armor. If the lock lurker loses its stinger, it will regenerate over a period of two weeks.

Venom (Su): The venom of a lock lurker’s stinger can paralyze opponents. In the round after a creature suffers a sting attack, the victim must succeed at a Fortitude save (DC 13) or be slowed, as the spell. In the next round, if the victim failed its initial saving throw, it must succeed at another Fortitude save or be paralyzed for 1d6 hours. Success on this second saving throw means the victim continues to be affected by the slow effect for one more round, then recovers fully. Successfully saving against this venom does not grant the victim immunity to subsequent stings. A lock lurker can strike up to 40 times per day before its venom is exhausted.

Partial Etherealness (Su): The stinger of the lock lurker exists wholly on the Ethereal plane. It can be materialized on the Material plane as a free action once per round, and returns to the Ethereal at the end of that round. Only creatures on the Material plane can attack the stinger, and only after the lock lurker has used a sting attack in a particular round. If the lock lurker is encountered on the Ethereal Plane, the entire creature will be visible and can be attacked. The stinger can always attack creatures on the Ethereal plane no matter where the lock lurker is.

Venom and food eaten are held in expandable body sacs on the Ethereal plane and brought to the Material plane as needed, in the same manner as the stinger.

Skills: A lock lurker receives a +6 racial bonus to Hide checks if it is in or near a pile of coins.

Feats: A lock lurker receives Weapon Finesse for its bite and sting attacks as a bonus feat.


Originally found in DRAGON Magazine #139 (November 1988, Ed Greenwood), FRQ1 Haunted Halls of Eveningstar (1992), Ruins of Myth Drannor (1993), Forgotten Realms Campaign Set 2nd Edition (1993), Monstrous Compendium Annua


some alternate 3.0 conversions: http://enworld.cyberstreet.com/showthread.php?s=&threadid=3552
Eric L Boyd’s conversions: http://www.ericlboyd.com/dnd/monsters.html
 

Make the following 3.5 format changes:

AC: 17 (+4 size, +1 Dex, +2 natural), touch 15, flat-footed 16
Attacks: Bite +5 melee (1d2-4); or sting +5 melee (2d4-4 and venom)
Space/Reach: 1 ft/0 ft
Special Attacks: Venom
Special Qualities: Darkvision 60 ft, partial etherealness, resistance to cold 10 and fire 10
Feats: Weapon Finesse
Environment: Ethereal Plane

Add Level Adjustment entry.

Add to venom: "The save DC is Constitution-based."
 

for environment, no. though it has heavy etheral presence, the creature actually lives on the material plane. the only creature in the MM with ethereal plane listed as environment is the xill.

as for the venom, i'm reconsidering... we might be better off just listing it as a poison if that can be done, unless of course it just won't work in that format.

also, after reviewing qstor and eric boyd's versions, i'm considering the following changes:

raise Dex a bit - better attacks, and add to skills

give it +4 to Climb, Hide, Move Silently, and Spot checks. Dex mod used for climb.

possibly give it tremorsense?
 

BOZ said:
for environment, no. though it has heavy etheral presence, the creature actually lives on the material plane. the only creature in the MM with ethereal plane listed as environment is the xill.

Oops. I hadn't noticed that. It seems like most creatures list their native planes now, but none of the ethereals but the xill do. Odd.

BOZ said:
as for the venom, i'm reconsidering... we might be better off just listing it as a poison if that can be done, unless of course it just won't work in that format.

Hmm...it would look something like this. However, I think I prefer it as a different ability.

Poison (Ex): Injury, Fortitude DC 13, initial damage slowed, as the spell for 2 rounds, secondary damage paralyzed for 1d6 hours. The save DC is Constitution-based.

BOZ said:
also, after reviewing qstor and eric boyd's versions, i'm considering the following changes:

raise Dex a bit - better attacks, and add to skills

give it +4 to Climb, Hide, Move Silently, and Spot checks. Dex mod used for climb.

possibly give it tremorsense?

All of these sound reasonable.
 

i'll keep the poison the same. Dex i'll raise to 17. the rest as i described above.

posted to homebrews for review.
 
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