Creature Catalog new 3.5 conversions (Part Two)

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Shade

Monster Junkie
Sentinel Eidolon

http://www.enworld.org/forum/general-monster-talk/290367-converting-monsters-dragon-magazine-36.html

Sentinel Eidolon
Large Construct
Hit Dice: 18d10+30 (129 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 36 (-1 size, +1 Dex, +26 natural), touch 10, flat-footed 35
Base Attack/Grapple: +13/+29
Attack: Psiforged blade +27 melee (3d6+26)
Full Attack: Psiforged blade +27/+27/+17 melee (3d6+26)
Space/Reach: 10 ft./10 ft. (15 ft. with psiforged blade)
Special Attacks: Psiforged blade, psychic assault
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., healed by acid and electricity, immunity to fire, low-light vision, rust vulnerability, spell resistance 24
Saves: Fort +6, Ref +7, Will +6
Abilities: Str 33, Dex 13, Con —, Int —, Wis 11, Cha 15
Skills: —
Feats: Whirlwind Attack (B)
Environment: Any
Organization: Solitary or vigil (2-4)
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 19-24 HD (Large); 25-54 HD (Huge)
Level Adjustment: —

This iron statue is at least twice as tall as a human. It stands on two legs and is shaped something like a humanoid with a grotesquely alien head. Its 'face' has two bulbous eyes separated by a bony ridge and eight cilia-covered tentacles where its mouth should be. The statue holds a huge, oddly-shaped sword in its three-fingered hands.

Sentinel eidolons are powerful constructs whose origins are lost to the ages. Sages speculate they were created by an elder race of aberrations—possibly illithids, due to the similarities in appearance between these constructs and the flayers. If this is the case, one wonders why all sentinel eidolons appear to be at least several centuries old.

The glowing orbs of a destroyed sentinel eidolon function as if a continual flame spell had been cast upon each of them. The effect cannot be dispelled.

A sentinel eidolon stands 13 feet tall and weighs about 5,000 pounds.

COMBAT

A sentinel eidolon follows whatever combat instructions its ancient masters programmed it with. It normally begins combat with a psychic assault, then close to melee with its psiforged blade. Most eidolons are programmed to quickly kill creatures stunned by its psychic assault, eliminating them before they can recover.

Psiforged Blade: A sentinel eidolon wields a huge, bizarrely-shaped blade in both hands. This psiforged blade functions as a +4 psychokinetic collision greatsword with a 15-foot reach (20-foot for a Huge sentinel eidolon). The psiforged blade is an intrinsic part of the eidolon. A sentinel eidolon cannot be disarmed or sundered, and if it is destroyed its psiforged blade is also destroyed.

Healed by Acid and Electricity (Ex): If a sentinel eidolon is hit by an attack that deals acid or electricity damage (whether magical or mundane) it heals 1 point of damage for each point of acid or electricity damage the attack would normally deal. If the amount of healing would cause the eidolon to exceed its full normal hit points, it gains any excess as temporary hit points.

Psychic Assault (Su): Once per day, a sentinel eidolon can unleash a potent psionic blast in a cone 60 feet long. Anyone caught in this cone takes 7d8 damage and must succeed on a DC 21 Will save or be stunned for 4d4 rounds. Creatures with immunity to mind-affecting attacks take the damage but are immune to the stunning. The save DC is Charisma-based.

Rust Vulnerability (Ex): A sentinel eidolon is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Originally appeared in Originally appeared in Dragon Magazine #46 (1981).
 
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Shade

Monster Junkie
Hyena, Spotted

http://www.enworld.org/forum/general-monster-talk/260747-converting-real-world-animals-vermin-68.html

Hyena, Spotted
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d8+3)
Full Attack: Bite +4 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6
Skills: Hide +3*, Listen +6, Move Silently +3, Spot +4
Feats: Alertness, Power Attack
Environment: Warm plains
Organization: Solitary, pair, or pack (7–16)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–5 HD (Large)
Level Adjustment: —

Dark spots cover the short fur of this hyena. Its neck and forequarters are large and powerful, with a sparse mane. Its back slopes down to its hindquarters, which are smaller in comparison.

Spotted hyenas are the largest modern hyena. Their pack hierarchy is dominated by the females, who are larger and more aggressive than the males. A spotted hyena's jaws and stomach acids are so powerful they can devour bones. They have a reputation as scavengers, and will eat carrion and scavenge rubbish, but mostly live by hunting big herbivores and pirating kills from other carnivores. Spotted hyenas can live on the outskirts of humanoid habitations if not actively persecuted.

Spotted hyenas are very vocal, frequently calling to their packmates. They are also called "laughing hyenas" because some of their calls resemble laughter or giggles from a maniac.

A spotted hyena is 3 to 5½ feet long (plus about a foot of tail), stands 2 to 3 feet at the shoulder, and weighs 90 to 180 pounds.

COMBAT

Spotted hyenas tend to hunt alone or in small groups, but the whole pack may join together to attack difficult prey such as zebras or to drive a powerful carnivore from its kill. They may prey upon humanoids, but this is rare. A spotted hyena is much more likely to steal an adventurer's dinner than try to rip out their throat.

A spotted hyena will try to trip its opponent and then rip them apart with bite attacks, often boosted with its Power Attack feat. A pack of spotted hyenas usually seeks to outflank their opponents, and as soon as one hyena succeeds in tripping an opponent other hyenas will rush in to savage the fallen target.

Trip (Ex): A spotted hyena that hits with its bite attack can attempt to trip the opponent (+2 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 hyena.

Skills: *Hyenas have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.

Originally appeared in Dragon Magazine #102 (1985).
 
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Shade

Monster Junkie
Leech, Magical

http://www.enworld.org/forum/general-monster-talk/201788-converting-psionic-creatures-64.html

Leech, Magical
Diminutive Magical Beast (Aquatic)
Hit Dice: 1/4d10 (1 hp)
Initiative: +1
Speed: Swim 10 ft. (2 squares)
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +1/-4
Attack: Touch +5 melee (attach)
Full Attack: Touch +5 melee (attach)
Special Attacks: Absorb magic, attach, dampen magic, shocking touch
Special Qualities: Amphibious, blindsight 10 ft., detect magic, scent, spell resistance 18
Saves: Fort +4, Ref +1, Will -1
Abilities: Str 1, Dex 12, Con 11, Int 1, Wis 8, Cha 10
Skills: Hide +21, Swim +9
Feats: Great Fortitude, Weapon Finesse (B)
Environment: Warm marsh
Organization: Colony (2-5) or swarm (6-30)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This creature looks like an ordinary leech, except its black, slimy body occasionally produces a purplish spark.

A magical leech feeds off magic, it does not eat blood like a normal leech. These disgusting creatures are a bane to spellcasting creatures, for the magic in spells is their favorite meal. Magical leeches live in warm wetlands just like mundane leeches. The purplish sparks a magical leech occasionally gives off are too dim to illuminate their surroundings or give away their hiding place. A leech that's bloated by feeding on magic produces sparks much more frequently.

Magical leeches have tiny hooks along the edges of their flat bodies that catch on clothing or fur. This allows them to cling to their host tenaciously, dropping off only when the magical energies of the victim have been exhausted or a better source of food comes along.

A magical leech is 6 to 12 inches long and weighs less than a pound.

COMBAT

Magical leeches hide in water or undergrowth until they sense a magic-using or spellcasting creature passing nearby. They then try to attach themselves to the creature and drain its magic until their victim has no magical powers left or the leech can absorb no more. The leech then drops off and processes its meal.

If a magical leech is attacked, it defends itself with its shocking touch power.

Absorb Magic (Su): A magical leech can absorb spells from nearby spellcasters. For each minute that a spellcaster spends within 3 ft of a magical leech, the caster must make a DC 10 Will save. On a failed save, the caster loses one prepared spell or spell slot of the highest level remaining, and the leech absorbs a corresponding number of spell levels.

A magical leech can also absorb magic from spells (or spell-like abilities) cast in its vicinity (see Dampen Spell, below).

In addition, a magical leech can absorb charges from charged magical items, absorbing one charge per minute of contact. A charge grants the leech as many levels as appropriate to the effect (for example, a charge from a wand of magic missile gives 1 level, but a charge from a wand of fireball gives 3 levels). Charges of non-spell effects grant one level for every two caster levels of the effect (rounded up). The charges are forever lost to the magic item, as if they had been used normally.

Magical leeches may also absorb the magic from a permanent magical item (or one with daily charges), eventually rendering it a mundane item. This ability requires continuous contact. Each day of contact with the leech, the magic item must succeed at a Will save or be completely drained of magic. The Will save is initially DC 10, but increases by +1 DC for each day beyond the first that the leech maintains continual contact. The leech gains 10 spell levels per level of each of the magic item's spell effects (or 1/2 the caster level of the effect, rounded up). A magical leech's ability to absorb magic has no effect on artifacts.

The save DCs are Charisma-based.

Attach (Ex): If a magical leech hits with its touch attack, it uses the tiny hooks along its body to latch onto the opponent’s body. It deals no additional damage when it is attached. An attached leech loses its Dexterity bonus to AC and has an AC of 12. Magical leeches have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

The touch of a magical leech is very subtle and carries a mild numbness. A victim must succeed on a DC 20 Spot or Autohypnosis check to notice the leech attaching itself.

An attached magical leech can be struck with a weapon or grappled itself. To remove an attached leech through grappling, the opponent must achieve a pin against the creature.

Dampen Spell (Su): Any spell or spell-like ability cast within 3 feet of a magical leech is affected by the leech's spell resistance, even if spell resistance does not normally apply to that spell. If multiple leeches are within 3 ft., only the highest spell resistance applies. If a spell does not overcome the leech's spell resistance, the spell or spell-like ability has no effect and that leech gains spell levels as per its Absorb Magic ability.

Detect Magic (Su): Detect magic is always active upon a magical leech. This functions as the spell of the same name. It can be dispelled, but the magical leech can reactivate it as a free action. Caster level 10th.

Shocking Touch (Su): As an immediate action, a magical leech can release a burst of energy that automatically hits any creature touching the leech, doing 1d3 points of electrical damage plus 1 point per spell level the leech has stored (maximum damage 1d3+10 for 10 spell levels). This costs the leech 1 spell level. A magical leech without stored spell levels cannot use shocking touch.

Spawn (Ex): If a magical leech absorbs 10 or more spell levels, the leech crawls away to the nearest wet, sheltered spot and gives birth to 1d6 more magical leeches. This process takes 3d4 days and empties the leech's spell level pool.

Skills: Magical leeches have a +4 racial bonus on Hide checks. A magical leech 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. Magical leeches use either their Strength modifier or Dexterity modifier for Swim checks, whichever is higher.

Magical Leech Swarm
Diminutive Magical Beast (Aquatic, Swarm)
Hit Dice: 6d10 (33 hp)
Initiative: +1
Speed: Swim 10 ft. (2 squares)
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +1/-
Attack: Swarm (1d6 plus infestation)
Full Attack: Swarm (1d6 plus infestation)
Space/Reach: 10 ft./0 ft.
Special Attacks: Absorb magic, attach, dampen magic, distraction, infestation, shocking touch
Special Qualities: Amphibious, blindsight 10 ft., detect magic, immune to weapon damage, scent, SR 21, swarm traits
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 1, Dex 12, Con 11, Int 1, Wis 8, Cha 10
Skills: Hide +21, Spot +4, Swim +9
Feats: Ability Focus (distraction), Great Fortitude, Iron Will
Environment: Warm marsh
Organization: Solitary or plague (2-4 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

COMBAT

Absorb Magic (Su): A magical leech swarm can absorb spells from nearby spellcasters. For each minute that a spellcaster spends within 3 ft of a magical leech, the caster must make a DC 13 Will save. On a failed save, the caster loses one prepared spell or spell slot of the highest level remaining, and the leech swarm absorbs a corresponding number of spell levels.

A magical leech swarm can also absorb magic from spells (or spell-like abilities) cast in its vicinity (see Dampen Spell, below).

In addition, a magical leech swarm can absorb charges from charged magical items, absorbing one charge per minute of contact. A charge grants the leech swarm as many levels as appropriate to the effect (for example, a charge from a wand of magic missile gives 1 level, but a charge from a wand of fireball gives 3 levels). Charges of non-spell effects grant one level for every two caster levels of the effect (rounded up). The charges are forever lost to the magic item, as if they had been used normally.

Magical leech swarms may also absorb the magic from a permanent magical item (or one with daily charges), eventually rendering it a mundane item. This ability requires continuous contact. Each day of contact with the leech, the magic item must succeed at a Will save or be completely drained of magic. The Will save is initially DC 13, but increases by +1 DC for each day beyond the first that the leech swarm maintains continual contact. The leeches gains 10 spell levels per level of each of the magic item's spell effects (or 1/2 the caster level of the effect, rounded up). A magical leech swarms ability to absorb magic has no effect on artifacts.

The save DCs are Charisma-based.

Dampen Spell (Su): Any spell or spell-like ability cast within 3 feet of a magical leech swarm is affected by the swarm's spell resistance, even if spell resistance does not normally apply to that spell. If multiple magical leeches or magical leech swarms are within 3 ft, only the highest spell resistance applies. If a spell does not overcome the leech's spell resistance, the spell or spell-like ability has no effect and that leech gains spell levels as per its Absorb Magic ability.

Detect Magic (Su): Detect magic is always active upon a magical leech. This functions as the spell of the same name. It can be dispelled, but the magical leech can reactivate it as a free action. Caster level 10th.

Distraction (Ex): Any living creature vulnerable to the magical leech swarm's damage who notices the swarm and begins its turn with a swarm in its square is nauseated for 1 round; a DC 15 Fortitude save negates the effect. The save DC is Constitution-based.

Infestation (Ex): Any living creature that takes damage from a magical leech swarm risks being infested by the leeches. Every round, the creature must make a DC 16 Reflex save or have 1d12 magical leeches attach themselves to the creature's body and start draining magical energy. These individual leeches will still be attached if the creature leaves a square occupied by the leech swarm, and are not affected by the magical leech swarm's swarm attack, distraction, power drain, or shocking touch attacks. If the Reflex save succeeds, the creature negates that round's infestation by dodging the swarming leeches or brushing them off before they attach themselves. The save DC is Dexterity-based and includes a +2 racial bonus.

Shocking Touch (Su): As an immediate action, a magical leech swarm can release a burst of energy against any creature in its space (the swarm can target any or all creatures in its space, and can elect not to target some creatures). The shocking touch automatically hits all targeted creatures, doing 1d3 points of electrical damage plus 1 point per spell level the leech swarm has stored (maximum damage 1d3+10 for 10 spell levels). This costs the leech swarm 1 spell level for every creature it targets. A magical leech swarm without stored spell levels cannot use shocking touch.

Skills: Magical leeches have a +4 racial bonus on Hide checks. A magical leech 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. Magical leeches use either their Strength modifier or Dexterity modifier for Swim checks, whichever is higher.

Originally appeared in Ravenloft Monstrous Compendium Appendix III: Creatures of Darkness (1994).
 

Shade

Monster Junkie
Spider, Xakhun, Doomspider

http://www.enworld.org/forum/general-monster-talk/290367-converting-monsters-dragon-magazine-39.html

Spider, Xakhun, Doomspider
Small Magical Beast
Hit Dice: 1d10 (5 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +1/-5
Attack: Bite +5 melee (1d4–2)
Full Attack: Bite +5 melee (1d4–2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death throes, web strand
Special Qualities: Darkvision 60 ft., tremorsense 60 ft.
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 7, Dex 17, Con 10, Int 3, Wis 10, Cha 6
Skills: Climb +11, Hide +11*, Move Silently +4*, Spot +5, Tumble +5
Feats: Dodge, Weapon Finesse (B)
Environment: Any temperate or warm land and underground
Organization: Solitary or Xan Kraban (1 plus 1 rigger and 2-10 drop spiders or 2-5 leaping sword spiders)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: Small (2-3 HD); Medium (4-7 HD); Large (8-15 HD); Huge (16-20 HD)
Level Adjustment: —

This two-foot-diameter spider is covered in black fur.

The doomspider (also known as the “Vengeance of Lolth”) is an innocuous, relatively docile arachnid. While it is non-venomous, it can relax an internal sphincter to allows the chemicals in two internal sacs to combine, triggering a deadly explosion. The sacks can be surgically removed (a hazardous process which inevitably kills the creature) and their contents used to create alchemical compounds and powerful, portable explosive devices.

The Xakhun drow sail the skies in windships in groups known as Xan Krabans. Lolth created the various Xakhun spiders to bolster the fighting capability of the Xan Krabans, although some can be found in traditional subterranean drow cities, serving priestesses of the Spider Queen. Xakhun spiders normally hide in the crew compartment of the windship until called upon to attack nearby ships and enemies. The doomspider is basically ignored by the other Xakhun spider breeds.

A doomspider obeys only the commands of its chosen mistress (usually the windship captain). On occasion, Lolth has been known to command a doomspider to trigger its chemical explosion to destroy the windship of a captain or crew who has lost her favor. In cases where a Xakhun captain is mistreating her spiders, the Spider Queen often commands the captain’s doomspider to explode in a manner that leaves the captain dead and the majority of the crew alive so that the survivors might consider the cause of their captain’s misfortune.

A typical doomspider is 2-1/2 feet in diameter, 3 inches tall, and weighs 10 to 12 pounds.

COMBAT

When not commanded to trigger its own death throes, a doomspider bites only those who attack it or its mistress. If its mistress is slain, a doomspider usually initiates its death throes 1d4 rounds afterward.

Death Throes (Ex): A doomspider's body contains a pair of sacs filled with two chemical fluids which are harmless separately, but explode when mixed together. A doomspider can mix these chemicals together as a swift action. The following round the chemicals explode on the doomspider's turn, killing the spider and doing 8d6 points of fire damage to everything within a 20-ft. radius (DC 16 Reflex save for half damage). Once the fluids mix the doomspider cannot cancel the explosion. A doomspider also explodes if it is violently killed, detonating one round after it dies. The DCs are Constitution-based and include a +6 racial bonus.

If a doomspider is paralyzed (or otherwise immobilized) its fluid-sacs can be safely removed with a DC 16 Heal check. This kills the spider, and if the Heal check fails the chemicals will mix and explode as described above. The chemicals are individually safe, so can be transported in separate containers without fear of an explosion. These two containers may be thrown as a splash weapon, detonating at the point of impact.

Tremorsense (Ex): A doomspider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Web Strand (Ex): Doomspiders often wait in trees, ship's rigging or on ceilings, then lower themselves silently on silk strands to leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size.

Skills: Doomspiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A doomspider spider can always choose to take 10 on Climb checks, even if rushed or threatened. Doomspiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

* Doomspiders have a +8 racial bonus on Hide and Move Silently checks when using their web strands.

Originally appeared in Dragon Magazine #244 (1998).
 
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Shade

Monster Junkie
Ni’iath

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-61.html#post5740163

Ni’iath
Medium Magical Beast (Extraplanar)
Hit Dice: 5d10+5 (32 hp)
Initiative: +3
Speed: Fly 50 ft. (10 squares)(perfect)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +5/+8
Attack: Tail sting +8 melee (1d6+3/18-20)
Full Attack: Tail sting +8 melee (1d6+3/18-20) and 2 claws +6 melee (1d3+1) and bite +6 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Augmented critical, gravity fling
Special Qualities: Darkvision 60 ft., immunity to gravity effects, low-light vision
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 17, Dex 17, Con 13, Int 6, Wis 12, Cha 11
Skills: Spot +9
Feats: Flyby Attack, Multiattack
Environment: Twin Paradises of Bytopia
Organization: Solitary or pack (2-9)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: —

This wormlike creature swims through the air using two fan-shaped fins on either side of its head. The viciously jawed head has four narrow eyes equidistantly spaced around it. Its body has a pair of arms with four-clawed fingers jutting from its sides, and tapers into a whiplike tail with a sharp barbed tip.

Ni'iath are flying predators native to the outer plane of Brytopia. These creatures are apparently immune to gravity, and float in the air as if weightless - indeed, sages have determined they have no concept of "up" or "down". They are able to impose gravity on opponents they strike with their tail-barb, hurling them through the air as though by a catapult.

A ni'iath's mind is akin to a wolf's. They live in packs and constantly vie with each other for dominance. The pack keeps a lair in some inaccessible spot, such as a mountain cave, cliff ledge, or deep crevice. Ni'iaths take good care of their young, keeping them well-guarded in their lair.

A typical niath is about 5 feet long (not including the tail, which is another 5 feet). Their gravity manipulation powers mean they are effectively weightless, although they have a mass equivalent to about 100 pounds.

COMBAT

Ni'iaths usually hunt in packs like wolves, hounding their chosen prey until it is too tired to resist. A ni'iath prefers to hunt sizable animals such as deer and cattle (or humanoids), but will prey on small game like birds and rabbits. They occasionally carry live food back to their lair to devour later, possibly after their young practice their hunting- and killing-techniques on it.

Ni'iaths start combat by trying to catapult an opponent into a nearby object (boulder, tree, et cetera) with their tail-sting attack. A ni'ath's immunity to gravity means it cannot perform a dive attack, but they often use charge attacks. Ni'iaths never catapult prey anywhere they might lose it, such as over a cliff. The ni'iath pack then closes in on their chosen prey, either finishing it off with their claws and teeth, or carrying their victim off to their lair.

Augmented Critical (Ex): ni'iath's tail sting threatens a critical hit on a natural attack roll of 18–20.

Gravity Catapult (Su): A ni'iath's tail sting can create a gravity-manipulation field similar to the reverse gravity spell. If a ni'iath scores a critical hit on an object or creature of up to Huge size, the target is catapulted 100 ft. away. The ni'iath can gravity catapult a target in whatever direction it chooses; if no strategically desirable direction exists the ni'iath catapults the target in a random direction. During its flight, the gravity catapulted object or creature feels no effects of gravity. At the end of its flight, the target again becomes sensitive to gravity and may take falling damage. The effect ends if the target hits an obstacle before travelling for 100 ft, but both the catapulted victim and the obstacle take 2d4 points of bludgeoning damage.

Immunity to Gravity Effects (Ex): A ni'iath is immune to any gravity-based effect (such as a reverse gravity spell or falling damage). It can perform all actions (including flying with perfect maneuverability) without penalty whether it is in light, heavy or normal gravity. Flying ni'iaths are unable to dive or make dive attacks, since they cannot use the pull of gravity to speed their descent. An inactive ni'iath simply hovers in the air, drifting with the wind until it rots away or is eaten.

Originally appeared in Planes of Conflict (1995).
 
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Shade

Monster Junkie
Dog, War

http://www.enworld.org/forum/general-monster-talk/260747-converting-real-world-animals-vermin-74.html

Dog, War
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 17 (+1 Dex, +4 natural, +2 leather armor), touch 11, flat-footed 16
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d8+4)
Full Attack: Bite +4 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 17, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +11, Listen +5, Spot +5, Swim +4, Survival +1
Feats: Alertness, Track (B)
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This powerfully-built dog has a massive head and heavy jaws. It is dressed in armor of cured leather.

A war dog is a canine specially bred for strength and aggression, then trained for warfare or guard duty.

War dogs are proficient in light armor and are normally dressed in leather barding by their owners. A few war dogs wear spiked armor, although they are not proficient in weapons and thus have a -4 penalty to attack with armor spikes.

A typical war dog is 2½ to 3 feet tall at the shoulder and weighs from 150 to 180 pounds.

COMBAT

A war dog will attack on command or when threatened by a stranger. Normally, the dog grabs its opponent and tears into them with its jaws. War dogs with special training (see Training a War Dog, below) can be taught to pin or disarm an opponent on command, instead of fighting to kill or injure. A few war dogs can make trip attacks just as wolves do (see the wolf entry).

Improved Grab (Ex): To use this ability, a war dog must hit an opponent up to 1 size category larger than itself 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.

Skills: War dogs have a +4 racial bonus on Jump checks.

Training A War Dog
War dogs can be trained for a general purpose and taught tricks following the rules for the Handle Animal skill. A trained war dog gains the attack trick as a bonus trick, in addition to the maximum of 6 tricks it can learn with its Intelligence of 2. Some war dogs are taught tricks that are not in the standard selection described in the Handle Animal skill. Most such tricks teach the dog to use a particular special attack against an opponent on command. Examples of these "combat tricks" (and their associated Handle Animal DCs) include Disarm (DC 25), Pin (DC 20) or Trip (DC 25).

War dog pups are worth 50 gp apiece on the open market, while trained war dogs are worth 250Y gp each. Professional trainers charge 100 gp to rear or train a war dog.

Originally appeared in Monster Manual (1977).
 
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Shade

Monster Junkie
Aetosaur

http://www.enworld.org/forum/general-monster-talk/294285-converting-prehistoric-creatures-31.html

Aetosaur
Medium Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 30 ft (6 squares)
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +2/+6
Attack: Tail slap +7 melee (1d12+6) or bite +6 melee (1d4+4)
Full Attack: Tail slap +7 melee (1d12+6) or bite +6 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Skills: Hide +4, Listen +4, Spot +4
Feats: Alertness, Weapon Focus (tail)
Environment: Any warm land
Organization: Solitary or herd (4-24)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–5 HD (Medium); 6-9 HD (Large)
Level Adjustment: —

This reptilian creature resembles a thick-bodied crocodile, heavily armored with plates of horn-covered bone. Its head has a long beak with rows of small, conical teeth.

Aetosaurs are a type of herbivorous prehistoric reptiles that lived before the age of the dinosaurs. Aetosaurs ate ground vegetation, grazing off stalks and leaves or digging up roots. Ground ferns are a major part of many aetosaurs' diet.

A typical aetosaur is 6 to 8 feet long (including tail) and weighs 150 to 400 pounds, The biggest species of aetosaur could grow up to twice this size (16 feet or so), the smallest were as little as a yard long.

COMBAT

An aetosaur will defend itself with its tail and bite if attacked, but prefers to walk away from something that looks like a threat.

Spined Aetosaur
Some aetosaurs have several pairs of horn-covered spikes on the back of these shoulders, which serve as defensive weapons. Make the following changes to the stat block above:

Attack: Tail slap +7 melee (1d12+6) or bite +6 melee (1d4+4) or spines +6 melee (1d4+4)
Full Attack: Tail slap +7 melee (1d12+6) or bite +6 melee (1d4+4) or spines +6 melee (1d4+4)
Special Attacks: Spines

Spines (Ex): Any creature striking an aetosaur with handheld weapons or natural weapons must succeed on a DC 12 Reflex save or take 1d4+4 points of piercing and slashing damage from the reptile's spines. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. An aetosaur may also use its spines offensively.

Originally appeared in Dragon Magazine #112 (1986).
 

Shade

Monster Junkie
Lycanthrope, Wereweasel

http://www.enworld.org/forum/general-monster-talk/299942-special-conversion-thread-lycanthropes-their-ilk-11.html

Wereweasel, Gnome Form
Small Humanoid (Gnome, Shapechanger)
Hit Dice: 1d8+2 plus 1/2d8+2 (10 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 18 (+1 size, +4 chain shirt, +2 natural, +1 light shield), touch 11, flat-footed 18
Base Attack/Grapple: +1/-3
Attack: Longsword +2 melee (1d6/19-20) or light crossbow +3 ranged (1d6/19-20)
Full Attack: Longsword +2 melee (1d6/19-20) or light crossbow +3 ranged (1d6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Alternate form, gnome traits, low-light vision, scent, weasel empathy
Saves: Fort +6, Ref +2, Will +2
Abilities: Str 11, Dex 11, Con 14, Int 10, Wis 11, Cha 8
Skills: Balance +2, Climb +2, Craft (alchemy) +4, Escape Artist +2, Handle Animal +1*, Hide +5, Listen +4, Move Silently +0, Ride +2, Spot +1, Swim +2
Feats: Agile (B), Iron Will (B), Weapon Finesse (B), Weapon Focus (light crossbow)
Environment: Temperate hills
Organization: Solitary, pair, family (3-4), or troupe (3-4 plus 2-5 weasels and 0-2 dire weasels)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Wereweasel, Weasel Form
Tiny Humanoid (Gnome, Shapechanger)
Hit Dice: 1d8+2 plus 1/2d8+2 (10 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/-7
Attack: Bite +5 melee (1d2-4)
Full Attack: Bite +5 melee (1d2-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Curse of lycanthropy, attach
Special Qualities: Alternate form, damage reduction 10/silver, gnome traits, low-light vision, scent, weasel empathy
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 3, Dex 15, Con 14, Int 8, Wis 11, Cha 8
Skills: Balance +12, Climb +12, Craft (alchemy) +4, Escape Artist +4, Handle Animal +1*, Hide +11, Listen +4, Move Silently +6, Ride +4, Spot +1, Swim --2
Feats: Agile (B), Iron Will (B), Weapon Finesse (B), Weapon Focus (light crossbow)
Environment: Temperate hills
Organization: Solitary, pair, family (3-4), or troupe (3-4 plus 2-5 weasels and 0-2 dire weasels)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Wereweasel, Hybrid Form
Small Humanoid (Gnome, Shapechanger)
Hit Dice: 1d8+2 plus 1/2d8+2 (10 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Bite +4 melee (1d4); or claw +4 melee (1d3); or longsword +4 melee (1d6/19-20) or light crossbow +5 ranged (1d6/19-20)
Full Attack: Bite +4 melee (1d4) and 2 claws -1 melee (1d3); or longsword +4 melee (1d6/19-20) and bite -1 melee (1d4); or light crossbow +5 ranged (1d6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy, spell-like abilities
Special Qualities: Alternate form, damage reduction 10/silver, gnome traits, low-light vision, scent, weasel empathy
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 11, Dex 15, Con 14, Int 8, Wis 11, Cha 8
Skills: Balance +12, Climb +12, Craft (alchemy) +4, Escape Artist +4, Handle Animal +1*, Hide +11, Listen +4, Move Silently +6, Ride +4, Spot +1, Swim +2
Feats: Agile (B), Iron Will (B), Weapon Finesse (B), Weapon Focus (light crossbow)
Environment: Temperate hills
Organization: Solitary, pair, family (3-4), or troupe (3-4 plus 2-5 weasels and 0-2 dire weasels)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

This slim little humanoid is covered in fine fur, creamy white on its belly and red over the rest of its body. It has the head of a stoat or weasel - pointed of feature, with small round ears and beady eyes.

A wereweasel in humanoid form tends to be slim and lissom, with a long body and shorter than average limbs. They tend to have sharp features with a pointed nose, and usually were their hair short. Wereweasels have a reputation for cleverness and guile.

The wereweasel presented here is a 1st-level gnome warrior and natural lycanthrope, using the following base ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

COMBAT

Wereweasels are sneaky fighters who prefer to fight in hybrid form. They often turn into weasels to flee from enemies or sneak into an advantageous position to attack from. Wereweasels with dire weasels in their troupe often ride the animals into battle.

Alternate Form (Su): A wereweasel can assume the form of a weasel or a weasel-humanoid hybrid.

Attach (Ex): If a wereweasel in animal form hits with a bite attack, it uses its powerful jaws to latch onto the opponent's body and automatically deals bite damage each round it remains attached. An attached wereweasel loses its Dexterity bonus to Armor Class and has an AC of 14. An attached wereweasel can be struck with a weapon or grappled itself. To remove an attached wereweasel through grappling, the opponent must achieve a pin against the creature.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a wereweasel's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Weasel Empathy (Ex): Communicate with weasel and dire weasel, and +4 racial bonus on Charisma-based checks against weasel and dire weasel.

Skills: Gnomes have a +4 racial bonus on Craft (alchemy) and Listen checks.

In animal or hybrid form, wereweasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A wereweasel in animal or hybrid form can always choose to take 10 on a Climb check, even if rushed or threatened.

Dire Wereweasel, Hobgoblin Form
Medium Humanoid (Goblinoid, Shapechanger)
Hit Dice: 1d8+2 plus 3d8+6 (26 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +3 studded leather, +2 natural, +1 light shield), touch 11, flat-footed 16
Base Attack/Grapple: +3/+4
Attack: Longsword +4 melee (1d8+1/19-20) or javelin +4 ranged (1d6+1)
Full Attack: Longsword +4 melee (1d8+1/19-20) or javelin +4 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, darkvision 60 ft., low-light vision, scent, weasel empathy
Saves: Fort +6, Ref +4, Will +5
Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 11, Cha 8
Skills: Hide +7, Listen +5, Move Silently +10, Spot +5
Feats: Alertness, Iron Will (B), Multiattack (B), Stealthy, Weapon Finesse (B)
Environment: Temperate or warm hills
Organization: Solitary, pair, or pack (6-10)
Challenge Rating: 5
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +3

Dire Wereweasel, Weasel Form
Medium Humanoid (Goblinoid, Shapechanger)
Hit Dice: 1d8+2 plus 3d8+6 (26 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 19 (+5 Dex, +4 natural), touch 15, flat-footed 14
Base Attack/Grapple: +3/+6
Attack: Bite +11 melee (1d6+4)
Full Attack: Bite +11 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach, blood drain, curse of lycanthropy
Special Qualities: Alternate form, darkvision 60 ft., damage reduction 10/silver, low-light vision, scent, weasel empathy
Saves: Fort +6, Ref +8, Will +5
Abilities: Str 17, Dex 21, Con 14, Int 10, Wis 11, Cha 8
Skills: Hide +11, Listen +5, Move Silently +14, Spot +5
Feats: Alertness, Iron Will (B), Multiattack (B), Stealthy, Weapon Finesse (B)
Environment: Temperate or warm hills
Organization: Solitary, pair, or pack (6-10)
Challenge Rating: 5
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +3

Dire Wereweasel, Hybrid Form
Medium Humanoid (Goblinoid, Shapechanger)
Hit Dice: 1d8+2 plus 3d8+6 (26 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 19 (+5 Dex, +4 natural), touch 15, flat-footed 14
Base Attack/Grapple: +3/+6
Attack: Longsword +6 melee (1d8+4/19-20) or bite +8 melee (1d6+3) or claw +8 melee (1d4+3) or javelin +8 ranged (1d6+3)
Full Attack: Longsword +6 melee (1d8+3/19-20) and claw +6 melee (1d4+1) and bite +6 melee (1d6+1); or 2 claws +8 melee (1d4+3) and bite +6 melee (1d6+1); or javelin +8 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach, blood drain, curse of lycanthropy
Special Qualities: Alternate form, darkvision 60 ft., damage reduction 10/silver, low-light vision, scent, weasel empathy
Saves: Fort +6, Ref +8, Will +5
Abilities: Str 17, Dex 21, Con 14, Int 10, Wis 11, Cha 8
Skills: Hide +11, Listen +5, Move Silently +14, Spot +5
Feats: Alertness, Iron Will (B), Multiattack (B), Stealthy, Weapon Finesse (B)
Environment: Temperate or warm hills
Organization: Solitary, pair, or pack (6-10)
Challenge Rating: 5
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +3

This tall, lithe humanoid is covered in short, dense fur. Its fur is red apart from a creamy-white underside. The creature has the pointed face of a stoat or weasel, with small round ears and beady eyes.

There is often something feral and menacing about a dire wereweasel even when they're humanoid. Dire wereweasels in humanoid form tend to have a long, wiry torsos and shorter than average limbs. Their facial features are often pointed and vicious, and they usually wear their hair short. Dire wereweasels have a reputation for cunning and bloodthirstiness.

The dire wereweasel presented here is a 1st-level hobgoblin warrior and natural lycanthrope, using the following base ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

COMBAT

Dire wereweasels prefer to fight in hybrid form, turning into dire weasels when they need speed. They try to sneak close to ambush opponents. A dire wereweasel is a bloodthirsty foe who often refuses to retreat once it sets its jaws in an opponent, frequently fighting to the death.

Alternate Form (Su): A dire wereweasel can assume the form of a dire weasel or a weasel-humanoid hybrid.

Attach (Ex): A dire wereweasel in animal or hybrid form that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire wereweasel loses its Dexterity bonus to AC and thus has an AC of 14. An attached dire wereweasel can be struck with a weapon or grappled itself. To remove an attached dire wereweasel through grappling, the opponent must achieve a pin against the creature.

Blood Drain (Ex): A dire wereweasel drains blood for 1d4 points of Constitution damage each round it remains attached.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a wereweasel's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Weasel Empathy (Ex): Communicate with weasel and dire weasel, and +4 racial bonus on Charisma-based checks against weasel and dire weasel.

Skills: Hobgoblins have a +4 racial bonus on Move Silently checks.

Originally appeared in Dragon Magazine #40 (1980).
 
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Shade

Monster Junkie
Kappa-Ti

http://www.enworld.org/forum/general-monster-talk/268435-converting-oriental-adventures-creatures-66.html

Kappa-Ti
Medium Monstrous Humanoid (Aquatic)
Hit Dice: 8d8+24 (60 hp)
Initiative: +3
Speed: 30 ft. (6 squares), swim 60 ft.
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +8/+16
Attack: Claw +17 melee (1d8+8/19-20)
Full Attack: 2 claws +17 melee (1d8+8/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dying curse, improved grab, spells
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 5, head bowl, water immunity
Saves: Fort +5, Ref +9, Will +8
Abilities: Str 26, Dex 17, Con 16, Int 9, Wis 14, Cha 15
Skills: Escape Artist +5, Hide +12, Intimidate +6, Listen +6, Swim +16
Feats: Improved Critical (claw), Weapon Focus (claw), Spell Focus (enchantment)
Environment: Any aquatic
Organization: Solitary or pair
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic, usually evil
Advancement: By character class
Level Adjustment: —

This scaly, hunchbacked creature is about the size of a dwarf, with a powerful ape-like build. Its head is flat and plump, like a squashed toad's, with large round eyes, a long nose, and a broad mouth crammed with hooked teeth. The crown of its head has a shallow, bowl-like depression that seems to be full of water. The being's three-toed feet are webbed, while its hands are more manlike apart from the long, razor-sharp talons.

Kappa-ti are more larger, stronger and faster versions of the common kappa. Normal kappa find their more powerful relatives repulsive, possibly because kappa-ti lack the shells of common kappa. Kappa-ti are unsocial creatures who live alone or in mated pairs. In other respects their behavior is the same as normal kappa, including their taste for cucumbers and humanoid entrails.

A kappa-ti stands from 4 to 5 feet tall and weighs about 180 pounds.

Kappas speak Common and their own language.

COMBAT

A kappa-ti is a cunning combatant. It uses its spells to bewilder and weaken opponents, then attacks with their terrible claws. Kappa-ti try to take opponents by surprise. This may be as simple as leaping from the water, but they may use disguise self to appear as a harmless fisherman, or conceal their approach with an obscuring mist or invisibility spell.

Kappa-ti are not cowardly, but spurn needless risk to their own lives. They prefer to ambush lone travelers, and rarely attack groups without trying to split them up first. A kappa-ti will readily retreat if it meets effective resistance, but may return to attack again once its fast healing heals its wounds, thereby wearing down tough foes. It is wise enough to give up and seek easier prey if an opponent proves too powerful for it.

Dying Curse (Su): If a kappa-ti is killed, it inflicts a powerful curse on the creatures that slew it. This curse can affect up to 4 creatures, who must be within 800 feet of the kappa when it dies. If more than 4 creatures helped kill a kappa-ti, the curse targets the 4 who the kappa holds most responsible for its death or, if all are equally culpable, the 4 closest. The targets must succeed at a DC 20 Will save or be cursed with a -4 luck penalty on attack rolls, saves, ability checks, and skill checks. Furthermore, all creatures within 30 ft. of the cursed victim (except for creatures with a hostile attitude to the victim) will take a -1 luck penalty on attack rolls, weapon damage rolls, saves, and skill checks until they get beyond 30 feet. A kappa-ti's death curse cannot be dispelled, but it can be removed with a remove curse or similar spell if the caster succeeds at a DC 20 level check. The save DC is Charisma-based and includes a +4 racial bonus.

Head Bowl (Su): The indentation on the top of a kappa's head is filled with water from the lake or stream where the kappa lives. Movement and ordinary actions (even combat) do not cause the water to spill; however, a character grappling a kappa can empty the bowl by winning an opposed grapple check. This reduces the kappa's Strength and Constitution scores to 8, negates its fast healing ability, and prevents it from using its innate spellcasting ability (it can still cast any spells it gains from other sources, such as character levels).

Improved Grab (Ex): To use this ability, the kappa must hit with both claw attacks.

Spells: A kappa-ti casts spells as an 8th level sorcerer. It can choose its spells from the sorcerer list and can also choose any cleric or druid spell with the Water descriptor, plus any shugenja or wu jen spells from the water element. Divine spells with the Water descriptor are considered arcane spells for a kappa-ti, meaning that the creature does not need a divine focus to cast them.

Typical Spells Known (6/7/7/5/3; save DC 12 + spell level, DC 13 + spell level for Enchantments)
0—acid splash, create water, daze*, detect magic, ghost sound, read magic, resistance, touch of fatigue;
1st—disguise self, mage armor, obscuring mist, ray of enfeeblement, true strike;
2nd—bull's strength, hideous laughter*, invisibility;
3rd—dispel magic, slow;
4th—charm monster*.
*Enchantment spell.

Water Immunity (Su): Kappas are immune to water-based spells, including any spell with the word "water" in its name and shugenja or wu jen spells from the water element.

Skills: A kappa 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.

Originally appeared in Monstrous Compendium Kara-Tur Appendix (1990).
 

Shade

Monster Junkie
Stargazer

http://www.enworld.org/forum/general-monster-talk/258155-converting-greyhawk-monsters-55.html

Stargazer
Huge Magical Beast
Hit Dice: 6d10+36 (69 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 22 (-2 size, +14 natural), touch 8, flat-footed 22
Base Attack/Grapple: +6/+21
Attack: Bite +11 melee (4d6+7)
Full Attack: Bite +11 melee (4d6+7) and 2 claws +9 melee (1d8+3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Lighnting, rolling trample
Special Qualities: Camouflage, darkvision 60 ft., hibernate, low-light vision
Saves: Fort +11, Ref +5, Will +2
Abilities: Str 24, Dex 11, Con 22, Int 7, Wis 10, Cha 11
Skills: Jump +19, Spot +9
Feats: Multiattack, Power Attack, Reckless Offense
Environment: Asteroids
Organization: Solitary or pair
Challenge Rating: 5
Treasure: Triple goods (gems only, see text)
Alignment: Always chaotic neutral
Advancement: 7-15 HD (Huge); 16–24 HD (Gargantuan)
Level Adjustment: —

This huge creature has a carapace that mimics a rocky outcropping, complete with crystalline formations. A reptilian head and four clawed limbs unfold from beneath the stony shell of its carapace, while a lizard-like tail trails behind. The razor-teeth in its froglike mouth leave no doubt about its predatory nature.

A stargazer is a huge reptilian monster that can project lightning bolts from its eyes. Stargazers inhabit the sunlit side of large asteroids, basking in the continual sunlight. Their hides absorb light, both to warm their bodies and to power their lightning discharges. A stargazer's hide is superbly camouflage, and they masquerade as rocky mounds while waiting for prey.

Stargazers are highly territorial, each claiming a range of 1-3 square miles. Two stargazers may occupy opposite hemispheres of a single large asteroid, establishing the opposite sides of the gravity plane as their “territory”. If an area becomes overpopulated, a stargazer leaps from its asteroid and rolls into a ball, then drifts through space in hibernation until caught by the gravity of another asteroid or spacefaring vessel.

A stargazer's stony carapace is veined with crystals, which usually include valuable gemstones. This treasure can be chiseled out of a dead stargazer's hide, although it's easier to wait. The stargazer's carapace crumbles to dust 1d6 days after its death, freeing the gems.

A typical stargazer is 18 feet long (plus 15 feet of tail) and weighs 12,000 pounds. It stands between 12 feet and 18 feet tall, depending on whether the stargazer's walking on all four or rearing up on its hind legs. Hides show a variety of colors and crystalline formations, but generally they are reddish or violet, suggesting deposits of ruby or amethyst. Citrine, emerald and sapphire varieties are also seen.

COMBAT

A stargazer uses its camouflage ability and waits for prey to come within range, it then unleashes its lightning bolts before wading into melee. Stargazers use their rolling trample attack to retreat from a losing situation, usually inflicting significant damage as they roll through its foes. They seldom use rolling trample to enter combat, since a stargazer cannot see where it's going while rolled up.

Camouflage (Ex): Since a stargazer looks like a bluff of rock when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Knowledge (geography) or Knowledge (arcana) can use one of those skills instead of Spot to notice the beast. Dwarves can use their stonecunning bonus on rolls to notice a stargazer.

Hibernate (Ex): A stargazer can enter a state of suspended animation as a full-round action. Hibernating stargazers can survive on a day's worth of food, air, and water for every 10 years they spend in hibernation. A hibernating stargazer is still aware of its surroundings, but has a -8 penalty to its Listen or Spot checks. It can emerge from hibernation as a move-equivalent action.

Lightning (Su): A stargazer can unleash two 30 ft lines of electricity from its eyes, which do 6d6 electricity damage each (DC 19 Reflex save halves). These lines of lightning cannot overlap. The stargazer can attack with lightning three times (six lines of lightning) before it exhausts its internal electrical charge. It recharges its lightning power by basking in light (restoring one line of lightning requires 1d4+1 rounds in full sunlight or 2d4+2 rounds in lamplight or torchlight). The save DC is Constitution-based.

Rolling Trample (Ex): A stargazer can roll into a ball, gaining a +2 dodge bonus to AC. While in ball form, the stargazer may roll at twice its base speed, crushing any creature completely covered by its space, as the trample special attack, dealing 2d12+10 bludgeoning damage. A victim of this attack may make an attack of opportunity with a -4 penalty or may attempt a DC 20 Reflex save for half damage. The save DC is Strength-based.

Skills: A stargazer's powerful hind legs give it a +10 racial bonus to Jump checks.

Originally appeared in Monstrous Compendium Spelljammer Appendix II (1991).
 
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Shade

Monster Junkie
Greater Shadowrath (Abysskin)

http://www.enworld.org/forum/general-monster-talk/298248-converting-forgotten-realms-monsters-45.html

Shadowrath, Greater (template)

Black fire dances in the eyesockets and mouth of this bony humanoid. Shrunken skin like cracked charcoal is stretched across its gaunt frame.

Greater shadowraths, also known as "abysskin", are created by powerful artifacts dedicated to a death deity. Most seek out destroy wizards and those who worship magic due to an eons-old vendetta.

Greater shadowraths often don heavy, hooded cloaks to travel unnoticed through humanoid communities. However, they must take great care to keep their eyesockets and mouths hidde lest the bleeding negative energy give them away.

Creating a Greater Shadowrath
“Greater Shadowrath” is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature) slain by an artifact dedicated to a death deity.

An abysskin has all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Armor Class: A greater shadowrath has a +3 natural armor bonus or the base creature’s natural armor bonus, whichever is better.

Attack: A greater shadowrath a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A greater shadowrath fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A greater shadowrath armed with a weapon uses its touch or a weapon, as it desires.

Full Attack: A greater shadowrath fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).

Damage: A greater shadowrath without natural weapons has a touch attack that uses negative energy to deal 1d6 points of damage plus 1d4 points of Strength damage to living creatures. A greater shadowrath with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d6 points of extra damage plus 1d4 points of Strength damage on one natural weapon attack.

Special Attacks: A greater shadowrath retains the base creature's extraordinary special attacks and loses all the base creature's other special attacks and gains those described below. Save DCs are equal to 10 + 1/2 abysskin's HD + abysskin's Cha modifier unless otherwise noted.

Energy Drain (Su): Living creatures hit by a greater shadowrath's touch attack (or any other natural weapon the greater shadowrath might possess) gain one negative levels. For each negative level bestowed, the shadowrath gains 5 temporary hit points. A greater shadowrath can use its energy drain ability once per round.

If a greater shadowrath's energy drain slays a creature it destroys its victim's life force, which means the creature can not be restored to life by a raise dead or resurrection spell. A wish, miracle, or true resurrection spell can restore the victim to life.

Special Qualities: A greater shadowrath retains all the base creature’s special qualities and gains those described below.

Damage Reduction (Su): A greater shadowrath has damage reduction 10/good. Its natural weapons are treated as evil weapons for the purpose of overcoming damage reduction.

Mute (Ex): A shadowrath is as voiceless as the dead. It cannot speak, or cast spells (including spells from spell-completion items) that have a verbal component, or use magic items that require a command word.

Spell Resistance (Ex): A greater shadowrath has spell resistance equal to its CR + 8.

Turn Resistance (Ex): A greater shadowrath has +2 turn resistance.

Unholy Toughness (Ex): A greater shadowrath gains a bonus to its hit points equal to its Charisma modifier × its Hit Dice.

Abilities: Increase from the base creature as follows: Str +2, Dex +6, Wis +4, Cha +4. Being undead, an abysskin has no Constitution score.

Skills: Shadowraths have a +2 racial bonus on Hide and Move Silently checks. *Shadowraths have a +6 circumstance bonus on Hide checks when in shadowy areas. Otherwise same as the base creature.

Feats: Greater shadowraths gain Improved Initiative as a bonus feat, assuming the base creature doesn’t already have it.

Organization: Solitary or team (1-4 plus 2-12 lesser shadowraths) or cornet (2-10).
Challenge Rating: +2 for associated classes (primarily rely on stealth or fighting ability), +0 for nonassociated (primarily rely on spellcasting).
Treasure: Same as base creature.
Alignment: Always neutral evil.
Advancement: —
Level Adjustment: —

In The Realms
In the Forgotten Realms setting, shadowraths are created by the Crown of Horns, a legendary artifact created by the god Myrkul.

Sample Greater Shadowrath
The following creature has gained the greater shadowrath template.

Abysskin Troglodyte Champion
Elite troglodyte 8th level fighter
Medium Humanoid (Reptilian)
Hit Dice: 10d12+40 (105 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 21 (+5 Dex, +6 natural), touch 15, flat-footed 16
Base Attack/Grapple: +9/+13
Attack: Battleaxe +15 melee (1d8+8/×3) or touch +14 touch (1d6 plus 1d4 Str plus energy drain) or claw +13 melee (1d4+4 plus energy drain) or javelin +14 ranged (1d6+4)
Full Attack: Battleaxe +15/+10 melee (1d8+6/×3) and claw +13 melee (1d4+2 plus energy drain) and bite +13 melee (1d4+2 plus energy drain); or battleaxe +15/+10 melee (1d8+6/×3) and touch +14 touch (1d6 plus 1d4 Str plus energy drain) and bite +13 melee (1d4+2 plus energy drain); or 2 claws +13 melee (1d4+4 plus energy drain) and bite +13 melee (1d4+2 plus energy drain); or javelin +14/+9 ranged (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stench, energy drain
Special Qualities: Damage reduction10/good, darkvision 90 ft., mute, spell resistance 19, +2 turn resistance, unholy toughness
Saves: Fort +5, Ref -1, Will +0
Abilities: Str 18, Dex 20, Con --, Int 10, Wis 12, Cha 18
Skills: Hide +14*, Intimidate +12, Listen +6, Move Silently +7
Feats: Combat Reflexes, Greater Weapon Focus (battleaxe), Improved Multiattack, Multiattack (B), Improved Sunder, Power Attack, Stand Still, Weapon Focus (battleaxe), Weapon Specialization (battleaxe)
Environment: Underground
Organization: Solitary or team (1-4 plus 2-12 lesser shadowraths) or cornet (2-10)
Challenge Rating: 11
Treasure: 50% coins; 50% goods; 50% items
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —

The greater shadowrath presented here is based on an 8th-level troglodyte fighter, using the following base ability scores: Str 15, Dex 13, Con 10, Int 12, Wis 8, Cha 14.

COMBAT

Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 11 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Skills: Shadowraths have a +2 racial bonus on Hide and Move Silently checks. *Shadowraths have a +6 circumstance bonus on Hide checks when in shadowy areas

The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves to +8.

Originally appeared in City of Splendors (1994).
 
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Shade

Monster Junkie
Jarbo

http://www.enworld.org/forum/general-monster-talk/201788-converting-psionic-creatures-67.html

Jarbo
Tiny Magical Beast (Psionic)
Hit Dice: 1/2d10+1 (3 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +0/–10
Attack: Bite +6 melee (1d3-2)
Full Attack: Bite +6 melee (1d3-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Dowse water, low-light vision, scent
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 6, Dex 19, Con 12, Int 1, Wis 12, Cha 4
Skills: Hide +16, Jump +20, Listen +5, Spot +5
Feats: Alertness, Weapon Finesse (B)
Environment: Any desert
Organization: Solitary or flock (11–20)
Challenge Rating: 1/6
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This oversized rat has a round, furry body, stubby forelegs, very long hind legs, and a long tail.

Jarbos are desert-dwelling nocturnal rodents that travel in migratory flocks in search of water. They have a clairvoyant sense that allows them to "smell" water from many miles away, even if it is buried in a dry stream bed or the foot of a cliff. Upon arriving at a water source, a jarbo flock sets up a colony by digging two dozen or more burrows. Each burrow is a long, winding tunnel a foot wide, easily enough for the flexible jarbo to squeeze through, which ends in a nest 3 feet in diameter. After a few nights or weeks, predators usually locate the colony, forcing the jarbos to move on with the next moonrise. Thus they keep ahead of those who would eat them.

Jarbos feed on seeds, grass, and insects. They can survive on very little water (just a few tablespoons of per day), and their ability to sense water helps them locate concentrations of edible vegetation and insects clustered around water sources.

Jarbo pelts are sometimes used as decorations on ceremonial garb or furniture, fetching up to 1 gp in the right markets.

A typical jarbo is 2 feet long (including 9 inches of tail) and weighs 2 to 4 pounds. Jarbo subspecies differ in ear size, number of toes, and the presence or absence of fur on the tail.

COMBAT

Jarbos are unassuming, gentle creatures whose first instinct is to run and hide rather than fight. Sadly for them, this makes jarbos common meals for desert predators.

Dowse Water (Ps): A jarbo can locate any water in a 300-foot radius, even as little as a teaspoonful. It can sense the direction of larger quantities of water at longer ranges - up to a mile for a barrel of water, 50 miles for an oasis.

Skills: Jarbos have a +8 racial bonus on Jump checks. Jarbos use their Dexterity modifier for Climb and Jump checks. *Jarbos have a +4 racial bonus on Hide checks when in desert environments. This bonus on Hide checks increases to +8 when the jarbo is immobile.

Frothing Jarbo

Jarbos are not prone to disease, but in rare cases a “foaming sickness” like rabies strikes one and drives it mad. The insane jarbo attacks any creature in sight, fighting to the death.

Attack: Bite +6 melee (1d3-2 plus disease)
Full Attack: Bite +6 melee (1d3-2 plus disease)
Special Attacks: Disease, frothing frenzy

Disease (Ex): Any creature bitten by a frothing jarbo is exposed to frothing fever. A jarbo that take Wisdom damage from frothing fever become a frothing jarbos until it dies or recovers from the disease.

Frothing fever—bite, Fortitude DC 13, incubation period 1d3 days, damage 1d3 Wis. The save DC is Constitution-based and includes a +2 racial bonus.

Frothing Frenzy (Ex): A frothing jarbo that enters combat will fly into a frenzy in the following round, biting madly until either it or its opponent is dead. It gains a +2 bonus to its Armor Class and Strength, plus a +10 foot bonus to its speed. if it makes a full attack action it gains an additional bite attack. The frenzy persists for 1 minute, after which the jarbo becomes fatigued for 1 hour. A jarbo cannot end its frothing frenzy voluntarily or enter a frothing frenzy while it is fatigued. While frenzied, a frothing jarbo has the following stat changes:

Speed: 60 ft. (12 squares)
Armor Class: 18 (+2 size, +4 Dex, +2 frothing frenzy), touch 18, flat-footed 14
Base Attack/Grapple: +0/–9
Attack: Bite +6 melee (1d3-1 plus disease)
Full Attack: 2 bites +6 melee (1d3-1 plus disease)
Special Attacks: Disease, frothing frenzy
Abilities: Str 8, Dex 19, Con 12, Int 1, Wis 12, Cha 4
Skills: Hide +16, Jump +24, Listen +5, Spot +5
Challenge Rating: 1/3

Originally appeared in Dungeon #35 (1992).
 
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Shade

Monster Junkie
Sea Bat

http://www.enworld.org/forum/general-monster-talk/260747-converting-real-world-animals-vermin-76.html

Sea Bat
Huge Animal (Aquatic)
Hit Dice: 8d8+16 (52 hp)
Initiative: +0
Speed: Swim 50 ft. (10 squares)
Armor Class: 14 (–2 size, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +6/+20
Attack: Bite +10 melee (2d6+6) or sting +10 melee (1d8+9 plus poison) or ram +10 melee (1d8+6)
Full Attack: Bite +10 melee (2d6+6) and sting +8 melee (1d8+9 plus poison) or ram +10 melee (1d8+6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, swallow whole
Special Qualities: Blindsense 30 ft., low-light vision
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 23, Dex 11, Con 14, Int 1, Wis 12, Cha 2
Skills: Hide +4*, Listen +9, Spot +8, Swim +14
Feats: Alertness, Endurance, Multiattack
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 6
Treasure: 1/10 coins; 50% goods (stone or metal only); 50% items (stone or metal only)
Alignment: Always neutral
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)
Level Adjustment: —

This vast fish appears to be some sort of ray. It has horn-like fleshy lobes on each side of a wide mouth and powerful "wings" for swimming. Its lash-like tail is armed with several spines.

Enormous relatives of the manta rays, sea bats are aggressive predators that swallow their prey whole, often after paralyzing them with poisonous tail stings. Sea bats live in shallow tropical waters where the ocean's floor is muddy or sandy.

An average sea bat has "wings" than span 32 feet and a body roughly 20 feet long. The tail is about 15 feet long, with one or more poisonous barbs near the base. It weighs at least 3,000 pounds.

COMBAT

A sea bat is willing to chase down its victims, but normally buries itself in silt and waits until it senses the approach of prey. It then burst out of the mud and tries to swallow and paralyze as many opponents as it can. Sea bats do not attack large creatures except in self defense, since they are unable to eat creatures too big to swallow. They are canny enough to avoid large groups.

Blindsense (Ex): A sea bat can locate creatures underwater within a 30-foot radius. This ability works only when the sea bat is underwater.

Poison (Ex): Injury, Fortitude DC 16, initial damage paralysis for 2d4 rounds, secondary damage 1d4 Dex. The save DC is Constitution-based.

Swallow Whole (Ex): A sea bat can try to swallow a grabbed opponent of two or more sizes smaller than itself by making a successful grapple check. Once inside, the opponent takes 2d6+9 points of crushing damage plus 6 points of acid damage per round from the ray's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge sea bat's interior can hold 1 Medium, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents.

Skills: A sea bat 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.

*When it is lying still along the seafloor, a sea bat has a +12 racial bonus on Hide checks. Further, a sea bat can bury itself in silt or mud with only its eyes showing, gaining a +10 cover bonus on Hide checks.

Originally appeared in Monster Manual (1977).
 
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Shade

Monster Junkie
Pliosaur

http://www.enworld.org/forum/general-monster-talk/294285-converting-prehistoric-creatures-34.html

Pliosaur
Large Animal
Hit Dice: 5d8+20 (42 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+12
Attack: Bite +8 melee (1d10+9)
Full Attack: Bite +8 melee (1d10+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, swallow whole, worry 2d8+12
Special Qualities: Keen scent, low-light vision
Saves: Fort +10, Ref +6, Will +2
Abilities: Str 22, Dex 14, Con 18, Int 2, Wis 13, Cha 9
Skills: Listen +5, Spot +5, Swim +14
Feats: Great Fortitude, Weapon Focus (bite)
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-9 HD (Large)
Level Adjustment: —

Pliosaur, Huge
Huge Animal
Hit Dice: 10d8+60 (105 hp)
Initiative: +1
Speed: 10 ft. (2 squares), swim 50 ft.
Armor Class: 17 (-2 size, +1 Dex, +8 natural), touch 9, flat-footed 16
Base Attack/Grapple: +7/+25
Attack: Bite +16 melee (2d8+15/19-20)
Full Attack: Bite +16 melee (2d8+15/19-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole, worry 3d8+20
Special Qualities: Keen scent, low-light vision
Saves: Fort +15, Ref +8, Will +4
Abilities: Str 30, Dex 12, Con 22, Int 2, Wis 13, Cha 9
Skills: Listen +6, Spot +9, Swim +18
Feats: Great Fortitude, Improved Critical (bite), Power Attack, Weapon Focus (bite)
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge)
Level Adjustment: —

Pliosaur, Gargantuan
Gargantuan Animal
Hit Dice: 21d8+219 (313 hp)
Initiative: +0
Speed: Swim 60 ft.
Armor Class: 19 (-4 size, +13 natural), touch 6, flat-footed 19
Base Attack/Grapple: +15/+41
Attack: Bite +24 melee (4d8+21/19-20)
Full Attack: Bite +24 melee (4d8+21/19-20)
Space/Reach: 20 ft./15 ft.
Special Attacks: Improved grab, swallow whole, worry 6d8+28
Special Qualities: Keen scent, low-light vision
Saves: Fort +23, Ref +12, Will +8
Abilities: Str 38, Dex 10, Con 28, Int 2, Wis 13, Cha 9
Skills: Listen +8, Spot +18, Swim +22
Feats: Awesome Blow, Epic Toughness, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Natural Attack (bite), Power Attack, Weapon Focus (bite)
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 22-37 HD (Gargantuan)
Level Adjustment: —

Pliosaur, Colossal
Colossal Animal
Hit Dice: 38d8+546 (717 hp)
Initiative: +4
Speed: Swim 60 ft.
Armor Class: 22 (-8 size, +20 natural), touch 2, flat-footed 22
Base Attack/Grapple: +28/+62
Attack: Bite +39 melee (6d8+27/19-20)
Full Attack: Bite +39 melee (6d8+27/19-20)
Space/Reach: 30 ft./20 ft.
Special Attacks: Improved grab, swallow whole, worry 8d8+36
Special Qualities: Keen scent, low-light vision
Saves: Fort +35, Ref +25, Will +17
Abilities: Str 46, Dex 10, Con 34, Int 2, Wis 13, Cha 9
Skills: Listen +13, Spot +30, Swim +26
Feats: Awesome Blow, Epic Reflexes, Epic Toughness × 3, Epic Will, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite), Power Attack, Weapon Focus (bite)
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 39-75 HD (Colossal)
Level Adjustment: —

This swimming reptile has a sleek body propelled by four powerful flippers and a comparatively short tail and neck. Its large head is dominated by long jaws filled with huge, conical teeth.

Pliosaurs are aquatic reptiles related to the long-necked plesiosaurs such as Elasmosaurus. While ordinary plesiosaurs had small heads and ate prey much smaller than themselves, pliosaurs used their mighty jaws to tackle bigger prey, including large fish, ammonites and other marine reptiles.

Known species of pliosaur ranged in size from as little as 5 feet long from nose to tail to at least 50 feet in length. A typical Large pliosaur is between 10 and 12 feet long.

COMBAT

A pliosaur may try to eat creatures up to its own size, but prefers prey smaller than itself. The reptile usually charges an opponent and attempts to seize it in their jaws. Small and weak prey are normally swallowed whole once a pliosaur has them in its grip. It uses its worry special attack against more formidable prey, literally trying to shake its opponent into pieces.

A pliosaur may try to eat creatures up to its own size, but prefers prey smaller than itself. The reptile usually charges an opponent and attempts to seize it in their jaws. Small and weak prey are normally swallowed whole once a pliosaur has them in its grip. It uses its worry special attack against more formidable prey, literally trying to shake its opponent into pieces.

Hold Breath (Ex): A pliosaur can hold its breath for a number of rounds equal to 8 times its Constitution score before it risks drowning.

Improved Grab (Ex): To use this ability, a pliosaur must hit an opponent of up to one size 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 and can try to swallow the foe the following round.

Keen Scent (Ex): A pliosaur can notice creatures by scent in a 180-foot radius, and can sense blood in the water at ranges of up to a mile.

Swallow Whole (Ex): A pliosaur can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check.

The swallowed creature takes 1d10+5 points of bludgeoning damage and 6 points of acid damage per round from the pliosaur’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 45 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Large pliosaur gizzard can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine opponents.

Worry (Ex): Each round a pliosaur maintains a grapple, it shakes its prey violently, dealing it 2d8+12 damage.

Skills: A pliosaur 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.

Originally appeared in Dragon Magazine #112 (1986).
 
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Shade

Monster Junkie
Spectramouse

http://www.enworld.org/forum/general-monster-talk/270413-converting-monsters-dungeon-magazine-49.html

Spectramouse
Fine Magical Beast
Hit Dice: 1/4d10 (1 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft.
Armor Class: 20 (+8 size, +2 Dex), touch 20, flat-footed 18
Base Attack/Grapple: +1/–20
Attack: Bite +4 melee (1)
Full Attack: 1 bite +4 melee (1)
Space/Reach: 1/2 ft./0 ft.
Special Attacks: Illusions
Special Qualities: Darkvision 60 ft. low-light vision, scent, supersonic speech
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 1, Dex 14, Con 10, Int 12, Wis 12, Cha 13
Skills: Balance +10, Climb +10, Concentration +4, Hide +26, Move Silently +12, Spellcraft +3
Feats: Stealthy
Environment: Any land
Organization: Solitary, or group (2-12)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

A tiny albino mouse skitters nearby.

A spectramouse is an ordinary-seeming albino mouse with an innate ability to create illusions. No one knows whether they are the product of magical experimentation or a spontaneous mutation. Spectramice are social, peaceful creatures who live in tight-knit groups. They are as intelligent as many humanoids, but are only interested in the survival of themselves and other mice. Most spectramice show no interest in abstract subjects, their thoughts concentrate on finding food and shelter, producing young, and warding off predators with their illusion powers. They do sometimes defend mundane mice as well as other spectramice.

Spectamice speak their own language. Their voices are too high-pitched for the hearing of most humanoids.

A spectramouse is 4 inches long (plus a 4 inch tail) and weighs about an ounce.

COMBAT

Spectramice prefer to avoid combat, using their illusions to frighten other creatures away. If this fails to drive away a lethal threat, a large group may resort to their phantasmal killer ability.

Illusions (Sp): Spectramice can create illusions as at-will spell-like abilities. A group of spectramice can cooperate to produce more powerful illusions. To contribute to a cooperative illusion, a spectramouse must take a standard action and be within 30 ft. of all the other spectramice in the group casting the spell. Interrupting a spectramouse from casting a cooperative illusion will only prevent the spell from being successfully cast if it reduced the number of spectramice in the group to less than the minimum number required to cast the spell (see below). The DC of the spell equals 10, plus the spell level, plus the Charisma bonus of the spectramouse with the highest Charisma in the group, plus a circumstance bonus of +1 for every two additional spectramice above the minimal number needed to cast the spell (maximum circumstance bonus +4). The spell-like ability can originate from any mouse in the group.

A single spectramouse can create a ghost sound or disguise self spell-like ability (as the spells). It can use disguise self to appear as a giant mouse or dire rat up to 1 foot tall and 3 feet long (not including tail).

Two or more spectramice can create a silent image spell-like ability.

Four or more spectramice can create a minor image spell-like ability.

Six or more spectramice can create a major image spell-like ability.

Eight or more spectramice can create a phantasmal killer spell-like ability.

Supersonic Speech (Ex): Spectramice have voices far above the frequency range of normal humanoid hearing. A spectramouse can hear normal humanoid speech, but cannot reply using its own voice. It can use ghost sound or other illusions to produce speech audible to normal humanoids. Some creatures with keen hearing, such as dogs or bats, are naturally able to hear a spectramouse's speech.

Skills: A spectramouse has a +4 racial bonus on Hide and Move Silently checks and a +8 racial bonus on Balance and Climb checks. A spectramouse can always choose to take 10 on Climb checks, even if rushed or threatened.

Originally appeared in Dungeon Magazine #8 (1987).
 

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Monster Junkie
Kappa, Vampiric

http://www.enworld.org/forum/general-monster-talk/268435-converting-oriental-adventures-creatures-66.html

Kappa, Vampiric
Small Monstrous Humanoid (Aquatic)
Hit Dice: 7d8+35 (66 hp)
Initiative: +5
Speed: 30 ft. (6 squares), swim 60 ft.
Armor Class: 20 (+1 size, +5 Dex, +4 natural), touch 16, flat-footed 15
Base Attack/Grapple: +7/+7
Attack: Claw +13 melee (1d6+4)
Full Attack: 2 claws +13 melee (1d6+4) and bite +10 melee (1d6+2 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, disease, dying curse, improved grab, spells
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 5, head bowl, water dependent, water immunity
Saves: Fort +7, Ref +10, Will +7
Abilities: Str 18, Dex 21, Con 21, Int 10, Wis 14, Cha 17
Skills: Escape Artist +7, Hide +14, Intimidate +7, Listen +6, Move Silently +10, Swim +12
Feats: Multiattack, Weapon Focus (claw), Spell Focus (enchantment)
Environment: Any aquatic
Organization: Solitary or pair
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic, usually evil
Advancement: By character class
Level Adjustment: —

This scaly, hunchbacked creature, as small as a halfling, has eyes that glow with red fire. Its scaly body has a sinewy ape-like build and a shell on its back like a turtle. The head is wide and smooth like a river-polished stone, with a shallow, bowl-like depression on top that seems to be full of water. Its face is dominated by a long nose and a wide mouth full of hooked fangs. The being's three-toed feet are webbed, while its hands are more manlike apart from the long, razor-sharp talons.

Vampiric kappa are similar in habits to common kappa, except they are far more predatory. They feed off the blood of any living creature weak enough to overpower, including their common kappa cousins. Loners by nature, vampiric kappas dwell alone or with a mate, seldom forming families with their brood.

A vampiric kappa stands 3 feet tall and weighs about 40 pounds.

Kappas speak Common and their own language.

COMBAT

A vampiric kappa is a cunning combatant. It uses its spells to bewilder and weaken opponents, then delights in grappling and draining blood from its opponents. Vampiric kappa try to take opponents by surprise. This may be as simple as leaping from the water, but they may use disguise self to appear as a harmless fisherman, or conceal their approach with an obscuring mist spell.

Vampiric kappa are not cowardly, but spurn needless risk to their own lives. They prefer to ambush lone travelers, and rarely attack groups without trying to split them up first. A vampiric kappa will readily retreat if it meets effective resistance, but may return to attack again once its fast healing heals its wounds, thereby wearing down tough foes. It is wise enough to give up and seek easier prey if an opponent proves too powerful for it.

Blood Drain (Ex): A vampiric kappa drains blood from a grabbed opponent, dealing 1d4 point of Constitution damage each round it maintains the hold as well as exposing the opponent to the kappa's disease attack.

Disease (Ex): Any creature injured by a vampiric kappa's bite or blood drain attacks is exposed to red ache.

Red ache—bite or blood drain, Fortitude DC 18, incubation period 1d3 days, damage 1d4 Str. The save DC is Constitution-based.

Dying Curse (Su): If a vampiric kappa is killed, it inflicts a powerful curse on the creatures that slew it. This curse can affect up to 4 creatures, who must be within 800 feet of the kappa when it dies. If more than 4 creatures helped kill a vampiric kappa, the curse targets the 4 who the kappa holds most responsible for its death or, if all are equally culpable, the 4 closest. The targets must succeed at a DC 20 Will save or be cursed with a -4 luck penalty on attack rolls, saves, ability checks, and skill checks. Furthermore, all creatures within 30 ft. of the cursed victim (except for creatures with a hostile attitude to the victim) will take a -1 luck penalty on attack rolls, weapon damage rolls, saves, and skill checks until they get beyond 30 feet. A vampiric kappa's death curse cannot be dispelled, but it can be removed with a remove curse or similar spell if the caster succeeds at a DC 20 level check. The save DC is Charisma-based and includes a +4 racial bonus.

Head Bowl (Su): The indentation on the top of a kappa's head is filled with water from the lake or stream where the kappa lives. Movement and ordinary actions (even combat) do not cause the water to spill; however, a character grappling a kappa can empty the bowl by winning an opposed grapple check. This reduces the kappa's Strength and Constitution scores to 8, negates its fast healing ability, and prevents it from using its innate spellcasting ability (it can still cast any spells it gains from other sources, such as character levels).

Improved Grab (Ex): To use this ability, a vampiric kappa must hit an opponent of any size with both its claw attacks. 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 and drains blood.

Spells: A vampiric kappa casts spells as an 7th level sorcerer. It can choose its spells from the sorcerer list and can also choose any cleric or druid spell with the Water descriptor, plus any shugenja or wu jen spells from the water element. Divine spells with the Water descriptor are considered arcane spells for a vampiric kappa, meaning that the creature does not need a divine focus to cast them.

Typical Spells Known (6/7/7/5; save DC 13 + spell level, DC 14 + spell level for Enchantments)
0—acid splash, daze*, detect magic, ghost sound, read magic, resistance, touch of fatigue;
1st—color spray, disguise self, mage armor, obscuring mist, true strike;
2nd—blur, bull's strength, hideous laughter*;
3rd—slow, suggestion*.
*Enchantment spell.

Water Dependent (Ex): Vampiric kappa can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules).

Water Immunity (Su): Kappas are immune to water-based spells, including any spell with the word "water" in its name and shugenja or wu jen spells from the water element.

Skills: A kappa 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.

Originally appeared in Oriental Adventures (1985).
 

Shade

Monster Junkie
Lizardfolk, Sis'thik

http://www.enworld.org/forum/general-monster-talk/299943-converting-original-d-d-mystara-monsters-25.html

Lizardfolk, Sis'thik
Medium Humanoid (Reptilian)
Hit Dice: 3d8+9 (22 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d4+2) or scimitar +5 melee (1d6+3/18-20) or composite shortbow [+2 Str bonus] +2 ranged (1d6+2)
Full Attack: 2 claws +4 melee (1d4+2) and bite +2 melee (1d3+1); or scimitar +5 melee (1d6+2/18-20) and claw +2 melee (1d4+1) and bite +2 melee (1d3+1); or composite shortbow [+2 Str bonus] +2 ranged (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Desert adaptations, fire resistance 5, low-light vision, sandwalking
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 15, Dex 11, Con 16, Int 8, Wis 11, Cha 10
Skills: Hide +1*, Move Silently +2, Ride +1, Spot +2, Survival +0*
Feats: Multiattack, Weapon Focus (scimitar)
Environment: Warm deserts
Organization: Gang (2–3), band (6–10 plus 50% noncombatants plus 1 leader of 3rd–6th level), or tribe (30–60 plus 100% noncombatants, 2d4 bodyguards of 3rd–6th level, 1d4 shamans (adepts, clerics, or sorcerers of 1st to 6th level) and 1 queen of 8th–10th level)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +3

This humanoid resembles a tailless lizard covered in leathery, light tan hide.

Sis'thik, or desert scourges, are a proud race of warrior lizardfolk superbly adapted to dwell in hot and arid terrain. Sis'thik are strictly matriarchal, living in tribes ruled by a queen. Females control the tribe and do all the fighting, the noncombatant males are only allowed to contribute with mating and drudgery. These lizardfolk reproduce relatively slowly, most desert scourge females lay 2 to 8 eggs every other year.

Sis'thik tribes are nomadic and claim vast territories. The sis'thik maintain mudbrick shelters throughout their territory, usually near oases, and do not appreciate intruders using these structures. All who live in or cross their "property" do so only by the sis'thiks' goodwill. Parties seeking permission to enter desert scourge territory must abase themselves before the sis'thik queen and shower the tribe with gifts - sis'thiks favor metal goods, gems and fine wine.

Sis'thik breed various animals as mounts, particularly the xytar, and often ride them into battle. They also get meat from herds of livestock watched by the tribes' males. Sis'thik hunt many desert creatures for food, including lions, camels, jackals, and wyverns, but most savor the flesh of copper dragons. These lizardfolk also enjoy eating figs, dates, and cacti.

Desert scourge tribes occasionally form short-term alliances with blue dragons to attack humanoid settlements just outside the tribes' territory.

A sis'thik lizardfolk is usually 6 feet tall and can weigh from 200 to 250 pounds.

Sis'thik speak Draconic.

COMBAT

Desert scourges are cunning and ferocious warriors who have no scruples about using dirty tactics if it will bring them victory. They favor ambushes or surprise attacks that overwhelm their opponents like a raging sandstorm. If surprise is not possible they use archery to whittle down their enemy, concentrating fire upon the most effective target (most likely the water-carrying camels or the opponent's spellcasters).

Most sis'thiks favor scimitars and composite shortbows in battle, they may also wield falchions or spears. Sis'thiks sometimes employ heavy shields (giving them AC 17) or tower shields (AC 19), especially against opponents who have strong ranged attacks. They often drop their shields once they've entered melee, so they can use their off-hand claw attack.

Tribes that maintain xytar cavalry have two sis'thik warriors attached to each battle-trained xytar. Usually, one rider controls the xytar and wields a longspear, the other rider fires a bow or uses another longspear.

Desert Adaptations (Ex): A sis'thik can cover its eyes with nictating membranes and has natural dust-filters in its throat and nostrils, giving it immunity to blinding or chocking caused by windblown particles. Thus, a sis'thik caught in a sandstorm suffers no reduction in vision and will not choke, and it is immune to dazzling attacks and dust of sneezing and choking.

Sis'thik suffer no harm from being in temperatures up to 140 degrees Fahrenheit, and their fire resistance gives them formidable resistance to environments of a more extreme temperature.

A sis'thik requires one-fourth the water intake of a normal humanoid of its size. If it has no water, it suffers from thirst at one-quarter the rate of a normal humanoid (e.g. 4 days without water is equivalent to 1 day without water for a normal humanoid).

Sis'thiks have a +4 bonus on Fortitude checks against dehydration and heat-based effects.

Sandwalking (Ex): A sis'thik can move across sand as if it were firm ground. It can even cross shifting dunes or quicksand without penalty.

Skills: Sis'thik have a +4 racial bonus on Balance and Jump checks. When in desert terrain, sis'thik have a +4 racial bonus on Hide checks and Survival checks.

Sis'thik As Characters
Sis’thik lizardfolk characters possess the following racial traits.
  • +4 Strength, +6 Constitution, -2 Intelligence.
  • Medium size.
  • A sis'thik lizardfolk's base land speed is 30 feet.
  • Racial Hit Dice: A sis'thik begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
  • Racial Skills: A sis'thik's humanoid levels give it skill points equal to 6 × (2 + Int modifier, minimum 1). Its class skills are Hide, Move Silently, Ride, Spot and Survival. Sis'thik lizardfolk have a +4 racial bonus on Balance and Jump checks. When in desert terrain, sis'thik have a +4 racial bonus on Hide and Survival checks.
  • Racial Feats: A sis'thik lizardfolk's humanoid levels give it two feats.
  • Weapon and Armor Proficiency: A sis'thik is automatically proficient with simple weapons and shields.
  • +5 natural armor bonus.
  • Natural Weapons: 2 claws (1d4) and bite (1d3).
  • Special Qualities (see above): Desert adaptations, fire resistance 5, low-light vision, sandwalking.
  • Automatic Languages: Common, Draconic. Bonus Languages: Goblin, Gnoll, Ignan, Orc.
  • Favored Class: Fighter.
  • Level adjustment +3.
Originally appeared in DMR2 - Creature Catalog (1993).
 

Shade

Monster Junkie
Spider, Xakhun, Drop Spider

http://www.enworld.org/forum/general-monster-talk/290367-converting-monsters-dragon-magazine-43.html

Spider, Xakhun, Drop Spider
Medium Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +4
Speed: 40 ft. (8 squares), climb 30 ft.
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +2/+2
Attack: Bite +6 melee (1d6 plus poison)
Full Attack: 1 bite +6 melee (1d6 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, web
Special Qualities: Controlled drop, darkvision 60 ft., low-light vision, safety line, tremorsense 60 ft.
Saves: Fort +4, Ref +7, Will +1
Abilities: Str 10, Dex 18, Con 12, Int 7, Wis 13, Cha 7
Skills: Climb +12, Hide +8, Jump +14, Spot +9, Tumble +12
Feats: Weapon Finesse (B), Skill Focus (Tumble)
Environment: Any land
Organization: Solitary, colony (2-5), or platoon (6-10)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 3 HD (Medium); 4-6 HD (Large)
Level Adjustment: —

This enormous spider is about as big as a human. A thin membrane stretches between its legs.

The drop spider is an acrobatic variety of giant spider able to fall from any height without injuring itself. They prefer to live as high off the ground as possible, so are usually encountered atop cliffs, amid the stalagtites on a cave's ceiling, or on the highest levels of a city or forest.

The Xakhun drow sail the skies in windships in groups known as Xan Krabans. Lolth created the various Xakhun spiders to bolster the fighting capability of the Xan Krabans, although some can be found in traditional subterranean drow cities, serving priestesses of the Spider Queen. Xakhun spiders normally hide in the crew compartment of the windship until called upon to attack nearby ships and enemies. Drop spiders and the Xakhun's leaping sword spider instinctively attack each other, so they are never kept in the same ship or building.

A typical drop spider has a body 5 feet long and weighs about 180 pounds.

COMBAT

As befits their name, drop spiders prefer to drop upon their victims' heads. Their controlled drop ability allows them to safely and accurately land on opponents from any height, but if they fall more than 100 feet they risk being stunned by the landing and unable to attack.

Controlled Drop (Ex): A drop spider never takes damage from falls, but if the spider falls 100 ft. or more it must succeed at a Fortitude save (DC = 1 per 10 ft fallen) or be stunned for 1 round. A falling drop spider can deploy a mesh between its legs which allows it to slow and precisely guide its fall. A drop spider can move 5 feet sideways for every 5 feet it falls. A drop spider can only direct its fall if it is carrying a light load and is not entangled or immobilized.

Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage 1d6 Con. The save DC is Constitution-based.

Safety Line (Ex): If a drop spider falls, it can throw out a web strand as an immediate action to secure itself to any support within 30 feet (such as a tree, cliff, or ship).

Web (Ex): Drop spiders often wait in their ship's rigging or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Drop spiders can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful DC 12 Escape Artist check or burst it with a DC 16 Strength check; such escape attempts are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Skills: Drop spiders have a +4 racial bonus on Hide checks, a +8 racial bonus on Spot checks and Climb checks, and a +10 racial bonus on Jump checks. A drop spider can always choose to take 10 on Climb checks, even if rushed or threatened. Drop spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

Originally appeared in Dragon Magazine #244 (1998).
 

Shade

Monster Junkie
Golem, Clockwork Warrior

http://www.enworld.org/forum/general-monster-talk/273172-converting-generic-setting-second-edition-monsters-45.html

Golem, Clockwork Warrior
Large Construct
Hit Dice: 16d10+30 (118 hp)
Initiative: -1
Speed: 10 ft. (2 squares)
Armor Class: 26 (-1 size, -1 Dex, +18 natural), touch 8, flat-footed 26
Base Attack/Grapple: +12/+24
Attack: Slam +19 melee (2d8+8)
Full Attack: 2 slams +19 melee (2d8+8)
Special Attacks: Reflexive sunder
Special Qualities: Clockwork powered, construct traits, darkvision 60 ft., damage resistance 5/adamantine, galvanized movement, repaired by fire
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 27, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 17-23 HD (Large); 24-42 HD (Huge)
Level Adjustment: —

Golem, Clockwork Warrior, Lesser
Small Construct
Hit Dice: 4d10+10 (32 hp)
Initiative: -1
Speed: 10 ft. (2 squares)
Armor Class: 18 (+1 size, -1 Dex, +8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +3/+1
Attack: Heavy pick +6 (1d6+3/×4) or slam +6 melee (1d10+2)
Full Attack: Heavy pick +6 (1d6+3/×4) or slam +6 melee (1d10+2)
Special Attacks: Reflexive sunder
Special Qualities: Clockwork powered, construct traits, darkvision 60 ft., damage resistance 5/magic, galvanized movement, repaired by fire
Saves: Fort +1, Ref +0, Will +1
Abilities: Str 15, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary, gang (2-4), or team (5-20)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5 HD (Small); 6-11 HD (Medium); 12 HD (Large)
Level Adjustment: —

This hulking black-iron creature is shaped like an armored warrior, or rather like an empty suit of full plate. Its body is as thickly proportioned as a dwarf, but at least twice as tall. A constant humming and clicking like countless gears and levers sounds from its body.

Clockwork warrior golems are mechanical constructs that resemble iron golems, but are much more complex and less powerful. The construct consists of an ornate suit or black iron armor, inside which is the golem's clockwork of wonderfully crafted gears, cogs and levers. Some finely crafted clockwork warrior golems have clockwork parts made of precious metal, but this is not a requirement of their design.

A clockwork warrior golem is powered by its clockwork. Normally this is wound by an external power source, but the construct can disengage itself from its power-supply and operate for a few rounds before its clockwork's springs winds down. These creatures are mindless constructs, following their programmed instructions without questions or imagination. Clockwork warriors are normally programmed to defend a location, usually the entrance to a sensitive area. Their guard post is always fitted with a power-supply.

A clockwork warrior golem is 10 feet tall and weighs about 5,000 pounds. It cannot speak or make any vocal noise.

COMBAT

A clockwork warrior fights in whatever manner it was programmed to. It usually moves towards the nearest aggressor and punches with its iron fists until it or its opponents are destroyed. The golem will normally stay as close to its power-supply as possible, although it may have instructions (such as to pursue robbers) that overrule its basic programming to keep itself powered.

Clockwork Powered (Ex): Most of the time, a clockwork warrior golem is powered via a winding-sprocket set in the wall or floor which fits into the golem's back, chest, or one of its feet. Winding-sprockets are driven by some kind of magical or mechanical engine, usually a waterwheel. A winding sprocket has AC 7, hardness 15 and 30 hit points, it can be broken with a DC 30 Str check.

A clockwork warrior golem can function continuously as long as it is powered by a winding sprocket. If a clockwork golem moves out of a square containing a winding-socket it must disconnect itself from its power source and switch to internal springs for power. These springs only hold enough energy for a short period of activity. A clockwork warrior golem will grow slower and weaker as its springs wind down, as indicated in the following table:

Rounds of spring-powered activity
01-10 rounds - Moves and fights normally.
11-20 rounds - Cannot run, -4 Strength penalty.
21-30 rounds - Single action only, -12 Strength penalty.
31-40 rounds - Speed reduced to 5 ft., -20 Strength penalty.
41+ rounds - Helpless and immobile.

A clockwork warrior golem can rewind its springs by reconnecting itself to a winding-sprocket. Engaging with the winding-sprocket usually completely recharges the clockwork warrior in one round, but the rate may vary depending on the power-supply.

It is possible to rewind a clockwork golem using a giant key, but this requires enormous strength (DC 30 Strength check for 1 round's worth of winding). A creature with a Strength of 30 or more can "take 20" to rewind the clockwork at the rate of 1 round duration per 2 minutes of rewinding.

Galvanized Movement (Ex): If a clockwork golem takes electricity damage it must succeed on a Fortitude save (DC 15 or the DC of the attack) or be forced to move its base speed in a random direction at the start of its next turn. This movement is a move action by the golem, so it cannot take a full round action (such as charging or a full attack) in a round it performs galvanized movement. Reroll the direction of the galvanic movement if it would enter an obvious hazard such as a pit or pool of acid. The construct's programming causes it to avoid spaces it registers as unsafe. The construct may move through areas threatened by attacks of opportunities or traps that are not included in its programming.

Reflexive Sunder (Ex): The armor plates and gears that make up a clockwork warrior constantly shift and rotate around each other in combat, creating a grinding sound like scores of millstones crushing gravel. Anyone who strikes the warrior with a melee weapon must succeed at a DC 17 Reflex save or the armor plates crush the weapon for 2d8+8 points of damage; if it is a natural weapon, the attacker takes the damage instead. The save DC is Dexterity-based.

Repaired by Fire (Ex): If a clockwork warrior golem is hit by an attack that deals fire damage (whether magical or mundane) it heals 1 point of damage for every 4 points of fire damage the attack would normally deal.

Construction
Building a clockwork warrior golem requires 10,000 pounds of high quality metals worked into intricate shapes, plus forging equipment, fuel and other tools. These materials are used to create the golem's body, plus the external power-supply and winding-sprocket that gives the golem motive force, and have a total cost of at least 15,000 gold pieces. Assembling these components requires a DC 25 Craft (armorsmithing) check and a DC 30 Craft (trapmaking) check.

Additional winding-sprockets (200 gp) and power-supplies (4000 gp) can be constructed. If such backup power systems are created at the same time as the clockwork warrior golem itself, no additional skill checks are required. Creating backup systems at a later date requires a DC 15 Craft (trapmaking) check and DC 15 Craft (trapmaking) check.

CL 13th; Craft Construct, mass bull's strength, fabricate, caster must be at least 13th level; Price 75,000 gp; Cost 45,000 gp + 2,400 XP.

Lesser Clockwork Warrior Golem

A lesser clockwork warrior golem is 4 feet tall and weighs about 300 pounds.

COMBAT

Clockwork Powered (Ex): A lesser clockwork warrior's clockwork loses power much more rapidly than a standard clockwork warrior, as shown in the table below. Its internal springs are much smaller and weaker, rewinding a lesser clockwork golem with a key requires a DC24 Strength check.

Rounds of spring-powered activity
01-03 rounds - Moves and fights normally.
04-06 rounds - Cannot run, -2 Strength penalty.
07-09 rounds - Single action only, -4 Strength penalty.
10-12 rounds - Speed reduced to 5 ft., -8 Strength penalty.
13+ rounds - Helpless and immobile.

Reflexive Sunder (Ex): DC 11, 1d6+2 damage.

Construction
A lesser clockwork warrior golem requires 1000 pounds of metal plus other materials costing at least 2000 gold pieces. Assembly requires a DC 20 Craft (armorsmithing) check and a DC 25 Craft (trapmaking) check. Additional winding sprockets cost 200 gold pieces each and additional power-supplies 500 gold pieces each.

Both standard clockwork warriors and lesser clockwork warriors use the same winding-sprocket, so a lesser clockwork golem can be wound by a standard clockwork warrior's power-supply. A lesser warrior's power supply can rewind a standard clockwork warrior golem at the rate of 1 round of rewinding for 1 round of spring-powered activity.

CL 9th; Craft Construct, bull's strength, fabricate, caster must be at least 9th level; Price 18,000 gp; Cost 10,000 gp + 640 XP.

Originally appeared in TSR Jam (1999).
 

Shade

Monster Junkie
Proterosuchian

http://www.enworld.org/forum/general-monster-talk/294285-converting-prehistoric-creatures-37.html

Proterosuchian
Medium Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+6
Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)
Full Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burst of speed, improved grab, worry
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Skills: Hide +8*, Listen +4, Move Silently +6, Spot +4, Swim +8
Feats: Alertness, Power Attack
Environment: Warm land
Organization: Solitary or group (2-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–5 HD (Medium), 6-9 HD (Large)
Level Adjustment: —

This creature resembles a short-tailed crocodile with a robust body that stands on four stocky legs. Its head is large and deep, with powerful spike-toothed jaws.

Proterosuchians are extinct relatives of modern crocodiles and alligators. They came in many forms and included both aquatic and terrestrial species. This entry describes an erythrosuchid, the apex predator among the proterosuchians. Erythrosuchians are fierce predators whose large heads resemble those of predatory dinosaurs. Their legs do not sprawl like a lizard, but are held under the body, allowing the animal to stand almost erect. The other proterosuchians had long tails, slimmer bodies, a sprawling gait and more modest sized heads. The other proterosuchians use the Monster Manual entries for crocodiles or monitor lizards, depending on whether they dwell on land or in water.

These apex predator proterosuchians ranged in size from 5 feet long to over 15 feet. This entry describes an average sized proterosuchian such as Shansisuchus. It is roughly 7 feet long, stands about 2 feet tall, and weighs 200 pounds or more.

COMBAT

A proterosuchian prefers to ambush its prey, but will stalk its victims if it needs to. They move with a sudden burst of speed to reach their intended victim, then try to grab their opponent in their jaws and worry them to death.

Burst of Speed (Ex): Up to three times per hour, a proterosuchian can increase its land speed to 60 ft. for 1 round as a free action. During this round, it gains a +2 dodge bonus to its Armor Class.

Improved Grab (Ex): To use this ability, a proterosuchian must hit 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, the proterosuchian establishes a hold on the opponent with its mouth and can worry.

Worry (Ex): Each round a proterosuchian maintains a grapple, it shakes its prey violently, dealing its bite damage.

Skills: Proterosuchians have a +4 racial bonus on Hide, Move Silently and Swim checks. *In forested or overgrown areas, the Hide bonus improves to +8.

Originally appeared in Dragon Magazine #112 (1986).
 
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