Creature Catalog new 3.5 conversions (Part Two)

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Shade

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.
 

Shade

Monster Junkie
General of the Animal Kings, Tiger

http://www.enworld.org/forum/general-monster-talk/219413-converting-epic-level-creatures-58.html

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.

COMBAT

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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Shade

Monster Junkie
Razorweed

http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants-20.html

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).
 

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Monster Junkie
Spyder Plant

http://www.enworld.org/forum/general-monster-talk/66584-converting-monsters-first-edition-modules-64.html

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.

COMBAT

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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Shade

Monster Junkie
Armor Boar

http://www.enworld.org/forum/general-monster-talk/267799-converting-monsters-polyhedron-magazine-14.html

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.

COMBAT

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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Shade

Monster Junkie
Fish, Subterranean, Lemon Fish

http://www.enworld.org/forum/general-monster-talk/219604-converting-monsters-second-edition-monstrous-compendiums-48.html

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.

COMBAT

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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Shade

Monster Junkie
Hgaun

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-31.html

Hgaun
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.

COMBAT

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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Shade

Monster Junkie
Narra

http://www.enworld.org/forum/general-monster-talk/201788-converting-psionic-creatures-32.html

Narra
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.

COMBAT

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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Shade

Monster Junkie
Dust Devil

http://www.enworld.org/forum/general-monster-talk/290367-converting-monsters-dragon-magazine.html

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.

COMBAT

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
Bulette-Mutation

http://www.enworld.org/forum/general-monster-talk/270413-converting-monsters-dungeon-magazine-15.html

Bulette-Mutation
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.

COMBAT

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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Monster Junkie
Weisshund

http://www.enworld.org/forum/general-monster-talk/258155-converting-greyhawk-monsters-21.html

Weisshund
Medium Magical Beast
Hit Dice: 4d10+16 (38 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+7
Attack: Bite +7 melee (1d8+3)
Full Attack: Bite +7 melee (1d8+3) and 2 claws +5 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, size change
Special Qualities: Darkvision 60 ft., detect hostile intent, low-light vision
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 17, Dex 14, Con 19, Int 8, Wis 14, Cha 11
Skills: Escape Artist +6*, Jump +11, Listen +7, Sense Motive +7, Spot +7, Survival +2*
Feats: Alertness, Multiattack, Track (B)
Environment: Any land (see text)
Organization: Domesticated
Challenge Rating: 3
Treasure: None
Alignment: Always neutral good
Advancement: 5-6 HD (Medium)
Level Adjustment: —

This beautiful dog is covered with thick white fur. It looks rather chubby, and relatively harmless

Weisshunds are the result of centuries of breeding and training by specialized clerics of St. Cuthbert. As a result, they are rarely found outside of temples or shrines dedicated to that deity.

Although they appear chubby and harmless, weisshunds are actually agile, lean, and strong. Their heavy, loose skin provides protection and agility. Weisshunds spend most of their time sleeping, enhancing their facade of harmlessness. Weisshund appear to be completely docile lapdogs until they are provoked into a fight.

Most weisshund that are encountered are males. Females are generally kept for breeding purposes, and pregnant females are especially protected within the sanctuary. Females are able to become pregnant only twice per year, and litters are never larger than two puppies. When a puppy becomes six months old, it enters training for its future as a temple guardian.

A weisshund is slightly more than 2 feet high at the shoulder and weighs about 200 pounds.

Weisshunds cannot speak, but they understand Common.

COMBAT

A sleeping weisshund remains alert, awakening if an evil or hostile creature comes within range. At that point, it becomes extremely agitated, growling at the intruder, and attempts to alert one of its masters with loud barks. It will not allow the suspect out of its sight for any reason. As long as its captive does not threaten or attack the weisshund, its masters, or persons whom it has been trained to protect, the weisshund will not attack. As soon as the suspect makes an aggressive move, however, the weisshund enlarges its size and counterattacks.

Detect Hostile Intent (Su): A weisshund is constantly aware of the presence of any creatures with hostile intent within 30 feet, and their direction (but not their specific location). The power detects active aggression, as opposed to vigilance. The weisshund cannot be surprised or caught flat-footed by creatures that are susceptible to mind-affecting powers. Additionally, a weisshund can make Sense Motive checks as a free action against anyone within 30 feet. This power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt blocks it.

Improved Grab (Ex): To use this ability, a weisshund must hit an opponent of of its size or smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold.

Size Change (Su): At will, a weisshund can change its size in a fashion similar to the effect of an enlarge person spell. The weisshund gains a +8 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a +4 size bonus to Constitution. It also suffers a –1 size penalty on attack rolls and AC due to its increased size. The weisshund's natural armor bonus improves by +2, and its claw damage improves to 1d6, while its bite damage improves to 2d6. The weisshund may assume Large size for up to 20 rounds each day. These rounds need not be consecutive. Returning to its normal size is a swift action.

Skills: Weisshunds have a +4 racial bonus on Sense Motive checks. A weisshund's loose, elastic skin gives it a +4 racial bonus on Escape Artist checks. *This racial bonus increases to +8 for Escape Artist checks to escape a grapple. *Weisshunds have a +4 racial bonus on Survival checks when tracking by scent.

Originally appeared in WGA2 – Falconmaster (1990).
 
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Monster Junkie
Hacamuli

http://www.enworld.org/forum/general-monster-talk/268225-special-conversion-thread-moldvays-undead-41.html

Demon, Hacamuli
Large Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 24d8+216 (324 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 39 (-1 size, +1 Dex, +29 natural), touch 10, flat-footed 38
Base Attack/Grapple: +24/+40
Attack: Right hoof +36 melee (1d10+12/19-20 plus curse of decrepitude) or left hoof +36 melee (1d10+12/19-20 plus disease)
Full Attack: Right hoof +36 melee (1d10+12/19-20 plus curse of decrepitude) and left hoof +36 melee (1d10+12/19-20 plus disease)
Space/Reach: 10 ft./10 ft.
Special Attacks: Curse of decrepitude, disease, rebuke undead (+11, 2d6+27, 20th), spell-like abilities, summon undead, thanatist gaze
Special Qualities: Damage reduction 10/cold iron and good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 35, telepathy 60 ft., tomb-tainted
Saves: Fort +23, Ref +15, Will +20
Abilities: Str 35, Dex 13, Con 29, Int 14, Wis 22, Cha 25
Skills: Bluff +34, Concentration +36, Diplomacy +42, Disguise +7 (+11 acting), Intimidate +38, Knowledge (religion) +29, Knowledge (the planes) +29, Listen +33, Sense Motive +33, Spot +33, Survival +6 (+10 on other planes), Use Magic Device +34
Feats: Dire Charge, Extra Turning, Improved Critical (hoof), Improved Initiative, Negative Energy Burst, Quicken Spell-Like Ability (greater teleport), Weapon Focus (hoof)
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 21
Treasure: No coins, double goods (mostly gems and jewelery), double items
Alignment: Chaotic evil
Advancement: —
Level Adjustment: —

Flies crawl over the mangy, sore-infested body of this pale, gaunt horse. Its hazy black eyes seem as deep as the darkest pits of the Abyss.

Hacamuli is one of the favored messengers of Orcus. The Prince of the Undead generally employs Hacamuli only on missions of great importance, or to better strike fear into the hearts of his enemies.

Hacamuli is 8 feet long and weighs 900 pounds.

Hacamuli speaks Abyssal, Celestial, Draconic, and Infernal.

COMBAT

In battle, Hacamuli rears up on his hind legs and strikes with both his front hooves. Each hoof has its own special disastrous effect in addition to any damage dealt.

Hacamuli's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Curse of Decrepitude (Su): Every time Hamaculi hits with its right hoof, its opponent must succeed on a DC 31 Fortitude save or prematurely age. This imposes a -4 penalty to Strength, Dexterity, and Constitution, and causes the victim's hair to turn white, skin to wrinkle, and posture to stoop. The penalty is not cumulative. Should the victim's Con drop to 0 they will die. This effect is permanent, but can be removed by a wish, miracle or break enchantment spell, or by drinking an elixir of youth or similar potion (the elixir removes the curse but does not reduce the drinker's age as it normally would). A spellcaster must succeed on a DC 30 level check to use break enchantment to remove the curse.

Additionally, the opponent must succeed on a DC 31 Reflex save or its armor and clothing rots away or dissolves into rust. Hamaculi can also use its right hoof attack to destroy unattended objects up to a 10-foot-cube in size. Unattended magical items are allowed a DC 31 Fortitude save to avoid dissolution. The save DCs are Constitution-based.

Disease (Ex): Greater demon fever—left hoof, Fortitude DC 31, incubation period 1d3 days, damage 2d6 Con. A victim must succeed at another saving throw or 2 points of temporary damage is permanent drain instead. The save DC is Constitution-based.

Rebuke Undead (Su): Hacamuli can rebuke and command undead as a 20th-level cleric. Hacamuli can make up to fourteen rebuke attempts per day.

Spell-Like Abilities: At will—deeper darkness, greater teleport (self only); 3/day—quickened greater teleport (self only). Caster level 22nd. The save DCs are Charisma-based.

Summon Undead (Sp): Once per day, Hacamuli can summon 2d6 shadows with a 60% chance of success or 1d4 vampires with a 50% chance of success. This ability is the equivalent of a 9th-level spell (CL 22nd).

Thanatist Gaze (Su): 30 feet, Fort DC 29 negates, bestows 3 negative levels. Any creature drained to 0 levels by Hacamuli's gaze dies and is immediately transformed into a bodak under Hacamuli's permanent command. The save DC is Charisma-based.

Tomb-Tainted (Ex): Although an outsider, Hacamuli is harmed by positive energy and healed by negative energy. It is treated as undead for purposes of spells and effects that treat undead differently (such as searing light or holy water). Hacamuli may be turned as if it were an undead creature with +6 turn resistance.

Originally appeared in Dragon Magazine #42 (1980).
 
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Monster Junkie
Hagertral

http://www.enworld.org/forum/general-monster-talk/267799-converting-monsters-polyhedron-magazine-15.html

Hagertral
Small Monstrous Humanoid
Hit Dice: 3d8+3 (16 hp)
Initiative: +3
Speed: 30 ft. (6 squares), fly 50 ft. (good)
Armor Class: 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
Base Attack/Grapple: +3/+0
Attack: Claw +5 melee (1d4+1)
Full Attack: 2 claws +5 melee (1d4+1) and bite +3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +2, Ref +6, Will +4
Abilities: Str 13, Dex 17, Con 12, Int 10, Wis 12, Cha 7
Skills: Climb +9, Hide +12, Listen +7, Move Silently +10, Spot +7
Feats: Multiattack, Stealthy
Environment: Any mountains
Organization: Solitary, family (mated pair plus 2 noncombatant young), or nest (3-8)
Challenge Rating: 2
Treasure: Standard coins, standard goods, double items (mostly weapons)
Alignment: Usually neutral
Advancement: 4-6 HD (Small)
Level Adjustment: +3

This small, bipedal humanoid is covered in greenish-brown fur. Yellow and pink feathered wings sprout from its back, and its hands and feet end in paws. It has one great eye in the center of its face, no nose, and a rather large mouth with two rows of sharp teeth. A forked tongue flicks out occasionally, sampling the air.

Hagertrals are race of reclusive winged humanoids found high in the mountains. They are carnivorous, preferring the flesh of mountain fowl, monkeys, rabbits, fish and halflings. The latter has given them a poor reputation among other humanoid races.

Hagertrals hide their treasure in the wilderness or on high isolated mountains, for fear of inviting thieves into their lair. Hargertrals worship the sky as supreme goddess of all, and clerics of the race always choose the Air domain, and most select Weather as a secondary domain.

A hagertral is 3 feet tall, with a wingspan of 8 feet. An average member of the species weighs 30 to 35 pounds.

Hagertrals speak Common and their own language, which consists of a series of whistles, grunts, moans and clicks.

COMBAT

Hagertrals generally adopt an "attack first, ask questions later" approach to other creatures. In battle, hagertral fight with tooth and nail. Occasionally, hagertrals wield magical weapons taken from previous adversaries.

Skills: Hagertrals have +2 racial bonus on Hide, Listen, Move Silently, and Spot checks and a +8 racial bonus on Climb checks.

Originally appeared in Polyhedron #2 (1981).
 
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Monster Junkie
Topiary Plant

http://www.enworld.org/forum/general-monster-talk/66584-converting-monsters-first-edition-modules-66.html

Topiary Plant
Medium Plant (Shapechanger)
Hit Dice: 3d8+6 (19 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Bite +3 melee (1d4+1 plus poison)
Full Attack: Bite +3 melee (1d4+1 plus poison)
Space/Reach: 5 ft/5 ft.
Special Attacks: Poison, resemble shape
Special Qualities: Low-light vision, plant traits, scent
Saves: Fort +5, Ref +1, Will +2
Abilities: Str 13, Dex 10, Con 14, Int 6, Wis 12, Cha 5
Skills: Listen +5, Move Silently +2, Spot +5
Feats: Alertness, Weapon Focus (bite)
Environment: Any land
Organization: Solitary or hedge (2-8)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Medium), 6-11 HD (Large); 12-18 HD (Huge)
Level Adjustment: —

A nearby bush seems trimmed into the shape of an animal. It seems odd to find a well-manicured topiary this far in the wilderness...

Topiary plants are plants that mimic the shapes of animals they consume. Topiary plants are scavengers, preferring dead prey to living.

A typical topiary plant usually resembles an animal between 5 and 8 feet long, although its basic form is a thorny bush about 4 feet across. The plant weighs 100 pounds.

COMBAT

Topiary plants are normally non-aggressive, but if food is scarce, they may attack. A topiary plant "bites" with its thorn-covered branches, injecting a weak toxin into its victim.

Poison (Ex): Injury, Fortitude DC 13, initial damage 1d3 Con, secondary damage 1d3 Con. The save DC is Constitution-based and includes a -2 racial penalty.

Resemble Shape (Su): A topiary plant can imitate the appearance of any creature it has eaten. The topiary plant need not have killed the creature itself, but if the creature has been dead for more than two weeks it is too decayed for the plant to mimic its living appearance. This works like the disguise self spell, except the topiary plant retains its original size and can resemble any living creature. The topiary plant's appearance retains vegetative features (vine-like fingers, thorny hair, a greenish complexion, et cetera), so it only gains a +4 bonus to Disguise checks when using this ability to disguise itself.

Advanced Topiary Plants
An advanced topiary plant can use resemble shape to give itself an additional secondary attack for every 2 hit dice it has advanced (e.g. 1 secondary attack at 5-6 HD, 2 at 7-8 HD and 3 at 9 HD). These attacks can be any natural weapon possessed by a creature the topiary plant has eaten, but the attack always does 1d4 damage, or 1d6 for a Large topiary plant.

Originally appeared in I13 - Adventure Pack I (1987).
 
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Monster Junkie
Lammasu, Greater

http://www.enworld.org/forum/general-monster-talk/273172-converting-generic-setting-second-edition-monsters-11.html

Lammasu, Greater
Large Magical Beast
Hit Dice: 12d10+36 (102 hp)
Initiative: +1
Speed: 40 ft. (8 squares), fly 80 ft.(good)
Armor Class: 23 (–1 size, +1 Dex, +13 natural), touch 10, flat-footed 22
Base Attack/Grapple: +12/+24
Attack: Claw +19 melee (1d8+8)
Full Attack: 2 claws +19 melee (1d8+8)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, rake 1d8+4, spell-like abilities, spells
Special Qualities: Blessed healer, darkvision 60 ft., depart, ethereal jaunt, low-light vision, magic circle against evil, spell resistance 22, telepathy 100 ft.
Saves: Fort +11, Ref +11, Will +11
Abilities: Str 27, Dex 12, Con 17, Int 20, Wis 21, Cha 18
Skills: Concentration +18, Diplomacy +21, Knowledge (arcana) +20, Knowledge (religion) +20, Listen +20, Sense Motive +20, Spot +22
Feats: Blind-Fight, Iron Will, Lightning Reflexes, Spell Focus (abjuration), Spell Focus (evocation)
Environment: Temperate deserts
Organization: Solitary or pride (1-2 plus 1-6 lammasu) or whitemoon (2-8 plus 6-36 lammasu)
Challenge Rating: 13
Treasure: Standard
Alignment: Always lawful good
Advancement: 13-18 HD (Large); 19-36 (Huge)
Level Adjustment: +6

This creature has the golden brown body of a lion, the wings of a giant eagle, and the face of a human.

Like their lesser brethren, greater lammasus are noble creatures that are concerned with the welfare and safety of all good beings. They are stronger, smarter, and greater spellcasters, and are often found leading prides of lammasus.

A greater lammasu is about 10 feet long, stands 5 foot at the shoulder, and weighs about 1,400 pounds.

Greater lammasus speak Abyssal, Celestial, Common, Draconic, and Infernal, and can communicate telepathically.

COMBAT

Like other lammasu, greater lammasus blend spells with ferocious claws to bring the battle to the forces of evil.

Blessed Healer (Su): Any healing spell or spell-like ability a greater lammasu casts has all variable, numeric effects increased by one-half. This increase stacks with that from Empower Spell or Empower Spell-Like Ability, so if a greater lammasu casts an empowered cure light wounds, it heals +100% points.

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

Ethereal Jaunt (Su): A greater lammasu 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).

Magic Circle against Evil (Su): A greater lammasu radiates a continuous magic circle against evil that affects a 20-foot radius.

Pounce (Ex): If a greater lammasu charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +19 melee, damage 1d8+4.

Spell-Like Abilities: At will—dimension door, greater teleport (self only), invisibility (self only); 2/day—greater invisibility (self only); 1/day—holy word (DC 21). Caster level 12th.

Spells: A greater lammasu casts spells as a 12th-level cleric, and can choose spells from the cleric spell list, plus any two of the following domains: Good, Healing, Knowledge, or Law.

Typical Cleric Spells Prepared (6/7+1/5+1/5+1/4+1/4+1/2+1; save DC 15 + spell level; abjuration and evocation spells save DC 16 + spell level):
0—detect magic, guidance (2), light, read magic, resistance;
1st—bless (2), detect evil, divine favor, entropic shield, protection from evil*, remove fear;
2nd—aid*, bear’s endurance, bull’s strength, lesser restoration, owl's wisdom, resist energy;
3rd—daylight, dispel magic, magic circle against evil*, prayer, remove curse, searing light;
4th—death ward, dimensional anchor, divine power, holy smite*, neutralize poison;
5th—break enchantment, dispel evil*, mark of justice, righteous might, symbol of sleep;
6th—Banishment, blade barrier*, find the path.
*Domain spell. Domains: Good and Healing.

Skills: Greater lammasus have a +2 racial bonus on Spot checks.

Originally appeared in Monster Manual II (1983).
 
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Monster Junkie
Gargantua, Insectoid

http://www.enworld.org/forum/general-monster-talk/268435-converting-oriental-adventures-creatures-28.html

Gargantua, Insectoid
Colossal Magical Beast
Hit Dice: 45d10+525 (772 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 20 ft, fly 150 ft. (clumsy)
Armor Class: 36 (-8 size, +4 Dex, +30 natural), touch 6, flat-footed 32
Base Attack/Grapple: +45/+78
Attack: Bite +55 melee (3d10+25/19-20)
Full Attack: Bite +55 melee (3d10+25/19-20)
Space/Reach: 40 ft./30 ft.
Special Attacks: Crush 6d12+25, windstorm
Special Qualities: Damage reduction 10/epic, darkvision 60 ft., fast healing 20, low-light vision, scent
Saves: Fort +39, Ref +32, Will +22
Abilities: Str 45, Dex 19, Con 33, Int 6, Wis 16, Cha 22
Skills: Climb +25, Listen +35, Spot +35
Feats: Dodge, Endurance, Epic Endurance, Epic Fortitude, Epic Reflexes, Epic Toughness, Epic Will, Flyby Attack, Hover, Improved Critical (bite), Improved Flyby Attack, Mobility, Power Attack, Snatch, Weapon Focus (bite), Wingover
Environment: Warm and temperate mountains
Organization: Solitary, mated pair or family (2 adults and 1 larva)
Challenge Rating: 18
Treasure: None
Alignment: Always chaotic neutral
Advancement: 46+ HD (Colossal)
Level Adjustment: —

This immense moth is covered with fine fur. Its wings are convered in a brilliant blue, red, yellow, and green pattern. It unleashes a piercing screech that sounds like a warning siren.

Gargantua are truly monstrous species, both in size and ferocity. Whether they are throwbacks to another age, aberrations of natural processes, or results of crazed magical experiments is unknown. Their arrival is heralded by earth tremors, swirling waters or crashing waves, and thunderous roars. The appearance of a gargantua is usually treated as a national emergency and every resource is mobilized to ensure their riddance.

Insectoid gargantua make their lairs in warm mountain valleys and caverns. They eat all types of game and vegetation. They prefer mulberry trees, and in just a few hours, a hungry insectoid gargantua can consume an entire grove of them.

A females insectoid gargantua lays only a single gigantic egg each decade, and only 20% of such eggs are fertile. Once hatched, the larval insectoid gargantua grows rapidly, spinning a cocoon and entering the pupal stage in five weeks. It remains a pupa for 2-8 weeks, finally emerging as a fully-grown insectoid gargantua.

A typical insectoid gargantua is 60 foot long, has a 150-foot wingspan, and weighs 100 tons. Fur coloration is usually gray or black. Insectoid gargantua have a lifespan of several centuries.

An insectoid gargantua cannot speak, but scholars believe it may have a language it uses among its own kind, or even between other gargantua.

COMBAT

Most gargantua are mindless brutes bent on destruction for destruction's sake. An insectoid gargantua tries to blow lesser opponents away with a windstorm, or land on them and crush its foes with its bulk. Enemies of Huge size or larger are usually attacked with flyby attacks.

Crush (Ex): A jumping or flying insectoid gargantua can land on opponents as a standard action, using its whole body to crush them. Its crush attack is effective only against Large or smaller opponents (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the insectoid gargantua's body. Creatures in the affected area must succeed on a DC 43 Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the gargantua moves off them. If the gargantua 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 Constitution-based.

Windstorm (Ex): As a full-round action, an insectoid gargantua can hover in place and create a super-tornado force storm. Once started, it can continue this windstorm with a move action each round. The insectoid gargantua's windstorm can affect a 600-foot cone, or a cylinder with a radius and height of 200 feet (it can choose a different area each round). All flames in the region are extinguished. Ranged attacks are impossible to make while the windstorm is in effect (except for siege weapons or kaiju ranged attacks, which suffer a -8 penalty to attack). Listen checks are impossible.

Creatures of Large or smaller size on the ground must succeed on a DC 49 Fort save or be knocked prone and roll 1d10×10 feet, sustaining 1d6 points of nonlethal damage per 10 feet. Huge creatures on the ground must succeed on the same saving throw or be knocked prone, while Gargantuan creatures on the ground are checked if they fail this save. The save DC is Strength-based.

Flying creatures of Large or smaller size are blown back 2d10×10 feet and sustain 3d6 points of nonlethal damage if they fail the same saving throw. Huge flying creatures are blown back 1d6×10 feet and Gargantuan flying creatures are blown back 1d6×5 feet, but neither take any damage.

Skills: An insectoid gargantua has a +8 racial bonus on Climb, Listen, and Spot checks. It can take 10 on Climb checks, even if threatened or distracted.

Gargantua, Insectoid, Larva
Colossal Magical Beast
Hit Dice: 20d10+220 (330 hp)
Initiative: +1
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 23 (-8 size, +1 Dex, +20 natural), touch 3, flat-footed 22
Base Attack/Grapple: +20/+53
Attack: Bite +30 melee (3d10+25/19-20)
Full Attack: Bite +30 melee (3d10+25/19-20)
Space/Reach: 30 ft./30 ft.
Special Attacks: Silk strand, trample 4d12+25
Special Qualities: Damage reduction 5/epic, darkvision 60 ft., fast healing 15, low-light vision, scent
Saves: Fort +23, Ref +13, Will +9
Abilities: Str 45, Dex 13, Con 33, Int 6, Wis 16, Cha 22
Skills: Climb +25, Listen +34, Spot +34
Feats: Dodge, Endurance, Improved Critical (bite), Mobility, Power Attack, Snatch, Weapon Focus (bite)
Environment: Warm and temperate mountains
Organization: Solitary or family (2 adults and 1 larva)
Challenge Rating: 14
Treasure: None
Alignment: Always chaotic neutral
Advancement: 21-45 HD (Colossal)
Level Adjustment: —

Silk Strand (Ex): A larval insectoid gargantua can shoot a strand of sticky silk up to 300 feet. Any creature struck by a silk strand is entangled for 2d4 rounds and must make a DC 31 Reflex save or be stuck to the ground, unable to move. Even on a successful save, it can move at only half speed. A winged flying creature is not stuck to the ground, but it must make a DC 31 Reflex save or fall to the ground and be stuck there by the silk. The save DCs are Constitution-based.

A creature stuck to the ground by the gargantua's silk strand can break free with a successful DC 20 Strength check, or by dealing 25 points of damage to the strand with a slashing weapon. A creature trying to scrape glue off itself, or a creature assisting another creature to do so, need not make an attack roll; hitting the strand is automatic. For each hit, the attacking creature makes a damage roll. Once free, however, the creature is still entangled until the adhesive wears off.

The larval insectoid gargantua often continues to shoot silk strands onto creatures that are already stuck in order to prevent escape. Each additional strand that hits a target increases the DC of the Strength check to break free by 2 and adds 10 hit points to the gluey mass and 2 rounds to the duration of the victim's entanglement.

Trample (Ex): Reflex half DC 37. The save DC is Strength-based.

In Kara-Tur
While most insectoid gargantua make their homes high upon remote mountains, far from civilized lands, a notable exception is the Isle of Gargantua. One of the Outer Isles off the southwestern tip of Wa, this island is inhabited entirely by gargantua of various types.

Originally appeared in Oriental Adventures (1985).
 
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Shade

Monster Junkie
Yaksha

http://www.enworld.org/forum/general-monster-talk/219410-converting-original-d-d-mystara-monsters-57.html

Yaksha
Medium Outsider (Native)
Hit Dice: 6d8+24 (51 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 60 ft. (perfect)
Armor Class: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17
Base Attack/Grapple: +6/+10
Attack: Greatclub +11 melee (1d10+6) or slam +10 melee (1d4+4) or rock +10 ranged (1d10+6)
Full Attack: Greatclub +11/+6 melee (1d10+6) or 2 slams +10 melee (1d4+4) or rock +10 ranged (1d10+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rock throwing, spell-like abilities
Special Qualities: Change shape, damage reduction 10/magic and bludgeoning, darkvision 60 ft., spell resistance 19
Saves: Fort +9, Ref +8, Will +6
Abilities: Str 19, Dex 17, Con 19, Int 13, Wis 13, Cha 15
Skills: Bluff +11, Concentration +13, Diplomacy +4, Disguise +6 (+10 acting)*, Hide +7, Intimidate +13, Knowledge (nature) +10, Listen +10, Move Silently +12, Spot +10, Survival +10 (+12 in aboveground natural environments)
Feats: Power Attack, Quicken Spell-Like Ability (invisibility), Weapon Focus (greatclub)
Environment: Warm forests and hills
Organization: Solitary, band (2-5), family (2-5 plus 2-5 yakshini plus 25% chance of 1-2 noncombatant children), hunting/raiding/trading party (6-9), or clan (10-15 plus 10-15 yakshini plus 25% chance of 1-6 noncombatant children)
Challenge Rating: 6
Treasure: Standard coins; double goods; standard items
Alignment: Always chaotic
Advancement: 7-12 HD (Medium); 13-18 HD (Large) or by character class
Level Adjustment: +6

This being has a body like a man but its head is that of a bizarre monster, with flat but powerful jaws, tusks jutting from its lower lip, flapping ears like an elephant and goggling eyes. While the rest of his body looks human, it is extraordinarily sturdy and muscular, almost dwarf-like in proportions. Its skin is a bright and uniform color.

Yakshas are male nature spirits distantly related to rakshasas. The females, called yakshini, differ greatly in both appearance and abilities. Most yakshas are benevolent or at worst neutral in alignment, only attacking those who despoil their wilderness home or threaten their kin. Evil yakshas can be maneaters as bloodthirsty as a rakshasa. Even good yakshas are fierce and unpredictable creatures.

Friendly yakshas habitually use their change shape power to make their heads look human while retaining their pastel skin color. They know that many races find their bestial faces disturbing, and may even consider their natural appearance an embarrassment. Yakshas are on good terms with many sylvan creatures and are known to associate with nagas, but even evil yakshas mostly shun their rakshasa relatives due to the irreconcilable differences in their alignment.

A yaksha is about the same height and weight as a dwarf. Yaksha come in a wide range of colors - blue, green, orange and red are the most common, but black, purple, yellow or many other shades have been recorded.

Yakshas speak Common and Sylvan, and either Abyssal or Celestial, depending upon their alignment (chaotic neutral yakshas choose one or the other).

COMBAT

A yaksha will usually be invisible when encountered. If they disapprove of their visitors, good or neutral yakshas will try to drive them away with mysterious noises, shouted warnings, frightening illusions and "warning shots" with hurled rocks. Evil yakshas simply try to kill (and maybe eat) unwanted intruders as expediently as possible.

Yakshas are ferocious warriors but can be cunning too, using magical trickery, shape-changing and traps to deal with opponents almost as often as their rocks and clubs. For example, they may offer opponents a feast created with create food and water and create wine in the hope of making their enemies gorged and drunken.

In battle, yaksha prefer to repeatedly ambush opponents with thrown rocks, using invisibility to withdraw and reposition themselves between each attack. They may negotiate with a stronger opponent to arrange a ceasefire, or even give up territory or tribute, but usually fight to the death rather than be captured.

Change Shape (Su): A yaksha can assume any animal or humanoid form of its own size or smaller, or revert to its own form, as a standard action. A yaksha remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the yaksha reverts to its natural form when killed. A true seeing spell reveals its natural form.

Rock Throwing (Ex): Yakshas are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A yaksha of at least Medium size can hurl rocks weighing 20 pounds each (Tiny objects) up to five range increments, with a range increment of 180 feet. It uses both hands when throwing a rock. A Large yaksha can hurl rocks of 40 to 50 pounds each (Small objects).

Spell-Like Abilities: At will—invisibility (self only); 3/day—quickened invisibility (self only); 1/day—create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 15), wind walk. Once per day, a yaksha can assume gaseous form (as the spell) for up to 1 hour. Caster level 18th. The save DCs are Charisma-based.

Skills: A yaksha has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a yaksha gains an additional +10 circumstance bonus on Disguise checks.

Originally appeared in Supplement IV: Gods, Demigods, Heroes (1976).
 
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Shade

Monster Junkie
Fish, Subterranean, Iridescent Plecos

http://www.enworld.org/forum/general-monster-talk/219604-converting-monsters-second-edition-monstrous-compendiums-50.html

Fish, Subterranean, Iridescent Plecos
Tiny Animal (Aquatic)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: Swim 30 ft. (6 squares)
Armor Class: 13 (+2 size, +1 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +0/-11
Attack: Bite +4 melee (1d3-3 plus disease)
Full Attack: Bite +4 melee (1d3-3 plus disease)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Disease
Special Qualities: Scent, superior low-light vision
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 4, Dex 13, Con 10, Int 1, Wis 12, Cha 7
Skills: Listen +5, Spot +5, Swim +9
Feats: Alertness, Weapon Finesse (B)
Environment: Any underground aquatic
Organization: Solitary, outbreak (2-20), or school (10-100)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small)
Level Adjustment: —

This beautiful fish has a long, tapered body covered with shimmering scales. Its graceful motion is reminiscent of a stream of sparkling diamonds.

Iridescent plecos are omnivorous subterranean fish found in bodies of fresh water where luminous lichen or other sources approximate natural lighting. These fish scavenge rotting flesh and plants and objects thrown into the water. Although they have few natural predators, humanoids occasionally hunt them for their gemlike scales. Such hunts are futile, as the lustre leaves their malodorous skins upon death.

Adult iridescent plecos can be as little as 6 inches long, but most range from 1 to 2 feet long and weigh between 1 and 4 pounds.

COMBAT

Iridescent plecos are non-aggressive, usually attacking only in self-defense. Although the bony ridges of their mouths cause little harm, their barbels transmit a dangerous disease.

Disease (Ex): Iridescent fever—bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Str and 1d3 Con. The save DC is Constitution-based and includes a +2 racial bonus.

Superior Low-Light Vision (Ex): An iridescent plecos can see five times as far as a human can in dim light.

Skills: An iridescent plecos can use its Strength modifier or its Dexterity modifier for Swim checks. A plecos 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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Shade

Monster Junkie
Mimic, Greater

http://www.enworld.org/forum/general-monster-talk/278982-finishing-off-mimics.html

Mimic, Greater
Huge Aberration (Shapechanger)
Hit Dice: 15d8+90 (157 hp)
Initiative: +4
Speed: 5 ft. (1 square, cannot run)
Armor Class: 20 (–2 size, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +11/+29
Attack: Slam +20 melee (2d6+10)
Full Attack: 2 slams +20 melee (2d6+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Adhesive, crush, engulf, illusions
Special Qualities: Darkvision 60 ft., immunity to acid, mimic shape, spell resistance 13
Saves: Fort +11, Ref +7, Will +11
Abilities: Str 31, Dex 10, Con 23, Int 12, Wis 15, Cha 14
Skills: Climb +18, Disguise +28, Listen +20, Spot +20
Feats: Combat Expertise, Improved Initiative, Lightning Reflexes, Power Attack, Stand Still, Weapon Focus (slam)
Environment: Underground
Organization: Solitary
Challenge Rating: 9
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 16-22 HD (Huge); 23–44 HD (Gargantuan); 45-60 HD (Colossal)
Level Adjustment: —

What originally appeared to be an object now shows signs of organic life as the creature sprouts a lashing pseudopod.

Greater mimics are a larger, more intelligent version of the common mimic with limited magical powers. Most sages agree that they are not a separate species, but are ordinary mimics of exceptional size and cunning that have been mutated by subterranean magical forces.

A greater mimic has the same personality as its smaller kin, being interested solely in its own security, food, and wealth - in that order. They may form alliances with other creatures, but will dispassionately devour their allies the instant the relationship ceases being useful.

Greater mimics speak Common and Undercommon. They usually "speak" by creating an illusion of a humanoid, but can talk with their actual mouths.

Combat

A greater mimic imitates a room or small cavern and tries to lure prey into stepping inside this chamber, often using illusions or treasure as bait. Once victims enter this chamber, the mimic snaps the entrance close and fastens onto its prey with adhesive, then collapses its body and attempts to crush its victims to death. Should opponents refuse to enter its chamber, a greater mimic can exude adhesive-coated pseudopods and try to drag them into its crushing interior.

A greater mimic will fight to the death if it has no alternative, but prefers to negotiate surrender or withdrawal when a foe threatens its life. It may offer treasure (or demand tribute!) as additional inducement.

Adhesive (Ex): A greater mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam or engulf attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first.

A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 23 Reflex save. A successful DC 23 Strength check is needed to pry it off. The save DCs are Constitution-based.

Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

Crush (Ex): A greater mimic can deal 2d6+10 points of damage with a successful grapple check. It can deal 4d6+20 points of damage without needing a grapple check against opponents it has engulfed (see below).

Engulf (Ex): A greater mimic can use its mimic shape power to form a cavity within its body that imitates a room, natural cavern or other chamber. A Huge greater mimic can form a chamber up to a 10-foot cube in size, a Gargantuan greater mimic can form up to a 20-foot cube chamber and a Colossal greater mimic can form a 30-foot cube chamber. Greater mimics can open multiple chambers within their body, but usually choose to form themselves into a single room or cave.

A greater mimic can snap open and close the entrances to its chamber(s) as a free action, trapping any creatures within. It can also trap creatures by simply moving over them, affecting as many as it can cover. Opponents can escape this engulf attack if they succeed at a DC 27 Reflex save, thereby leaping out of the "door" before it seals or avoiding the mimic's advance. They can also make opportunity attacks against the greater mimic, but if they do so they are not entitled to a saving throw against the engulf. An opponent who fails this reflex save will become stuck inside the mimic by its adhesive (see above).

In addition, a greater mimic can use its pseudopods to pull a grappled opponent into its chamber with a successful grapple check. The opponent is not entitled to a Reflex save or an attack of opportunity in this circumstance, but any creatures within the chamber who are not adhered to the mimic may attempt a DC 27 Reflex save to escape.

A greater mimic can use its crush attack against all opponents it has engulfed without needing to succeed at a grapple check, simply by slamming its walls, floor and ceiling together. This does twice the damage of its normal crush attack (4d6+20 for a typical greater mimic).

A Huge greater mimic can engulf 2 Large creatures, 8 Medium creatures, 32 Small creatures, 128 Tiny creatures and 512 Fine or smaller creatures.

The save DCs are Strength-based.

Illusions (Sp): A greater mimic can create illusions with visual, auditory, olfactory and thermal components equivalent to a major image spell (caster level 15th), except it can only create illusions within 10 ft. of its body or inside a chamber formed with its body.

Mimic Shape (Ex): A greater mimic can assume the shape of any solid object that fills roughly 1000 cubic feet (10 feet by 10 feet by 10 feet), such as a massive statue, a buttress, or a small gatehouse. The creature can double its volume by opening chambers within its body, which it uses to trap prey (see Engulf, above). A greater mimic's body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the greater mimic can detect the ruse with a successful Spot check opposed by the mimic's Disguise check. Of course, by this time it is generally far too late.

Skills: A greater mimic has a +8 racial bonus on Disguise checks.

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

Shade

Monster Junkie
Dragite

http://www.enworld.org/forum/general-monster-talk/267799-converting-monsters-polyhedron-magazine-17.html

Dragite
Tiny Fey
Hit Dice: 1d6 (3 hp)
Initiative: +2
Speed: 20 ft. (4 squares), burrow 5 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Slam +2 melee (1d2-3)
Full Attack: 2 slams +2 melee (1d2-3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Care for dragon, darkvision 60 ft., low-light vision, scent
Saves: Fort +0, Ref +4, Will +2
Abilities: Str 5, Dex 14, Con 10, Int 7, Wis 11, Cha 10
Skills: Craft (trapmaking) +1, Escape Artist +6, Hide +16*, Jump -9, Listen +1, Move Silently +8, Profession (miner) +3, Survival +1
Feats: Dodge (B), Stealthy, Weapon Finesse (B)
Environment: Any land
Organization: Solitary, pair, or tribe (40-160)
Challenge Rating: 1/6
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

This tiny humanoid is vaguely mole-like, with large, protruding ears and a long snout. Its torso is covered with coarse brown fur, while the rest of its body is hairless. Its light gray skin is rough and scaly.

Dragites, or "dragon mites" as they are sometimes called, are tiny fey that make their homes in the lairs of any dragons who will tolerate them. Dragites are fair miners, and live in small tunnels dug in the walls and floor of a dragon's lair. These timid scavengers are easy prey for other creatures, and without their dragon protectors, dragites soon would be extinct.

Dragites dedicate their lives to their dragon host. They feed upon the scavenged leftovers of the dragon's meals (keeping the dragon's lair clean in the process), and supplement their diet with whatever food they can gather on their own. The dragites keep their host dragon clean and tend its wounds. A dragon who allows dragites into its lair is generally healthier than one that does not. Dragites serve as scouts and spies for their host dragon, and sometimes as sentries, waking their sleeping host when hostile creatures approach. A host dragon might even use dragites as a form of currency, trading a few of its dragites to another of its kind for a bit of treasure.

Dragites have one major flaw that prevents them from being welcomed in all dragons' lairs: they covet shiny objects, particularly brightly colored gems and jewelry. As a result, they frequently filch these items from the dragon's hoard, along with the occasional gold or platinum coin or small magic item. If gone unchecked, a tribe of dragites can steal up to one-tenth of a dragon's hoard and hide it out of the dragon's reach in their tiny tunnels. Very patient and kind dragons can, occasionally, persuade their dragites to return an important item -- particularly if they have access to charm magics.

A typical dragite is 1 foot tall and weighs 2 pounds. Dragites reproduce once every three years, and have a lifespan of around 40 years.

All dragites speak Sylvan, and those with a high enough intelligence to gain additional languages always learn Draconic as their first bonus language.

COMBAT

Dragites are shy, peaceful, and usually inoffensive, bearing no malice toward any other creatures. If faced with danger, they attempt to flee into their small tunnels or any other cramped space. A dragite will fight only to defend its mate or offspring.

Care For Dragon (Ex): A colony of dragites can tend a sickly or injured dragon. While being cared for by dragites, a dragon's natural healing recovers hit points and ability damage at three times the normal rate, and it gains a +3 bonus to its saving throws against poison and disease. The increased natural healing does not stack with the long-term care provided by the Heal skill. It takes at least one dragite per racial hit dice of the dragon to provide this care.

Myopic (Ex): Dragites are nearsighted, resulting in a -8 racial penalty on Spot checks made beyond 30 feet.

Skills: Dragites have a +2 racial bonus on Craft (trapmaking) and Profession (miner) checks and a +4 racial bonus on Escape Artist, Hide, and Move Silently checks. *Dragites dye their fur to match their dragon's coloration, granting them a +5 circumstance bonus on Hide checks made within a the lair of a dragon with similarly-colored scales.

SOCIETY

Dragite tribes consist of equal numbers of male and female adults, plus 20% noncombatant young of both sexes. Wyrm or great wyrm host dragons often have dragite tribes two or three times normal size. Most tribes also will have a dozen or so leaders of average intelligence, capable of speaking Draconic. These leaders are the only dragites allowed to communicate directly with the dragon. The tribe's only lord is the host dragon, so all leaders are of equal rank beneath it.

Each dragite reveres the dragon and will do almost anything the dragon commands, short of charging directly into combat. The will, however, set traps for, steal from, or harry invaders. A tribe of dragites leaves a dragon's lair only when driven out.

Originally appeared in Polyhedron #67 (1992).
 
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