Creature Catalog new 3.5 conversions (Part Two)

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Shade

Monster Junkie
Undead Dragon Slayer

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

Undead Dragon Slayer (template)

What flesh is visible is grey and rotted.

An undead dragon slayer is a horrifying creature returned from death to destroy dragons. Its armor glows with supernatural color – inspired by the dragon type the slayer hates most.

Most undead dragon slayers are called back from the grave by necromantic magic. Though it retains its own mind and agenda, it must obey the commands of the summoner – at least until its task is complete or it somehow wins its freedom. A small number af dragon slayers actually will themselves back from the dead. These individuals have the utmost faith in their cause, an undying hatred of dragons, and a supernatural strength of will. No matter which type of undead dragon slayer is encountered, all seek to destroy dragons and those who would offer aid to them. An undead dragon slayer might be found in the company of skeleton warriors or dracoliches.

While a slayer does not eat, it must slay dragons to replenish the energy that keeps him animated. Killing a dragon provides an undead dragon slayer with enough energy to last one month for every Hit Die the dragon had. If it does not replenish its energy within one week of the moment its last meal fades, it loses strength and must return to the sleep of the dead.


Creating an Undead Dragon Slayer
“Undead Dragon Slayer” is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature) that has a base attack bonus of +9 or higher or a caster level of 9th or higher.

An undead dragon slayer 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: An undead dragon slayer has a +6 natural armor bonus or the base creature’s natural armor bonus, whichever is better.

Special Attacks: An undead dragon slayer retains the base creature's special attacks and gains those described below. Save DCs are equal to 10 + 1/2 undead dragon slayer's HD + undead dragon slayer's Cha modifier unless otherwise noted.

Anti-Dragon Casting (Ex): Undead dragon slayers gain a bonus equal to half their favored enemy bonus on caster level checks to overcome the spell resistance of dragons (this does not stack with other bonuses, such as from Spell Penetration) as well as the effects of Spell Focus for all spells cast against dragons. At caster level 17th, an undead dragon slayer also gains the effects of Greater Spell Focus for all spells cast against dragons.

Favored Enemy (Dragon) (Ex): Undead dragon slayers have dragons as favored enemies, as per the ranger class ability. The bonus is equal to the maximum bonus achieved by a ranger of the dragon slayer's HD. An undead dragon slayers ability does not stack with any other favored enemy ability.

Weapon Throwing (Ex): Undead dragon slayers can throw any weapon as an attack against a dragon. The attack does not take any penalties for being an improvised weapon but instead gains a +1 racial attack bonus.

Special Qualities: An undead dragon slayer retains all the base creature’s special qualities and gains those described below.

Breath Evasion (Ex): The undead dragon slayer gains evasion (as the rogue class feature) against breath weapons. If the slayer has evasion from another source, its breath evasion becomes improved evasion against breath weapons.

Damage Reduction (Su): An undead dragon slayer has damage reduction x/x. Its natural weapons are treated as x weapons for the purpose of overcoming damage reduction.

Dragon Defense (Ex): Undead dragon slayers gain a +2 dodge bonus to AC and a +1 bonus to Reflex saves against attacks made by dragons.

Immunity to Turning and Rebuking (Ex): An undead dragon slayer cannot be turned, rebuked, commanded, or destroyed by the turn/rebuke undead class feature.

Spell Resistance (Ex): An undead dragon slayer has spell resistance equal to its CR + 13.

Unholy Toughness (Ex): An undead dragon slayer gains a bonus to its hit points equal to its Charisma modifier × its Hit Dice.

Additional Special Abilities
An undead dragon slayer may select [any 4?] of the following special abilities. [+1 special ability for every X points of BAB/caster level it gains about 9?]

Anti-Dragon Evocation (Sp): X times per day, an undead dragon slayer may alter any evocation spell they cast so that it does an extra 50% of force damage against dragons. For example, a caster level 10 fireball does 10d6 hp of fire damage, plus an additional 5d6 points of force damage to dragons. Anti-dragon force damage stacks with Metamagic feats that increase a spell's damage: e.g. a CL 12 Empowered flame strike would do (12d6 increased by 50%) fire damage, plus an additional 9d6 force damage to dragons.

Bind Wings (Su): Once per day, an undead dragon slayer may spend a full attack action to make a single attack imbued with the ability to bind a dragon's wings. If the attack hits a creature with the dragon subtype, bands of force wrap around the dragon, preventing flight for 1d6 rounds. If the dragon is in flight at the time that this ability takes effect, the dragon falls immediately, taking falling damage (unless prevented by a feather fall spell or similar ability). The bands of force are immune to damage and cannot be burst by Strength checks, but they can be destroyed by any effect that can destroy a wall of force. A bound dragon may escape with a successful Escape Artist check (DC equals 10 + undead dragon slayer's HD + undead dragon slayer's Cha modifier).

Dazzling Display (Su): As a standard action or part of a full attack action, an undead dragon slayer may make a series of complicated motions with its weapons which befuddles any dragon that sees it. Any dragon within x feet that can see the slayer must make a Fortitude save or become dazzled for X rounds. In addition, the dragon must make a Concentration check at XX DC to cast any spell, use a spell-like ability, or maintain a spell that requires Concentration. If the dazzling display is part of a full attack action, all attacks take a -2 attack penalty.

Improved Breath Evasion (Ex): The undead dragon slayer gains improved evasion (as the rogue class feature) against breath weapons.

Improved Dazzling Display (Su): ???.

Improved Dragon Defense (Ex): The undead dragon slayer gains an additional +2 dodge bonus to AC and a +1 bonus to Reflex saves against attacks made by dragons, which stacks with Dragon Defense.

Improved Weapon Throwing (Ex): An undead dragon slayer can throw any weapon as an attack against a dragon. The attack does not take any penalties for being an improvised weapon but instead gains a +4 racial attack bonus and does additional damage equal to 1d6 plus 1d6 per 2 HD of the undead dragon slayer. The attack bonus does not stack with that gained from the Weapon Throwing ability.

Scry Dragon (Sp): X times per day, the Undead Dragon Slayer can modify any divination spell so it is especially effective against dragons. The spell gains a +1 bonus on caster level checks to overcome a dragon's spell resistance and its range increases by 100%. These adjustments stack with spell augmentations from other sources, such as the Spell Penetration or Enlarge Spell metamagic feats.

A spell modified by scry dragon is only capable of detecting dragons. Thus a modified detect evil spell is able to detect evil dragons to a 120 ft. range, but cannot detect evil creatures that are not dragons. Scry Dragon can only modify divination spells that are capable of detecting dragons or phenomena of a draconic nature. It could not modify locate object (since dragons are not objects), but could modify detect undead or detect thought (to detect an undead dragon or a dragon's thoughts).

Smite Dragon (Su): Once per day, an undead dragon slayer may attempt to smite a dragon with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per HD. If the paladin accidentally smites a non-dragon, the smite has no effect, but the ability is still used up for that day.

Transmute Dragon (Sp): As Enchant Dragon (see above), except it alters a Transmutation spell, such as reduce person, so it affect dragons.

True Strike (Sp): The undead dragon slayer may use true strike once per day as a move action on any attack against a dragon.

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

Skills: x.

Feats: Undead dragon slayers gain x as a bonus feat, assuming the base creature doesn’t already have it.

Organization: Solitary or x.
Challenge Rating: Same as the base creature +x.
Treasure: x.
Alignment: Any nongood.
Advancement: By character class.
Level Adjustment: Same as the base creature +x.

ally appeared in Dragon Magazine #205 (1994).
 
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Shade

Monster Junkie
http://www.enworld.org/forum/general-monster-talk/299943-converting-original-d-d-mystara-monsters-27.html

Xytar
Large Dragon
Hit Dice: 5d12+10 (42 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +5/+13
Attack: Bite +8 melee (1d10+6)
Full Attack: Bite +8 melee (1d10+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60 ft., desert adaptations, immunity to sleep and paralysis, low-light vision, resistance to fire 15, sandwalking, scent
Saves: Fort +6, Ref +6, Will +4
Abilities: Str 19, Dex 14, Con 15, Int 4, Wis 10, Cha 11
Skills: Listen +8, Spot +8, Survival +8
Feats: Run, Track
Environment: Warm deserts
Organization: Solitary, pair, or pack (3–6)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 6-9 HD (Large)
Level Adjustment: —

This large, six-legged lizardlike creature is predominantly yellow, with red and orange mottling along the back. Its long jaws are filled with pointy teeth.

A xytar is a reptilian carnivore that could be mistaken for a wingless, six-legged dragon. They are well adapted for life in hot deserts, and can survive without water for weeks. Aggressive and persistent predators, xytar eat any living creature they can kill. Particularly strong packs of xytar may attack small settlements on the fringes of the desert. There are usually no survivors from xytar attacks, since they typically use their impressive tracking skills and stamina to pursue any prey who tries to escape.

The sis'thik lizardfolk, and a few other races, use xytars as mounts. A trained xytar is particularly effective in battle, but training xytars is a difficult and dangerous endeavor.

A typical xytar is 8 feet long and weighs 2,000 pounds.

COMBAT

A xytar normally unleashes its breath weapon at the start of combat and then closes to use its bite attack. Xytars are highly aggressive, and usually pursue any opponents who flee from them.

Breath Weapon (Su): 30-foot cone, damage 4d6 fire, Reflex DC 14 half. The save DC is Constitution-based.

Desert Adaptations (Ex): A xytar 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 xytar 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.

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

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

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

Training A Xytar
A xytar requires training before it can bear a rider in combat.

Training a xytar requires six weeks of work and a DC 25 Handle Animal check. A xytar has such a long back that it can carry two riders at the same time, although this requires an exotic saddle. A xytar with a standard saddle can carry one rider. A xytar can fight while carrying one or two riders, but the riders cannot also attack unless they succeed on a Ride check.

Xytar eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 1,000 gp to rear or train a xytar.

Carrying Capacity: Due to their sturdy hexapedal build, xytars can carry heavier loads than quadrupeds can. Their carrying capacity is 4 times that of a Medium biped with their Strength score. A typical xytar can carry a light load of up to 464 pounds, a medium load of 465-932 pound, a heavy load of 933-1400 pounds, and can drag 7,000 pounds.

Camarilla
The camarilla is a slightly larger cousin of the xytar, weighing around 3,000 pounds. Its tough yellow ochre hide is usually mottled on back and flanks with brown and orange. Camarilla are completely immune to fire. These creatures are the preferred mounts of the four-armed sand folk.

Hit Dice: 6d12+12 (51 hp)
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (1d10+7)
Full Attack: Bite +10 melee (1d10+7)
Special Qualities: Darkvision 60 ft., desert adaptations, immunity to fire, sleep and paralysis, low-light vision, sandwalking, scent
Saves: Fort +7, Ref +6, Will +5
Abilities: Str 21, Dex 14, Con 15, Int 4, Wis 10, Cha 11
Skills: Listen +9, Spot +9, Survival +9
Feats: Reckless Offense, Run, Track
Challenge Rating: 4
Advancement: 7-9 HD (Large)

Originally appeared in Monstrous Compendium Mystara Appendix II (1994).
 
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Shade

Monster Junkie
Amazon

http://www.enworld.org/forum/general-monster-talk/267799-converting-monsters-polyhedron-magazine-58.html

Amazon (template)

This female warrior is in exemplary shape.

Amazons are formidable warrior women who live in small, reclusive tribes with their children and subservient menfolk. There are amazon tribes of many humanoid races - human amazons are the most common, but the sages have recorded dwarf, elf, gnome or even halfling amazon tribes. In theory, any humanoid female could become an amazon, even a "monstrous" race like a bugbear or kobold. Only females are allowed to follow the ways of the amazon, but a worthy enough female warrior may be adopted into a clan following a period of initiation, training, and questing.

The basic unit of amazon society is the clan. Their culture is fiercely martial, with the most powerful warrior ruling as tribal queen. Each clan has fighting skills and tactics well suited to whichever environment they live in - horse archers for steppe amazons, longbow armed canoeists for island amazons, et cetera.

Amazons are exceptionally tall examples of their race. They tend to be handsome but hard-eyed, and may seem callous or cold-hearted.

The majority of amazons use the elite ability array. Those that do not usually fail to meet the harsh standards of amazon society and are banished. Such exiles are not allowed to rejoin their clan except under the most extraordinary circumstances.

Creating an Amazon
"Amazon" is an acquired template that can be added to any humanoid female (referred to hereafter as the "base creature").

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

Size and Type: Same as base creature.

Hit Dice: Same as base creature.

Speed: Same as base creature.

Armor Class: Same as base creature.

Attack: An amazon retains all the attacks of the base creature and also gains an unarmed strike special attack (see below). The amazon retains any weapons or natural weapons possessed by the base creature. An amazon fighting without weapons uses its unarmed strike special attack or its primary natural weapon (if it has any).

Amazons are highly skilled in arms, they are proficient in light armour, shields, and all simple and martial weapons.

Full Attack: An amazon fighting without weapons uses either its unarmed strike special attack (see below) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack.

Damage: An amazon's unarmed strike does damage as given in the table below, according to the amazon's size.

Size
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 3d6
Colossal 4d6

Special Attacks: An amazon retains all the special attacks of the base creature and gains the unarmed strike special attack described below.

Martial Training (Ex): Amazons are talented fighters. An amazon with levels in humanoid gains a base attack bonus equal to her humanoid Hit Dice. An amazon qualifies for feats as if she were a fighter of a level equal to her Base Attack Bonus. Amazons are proficient with all simple and martial weapons and with medium armor, light armor and all shields (including tower shields). An amazon gains Improved Unarmed Strike and Weapon Focus (in 1 weapon) as bonus feats.

Unarmed Strike (Ex): An amazon has an unarmed strike ability equal to a 1st level monk. This stacks with unarmed strike from class levels in monk or other sources.

Special Qualities: An amazon retains all the special qualities of the base creature and gains those described below.

Uncanny Dodge (Ex): An amazon can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If an amazon gains uncanny dodge as a class ability she automatically gains improved uncanny dodge instead (see the Rogue class in the Players' Handbook).

Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +2, Cha +2.

Skills: Same as the base creature. Amazons gain a +4 racial bonus to Spot checks.

Feats: Amazons gain Improved Unarmed Strike and Weapon Focus (in 1 weapon) as bonus feats. The Weapon Focus is in one of the traditional weapons used by the amazon's society - usually spear, longsword, battleax, or composite shortbow.

Environment: Any, usually same as base creature.
Organization: Solitary, party (10-20 plus 1 leader of 5th-6th level, and 1 emezon cleric, adept or wizard of 2nd-4th level), party (20-50 plus 1-4 leaders of 5th-6th level, 1 captain of 7th-8th level, and 1-4 emezon clerics, adepts or wizards of 2nd-4th level) or clan (30-100 plus 4-8 leaders of 5th-6th level, 1 captain of 7th-8th level, 1 queen of 9th-12th level, 30-100 emezon 1st level warriors, 60-200 noncombatants, 2-5 emezon clerics, adepts or wizards of 2nd-4th level, and 1 emezon cleric or wizard of 4th-8th level).

Challenge Rating: Same as the base creature + 1.
Treasure: Standard.
Alignment: Same as the base creature.
Advancement: By character class.
Level Adjustment: Same as the base creature +2.

Sample Amazon
The following sample creature has gained the amazon template.

Amazon Heroine
4th level human fighter
Medium Humanoid
Hit Dice: 4d10+12 (34 hp)
Initiative: +3
Speed: 20 ft. (4 squares); base speed 30 ft.
Armor Class: 18 (+3 Dex, +5 breastplate), touch 13, flat-footed 15
Base Attack/Grapple: +4/+8
Attack: Masterwork spear +8 melee (1d8+8/×3) or cold iron battleaxe +7 melee (1d8+4/×3) or silver shortsword +6 melee (1d6+4/19-20) or unarmed strike +7 melee (1d6+4) or masterwork spear +8 ranged (1d8+4/×3) or masterwork composite longbow (+4 Str bonus) +8 ranged (1d8+4/×3)
Full Attack: Masterwork spear +8 melee (1d8+8/×3) or cold iron battleaxe +7 melee (1d8+4/×3) or silver shortsword +7 melee (1d6+4/19-20) or unarmed strike +7 melee (1d6+4) or masterwork spear +8 ranged (1d8+4/×3) or masterwork composite longbow (+4 Str bonus) +8 ranged (1d8+4/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Martial training, unarmed strike
Special Qualities: Uncanny dodge
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 18, Dex 17, Con 16, Int 8, Wis 12, Cha 12
Skills: 14 SPs
Feats: Cleave, Combat Reflexes, Improved Unarmed Strike (B), Point Blank Shot, Power Attack, Rapid Shot, Weapon Focus (spear) (B), Weapon Specialization (spear)
Environment: Any land
Organization: Solitary, party (10-20 plus 1 leader of 5th-6th level, and 1 emezon cleric, adept or wizard of 2nd-4th level), party (20-50 plus 1-4 leaders of 5th-6th level, 1 captain of 7th-8th level, and 1-4 emezon clerics, adepts or wizards of 2nd-4th level) or clan (30-100 plus 4-8 leaders of 5th-6th level, 1 captain of 7th-8th level, 1 queen of 9th-12th level, 30-100 emezon 1st level warriors, 60-200 noncombatants, 2-5 emezon clerics, adepts or wizards of 2nd-4th level, and 1 emezon cleric or wizard of 4th-8th level).
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral
Advancement: +2
Level Adjustment: —

This amazon is an elite human female 4th level fighter with the following ability scores before racial and template adjustments: Str 13, Dex 15, Con 14, Int 8, Wis 12, Cha 10. Her 4th level ability advancement was placed in Strength.

Equipment: +1 breastplate, +1 cloak of resistance, masterwork composite longbow (+4 Str bonus) with 40 arrows, masterwork spear, cold iron battleaxe, silver shortsword, sunrod, potion of lesser restoration, potion of enlarge person, potion of shield of faith +2, oil of magic weapon, 2 potions of cure light wound, 45 gold pieces.

ally appeared in Dragon Magazine #43 (1980).
 

Shade

Monster Junkie
Vampire, Kender

http://www.enworld.org/forum/general-monster-talk/296304-converting-creatures-other-campaign-settings-33.html

Vampire, Kender
Small Undead
Hit Dice: 4d12+3 (29 hp)
Initiative: +7
Speed: 20 ft. (4 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +2/+0
Attack: Spirit-rending claw +5 melee (1d6+2 plus 1d3 Wisdom damage and paralysis) or hoopak +6 melee (1d4+3) or hoopak (sling) +7 ranged (1d3+2) or hoopak (shortspear) +7 ranged (1d4+2)
Full Attack: Spirit-rending claw +5 melee (1d6+2 plus 1d3 Wisdom damage and paralysis); or hoopak +6 melee (1d4+3); or hoopak +2 melee (1d4+2) and hoopak -2 melee (1d4+1); or hoopak (sling) +7 ranged (1d3+2) or hoopak (shortspear) +7 ranged (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Destroy wood, hoopak, insanity howl, spirit-rending claws
Special Qualities: Damage reduction 5/silver, darkvision 60 ft., fast healing 2, lack of focus, poltergeist form, resistance to cold 10 and electricity 10, spider climb, undead traits
Saves: Fort +1, Ref +6, Will +4
Abilities: Str 14, Dex 16, Con—, Int 11, Wis 11, Cha 14
Skills: Bluff +6, Climb +6, Hide +15, Jump +0, Listen +10, Move Silently +11, Open Locks +5, Search +4, Sense Motive +4, Sleight of Hand +5, Spot +10
Feats: Alertness (B), Combat Reflexes, Improved Initiative (B), Lightning Reflexes (B), Weapon Focus (hoopak)
Environment: Any
Organization: Solitary or pack (2–5)
Challenge Rating: 3
Treasure: Standard
Alignment: Always evil (any)
Advancement: —
Level Adjustment: —

This being resembles a pale-skinned child with the figure of a gymnast, impish eyes and pointed ears. Its elf-like features have a feral look, with teeth that appear longer and sharper than they should be. A closer look reveals horror; the creature's slender body is wizened, with mummified skin stretched taut over its bones, and it has the wicked claws of a savage beast.

Kender vampires, as their name suggests, are vampiric undead that were once living kender. They share certain characteristics with "normal" vampire spawn, including the inability to create more of their kind. These vile undead were created by cruel magical experimentation that left them bound to the will and domain of their creator. Kender vampires despise their creators, but the twisted magic that created them makes them unable to rebel or act in any way contrary to their masters' interests.

Kender vampires speak Common and Kenderspeak in a hissing whisper. Speaking is very painful for a kender vampire, so they rarely talk.

Kender vampires are the same size and weight they were when alive. An average kender vampire stands 3 foot 7 inches tall and weighs 75 pounds, they can range from 3 to 4 feet in height and usually weigh between 55 and 100 pounds.

Combat
Kender vampire use their inhuman strength when engaging mortals, hammering their foes with powerful blows and dashing them against rocks or walls. They also use their gaseous form and flight abilities to strike where opponents are most vulnerable.

Destroy Wood (Su): Any wooden weapon (except for a kender vampire's hoopak) that strikes a kender vampire must succeed at a DC 14 Fortitude save or take 2d6+6 points of damage. If this damage destroys the weapon it instantly rots away, and the kender vampire takes no damage from the attack. A kender vampire can also destroy wooden objects by touching them as a standard action (a +6 melee touch attack). The save DC is Charisma-based.

Fast Healing (Ex): A kender vampire heals 2 points of damage each round so long as it has at least 1 hit point. Its fast healing does not heal damage from shimmerweed or the kender vampire's own hoopak (see Kender Vampire Weaknesses, below). If reduced to 0 hit points in combat, a kender vampire automatically assumes poltergeist form and attempts to escape. It must reach its coffin home within 2 hours or become permanently trapped in poltergeist form. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.

Hoopak: A hoopak attacks as a quarterstaff, shortspear, or sling (bullets required). The hoopak can be used as a double weapon, making one attack with the quarterstaff function and the other as a shortspear.

Kender vampires are vulnerable to attacks from a kender vampires' hoopak, including their own. See Kender Vampire Weaknesses for details. They have no weakness to hoopaks that don't belong to kender vampires.

Howl of Madness (Su): Once per hour, a kender vampire can unleash a hideous cackling. Anyone within 60 feet who can hear the vampire must succeed on a DC 14 Will save or become insane (as the insanity spell). This is a sonic, mind-affecting enchantment (compulsion) effect. The save DC is Charisma-based.

Kender Traits: Kender vampires retain a kender's +1 racial bonus to all saving throws and +2 racial bonus on Open Locks, Spot and Sleight of Hands checks. Kender vampires can make Open Locks and Sleight of Hand checks as though they were trained, even if they have 0 ranks in the skills. They also retain a kender's lack of focus and taunt special abilities (see below).

Lack of Focus: Kender have a -4 racial penalty on Concentration checks. Kender don't necessarily lack magical talent, but their general lack of focus discourages them from pursuing careers in magic.

Spirit-Rending Claws (Su): Any creature hit by a kender vampire's claw attack takes 1d3 Wisdom damage and must succeed at a DC 14 Fortitude save or be paralyzed for 1 round. The save DC is Charisma-based.

Poltergeist Form (Ex): As a standard action, a kender vampire can transfer itself between the Ethereal Plane and the Material Plane. As an ethereal creature, it cannot affect or be affected by anything in the material world. When a kender vampire is on the Ethereal Plane, any spells is casts cannot affect targets on the Material Plane, but they work normally against ethereal targets. If the kender vampire does not return to the Material Plane within 2 hours it becomes permanently trapped in the Ethereal Plane. A kender vampire that is reduced to 0 hit points while in poltergeist form is permanently destroyed.

Spider Climb (Ex): A kender vampire can climb sheer surfaces as though with a spider climb spell.

Skills: Kender vampire have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Kender vampire have a +2 racial bonus on Open Locks and Sleight of Hands checks. Kender vampires can make Open Locks and Sleight of Hand checks as though they were trained, even if they have 0 ranks in the skills.

Kender Vampire Weaknesses
Kender vampire have a number of weaknesses.

Repelling a Kender Vampire
Kender vampires cannot abide shimmerweed and recoil from even a fragment of a dead shimmerweed plant. Similarly, they recoil from a strongly presented holy symbol. These things don't harm the vampire—they merely keep it at bay. A recoiling kender vampire must stay at least 5 feet away from a creature holding the shimmerweed or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.

Slaying a Kender Vampire
Reducing a kender vampire's hit points to 0 or lower incapacitates it but doesn't always destroy it (see the note on fast healing and poltergeist form).

The prismatic display of a shimmerweed plant in moonlight does 1d4 hp damage per round to any kender vampire within 60 ft. This damage cannot be healed by the vampire's fast healing.

Kender vampires are always armed with a hoopak. A kender vampire's damage reduction, fast healing and destroy wood special abilities are ineffective against a kender vampire's hoopak (they work normally against other hoopaks). If a kender vampire receives a confirmed critical hit from a kender vampire's hoopak, it must succeed at a DC 15 Fortitude save or the hoopak pierces the vampire's heart, destroying the kender vampire. Removing the hoopak does not restore the kender vampire to unlife.

The foul magics that create kender vampires bind their existence to a domain. This domain is a territory at least 10 miles across, but it can be as large as a country. Any attempt to leave the borders of its domain (willing or unwilling) instantly destroys a kender vampire, its body crumbling to dust within seconds. Even approaching the border is painful to these vampires, who rarely come within a mile of the border.

Originally appeared in Monstrous Compendium Ravenloft Appendix (1991).
 

Shade

Monster Junkie
Vizier's Turban

http://www.enworld.org/forum/general-monster-talk/301485-converting-al-qadim-creatures-14.html

Vizier's Turban
Tiny Aberration (Symbiont)
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/-10
Attack: —
Full Attack: —
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Symbiotic spellcasting
Special Qualities: Darkvision 60 ft., heal host, spell resistance 10, symbiont traits, telepathy
Saves: Fort +0, Ref +2, Will +5
Abilities: Str 6, Dex 15, Con 11, Int 18, Wis 17, Cha 16, Ego 15
Skills: Disguise +14, Knowledge (any three) +5, Listen +6, Spot +6
Feats: Alertness
Environment: Any
Organization: Solitary
Challenge Rating: 1 (singly) or host +1 (when worn)
Treasure: None
Alignment: Any
Advancement: None
Level Adjustment: —

A brightly colored turban of fine cloth is fastened by two shimmering jewels.

A vizier’s turban is a symbiotic entity that feeds upon a spellcaster's vitality in exchange for greater spellcasting power. It enjoys watching what goes on around it from its vantage point atop its partner’s head.

Despite its parasitic nature, a vizier’s turban makes an excellent companion. It eagerly engages in philosophical discussions with its host. It never seeks to impose its own will, but will offer its opinion gladly if asked. Keen and observant, it loves travel and views all new experiences with a sense of wonder. Although it has no affinity for spellcasting itself, it derives a sense of satisfaction from feeling its host‘s emotional response to acquiring and casting spells.

A vizier's turban can change the color and pattern of its skin to match any kind of cloth, but prefers to look like fine silk or satin. It can even reshape itself to resemble other accessories such as scarves and helms. The turban has two eyes that can appear to be gems or buttons, it usually makes them look like fine jewels. A vizier's turban sometimes shapes part of its body to mimic a metal badge pinned to the front or top of the turban. This badge is often shaped like a face of some sort - man, beast, or monster - set with the "jewels" of the turban's eyes.

A vizier's turban takes on whatever appearance suits its host. When without a host, vizier's turbans often hide in places where turbans can be found, such as cloth markets, wardrobes, rag bags, and among caravan trade goods.

Although their origins are unknown, many sages speculate vizier's turbans were created by genies, or are lesser genies in their own right. Others theories suggest they were once familiars or magic items that acquired sentience and eventually, life. They have no need to eat, drink or breathe, and may be immortal. None has ever been witnessed to expire of natural causes.

Vizier's turbans change alignment to match their hosts, they are generally neutral when on their own. They have no differentiation of sex, adopting a gender outlook that resembles their hosts. Theories suggest they reproduce by fission, forming a duplicate which is then left to fend for itself.

A vizier's turban is 2 to 4 feet across if it fully unfolds its cloth-like body. Its weight is negligible, a few ounces at the most.

Vizier's turbans can speak Auran, Celestial, Common, Draconic, and Ignan. However, while a vizier's turban enjoys communicating telepathically with its host, it has no interest in talking to anyone else. Even if it meets another vizier's turban, the two turbans will greet each other politely but hold no further conversation.

COMBAT

Vizier's turbans do not engage in combat, nor do they specifically aid their hosts in combat—although the enhancements they offer to spellcasting hosts can be significant in such situations.

Heal Host (Ex): In desperate situations, a vizier's turban can heal its host by sacrificing some of the transferred Con. For each point of Con sacrificed, the host can choose to sacrifice one spell level and point of SR to heal 1 hp per 2 HD of the host (minimum 1 hp). However, the host must make a DC 15 Fort save for each point of Con used for healing; the transferred Con becomes permanent Con drain on a failed save.

Symbiont Traits: While attached to a host, a symbiont acts on its host's turn each round, regardless of its own initiative modifier. It is not flat-footed unless its host is, and it is aware of any danger its host is aware of. If clearly visible, opponents can attack the symbiont instead of the host creature. This works the same way as attacking an object. The symbiont gains the benefit of the host's Dexterity modifier to AC instead of its own, and gains any deflection bonus to AC the host has as well. Its own size modifier and natural armor bonus apply. Attacking a symbiont instead of its host provokes an attack of opportunity from the host.

A symbiont never takes damage from attacks directed at the host. Like a worn magic item, a symbiont is usually unaffected by spells that damage the host, but if the host rolls a 1 on its saving throw, the symbiont is one of the "items" that can be affected by the spell. A symbiont uses its host's base saving throw bonuses if they are better than its own.

Any spell the host creature casts on itself automatically also affects the symbiont. Additionally, the host may cast a spell with a target of "You" on the symbiont instead of on itself. The symbiont may do likewise with any spell or spell-like ability it uses. The host and symbiont can share spells even if the spells normally do not affect creatures of the host's or the symbiont's type. Spells targeted on the host by another spellcaster do not affect the symbiont, and vice versa.

Symbiotic Spellcasting (Ex); A creature with an attached vizier's turban can transfer up to 10 points of its Constitution to the vizier's turban each day. For each point of Constitution transferred, the host gains 1 point of spell resistance and one additional spell level. These spell levels can be used to cast additional spells. Spontaneous spellcasters gain additional spell slots totaling a level equal to the sacrificed Constitution. Spellcasters who must prepare their spells may memorize additional spells totaling a level equal to the sacrificed Constitution. The spell levels may be split in any combination, but a single spell slot/prepared spell cannot exceed 5th-level. A 0-level spell counts as a half-level for these purposes. Thus, a sorcerer sacrificing 5 points of Constitution could gain a single 5th-level spell slot, a 4th-level and 1st-level spell slot, a 3rd-level and 2nd-level spell slot, and so forth. A wizard transferring 5 points of Constitution to its attached turban could prepare an additional 5th-level spell, a 4th-level and 1st-level spell, a 3rd-level and 2nd-level spell, and so forth.

Transferred Constitution is not Constitution damage or drain, and thus cannot be restored by spells such as restoration or heal. The Constitution immediately returns to the host 24 hours later, but cannot be regained in any other way, even if the attached vizier's turban is slain.

The transferred Constitution reduces the host's hit points, Fortitude save, and Constitution-based skill modifiers and save DCs. Likewise, the vizier's turban gains an increase to its hit points, Fortitude save, and Constitution-based skill modifiers and save DCs.

Telepathy (Su): A vizier's turban can communicate telepathically with its host, if its host has a language.

Skills: A vizier's turban has a +10 racial bonus on Disguise checks.

Originally appeared in Corsairs of the Great Sea (1994).
 
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Shade

Monster Junkie
Lycanthrope, Werebadger

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

Werebadger, Gnome Form
Small Humanoid (Gnome, Shapechanger)
Hit Dice: 1d8+2 plus 1d8+4 (15 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 18 (+1 size, +4 chain shirt, +1 light shield, +2 natural), 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: —
Special Qualities: Alternate form, badger empathy, gnome traits, low-light vision, scent
Saves: Fort +6, Ref +2, Will +2
Abilities: Str 11, Dex 11, Con 14, Int 10, Wis 11, Cha 8
Skills: Balance +2, Escape Artist +2, Hide +6, Listen +4, Spot +3
Feats: Agile (B), Iron Will (B), Track (B), Weapon Finesse (B), Weapon Focus (light crossbow)
Environment: Temperate forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-5 badgers)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +3

Werebadger, Badger Form
Small Humanoid (Gnome, Shapechanger)
Hit Dice: 1d8+2 plus 1d8+4 (15 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 10 ft.
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/-4
Attack: Claw +5 melee (1d2-1)
Full Attack: 2 claws +5 melee (1d2-1) and bite +0 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy, rage
Special Qualities: Alternate form, badger empathy, damage reduction 10/silver, gnome traits, low-light vision, scent
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 9, Dex 17, Con 18, Int 10, Wis 11, Cha 8
Skills: Balance +5, Escape Artist +12, Hide +9, Listen +4, Spot +3
Feats: Agile (B), Iron Will (B), Track (B), Weapon Finesse (B), Weapon Focus (light crossbow)
Environment: Temperate forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-5 badgers)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +3

Werebadger, Hybrid Form
Small Humanoid (Gnome, Shapechanger)
Hit Dice: 1d8+2 plus 1d8+4 (15 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/-4
Attack: Claw +5 melee (1d3-1) or longsword +2 melee (1d6-1/19-20) or light crossbow +6 ranged (1d6/19-20)
Full Attack: 2 claws +5 melee (1d3-1) and bite +0 melee (1d4-1); or longsword +2 melee and claw +0 melee (1d3-1) and bite +0 melee (1d4-1); or light crossbow +6 ranged (1d6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, badger empathy, damage reduction 10/silver, gnome traits, low-light vision, scent
Saves:Fort +8, Ref +5, Will +2
Abilities: Str 9, Dex 17, Con 18, Int 10, Wis 11, Cha 8
Skills: Balance +5, Escape Artist +12, Hide +9, Listen +4, Spot +3
Feats: Agile (B), Iron Will (B), Track (B), Weapon Finesse (B), Weapon Focus (light crossbow)
Environment: Temperate forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-5 badgers)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +3

This stocky, furry humanoid has the striped head of a badger.

Werebadgers in humanoid form tend to have a stocky build and large hands. Their hair is usually grey or black, often with a streak of the other color.

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

COMBAT

Werebadgers prefer to hide or flee from threats, but if pushed they fight with furious tenacity. Werebadgers usually fight in hybrid form, since they dislike raging in animal form and being forced to fight to the death.

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

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

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

Gnome Traits: Gnomes possess the following racial traits:
A gnome has +2 Constitution, -2 Strength, Small size, low-light vision and a base land speed of 20 feet.
Gnomes have a +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears) and a +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
Gnomes treat gnome hooked hammers as martial weapons rather than exotic weapons.
Gnomes have a +2 racial bonus on saving throws against illusions. A gnome adds +1 to the Difficulty Class to all illusion spells it casts, this bonus stacks with those from similar effects, such as the Spell Focus feat.
Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
A gnome has a +2 racial bonus on Listen and Craft (alchemy) checks.
Automatic Languages: Common, Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc.
Favored Class: Bard

Rage (Ex): A werebadger that takes damage in combat while in animal form flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Skills: A werebadger in animal or hybrid form has a +4 racial bonus on Escape Artist checks.

Gnomes have a +2 racial bonus on Craft (alchemy) and Listen checks.

Dire Werebadger, Dwarf Form
Medium Humanoid (Dwarf, Shapechanger)
Hit Dice: 1d8+2 plus 3d8+18 (38 hp)
Initiative: +0
Speed: 20 ft. in scale mail (4 squares); base speed 20 ft.
Armor Class: 18 (+4 scale mail, +2 heavy shield, +2 natural), touch 10, flat-footed 18
Base Attack/Grapple: +3/+4
Attack: Dwarven waraxe +5 melee (1d10+1/×3) or shortbow +3 ranged (1d6/×3)
Full Attack: Dwarven waraxe +5 melee (1d10+1/×3) or shortbow +3 ranged (1d6/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, darkvision 60 ft., dwarf traits, low-light vision, badger empathy, scent
Saves: Fort +7, Ref +3, Will +3
Abilities: Str 13, Dex 11, Con 14, Int 10, Wis 11, Cha 6
Skills: Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Handle Animal +2*, Listen +6, Spot +6
Feats: Alertness, Iron Will (B), Toughness (B), Track (B), Multiattack (B), Weapon Focus (waraxe)
Environment: Temperate forests
Organization: Solitary, pair, family (3-4), or troupe (3-4 plus 2-5 dire badgers)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3

Dire Werebadger, Dire Badger Form
Medium Humanoid (Dwarf, Shapechanger)
Hit Dice: 1d8+2 plus 3d8+18 (38 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 10 ft.
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 18
Base Attack/Grapple: +3/+6
Attack: Claw +6 melee (1d4+3)
Full Attack: 2 claws +6 melee (1d4+3) and bite +4 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy, rage
Special Qualities: Alternate form, damage reduction 10/silver, darkvision 60 ft., dwarf traits, low-light vision, badger empathy, scent
Saves: Fort +11, Ref +7, Will +7
Abilities: Str 17, Dex 17, Con 22, Int 10, Wis 11, Cha 6
Skills: Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Handle Animal +2*, Listen +6, Spot +6
Feats: Alertness, Iron Will (B), Toughness (B), Track (B), Multiattack (B), Weapon Focus (waraxe)
Environment: Temperate forests
Organization: Solitary, pair, family (3-4), or troupe (3-4 plus 2-5 dire badgers)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3

Dire Werebadger, Hybrid Form
Medium Humanoid (Dwarf, Shapechanger)
Hit Dice: 1d8+2 plus 3d8+18 (38 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 18
Base Attack/Grapple: +3/+6
Attack: Dwarven waraxe +7 melee (1d10+3/×3); or claw +6 melee (1d6+3)
Full Attack: Dwarven waraxe +7 melee (1d10+3/×3) and claw +4 melee (1d4+1) and bite +4 melee (1d6+1); or 2 claws +6 melee (1d4+3) and bite +4 melee (1d6+1); or shortbow +6 ranged (1d6/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy, rage
Special Qualities: Alternate form, damage reduction 10/silver, darkvision 60 ft., dwarf traits, low-light vision, badger empathy, scent
Saves: Fort +11, Ref +7, Will +7
Abilities: Str 17, Dex 17, Con 22, Int 10, Wis 11, Cha 6
Skills: Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Handle Animal +2*, Listen +6, Spot +6
Feats: Alertness, Iron Will (B), Toughness (B), Track (B), Multiattack (B), Weapon Focus (waraxe)
Environment: Temperate forests
Organization: Solitary, pair, family (3-4), or troupe (3-4 plus 2-5 dire badgers)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3

Dire werebadgers in humanoid form are powerfully built, with a savage cast to their features. Their hair is generally dark grey, often with white streaks, black stripes, or both.

The dire werebadger presented here is based on a 1st-level dwarf warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

COMBAT

In dire badger or hybrid form, a dire werebadger can rage just as a normal dire badger does. A dire werebadger in hybrid form often dispenses with weapon attacks, though it can wield a weapon and use its bite and a claw as secondary natural attacks.

Alternate Form (Su): A dire werebadger can assume a bipedal hybrid form or the form of a dire badger.

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

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

Rage (Ex): A dire badger that takes damage in combat when in animal or hybrid form flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.

Dwarf Traits (Ex): Dwarves possess the following racial traits.
  • +2 Constitution, -2 Charisma.
  • Medium size.
  • A dwarf’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
  • Darkvision out to to 60 feet.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
  • Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
  • +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
  • +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
  • +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.
  • Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon.
  • Favored Class: Fighter.

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

Monster Junkie
Spider, Xakhun, Rigger Spider

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

Spider, Xakhun, Rigger Spider
Large Magical Beast
Hit Dice: 4d10+4 (26 hp)
Initiative: +4
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +4/+10
Attack: Bite +5 melee (1d8+3 plus poison)
Full Attack: Bite +5 melee (1d8+3 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, web
Special Qualities: Darkvision 60 ft., low-light vision, resistance to gas attacks, tremorsense 60 ft.
Saves: Fort +5, Ref +8, Will +2
Abilities: Str 15, Dex 19, Con 12, Int 10, Wis 13, Cha 6
Skills: Climb +12, Hide +4*, Move Silently +6*, Profession (sailor) +6, Spot +8, Use Rope +10
Feats: Improved Initiative, Skill Focus (Use Rope)
Environment: Any land
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Level Adjustment: —

This great orb spider, larger than a human, has the globular body, large spinnerets, and long, precise legs of a web-spinner. Its many eyes gleam with a curious attentiveness — or is it intelligence?

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.

A rigger spider is specially bred to maintain and operate a Xan Kraban windship’s rigging. The rigger spider is second only to the captain in importance, and is closely guarded. It helps the drow crew by adjusting sails and yardarms, or spins silk webbing to repair damaged sheets and lines. Most windships are gifted with but a single rigger spider. All other Xakhun spiders are raised with an inbred respect for the rigger spider and never conceive of attacking one, even if the rigger spider strikes first.

A typical rigger spider's body is 8 feet long. It weighs about 700 pounds.

COMBAT

Rigger spiders have no interest in combat and usually leave fighting to the rest of the crew. However, they are easily enraged by threats to their precious rigging, bitterly attacking any intruder who harms their ship's sailing ability. An attacking rigger spider usually throws webs first, then closes in to administer its poisonous bite to entangled opponents.

Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

Resistance To Gas Attacks (Ex): Rigger spiders have a +4 racial bonus on all saving throws against gas attacks, including inhaled poisons and such spells as stinking cloud or cloudkill.

Web (Ex): Rigger 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. Rigger 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 15 Escape Artist check or burst it with a DC 19 Strength check; such escape attempts are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Rigger spiders often create sheets of sticky webbing from 20 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 12 hit points (14 hit points for a Huge-sized spider), and sheet webs have damage reduction 5/—.

A rigger spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

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

*Rigger spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Originally appeared in Dragon Magazine #244 (1998).
 

Shade

Monster Junkie
Alan

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

Alan
Small Monstrous Humanoid
Hit Dice: 4d8 (18 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 40 ft. (average)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +4/+0
Attack: Claw +8 melee (1d4) or spear +5 melee (1d6/x3) or spear +8 ranged (1d6/x3)
Full Attack: 2 claws +8 melee (1d4) or spear +5 melee (1d6/x3) or spear +8 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft.
Saves: Fort +1, Ref +7, Will +6
Abilities: Str 10, Dex 17, Con 11, Int 12, Wis 14, Cha 13
Skills: Bluff +6, Climb +3, Diplomacy +3, Disguise +1 (+3 acting), Hide +12, Intimidate +3, Move Silently +8, Spot +8
Feats: Hover, Weapon Finesse
Environment: Warm forests
Organization: Solitary, pair, family (2-5) or clan (5-20)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +3

This avian humanoid has the feathered wings and scaly legs of a bird on a humanoid body. Its wings have stubby fingers and its clawed feet have long prehensile toes.

Alans are birdlike humanoids found deep in the heart of tropical and sub-tropical forests. Alans rarely meet humanoids, but are generally friendly and occasionally helpful. They are mischievous pranksters who often play tricks on intruders. Alan prefer to hide from enemies, most only fight if their homes and families are threatened. Sometimes alans are hostile, attacking lone travelers and raiding humanoid villages at night.

Most alan live in small clans. Their lairs are small, ornately fashioned treehouses hidden among the branches of large trees. A typical clan has three to five such houses in a single tree, with sentries perched in nearby trees.

An alan stands 3 to 4 feet tall, has a wingspan of about 8 feet, and typically weighs 15 to 25 pounds.

Alans speak Common and their own language.

COMBAT

Alans are smart enough to avoid a fair fight, hiding from obviously superior foes. They often hang upside down from tree branches over infrequently travelled trails, hoping to drop upon surprised victims. Once combat starts, they fight from the air, hovering above their opponents.

Skills: Alans have a +4 racial bonus on Climb checks. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

Originally appeared in Kara-Tur: The Eastern Realms (1988).
 
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Monster Junkie
Placodont

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

Placodont
Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: -1
Speed: 20 ft. (4 square), swim 30 ft.
Armor Class: 15 (+1 size, -1 Dex, +5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +0/-3
Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Hold breath, low-light vision
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 12, Dex 8, Con 15, Int 1, Wis 12, Cha 4
Skills: Hide +6, Spot +2, Swim +9
Feats: Endurance
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3-4 HD (Medium); 5-8 HD (Large)
Level Adjustment: —

This broad-bodied reptile resembles a cross between a turtle and a marine iguana. It has no shell, but its heavy body is armoured with small bony plates. A long, flattened tail and short legs with webbed feet suggest it's faster in the water than on land.

Placodonts are primitive marine reptiles that specialize in eating shellfish, which they crush with the broad, flat teeth in their mouths. They are slow-moving creatures with poor natural armaments, so rely on size, armor or stealth to protect them from predators. Placodonts live in shallow tropical waters, where they do not have to dive deep to find food and big predators are unlikely to venture due to the risk of them being beached on a shoal.

The various species of placodont range between 3 feet and 10 feet in size (nose to tail). The typical example detailed above is about 3 or 4 feet long and weighs from 10 to 50 pounds. Placodonts tend to be small, and few species grow larger than a human. A placodont's shape and weight varies a lot - some species have lizard-like bodies, others are as broad as turtles, but most are somewhere in-between.

COMBAT

If a placodont can't hide or flee from a threat it will bite in self-defense.

Hold Breath (Ex): A placodont can hold its breath for a number of rounds equal to 10 times its Constitution score before it risks drowning.

Originally appeared in Dragon Magazine #112 (1986).
 

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Monster Junkie
Wingless Wonder (Alkada)

http://www.enworld.org/forum/general-monster-talk/201788-converting-psionic-creatures-71.html

Wingless Wonder (Alkada)
Small Aberration
Hit Dice: 2d8+2 (11 hp)
Initiative: -2
Speed: 20 ft. (4 squares), swim 10 ft.
Armor Class: 12 (+1 size, +3 natural, -2 Dex), touch 9, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Tentacle +1 melee (1)
Full Attack: 9 tentacles +1 melee (1) and bite -4 melee (xdx)
Space/Reach: 5 ft./5 ft. (10 ft. w/tentacles)
Special Attacks: Improved grab, mind blast, wild magic
Special Qualities: Antimagic aura, darkvision 60 ft., spell resistance CR+21
Saves: Fort +1, Ref -2, Will +3
Abilities: Str 10, Dex 7, Con 12, Int 6, Wis 10, Cha 13
Skills: 5
Feats: 1
Environment: Temperate or warm land and underground?
Organization: Solitary or pair
Challenge Rating: x
Treasure: x
Alignment: Always chaotic neutral?
Advancement: x
Level Adjustment: x

Desc.

Flavor text.

A wingless wonder stands x feet tall and weighs about x pounds.

Wingless wonders speak x.

COMBAT

Tactics.

An opponent can attack a wingless wonder's tentacles with a sunder attempt as if they were weapons. A wingless wonder's tentacles have 2 hit points each. If a wingless wonder is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. A wingless wonder takes no damage from having a tentacle severed or destroyed. A severed tentacle dies and can no longer be used to attack, but the wingless wonder takes no other penalties. Severed tentacles regrow in x days.

Improved Grab (Ex): To use this ability, a wingless wonder must hit an opponent of any size with a tentacle 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 automatically deals bite damage. *A wingless wonder has a +4 racial bonus on grapple checks.

Mind Blast (Sp): This psionic attack is a cone 60 feet long. Anyone caught in this cone must succeed on a DC 12 Will save or be stunned for 3d4 rounds. save DC is Charisma-based. This ability is the equivalent of a 4th-level spell.

Wild Magic (Su): Once per day, a wingless wonder can create a wild magic effect as a standard action. This functions exactly like a rod of wonder, except effects originate from tne wingless wonder and all saving throws have a DC of 12. The save DCs are Charisma-based.

Originally appeared in Menzoberranzan (1992).
 
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Monster Junkie
Ooze, Flareater

http://www.enworld.org/forum/general-monster-talk/224622-special-conversion-thread-finishing-off-oozes-48.html

Ooze, Flareater
Medium Ooze
Hit Dice: 6d10+36 (69 hp)
Initiative: +0
Speed: 40 ft. (8 squares), climb 30 ft.
Armor Class: 20 (+10 natural), touch 10, flat-footed 20
Base Attack/Grapple: +4/+6
Attack: Slam +7 melee (2d4+3 plus 1d4 acid and 1d4 Con)
Full Attack: Slam +7 melee (2d4+3 plus 1d4 acid and 1d4 Con)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, constrict 2d4+3 plus 1d4 acid and 1d4 Con, engulf, improved grab
Special Qualities: Blindsight 60 ft., growth, immune to fire damage, ooze traits
Saves: Fort +8, Ref +2, Will -3
Abilities: Str 15, Dex 10, Con 22, Int 10, Wis 11, Cha 1
Skills: Climb +10, Listen +6, Spot +6, Survival +6
Feats: Ability Focus (engulf), Track, Weapon Focus (slam)
Environment: Underground
Organization: Solitary or colony (2-4)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Medium)
Level Adjustment: —

This human-sized mass of slime is colored an emerald green so deep it is almost black. The gelatinous thing looks like living dark water, flowing with surprising speed. There's something malevolently purposeful in the way it moves and ripples.

Flareaters are deadly subterranean oozes that appear to be related to green slime - probably a natural mutation or the result of magical experimentation. They are unnaturally warm to the touch. Flareaters live solely to eat and reproduce, but pursue these objectives with extraordinary intelligence. Eternally hungry, they methodically search for their favorite food – sources of light.

A flareater can grow to a diameter of up to 6 feet and a thickness of about 6 inches. A typical specimen weighs about 250 pounds.

COMBAT

Flareaters are continuously in search of prey. They may track creatures for some time before striking, and prefer to attack by dropping upon prey from a wall or low ceiling. A flareater will usually eat any light-sources it senses before it tries to devour its opponents.

Acid (Ex): A flareater can secrete a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack by the flareater deals acid damage and Constitution damage, and the opponent's armor and clothing dissolve and become useless immediately unless they succeed on DC 19 Reflex saves.

Blindsight (Ex): A flareater's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

Constrict (Ex): A flareater deals automatic slam, acid and Constriction damage with a successful grapple check.

Engulf (Ex): A flareater can simply mow down Medium or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The flareater merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the ooze, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 18 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the flareater moves forward. Engulfed creatures are subject to the flareater's constrict attack, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.

Growth (Su): A flareater can eat a non-magical light source, such as a lamp or torch, by smothering it, automatically putting it out (the flareater cannot eat a carried light source unless it first makes a disarm check to cause the creature carrying the light to drop it). For each light source that the flareater eats, it gains one positive level. Alternately, a flareater may absorb any spell with the Light descriptor, unless it is a spell that harms Oozes (such as sunbeam or sunburst), which affect the flareater normally. The flareater gains one positive level for each level of the spell. A flareater cannot absorb natural daylight, starlight, or moonlight.

If a flareater's hit dice plus its positive levels adds up to 12 or more, it automatically splits into two identical 6 HD flareaters, each with half of the original's current hit points (round down).

Improved Grab (Ex): To use this ability, a flareater must hit with its slam 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 constrict.

Skills: A flareater has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

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

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Monster Junkie
Crab, Giant Sand

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

Crab, Giant Sand
Large Vermin (Aquatic)
Hit Dice: 9d8+48 (88 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +6/+20
Attack: Claw +11 melee (1d8+9)
Full Attack: 2 claws +11 melee (1d8+9) and bite +6 melee (1d10+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 1d8+9, improved grab, powerful claws
Special Qualities: Amphibious, darkvision 60 ft., scent, vermin traits
Saves: Fort +11, Ref +4, Will +3
Abilities: Str 22, Dex 12, Con 21, Int –, Wis 10, Cha 2
Skills: Hide +1, Spot +4
Feats: Toughness (B)
Environment: Temperate coastal
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 10-13 HD (Large), 14-27 HD (Huge)
Level Adjustment: —

This massive crablike creature moves on four legs, scuttling with surprising speed and grace for its size. It also has two powerful claws and crushing mandibles.

Giant sand crabs are close kin to normal monstrous crabs (see Stormwrack). They scavenge along beaches, and usually lair in burrows or caves just at the water line. They are more likely to forage for food at night on lonely beaches at low tide. Like other monstrous crabs, giant sand crabs are scavengers, feeding upon the reeking bodies of dead sea creatures that wash up on shore.

A giant sand crab has a body up to 10 feet across and a legspan of 15 to 20 feet. They normally weigh 1,500 to 3,000 pounds.

COMBAT

Giant sand crabs are fierce creatures, but normally fight only in self defense or to protect their lairs. They are not above attacking wounded but still-living creatures if they are hungry. Straightforward combatants, these crabs scuttle forward with surprising speed to attack with their claws and mandibles. Once it has food or a living opponent in its claws, a giant sand crab tries to retreat into its lair to eat. Creatures held in its claws when it does so will soon drown if they can't breathe water.

Constrict (Ex): With a successful grapple check, a giant sand crab can crush a grabbed opponent, dealing 1d8+9 points of bludgeoning damage.

Improved Grab (Ex): If a giant sand crab hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it also constricts on the same round.

Powerful Claws (Ex): A giant sand crab always applies 1.5 times its Strength modifier to damage inflicted with its claws. Additionally, it gains a +4 racial bonus on grapple checks.

Skills: A giant sand crab has a +4 racial bonus on Hide and Spot checks.

Originally appeared in X13 - Crown of Ancient Glory (1987).
 

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Monster Junkie
Nay-Churr

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

Nay-Churr
Colossal Magical Beast
Hit Dice: 30d10+360 (525 hp)
Initiative: -2
Speed: Fly 10 ft. (2 squares)(clumsy)
Armor Class: 22 (-8 size, -2 Dex, +22 natural), touch 0, flat-footed 22
Base Attack/Grapple: +30/+59
Attack: —
Full Attack: —
Space/Reach: x ft./x ft.
Special Attacks: Death throes, engulfing maw, swallow whole
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +29, Ref +15, Will +10
Abilities: Str 36, Dex 7, Con 35, Int 1, Wis 11, Cha 2
Skills: 33
Feats: 11
Environment: Space
Organization: Solitary
Challenge Rating: x
Treasure: x
Alignment: Always neutral
Advancement: x
Level Adjustment: —

Desc.

Flavor text.

COMBAT

Tactics.

Death Throes (Ex): When it dies, a nay-churr explodes, dealing 12d12 points of fire damage to creatures that it has swallowed whole and 6d12 points of damage to any creature within 200 ft. Creatures outside the nay-churr's stomach may make a DC 37 Reflex save for half damage. The save DC is Constitution-based.

Engulfing Maw (Ex): As part of an attack or full attack action, a nay-churr can stretch its vast maw to cover an area x feet in diameter anywhere within its Reach. All creatures within the affected area must make a DC 23 Reflex save to avoid being scooped into the creature's expanded, open mouth and swallowed. See Swallow Whole, below, for the consequences of being swallowed by a nay-churr. The save DC is Dexterity-based.

Swallow Whole (Ex): A nay-churr can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes xdx+x points of crushing damage plus x points of acid damage per round from the nay-churr's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal x points of damage to the gizzard (AC x). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A nay-churr’s interior can hold x Gargantuan, x Huge, x Large, x Medium, x Small, x Tiny, or x Diminutive or smaller opponents.

Originally appeared in Monstrous Compendium Spelljammer Appendix (1990).
 
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Monster Junkie
Hek

http://www.enworld.org/forum/general-monster-talk/294035-converting-first-edition-monsters-10.html

Hek
Small Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 11 (+1 size), touch 11, flat-footed 11
Base Attack/Grapple: +1/-3
Attack: Longsword +2 melee (1d6/19-20) or spear +2 melee (1d6/x3) or spear +2 ranged (1d6/x3)
Full Attack: Longsword +2 melee (1d6/19-20) or spear +2 melee (1d6/x3) or spear +2 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Tolerate thirst, water sense
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 10, Dex 11, Con 10, Int 10, Wis 11, Cha 10
Skills: Handle Animal +6, Ride +6
Feats: Animal Affinity
Environment: Warm deserts
Organization: Solitary, patrol (2-5 on giant striders), band (5-20 plus 1-2 leaders of 4th or 5th level and 3-15 giant striders), tribe (20-40 plus 40-45 noncombatants plus 1-3 leaders of 4th or 5th level, 1 7th level chief and 5-30 giant striders)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +1

This short, stocky humanoid has waxy skin and an unpleasant aroma.

Hek are small humanoids who have adapted to the harsh conditions of the arid regions they call home. Most hail from a region known as the Ash Mire.

Hek culture is based around water, which symbolises life, wealth and power. Most hek carry 2 days' water in beautifully fashioned bone and hide water bottle. Hek body temperature runs higher than most other humanoids, and they coat their bodies with a waxy substance derived from the roots of the epycott plant (see below). This odiferous conconction helps prevent water loss from perspiration. Hek can sense water from over a mile away

Most hek encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.

A typical hek stands 4 feet tall and weighs 45 to 50 pounds.

Hek speak an archaic form of Common and their own language.

COMBAT

Hek prefer to attack in groups, launching a volley of spears before charging with swords drawn. Hek cavalry brandish lances astride giant striders.

Tolerate Thirst (Ex): Hek are toughened to the rigors of waste life. They need to drink only one-quarter the amount of water per day that humanoids of their size normally require and have a +4 racial bonus on Constitution checks or Fortitude saves to resist harmful effects from dehydration.

Water Sense (Su): Hek have an innate ability to sense water, allowing them to locate sources of water and spells with the Water descriptor. Doing this requires a DC 15 Survival check. They can detect water sources up to a range of 1 mile and Water spells up to a range of 5 miles. This sense can penetrate barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, 3 feet of wood, or 10 feet of dirt or sand.

Hek As Characters
Hek leaders tend to be fighters or fighter/clerics. A hek cleric has access to two of the following domains: Community, Sun and Water. Most hek spellcasters are adepts.

Hek characters possess the following racial traits.
  • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
  • A hek's base land speed is 20 feet.
  • Automatic Languages: Common, Hek. Bonus Languages: Aquan, Ignan, and Terran.
  • Favored Class: Fighter.
  • Special Qualities: Tolerate thirst, watere sense (see above).
The hek warrior presented here had the following ability scores before racial adjustments: Str 10, Dex 11, Con 10, Int 10, Wis 11, Cha 10.

Epycott Plant
This hardy plant has a vigorous root system that can covers several square miles. The plant sporadically sprouts bushes, which survive only a few days under the harsh sun.

Hek survive in the Ash Mire by collecting epycott roots. The harvested roots are pounded to separate fibres from the tough outer skin, leaving mushy flesh and a waxy juice. The fibres are woven into clothing, footwear and tents. The flesh feeds the hek's giant striders and their underground fungus gardens.

The juice of the epycott plant can be processed into a body wax. A single application of epycott wax grants a +2 circumstance bonus on Constitution checks made to avoid nonlethal damage (and becoming fatigued) due to thirst. The pungent odor of the wax, however, grants a +2 circumstance bonus to anyone attempting to track the wearer by scent. An application of epycott wax lasts for 1d4+8 hours.

Epycott body wax is waterproof, so it cannot be washed off with water. It can be removed with oil or strong alcohol, usually by scraping it off the skin with a strigil.

Originally appeared in UK6 – All That Glitters (1984).
 
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Monster Junkie
Swarm, Monstrous Crab

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

Monstrous Crab, Tiny
Tiny Vermin (Aquatic)
Hit Dice: ½d8 (2 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (+2 size, +4 natural), touch 12, flat-footed 16
Base Attack/Grapple: +0/-6
Attack: Claw +2 melee (1d3-2)
Full Attack: 2 claws +2 melee (1d3-2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Constrict 2d3-2, improved grab
Special Qualities: Amphibious, low-light vision, scent, vermin traits
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 6, Dex 11, Con 10, Int —, Wis 11, Cha 2
Skills: Hide +12, Spot +4
Feats: Weapon Finesse (B)
Environment: Temperate aquatic
Organization: Colony (8–16)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

Monstrous Crab, Diminutive
Diminutive Vermin (Aquatic)
Hit Dice: ¼d8 (1 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (+4 size, +2 natural), touch 14, flat-footed 16
Base Attack/Grapple: +0/-11
Attack: Claw +4 melee (1d2-3)
Full Attack: 2 claws +4 melee (1d2-3)
Space/Reach: 1 ft./0 ft.
Special Attacks: Constrict 2d2-3, improved grab
Special Qualities: Amphibious, low-light vision, scent, vermin traits
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 4, Dex 11, Con 10, Int —, Wis 11, Cha 2
Skills: Hide +16, Spot +4
Feats: Weapon Finesse (B)
Environment: Temperate aquatic
Organization: Colony (8–16)
Challenge Rating: 1/6
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

Monstrous Crab Swarm, Tiny
Tiny Vermin (Aquatic, Swarm)
Hit Dice: 4d8 (18 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (+2 size, +4 natural), touch 12, flat-footed 16
Base Attack/Grapple: +3/—
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Clinging swarm, distraction
Special Qualities: Amphibious, half damage from slashing and piercing, low-light vision, scent, swarm traits, vermin traits
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 6, Dex 11, Con 10, Int —, Wis 11, Cha 2
Skills: Hide +12, Spot +4
Feats: Weapon Finesse (B)
Environment: Temperate aquatic
Organization: Solitary, scrabble (2-4 swarms), or horde (5-8 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

Monstrous Crab Swarm, Diminutive
Diminutive Vermin (Aquatic, Swarm)
Hit Dice: 7d8 (31 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (+4 size, +2 natural), touch 14, flat-footed 16
Base Attack/Grapple: +5/—
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Clinging swarm, distraction
Special Qualities: Amphibious, immune to weapon damage, low-light vision, scent, swarm traits, vermin traits
Saves: Fort +5, Ref +2, Will +2
Abilities: Str 6, Dex 11, Con 10, Int —, Wis 11, Cha 2
Skills: Hide +12, Spot +4
Feats: Weapon Finesse (B)
Environment: Temperate aquatic
Organization: Solitary, scrabble (2-4 swarms), or horde (5-8 swarms)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

A scuttling mass of saucer-sized crabs that clamber over each other in their eagerness to feed.

The hundreds of crabs that make up a crab swarm may be full grown animals or the tiny young of larger monstrous crabs, which have congregated into swarms after spawning. They are voracious scavengers that will eat anything, living or dead, they come across.

COMBAT

A giant crab swarm moves over anything that smells like food, then attacks until either the swarm is dispersed or there's nothing left of its opponents besides inedible scraps.

Clinging Swarm (Ex): Any living creature that takes damage from a crab swarm's swarm attack must succeed at a Reflex save (DC 13 for Diminutive crab swarms, DC 12 for Tiny) or 1d4 crabs from the swarm automatically grapple the creature, dealing damage as usual. Treat these as individual monstrous crabs, which must be killed or grappled separately. The Reflex save DC is Constitution-based.

Distraction (Ex): Any living creature that begins its turn with a crab swarm in its space must succeed on a Fortitude save (DC 13 for Diminutive crab swarms, DC 12 for Tiny) or be nauseated for 1 round. The save DC is Constitution-based.

Skills: A monstrous crab has a +4 racial bonus on Hide and Spot checks.

Originally appeared in Return to White Plume Mountain (1999).
 

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Monster Junkie
Spider, Xakhun, Leaping Sword Spider

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

Spider, Xakhun, Leaping Sword Spider
Medium Magical Beast
Hit Dice: 3d10+3 (19 hp)
Initiative: +1
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+5
Attack: Leg +6 melee (1d4+2) or bite +5 melee (1d6+1)
Full Attack: 8 legs +6 melee (1d4+2) and bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Impalement
Special Qualities: Darkvision 60 ft., web
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 14, Dex 12, Con 12, Int 6, Wis 13, Cha 7
Skills: Balance +3, Climb +10, Hide +10, Move Silently +5, Jump +8, Spot +13, Tumble +6
Feats: Multiattack, Weapon Focus (leg)
Environment: Warm forest and underground
Organization: Solitary or platoon (2-5 in drow pens)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 3-4 HD (Medium); 5-9 HD (Large)
Level Adjustment: —

This tower shield-sized spider has a sleek, hairy black body, striped with dark brown fur. Its legs end in bladelike chitinous plates.

The Xakhun breeding programs have modified the subterranean sword spider into a smaller, nonvenomous variety capable of incredible leaps.

Leaping sword spiders are ill-tempered and difficult to train. Occasionally, one goes berserk, attacking both crew and vessel. When situations like this arise, it is generally left to the rigging spider to regain control, by slaying the offending sword spider.

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. Leaping sword spiders and the Xakhun's drop spiders instinctively attack each other, so they are never kept in the same ship or building.

A typical leaping sword spider has a body 6 feet long and weighs about 300 pounds.

COMBAT

Leaping sword spiders are cunning creatures who ambush opponents whenever possible, usually dropping from above to inflict the most damage with their sword-like legs. Even without the advantage of surprise, they viciously leap into melee, focusing their fury upon one opponent at a time.

Impalement (Ex): Against formidable prey, a leaping sword spider jumps high into the air to land atop an opponent, with all eight legs together in a tight mesh of blades. It makes only a single attack roll (+6 melee), but if that attack is successful, the opponent takes damage from three leg blades if size Tiny or smaller, four blades if Small, five blades if Medium, six if Large, and all eight if Huge or larger. If the spider descends more than 20 feet to make this attack, it adds +1 point of damage to each leg.

Web (Ex): Leaping sword 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.

Skills: Leaping sword spiders have racial bonuses of +4 on Move Silently checks, +8 on Climb and Hide checks, +10 on Jump checks, and +12 on Spot checks. A leaping sword spider can always choose to take 10 on Climb checks, even if rushed or threatened.

Originally appeared in Dragon Magazine #244 (1998).
 

Shade

Monster Junkie
Quakedancer

http://www.enworld.org/forum/general-monster-talk/290367-converting-monsters-dragon-magazine-51.html

Quakedancer, Elder
Gargantuan Magical Beast
Hit Dice: 24d10+192 (324 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 24 (-4 size, +18 natural), touch 6, flat-footed 24
Base Attack/Grapple: +24/+48
Attack: Bite +32 melee (2d8+12) or stamp +32 melee (5d8+18)
Full Attack: Bite +32 melee (2d8+12) or stamp +32 melee (5d8+18)
Space/Reach: 20 ft./15 ft.
Special Attacks: Quakedance, swallow whole, trample 4d8+18
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +22, Ref +14, Will +10
Abilities: Str 34, Dex 11, Con 27, Int 3, Wis 14, Cha 10
Skills: 27 ranks
Feats: 9 (2 can be epic)
Environment: Any land
Organization: Solitary
Challenge Rating: ?
Treasure: None
Alignment: Always neutral
Advancement: 27-31 HD (Gargantuan); 32-72 HD (Colossal)
Level Adjustment: —

Quakedancer, Adult
Huge Magical Beast
Hit Dice: 12d10+?? (?? hp)
Initiative: +
Speed: 20 ft. (4 squares)
Armor Class: 1 (size, Dex, + natural), touch 1, flat-footed 1
Base Attack/Grapple: +/+
Attack: Bite + melee (???+??) or stamp + melee (???+??)
Full Attack: Bite + melee (???+??) or stamp + melee (???+??)
Space/Reach: 15 ft./ 10 ft.
Special Attacks: Quakedance, swallow whole, trample 4d8+18
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills: 15 ranks
Feats: 5
Environment: Any land
Organization: Solitary
Challenge Rating: ?
Treasure: None
Alignment: Always neutral
Advancement: 13-19 HD (Huge); 20-24 HD (Gargantuan)
Level Adjustment: —

Quakedancer, Juvenile
Large Magical Beast
Hit Dice: 4d10+?? (?? hp)
Initiative: +
Speed: 20 ft. (4 squares)
Armor Class: 1 (size, Dex, + natural), touch 1, flat-footed 1
Base Attack/Grapple: +/+
Attack: Bite + melee (???+??) or stamp + melee (???+??)
Full Attack: Bite + melee (???+??) or stamp + melee (???+??)
Space/Reach: 15 ft./ 10 ft.
Special Attacks: Quakedance, swallow whole, trample 4d8+18
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills: 15 ranks
Feats: 5
Environment: Any land
Organization: Solitary
Challenge Rating: ?
Treasure: None
Alignment: Always neutral
Advancement: Large 5-8 HD; Huge 9-12 HD
Level Adjustment: —

Desc.

Flavor text.

Although they vary in size, most apatosaurs are between 70 and 80 feet in length and weigh from 30-40 tons.

COMBAT

Tactics.

Quakedance (?): Stuns?

Trample (Ex): A quakedancer can literally run over any creatures in its way that are of Huge or smaller size. Creatures trampled must make a Reflex save (DC 32 half) or take 4d8+18 damage. The save DC is Strength-based.

Originally appeared in Dragon Magazine #180 (1992).
 
Last edited:

Shade

Monster Junkie
http://www.enworld.org/forum/general-monster-talk/258155-converting-greyhawk-monsters-64.html

Raven, Dire
Medium Animal
Hit Dice: 2d8+2 (12 hp)
Initiative: +4
Speed: 10 ft. (2 squares), fly 70 ft. (average)
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/+0
Attack: Bite +5 melee (1d6-1)
Full Attack: Bite +5 melee (1d6-1) and 2 claws +0 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eye gouge
Special Qualities: Evasion, low-light vision, resistance to disease
Saves: Fort +4, Ref +7, Will +4
Abilities: Str 8, Dex 19, Con 13, Int 2, Wis 12, Cha 10
Skills: Spot +8, Tumble +6
Feats: Flyby Attack, Weapon Finesse (B)
Environment: Temperate forests
Organization: Solitary, pair, or flock (3-8)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Large)
Level Adjustment: —

This raven is the size of a small human.

Dire ravens have the same habits and diet as normal-sized carrion crows and ravens. Like their smaller cousins, these scavenger birds are remarkably intelligent animals. A young dire raven can be tamed and taught tricks. In the wild, dire ravens sometimes learn cunning stratagems to find food or deceive predators.

Dire ravens show little fear of humanoids. They normally only fight if they feel their lives or nests are endangered. However, a hungry enough flock might try to kill and eat man-sized creatures.

Dire ravens are about 5 feet long and have wingspans of about 10 feet.

COMBAT

Dire ravens tend to strike at their opponents' eyes, attempting to blind them. They usually fly away as soon as a battle turns against them.

Eye Gouge (Ex): If a dire raven scores a critical hit with its bite attack, the target must succeed on a DC 15 Reflex save or lose the sight in one eye, becoming permanently dazzled (or blinded if they lose the use of all its eyes). A remove blindness/deafness spell can heal the injury. The save DC is Dexterity-based.

Resistant to Disease (Ex): A dire raven has a cast-iron stomach. It has a +2 bonus on Fortitude saves to resist normal diseases, but not supernatural or magical diseases such as mummy rot.

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

Originally appeared as "Raven (Crow), Huge)" in Monstrous Compendium Greyhawk Appendix 1990).
 

Shade

Monster Junkie
Turtle, Sea

http://www.enworld.org/forum/general-monster-talk/294285-converting-prehistoric-creatures-42.html

Sea Turtle
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 5 ft. (1 square), swim 40 ft.
Armor Class: 17 (+1 size, +1 Dex, +5 natural), touch 12,
flat-footed 16
Base Attack/Grapple: +0/-5
Attack: Bite +1 melee (1d4-1)
Full Attack: Bite +1 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Fortification, hold breath, low-light vision
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 8, Dex 13, Con 13, Int 1, Wis 12, Cha 4
Skills: Spot +5, Swim +9
Feats: Weapon Focus (bite)
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3-4 HD (Medium); 4-7 HD (Large)
Level Adjustment: —

Sea Turtle, Giant
Huge Animal
Hit Dice: 8d8+48 (84 hp)
Initiative: -2
Speed: 5 ft. (1 square), swim 40 ft.
Armor Class: 18 (-2 size, -2 Dex, +12 natural), touch 6,
flat-footed 18
Base Attack/Grapple: +6/+23
Attack: Bite +14 melee (2d6+13)
Full Attack: Bite +14 melee (2d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Capsize
Special Qualities: Fortification, hold breath, low-light vision, withdraw
Saves: Fort +12, Ref +4, Will +3
Abilities: Str 28, Dex 7, Con 23, Int 1, Wis 12, Cha 4
Skills: Spot +12, Swim +19
Feats: Endurance, Snatch, Weapon Focus (bite)
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9-14 HD (Huge); 15-24 HD (Gargantuan)
Level Adjustment: —

This turtle has a flattened body and powerful fore-flippers.

Sea turtles are common marine reptiles. Most of them are omnivores or herbivores and mainly eating seaweed, but there are carnivorous varieties that eat fish or jellyfish. A sea turtle lives its life in the water, except for when the females crawl onto sandy beaches to bury their eggs. Humanoids often hunt sea turtles. Their flesh and eggs are quite tasty, and their shells can be fashioned into implements or ornaments.

The statistics presented here describe a small sea turtle, 2 to 3 feet long and weighing 70 to 100 pounds. Some kinds of sea turtle grow much larger than that.

COMBAT

Sea turtles are rarely aggressive, preferring to swim away from opponents. They bite if threatened.

Fortification (Ex): Whenever a critical hit or sneak attack is scored on a sea turtle there is a 25% chance that the special attack is negated and its damage is rolled normally, similar to the effect of armor enchanted with the Light Fortification quality.

Hold Breath (Ex): A sea turtle can hold its breath for a number of rounds equal to 10 × its Constitution score before it risks drowning. For a typical sea turtle, this is 130 rounds, or 13 minutes.

Skills: A sea turtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A sea turtle can use its Dexterity modifier or its Strength modifier on Swim checks. 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.

Giant Sea Turtle
These relatives of ordinary sea turtles are so enormous they can live comfortably in cold waters. Giant sea turtles are omnivores, preferring to eat plants and small animals. They do not usually hunt prey the size of most humanoids. These reptiles are just as tasty as their normal-sized cousins, and their shells are so huge they can be used as roofs or boats.

A giant sea turtle typically measures from 20 to 30 feet from snout to tail, with a shell from 15 to 25 feet in diameter, and weighs 30,000 pounds or more. Old specimens often reach lengths of 50 or 60 feet.

COMBAT

Giant sea turtles are basically non-aggressive, but fight fiercely if sorely provoked. If a giant sea turtle feels bothered by an intruder, it normally withdraws into its shell and waits to be left alone. Should a persistent enemy annoy or injure it, the turtle will bite with its deadly, tearing beak. An angry giant sea turtle may capsizes a ship by surfacing underneath it.

Capsize (Ex): A submerged giant turtle that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.

Fortification (Ex): Whenever a critical hit or sneak attack is scored on a giant sea turtle there is a 75% chance that the special attack is negated and its damage is rolled normally, similar to the effect of armor enchanted with the Moderate Fortification quality. This chance increases to 100% when the turtle withdraws its appendages into its shell.

Hold Breath (Ex): A giant sea turtle can hold its breath for a number of rounds equal to 10 × its Constitution score before it risks drowning. For a typical sea turtle, this is 230 rounds, or 23 minutes.

Withdraw (Ex): A giant sea turtle can pull in its head and limbs to protect its vulnerable areas. While withdrawn, the tortoise cannot take any actions other than exiting its shell, but it gains cover. Withdrawing into its shell also grants the sea turtle heavy fortification, giving it 100% resistance to critical hits.

Skills: A giant sea turtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A sea turtle can use its Dexterity modifier or its Strength modifier on Swim checks. 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) as "Marine Chelonians".
 

Shade

Monster Junkie
Ooze, Silver Slime

http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants-61.html

Silver Slime
Tiny Ooze (Swarm)
Hit Dice: 7d10+21 (59 hp)
Initiative: -4
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 8 (+2 size, -4 Dex), touch 8, flat-footed 8
Base Attack/Grapple: +5/—
Attack: Swarm (1d4 plus 1d6 acid)
Full Attack: Swarm (1d4 plus 1d6 acid)
Space/Reach: 10 ft./0 ft.
Special Attacks: Acid, distraction
Special Qualities: Amphibious, blind, blindsight 60 ft., half damage from slashing and piercing, ooze traits, swarm traits, vulnerability to fire
Saves: Fort +5, Ref -2, Will -2
Abilities: Str 4, Dex 3, Con 16, Int —, Wis 1, Cha 1
Skills: Climb +5, Swim +5
Feats: —
Environment: Any aquatic, forest, swamp, and underground
Organization: Solitary or mass (2-12 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

Silver Slime Slug
Large Ooze
Hit Dice: 7d10+49 (87 hp)
Initiative: -5
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 4 (-1 size, -5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +5/+18
Attack: Slam +4 melee (1d6+2 plus 1d6 acid)
Full Attack: Slam +4 melee (1d6+2 plus 1d6 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acid, blowtorch, concrete, improved grab
Special Qualities: Blind, blindsight 60 ft., half damage from slashing or piercing, ooze traits, vulnerability to fire
Saves: Fort +9, Ref -3, Will -2
Abilities: Str 20, Dex 1, Con 24, Int —, Wis 1, Cha 1
Skills: Climb +13, Swim +13
Feats: —
Environment: Any aquatic, forest, swamp, and underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 8-13 HD (Large); 14-21 HD (Huge)
Level Adjustment: —

A silver puddle of slime begins to move, like a living blob of mercury.

A silver slime is an artificial lifeform created by an alien race of magicians to maintain their building complexes. Silver slimes are a type of giant slime mold, and go through a similar lifecycle to more mundane slime molds.

A silver slime will never willingly leave whatever structure it is assigned to maintain. If forced to leave, the slime stops eating and eventually starves to death. This is a safety feature to prevent the uncontrolled spread of these oozes.

In the first stage of its life-cycle, the silver slime is an amoeboid blob of silver protoplasm that work as a "cleaning crew". They crawl over every surface in its environment, eating organic stains and refuse and leaving the surfaces sparkling clean. A silver slime amoeboid will split into two new amoeboids if it eats enough. Individually, each "blob" is harmless, but in large numbers they form swarms that may endanger careless intruders.

In the second stage of its life-cycle, hundreds of amoeboids aggregate into a large mass resembling a quicksilver slug. This silver slime slug functions as a "repair crew". If it encounters a damaged object or structure that's part of the complex it inhabits, the slug extrudes a pseudopod that transforms into whatever tool it needs to fix the damage.

The third, and final, stage of the silver slime life-cycle is a sporocarp (a fruiting body). The silver slime slug extrudes a stalk and climbs up it, gradually branching out and drying until it forms a tree-like body covered in "fruit" that eventually releases spores that develop into new amoeboids and start the life cycle anew.

COMBAT

In its swarm form, a silver slime will digest any organic matter it moves across, including living creatures unable to get out of its way. They do not pursue creatures that escape them.

Acid (Ex): A silver slime's acid does not harm metal or stone.

Distraction (Ex): Any living creature that begins its turn with a silver slime swarm in its space must succeed on a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Silver Slime Slug
Silver slime slugs mindlessly wander around their territory, repairing any damage they come across. They can form their pseudopods into a bewildering away of tools. The most significant are a flaming wand that burns hot enough to weld steel and a trowel that can exude slime that hardens to the toughness of stone.

A silver slime slug is usually about 8 feet long, 2 to 4 feet wide and 1 foot thick. It can spread its slimy gestalt body into a 8 diameter disc up to a foot thick, or condense into a lump 5 feet across and up to 2 feet tall. A typical specimen weighs 500 to 800 pounds.

COMBAT

A silver slime slug does not attack per se, even in self defense, but may mistake intruders for damaged pieces of equipment and attempt to "repair" them. Silver slime slugs have been known to melt and refashion a suit of armor into a door while the armor was being worn be a fighter. They often mistake opponents for broken bits of a construction and seek to concrete them into a wall or floor.

Acid (Ex): A silver slime's acid does not harm metal or stone.

Blowtorch (Ex): A silver slime slug can form a pseudopod into a flaming wand that can shoot a line of fire up to 10 ft. long. Everything in the blowtorch's area of effect takes 3d8 fire damage (DC 20 Reflex save negates.) The save DC is Constitution-based.

Concrete (Ex): As a standard action, a silver slime slug can cover a 5 ft. square with part of its own substance. Any creature in the square must succeed at a DC 15 Reflex save or become entangled by this slimy material. If the concreted creature is in contact with a floor of wall they become stuck to the wall. A silver slime's concrete hardens rapidly, the concreted creature can escape with a DC 15 Strength check or a DC 15 Escape Artist check, with the DC increases by +1 per round to a maximum of +10 after 1 minute. Each 5-foot section of concrete has 15 hit points and damage reduction 3/—. Once the concrete hardens completely (after 1 minute) it gains damage reduction 8/—. The save DC is Constitution-based and includes a -5 racial penalty.

Improved Grab (Ex): To use this ability, a silver slime slug must hit with its slam 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 deals damage automatically every round. Silver slime slugs have a +4 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

Silver Slime Sporocarp (CR ½)
A mature silver slime sporocarp resembles a stately, dried-out tree about 20 feet tall. Hundreds of spherical silvery "fruit" hang at the end of the tree's branches, each fruit is about an inch in diameter, hollow, and filled with spores. A dry sporocarp has vulnerability to fire. It is AC 1, hardness 5, and takes 120 hit points of damage to destroy, but any weapon damage which does not destroy the sporocarp causes it to split open and release its spores. The spores scatter in a cloud covering a 30 foot radius doing 2d4 points of acid damage to any organic matter they touch, including living creatures.

Given enough time and food, even a single spore can grow and multiply into an entire silver slime colony. Partially developed sporocarps are soggy and covered with damp mucus, giving them fire resistance 5. Such a sporocarp poses no threat, since its spores are not ready to reproduce.

Originally appeared in SJA1 - Wildspace (1991).
 
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