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Creature Catalog new 3.5 conversions (Part Two)

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Monster Junkie
Continued from original thread.

Welcome, folks! This thread exits to showcase the new 3.5E conversions for the Creature Catalog. These monsters came from various discussion threads, and each monster will have a link posted to the appropriate thread. This thread will be closed, but feel free to comment on any creature posted here in the appropriate discussion thread.

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Monster Junkie
General of the Animal Kings, Tiger


Generals of the Animal King, Tiger
Large Outsider (Extraplanar, Lawful)
Hit Dice: 30d8+300 (435 hp)
Initiative: +14
Speed: 90 ft. (18 squares), fly 60 ft. (perfect)
Armor Class: 50 (-1 size, +10 Dex, +8 natural, +9 deflection, +14 armor of the Animal Kings), touch 28, flat-footed 40
Base Attack/Grapple: +30/+45
Attack: +5 axiomatic ghost touch vicious vorpal longsword +47 melee (2d6+25 plus 2d6 vicious/17-20 plus 1d6 on a successful critical hit and DC 36 Fort or die; decapitation on a natural 20) or claw +40 melee (1d10+11)
Full Attack: +5 axiomatic ghost touch vicious vorpal longsword +47/+42/+37/+32 melee (2d6+25 plus 2d6 vicious/17-20 plus 1d6 on a successful critical hit and DC 36 Fort or die; decapitation on a natural 20) and claw +40 melee (1d10+5) and bite +40 melee (2d10+5); or 2 claws +40 melee (1d10+11) and bite +40 melee (2d10+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Cloud trapeze, improved grab, pounce, rake 1d10+5, spell-like abilities, spells
Special Qualities: Armored mage, damage reduction 15/epic, darkvision 60 ft., improved uncanny dodge, master fighter, regeneration 5, spell resistance 45
Saves: Fort +33*, Ref +33*, Will +32*
Abilities: Str 33, Dex 30, Con 30, Int 24, Wis 29, Cha 29
Skills: Balance +14, Climb +31, Concentration +43, Diplomacy +17, Hide +43*, Intimidate +42, Jump +72, Knowledge (arcana) +40, Knowledge (nobility and royalty) +40, Knowledge (the planes) +40, Listen +42, Move Silently +47, Search +40, Sense Motive +42, Spellcraft +44, Spot +42, Survival +9 (+13 following tracks, +13 on other planes), Swim +24, Tumble +47
Feats: Automatic Quicken Spell (x2), Combat Expertise, Cleave, Combat Reflexes, Devastating Critical (longsword), Flyby Attack, Great Cleave, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Critical (longsword), Improved Disarm, Improved Initiative, Improved Multiattack, Improved Sunder, Improved Trip, Multiattack, Overwhelming Critical (longsword), Power Attack, Quicken Spell, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack (B)
Environment: Peaceable Kingdoms of Arcadia
Organization: Solitary, tiger-squad (General Tiger and 5-10 tiger creatures of CR 19-20 such as 48 HD awakened legendary tigers or awakened legendary tiger 10th-level fighters) or tiger-host (General Tiger plus 10 tiger creatures of CR 19-20 plus 100 awakened elite dire tigers)
Challenge Rating: 27
Treasure: Triple standard (excluding combat gear, +6 cloak of epic resistance, and scarab of protection)
Alignment: Lawful neutral
Advancement: —
Level Adjustment: —
*Adjusted by magic items.

This tigerlike humanoid is half again as tall as a man. He is garbed in royal ceremonial robes, and carries a razor-sharp longsword that pulses with power.

The Animal Kings are a ruling council of animals that reside upon the Peaceable Kingdoms of Arcadia. There they hold court, watching over and weighing matters of importance upon the animals of the Material Plane. A few generals of each type of animal are appointed at any given time. Should one of the generals be slain, a new general of the appropriate type is appointed, immediately gaining all the powers of its predecessor.

General Tiger is most frequently dispatched by the Animal Kings to suppress rebellions or carry out orders of punishment. He is extremely proud, hot-tempered, and blood-thirsty.

General Tiger stands 9 feet tall and weighs 1,000 pounds.

General Tiger speaks Celestial, Common, Draconic, Infernal, and Sylvan.


Although General Tiger is an accomplished spellcaster, he far prefers to wade into battle with his amazingly potent longsword. General Tiger usually opens combat with a pounce attack, then utilizes his Whirlwind Attack and Great Cleave feats to drop as many opponents as possible.

General Tiger's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.

Armored Mage (Ex): General Tiger does not have an arcane spell failure chance when wearing light armor.

Change Shape (Su): General Tiger can assume the form of any tiger or tigerlike creature, of any size.

Cloud Trapeze (Sp): Once per day, General Tiger can transport up to 1,000 willing creatures on a small cloud. This otherwise functions as a wind walk spell. Caster level 29th.

Improved Grab (Ex): To use this ability, General Tiger must hit with a bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can rake.

Master Fighter: General Tiger possesses all of the abilities of a 20th-level fighter, including 11 fighter bonus feats. General Tiger is treated as a 20th-level fighter for meeting prerequisites for feats and any other purposes.

Pounce (Ex): If General Tiger charges, he can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +40melee, damage 1d10+5.

Regeneration (Ex): General Tiger takes damage from epic chaotic-aligned weapons and from spells and effects with the chaotic descriptor.

Spell-Like Abilities: At will—astral projection, etherealness, invisibility (self only), greater teleport (self only). Caster level 29th. The save DCs are Charisma-based.

The following abilities are always active on General Tiger's person, as the spells (caster level 29th): detect chaos, detect magic, discern lies (DC 23), legend lore, see invisibility, and true seeing. They can be dispelled, but General Tiger can reactivate them as a free action.

Spells: General Tiger can cast arcane spells as a 29th-level sorcerer. He knows all spells from the sorcerer/wizard spell list. He may also cast spells from the Air, Earth, Fire, Liberation and Water domains as arcane spells, and is considered to know all such spells.

Spells/day: 6/8/8/8/8/7/7/7/7/6; save DC 19 + spell level. The save DCs are Charisma-based.

Tongues (Su): General Tiger can speak with any creature that has a language, as though using a tongues spell (caster level 29th). This ability is always active.

Skills: General Tiger has a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

New Epic Magic Item
Armor of the Animal Kings: This bright silver or gold +9 chainmail is so fine and light that it can be worn under normal clothing without revealing its presence, though most owners wear it openly and with pride. It has a maximum Dexterity bonus of +10, no armor check penalty, and an arcane spell failure chance of 10%. It is considered light armor, and it grants the wearer a permanent freedom of movement effect (as the spell). Furthermore, the wearer is at all times surrounded by a magic circle against chaos effect (as the spell) which, if dispelled, can be created again as a free action.

Caster Level: 26th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, creator must be lawful, magic circle against chaos, freedom of movement; Market Price: 936,300 gp; Cost to Create: 468,300 gp + 19,360 XP.

General Tiger and Oriental Adventures
If you are using Oriental Adventures in your campaign, General Tiger has the Spirit subtype and resides in the Spirit World. He casts spells as a wu jen rather than a sorceror.

Originally appeared in Oriental Adventures (1985).
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Monster Junkie


Razorweed (CR 2)
Razorweed is a carnivorous aquatic plant that mimics normal aquatic grasses. Only a keen observer will notice the grass blades have razor-keen serrated edges. A patch of razorweed can be quite large, usually ranging from a 15 ft. by 15 ft. square to a field 60-70 feet across (a typical patch of razorweed occupies 8d20 5-foot squares). Each 5-foot square of razorweed has 25 hit points and can be cut down (AC 16, damage reduction 5/slashing). Razorweed has spell resistance 10. Aquatic razorweed always grows underwater, so is immune to fire damage. It requires a DC 20 check against Spot or Knowledge (nature) to recognize a patch of razorweed as a threat.

Every time a creature or object moves into a 5 ft. square occupied by razorweed it suffers 1d4 points of slashing slashing damage. If the victim is bigger than a single 5 ft. square it will take 1d4 slashing damage for every square of its space that enters the razorgrass. The razor-leaves are incredibly sharp, ignoring the first 10 points of hardness. The razorweed continues to inflict damage until all creatures standing on it are dead, have moved away, or the razorweed has been cut down. Razorweed deals 1d4 points of slashing damage per round to any equipment worn or carried by creatures standing upon it, provided such equipment is within 3 feet of the ground.

Terrestrial Razorweed: There is a variety of razorweed that grows on dry land. This uses the same mechanics as above, except it is tougher (AC 20) and is not immune to fire damage.

Originally appeared in Dungeon #1 (1986).


Monster Junkie
Spyder Plant


Spyder Plant
Medium Plant
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 0 ft. (immobile)
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: +1/-1
Attack: 2 tendrils +3 melee (1d4-2 plus poison)
Full Attack: 2 tendrils +3 melee (1d4-2 plus poison)
Space/Reach: 5 ft/0 ft. (5 ft. reach with 40 ft. long spyder-shoots)
Special Attacks: Poison, spyder-shoots
Special Qualities: Low-light vision, plant traits, tremorsense 60 ft.
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 7, Dex 15, Con 12, Int —, Wis 10, Cha 2
Skills: —
Feats:Combat Reflexes (B), Weapon Finesse (B)
Environment: Warm forests or underground
Organization: Solitary; patch (2-5) or web (6-16)
Challenge Rating: 1
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 3-4 HD (Large); 5-8 HD (Huge); 9-16 HD (Gargantuan)
Level Adjustment: —

Spider-like creatures creep forth, apparently formed of leaves and fronds, with sharp thorns for fangs. They are attached to a fern-like plant by long creepers.

Spyder plants are carnivorous plant that use their mobile, arachnoid shoots to prey on animals. These spyder-shoots may resemble individual creatures, but they are merely appendages of the main plant. Spyder plants are mindless and attack anything that appears edible.

Spyder plants reproduce by turning their spider-like shoots into reproductive creepers known as stolons. The shoot buries itself into the soil and grows into a new plant, then the creeper attaching it to its parent withers and dies. Occasionally, a spyder plant will separate one or more of its spyder-shoots to colonize new territory, but the reproductive shoot must find suitable soil within a few hours or it will die.

A typical spyder plant is about 4 feet in diameter, with two spyder-shoots about 2 feet across. The entire plant weighs 40 or 50 pounds.


A spyder plant simply approaches live prey with its spyder-shoots, attempting to inject enough poison to render its victims immobile.

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

Spyder-Shoots (Ex): A spyder plant has two shoots it uses to attack, feed and defend itself. Each shoot is a vaguely spider-like mass of fronds and tendrils with hollow thorns for "fangs" which is attached to the parent plant by a long tendril. These shoots move independently of the spyder plant's body, at a speed of 20 feet per round, and have a climb speed of 20 feet per round. The shoots can reach up to 40 feet away from the plant's main body. The spyder plant can make a tendril attack with each of its shoots as a standard action.

An opponent can attack a spyder plant's shoots with a sunder attempt as if they were weapons. Each shoot has 5 hit points. Severing one of a spyder plant's shoots does no damage to the plant. Severed tendrils regrow in 1 week.

Advanced Spyder Plants
A Large spyder plant has four shoots with 10 hit points that can reach up to 60 ft., a Huge spyder plant has 6 shoots with 15 hit points that can reach up to 80 ft., and a Gargantuan spyder plant has 8 shoots with 20 hit points that can reach up to 120 ft.

Originally appeared in I13 - Adventure Pack I (1987).
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Monster Junkie
Armor Boar


Armor Boar
Large Animal
Hit Dice: 7d8+28 (59 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 21 (–1 size, +12 natural), touch 9, flat-footed 21
Base Attack/Grapple: +5/+17
Attack: Gore +12 melee (2d8+12)
Full Attack: Gore +12 melee (2d8+12)
Space/Reach: 10 ft./5 ft. (10 ft. w/gore)
Special Attacks: Ferocity, spined defense
Special Qualities: Damage reduction 5/–, dire, fortification, low-light vision, scent
Saves: Fort +9, Ref +5, Will +8
Abilities: Str 27, Dex 10, Con 19, Int 2, Wis 13, Cha 8
Skills: Listen +8, Spot +8
Feats: Alertness, Endurance, Iron Will
Environment: Any cold or temperate land
Organization: Solitary, mated pair, or family (3–12)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 8–16 HD (Large); 17–21 HD (Huge)
Level Adjustment: —

The hair of this large, shaggy boar sticks out in all directions, forming a spiny shell. Its elephantine tusks nearly touch the ground.

An offshoot of the dire boar, armor boars are so-named due to the protective carapace formed by the thick, stiff hairs that cover their bodies. Armor boars range in any cold or temperate terrain, lairing most frequently in caves or densely overgrown wooded areas.

Armor boars live in small family groups, usually including a mated pair and up to ten young. A boar mates only once every two years, and it is more prolific than other giant boars, producing up to 10 offspring per litter. Adult boars are very protective of their young and will fight to the death to defend them.

Armor boars are voracious omnivores, eating anything within reach. Armor boars prefer plump rodents to other prey. Armor boars tend to consume more vegetable matter than other boars, and easily destroy gardens and even entire fields. Farming communities therefore consider armor boars a great nuisance.

Armor boars are prized for their rich, sweet meat and tough carapace, which is made into shields and breastplates. Hide armor created from armor boar hide is treated as possessing armor spikes without any additional cost. Craftsmen value the tusks and lard of armor boar, which they make into art objects and soap, respectively.

Armor boars grow up to 12 feet long and 6 feet tall at the shoulder, they weigh as much as 3,000 pounds.


Ill-tempered and highly aggressive, an armor boar recklessly charges any creatures it perceives as a threat or competition, or that wander through its territory. Armor boars are extremely tenacious, generally fighting to the death.

Dire (Ex): Armor boars are considered to be dire animals for the purposes of saving throws.

Ferocity (Ex): An armor boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Fortification (Ex): An armor boar's rigid spines protect its vital areas and makes it resistant to extra damage from critical hits and sneak attacks. Anytime an armor boar is hit by a critical hit or a sneak attack, it has a 50% chance to resist the extra damage. (Huge armor boars have a 75% chance to resist the extra damage.)

Spined Defense (Ex): Any creature grappling an armor boar or striking it with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the boar's spines. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

Originally appeared in Polyhedron #67 (1992).
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Monster Junkie
Fish, Subterranean, Lemon Fish


Fish, Subterranean, Lemon Fish
Small Magical Beast (Aquatic)
Hit Dice: 4d10+8 (30 hp)
Initiative: +2
Speed: Swim 50 ft. (10 squares)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +4/+2
Attack: Bite +8 melee (1d8+2) or tail +7 melee (1d2+3 plus spines)
Full Attack: Bite +8 melee (1d8+2) and tail +2 melee (1d2+3 plus spines)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spines, stun cloud
Special Qualities: Darkvision 60 ft., spell resistance CR+9, superior low-light vision
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 14, Dex 15, Con 14, Int 4, Wis 12, Cha 2
Skills: Listen +8, Spot +9, Swim +10
Feats: Blind-Fight, Weapon Focus (bite)
Environment: Any underground aquatic
Organization: Solitary or pack (2-3)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5 HD (Small); 6-8 HD (Medium); 9-16 HD (Large)
Level Adjustment: —

A black-tipped dorsal fin breaks the surface of the water, followed by a tail covered in yellow and black barbs, terminating in a long spike. The rest of the fish is covered in bright yellow scales that gleam like gold. Its eyes resemble black saucers.

A lemon fish is a carnivorous, subterranean fish found in bodies of fresh water where luminous lichen or other sources approximate natural lighting. It gets its name from its bright yellow scales. Observing a lemon fish through water is reminiscent of a living gold piece.

While not as bloodthirsty as piranha, these fish are vicious predators who enjoy the taste of flesh. A hungry lemon fish will attack prey ranging from as small as a rat to even larger than themselves. These fish are docile and nearly harmless if they have fed recently, but they must eat a large amount to provide a good meal. The strongest fish feed more often, and therefore grow to become stronger still and vastly more dangerous. Lemon fish are mostly solitary. Large lemon fish always hunt alone, but the smaller ones sometimes hunt in packs, although never more than three are found together.

Although lemon fish flesh is tough and generally inedible, its organs are a prized delicacy among duergar and drow. Lemon fish spawn up to four times a year, yielding 100-600 eggs each time. Only ten out of 100 young survive to reach adulthood. The eggs of the lemon fish are edible and command up to 400 gp per pound (roughly 600 eggs).

A typical lemon fish is 4 to 5 feet long and weighs between 30 and 60 pounds, but these fish can reach 16 feet in length and a ton in weight. Lemon fish are approximately a foot long for each Hit Die they possess.


Lemon fish strike with their jaws and spine-covered tails. If injured, a lemon fish may release a cloud of stunning toxins into the surrounding water.

Spines (Ex): A lemon fish's tail is covered in spines. An opponent hit by a lemon fish's tail attack must succeed on a DC 14 Reflex save or have a spine break off in his or her flesh. Additionally, any creature grappling a lemon fish also must make a Reflex save to avoid being impaled by a spine. Lodged spines impose a –1 penalty on attacks, saves, and checks per spine (maximum penalty -4). If a victim exerts itself physically (by taking any action other than a purely mental action), they suffer 1d6 points of piercing damage. The save DC is Dexterity-based.

A spine can be removed safely with a DC 20 Heal check; otherwise, removing a spine deals an extra 1d6 points of damage.

Stun Cloud (Ex): Once per day, an injured lemon fish can release a cloud of chemicals in a 5-foot spread (10-foot for a Medium lemon fish and 15-foot for a Large fish). All living creatures within this cloud must succeed on a DC 14 Fortitude save or be stunned for 1d4 rounds. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. A delay poison or neutralize poison spell removes the effect from a stunned creature. The save DC is Constitution-based.

Superior Low-Light Vision (Ex): A lemon fish can see five times as far as a human can in dim light.

Skills: A lemon fish has a +4 racial bonus on Listen and Spot checks. A lemon fish has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

In the Realms
Subterranean fish particularly thrive in the underground caverns of Undermountain where the forest streams of Wyllowwood and the River Sargauth flow.

Originally appeared in Ruins of Undermountain II: The Deep Levels (1994).
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Monster Junkie


Small Magical Beast (Extraplanar)
Hit Dice: 2d10+4 (15 hp)
Initiative: +7
Speed: 30 ft. (6 squares), fly 40 ft. (average)
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +2/-1
Attack: Bite +4 melee (1d4+1)
Full Attack: Bite +4 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Darkvision 60 ft., immune to visual effects, low-light vision
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Spot +10
Feats: Fleet Of Foot (B), Improved Initiative, Run (B)
Environment: Elemental Plane of Air
Organization: Solitary or pack (2-16)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Small), 4-6 HD (Medium)
Level Adjustment: —

This creature blends the body of a dog with a birdlike head and wings. Multifaceted eyes peer above its hooked beak.

Hgaun, or "dog-griffons" as they are occasionally dubbed, are domesticated creatures used for hunting on the Elemental Plane of Air. Hgaun were first created through magical experimentation, but they now breed true and can be found in wild packs.

A hgaun is 4 feet long, stands 2-1/2 feet tall at the shoulder, and weighs 100 pounds.

Hgaun cannot speak, but can "bark" high-pitched squawks.


Domesticated hgaun are not usually aggressive, unless their masters command them to attack. Wild hgaun are a bit more territorial, but generally only attack creatures smaller than themselves.

Trip (Ex): A hgaun that hits with a bite attack can attempt to trip its opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hgaun.

Skills: A hgaun has a +4 racial bonus on Spot checks.

Training A Hgaun
A hgaun requires training before it will fight or hunt on command. Training a hgaun requires six weeks of work and a DC 25 Handle Animal check.

Hgaun eggs are worth 500 gp apiece on the open market, while young are worth 1,000 gp each. Professional trainers charge 500 gp to rear or train a hgaun.

Originally appeared in Tales from the Infinite Staircase (1998).
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Monster Junkie


Large Magical Beast (Psionic)
Hit Dice: 6d10+18 (51 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 16 (–1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +6/+16
Attack: Hoof +11 melee (1d6+5)
Full Attack: 2 hooves +11 melee (1d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Psi-like abilities, spell-like abilities
Special Qualities: Darkvision 60 ft., depart, ethereal jaunt, low-light vision, spell resistance 14, telepathy 60 ft.
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 22, Dex 11, Con 16, Int 15, Wis 17, Cha 14
Skills: Concentration +12, Diplomacy +9, Jump +14, Knowledge (nobility and royalty) +5, Listen +8, Sense Motive +12, Spot +8
Feats: Empower Spell-Like Ability (ego whip), Iron Will, Quicken Spell-Like Ability (mind thrust)
Environment: Any plains and urban
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always lawful good
Advancement: 7-9 HD (Large); 10–18 HD (Huge)
Level Adjustment: +6

This creature has the body of a small bull and the head of a human with small, bull-like horns.

Narra are distant relatives of lammasu and shedu. They are fervent exemplars of law and good, providing succor to all creatures of similar alignment. Narra spend their time helping others further the causes of law and good, and often act as guards or minions for nobles, when no other mission demands their attention.

A typical narra is 8 feet long and weighs between 800 and 1,000 pounds. Its body is white, cream, or tan in color.

Narra speak Common, Draconic, and Celestial, and can communicate telepathically.


Narra use detect evil or know alignment on any creature they encounter. They will not fight good opponents unless defending some greater good. If they cannot persuade opposing good creatures to stop attacking, the narra fly away or shift to the Astral or Ethereal Planes. Narra are willing to use force against neutral opponents, but generally only sow confusion amongst them with their id insinuation power.

If a detected creature is evil, the narra seeks to destroy them with implacable fury. They usually attack with a quickened mind thrust every round, together with another magical, psionic or physical attack, until the evil creature is obliterated or the narra faces defeat. A narra only spares using its quickened mind thrust if an evil opponent is so feeble it would be a wasted effort.

Narra are wise enough to use ethereal jaunt to escape a losing fight, recover their strength, and return - usually with reinforcements.

Depart (Su): Once per week, a narra may cast astral projection (caster level 18th). The ability affects only the narra.

Ethereal Jaunt (Su): A narra can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. This ability is otherwise identical with ethereal jaunt (caster level 15th).

Psi-Like Abilities: At will—empathy (10 hours, 75 ft.)*, empty mind (+6 bonus)*; 3/day—body equilibrium, empowered ego whip (DC 16, 2d4 Cha)*, id insinuation (DC 17, 4 targets)*, intellect fortress (4 rounds)*, mental barrier (+5 deflection bonus, 6 rounds)*, quickened mind thrust (DC 17, 10d10 damage)*, sensitivity to psychic impressions, thought shield (power resistance 20, 8 rounds)*; 1/day—personal mind blank, tower of iron will (power resistance 20, 2 rounds)*. Manifester level 10th. The save DCs are Charisma-based.
*Includes augmentation for the narra's manifester level.

Spell-Like Abilities: At will—detect evil, detect magic, know alignment; 3/day—bless, cure light wounds, dispel magic, prayer; 1/day—create food and water, daylight, delay poison, light, purify food and drink, remove blindness, remove disease. Caster level 7th.

Originally appeared in Dragon Magazine #53 (1981).
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Monster Junkie
Dust Devil


Dust Devil
Small Elemental (Air, Earth, Extraplanar)
Hit Dice: 6d8 (27 hp)
Initiative: +3
Speed: Fly 50 ft. (perfect)(10 squares)
Armor Class: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/+1
Attack: Slam +8 melee (1d4+1)
Full Attack: 2 slams +8 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Asphyxiate
Special Qualities: Darkvision 60 ft., dust form, elemental traits, ethereal shift, treasuresense
Saves: Fort +5, Ref +8, Will +3
Abilities: Str 13, Dex 16, Con 11, Int 13, Wis 12, Cha 12
Skills: Appraise +10, Listen +10, Spot +10
Feats: Combat Reflexes, Flyby Attack, Improved Initiative (B), Power Attack, Weapon Finesse (B)
Environment: Elemental Plane of Air and Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 4
Treasure: Double coins, double goods (gems and precious metal items only), no items
Alignment: Usually chaotic neutral
Advancement: 7-9 HD (Small); 10-18 HD (Medium)
Level Adjustment: —

An amorphous, roughly spherical cloud of semi-transparent dust skims above the surface of the ground.

Dust devils are creatures of both elemental air and earth. Smarter than their air elemental and earth elemental kin, dust devils are also far greedier.

Dust devils covet precious metals and gemstones, and can naturally sense such materials. They frequently travel to the Material Plane in search of precious metals and gems, finding it easier to acquire from mortals than the mostly tougher beings of the Elemental Planes of Air and Earth.

A typical dust devil is 4 feet tall and weighs 8 pounds.

Dust devils speak Auran and Terran.

Dust devils can be summoned via a summon monster VI or summon nature's ally V spell.


Dust devils prefer to asphyxiate their foes, but utilize a variety of tactics featuring Flyby Attack and Power Attack.

Asphyxiate (Ex): A dust devil in solid form (see dust form, below) can engulf opponents by moving on top of them. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The target must succeed on a DC 13 Fortitude save or inhale part of the creature. The thick, choking dust inside the victim deals 3d4 points of damage per round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace. While asphyxiated, the victim suffers a -4 penalty to Strength and Dexterity. The save DC is Constitution-based.

Dust Form (Ex): A dust devil's natural form is a vortex of whirling dust, with the same effects as gaseous form. In this form it can fly at a speed of 50 ft (perfect).

A dust devil can condense its body into a solid form as a swift action, this solidification takes a round to take effect, during which time the dust devil loses the DR 10/magic of gaseous form but is unable to attack physically, although it can still perform actions that do not require a solid body, such as movement. A solidified dust devil can still fly, but must stay near the ground - it is unable to stray more than its Reach from the earth without collapsing back into gaseous form.

A dust devil can instantaneously return to its natural dust vortex form as a swift action.

Ethereal Shift (Su): As a full-round action, a dust devil can transfer itself to the Ethereal Plane from the Material Plane, the Elemental Plane of Air or the Elemental Plane of Earth. It can then transfer itself from the Ethereal Plane to any of the aforementioned planes with another full-round action. The dust devil can also transfer any non-living objects it can carry when it uses ethereal shift.

Treasuresense (Su): Dust devils can sense the location and amount of any precious metal (precious metals include adamantine, copper, gold, mithral, platinum, and silver) and gems within a distance of 60 feet. This makes it nearly impossible to sneak up on a dust devil when wearing jewelery or carrying coins. Like blindsense, opponents the dust devil can’t actually see still have total concealment against the elemental. Treasuresense can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Originally appeared in Dragon Magazine #45 (1981).
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Monster Junkie


Huge Magical Beast
Hit Dice: 10d10+50 (105 hp)
Initiative: +2
Speed: 40 ft. (8 squares), burrow 10 ft.
Armor Class: 22 (–2 size, +2 Dex, +12 natural), touch 10, flat-footed 20
Base Attack/Grapple: +10/+26
Attack: Bite +17 melee (3d8+8 plus burning bite)
Full Attack: Bite +17 melee (3d8+8 plus burning bite) and 2 claws +11 melee (2d6+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon, burning bite, leap, undermine
Special Qualities: Damage reduction 5/-, darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.
Saves: Fort +12, Ref +9, Will +6
Abilities: Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6
Skills: Jump +18, Listen +9, Spot +4
Feats: Alertness, Iron Will, Track, Weapon Focus (bite)
Environment: Temperate hills
Organization:: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 11–16 HD (Huge); 17–27 HD (Gargantuan)
Level Adjustment: —

This armor-plated, bullet-shaped creature sits atop short, powerful legs. Its wide maw is filled with sharp teeth, and it reeks of suflur and alkali.

The original bulette-mutation was created by magical and biological experimentation by the wizard Shivnar. It was bred and trained to destroy vegetation, and as such is a great threat to farmers and druids. Because the bulette-mutation was able to breed with regular bulettes, its kind has propagated. When a bulette-mutation breeds with a standard bulette, there is a 50% chance the young will be mutated as well.

A typical bulette-mutation is 12 feet long, 9½ feet tall, and weighs 3500 to 4000 pounds.


A bulette-mutation hunts much like a standard bulette, burrowing underground while using tremorsense to locate prey. It uses its breath weapon liberally in battle.

Breath Weapon (Su): 20-foot cone, once every 2d4 rounds, damage 3d6, half acid and half fire, Reflex DC 20 half. This breath is especially devastating to plant creatures, which instead take 3d10 points of damage. The save DC is Constitution-based.

Burning Bite (Su): A bulette-mutation deals an extra 1d6 points of fire damage and 1d6 points of acid damage every time it bites an opponent. The burning lasts for another round, dealing another 1d6 points of fire damage and 1d6 points of acid damage in that round. The acid is especially devastating to plant creatures, which instead take 2d6 points of acid damage.

Leap (Ex): A bulette-mutation can jump into the air during combat. This allows it to make four claw attacks instead of two, each with a +16 attack bonus, but it cannot bite.

Undermine (Ex): The bulette-mutation can disrupt creatures and structure on the surface of the earth by burrowing beneath them. If it burrows beneath a creature smaller than itself, that creature must make a DC 23 Reflex save or fall prone. Creatures its own size or larger are unaffected.

A burrowing bulette-mutation that passes beneath a structure deals 3d12+16 damage against the structure. If the bulette-mutation makes a full attack against an object or structure while burrowing, it deals double damage.

A burrowing bulette-mutation can also damage plants rooted in the ground, doing the same amount of damage as it does to structures. Rooted plant creatures may attempt a DC 23 Fortitude saving throw for half damage. The save DCs are Strength-based.

Originally appeared in Dungeon Magazine #37 (1992).
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