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Creature Catalog new 3.5 conversions (Part Two)

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Shade

Monster Junkie
Executioner's Raven

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-33.html

Executioner's Raven
Medium Magical Beast (Extraplanar)
Hit Dice: 2d10+2 (13 hp)
Initiative: +4
Speed: 10 ft. (2 squares), fly 70 ft. (average)
Armor Class: 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/+1
Attack: Bite +6 melee (1d6-1)
Full Attack: Bite +6 melee (1d6-1) and 2 claws +1 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aligned strike, eye gouge
Special Qualities: Darkvision 60 ft., evasion, low-light vision, resistant to disease
Saves: Fort +4, Ref +7, Will +1
Abilities: Str 8, Dex 19, Con 13, Int 4, Wis 12, Cha 10
Skills: Spot +8, Tumble +6
Feats: Flyby Attack, Weapon Finesse (B)
Environment: Concordant Domain of the Outlands (Sigil)
Organization: Solitary, pair, or flock (2-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Medium)
Level Adjustment: +2 (cohort)

This large, gray-bodied raven has black-feathered wings and head.

The executioner's raven ins one of only two birds native to Sigil (the other being a gray-green pigeon). The executioner’s raven gets its name because of its fondness for the easy meals found at the block, gallows, and stake.

Executioner's ravens are about 5 feet long and have wingspans of about 10 feet.

Executioner's ravens speak Common, but rarely choose to do so.

COMBAT

Executioner's ravens tend to strike at their opponents' eyes, attempting to blind them.

Aligned Strike (Ex): Due to its habit of eating the flesh of fiends and slaadi, the natural attacks of an executioner's raven are treated as chaotic-aligned and evil-aligned for the purposes of overcoming damage reduction.

Eye Gouge (Ex): If an executioner's 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): An executioner's 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: An executioner's raven has a +4 racial bonus on Spot checks.

Originally appeared in In the Cage: A Guide to Sigil (1995).
 
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Shade

Monster Junkie
Clam, Giant, Carnivorous Scallop

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-39.html

Clam, Giant, Carnivorous Scallop
Large Magical Beast (Aquatic)
Hit Dice: 4d10+8 (30 hp)
Initiative: -3
Speed: 5 ft. (1 square), swim 15 ft.
Armor Class: 16 (-1 size, -3 Dex, +10 natural), touch 6, flat-footed 16
Base Attack/Grapple: +4/+13
Attack: Slam +8 melee (1d10+5)
Full Attack: Slam +8 melee (1d10+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Paralyzing cloud, shell trap
Special Qualities: Blindsight 30 ft., camouflage, immunity to mind-affecting effects, scent
Saves: Fort +6, Ref +1, Will +1
Abilities: Str 20, Dex 5, Con 15, Int 1, Wis 10, Cha 9
Skills: Listen +3, Spot +4
Feats: Power Attack, Reckless Offensive
Environment: Warm aquatic
Organization: Solitary or cluster (2-10)
Challenge Rating: 2
Treasure: 50% standard
Alignment: Always neutral
Advancement: 5–8 HD (Large); 9-12 HD (Huge)
Level Adjustment: —

This huge scalloped shellfish is at least as wide as a human is tall. Two rows of tiny blue eyes interspersed with short, thin tentacles peek from between its shells.

Giant carnivorous scallops are a dangerous shellfish with a rudimentary, animal intelligence. They can swim by making a butterfly movement with its shell, but spend most of their lives lying motionless while waiting for prey.

A typical giant carnivorous scallop has a shell 6 feet across and weighs 1,500 pounds.

COMBAT

A giant carnivorous scallop can swim by making a butterfly movement with its shell. The scallop prefers to hide using its camouflage ability, then surprises its prey with its paralyzing cloud. When prey avoids the paralysis, it often releases a sudden expulsion of water, jetting backward and slamming its victim with great force as a charge attack.

Blindsight (Ex): Giant carnivorous scallops can ascertain all foes within 30 feet using vibration.

Camouflage (Ex): A giant carnivorous scallop often buries itself in the sand or mud of the ocean floor, and its rough shell is usually draped with barnacles, anemones, and bits of coral which help the shellfish blend in with its environment. Creatures must succeed on a DC 25 Spot check to notice a camouflaged giant scallop. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the giant scallop.

Paralyzing Cloud (Ex): Once per day, a giant carnivorous scallop can release a cloud of chemicals in a 10-foot spread (15-foot for a Huge clam). All living creatures within this cloud must succeed on a DC 14 Fortitude save or be paralyzed for 1d4 rounds. Creatures with immunity to poison or paralysis are unaffected, and creatures resistant to poison or paralysis receive their normal bonus on their saving throws. A delay poison, neutralize poison or remove paralysis spell removes the effect from a paralyzed creature. The save DC is Constitution-based.

Shell Trap (Ex): As a standard action, a giant carnivorous scallop can attempt to trap any creature within reach up to one size larger than itself. The target can make an attack of opportunity against the clam, but if it does so it is not entitled to a saving throw. An opponent that does not attempt an attack of opportunity must succeed on a DC 17 Reflex save or be trapped. Immobilized creatures, including those affected by the scallop's paralyzing cloud, are not entitled to a saving throw. The save DC is Strength-based.

If the trapped opponent is smaller than the scallop, they are drawn inside the scallop's stomach, where they take 1d4+5 bludgeoning damage plus 1d4 acid damage per round. If the opponent is the same size as the scallop or one size larger, the scallop uses the razor-sharp edges of its shell to saw at the trapped opponent, automatically inflicting 1d6+7 points of bludgeoning and slashing damage per round.

A giant carnivorous scallop can be forced to release a trapped opponent by succeeding at an opposed Strength check against the clam's Strength check (the clam gets a +4 racial bonus on this Strength check). A trapped victim can also try to cut its way free with any light slashing or piercing weapon, by doing [15?] hit points of damage to the scallop's AC 15 interior.

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

Psionic Carnivorous Scallop Colonies
Some clusters of at least 6 giant carnivorous scallops develop a hive mind (see below), gaining an Intelligence of 6. Furthermore, the cluster gains the phrenic creature template, using the total number of scallops in the cluster as the effective HD of the creature for determining the psi-like abilities, manifester level, power resistance, and CR adjustment granted by the template. To determine CR, calculate the EL for the number of scallops and then add the CR adjustment from the template.

Hive Mind (Su): All scallops in a psionic colony within 100 ft of each other are in constant communication with each other. If one is aware of a particular danger, they all are. If one in a group is not flatfooted, none of them are. No scallop in a group is considered flanked unless all of them are. This hive mind grants the scallops an Intelligence of 6 and the phrenic template as above; if the number of scallops in the colony falls below 6, the hive mind is lost.

Originally appeared in Dragon Magazine #116 (1986).
 
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Shade

Monster Junkie
Genie, Tasked, Administrator

http://www.enworld.org/forum/genera...-special-conversion-thread-tasked-genies.html

Genie, Tasked, Administrator
Medium Outsider (Native)
Hit Dice: 6d8 (27 hp)
Initiative: +7
Speed: 20 ft. (4 squares), fly 30 ft. (perfect)
Armor Class: 14 (+4 Dex), touch 14, flat-footed 10
Base Attack/Grapple: +6/+8
Attack: Heavy mace +8 melee (1d8+2) or slam +8 melee (1d6+2)
Full Attack: Heavy mace +8/+3 melee (1d8+2) or 2 slams +8 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., plane shift, telepathy 100 ft., unseen assistant
Saves: Fort +5, Ref +8, Will +7
Abilities: Str 14, Dex 17, Con 10, Int 18, Wis 15, Cha 16
Skills: Bluff +18, Decipher Script +17, Diplomacy +22, Disguise +3 (+5 acting), Forgery +17, Gather Information +18, Intimidate +16, Knowledge (geography) +13, Knowledge (local) +13, Knowledge (nobility and royalty) +13, Listen +11, Sense Motive +15, Spot +11, Survival +2 (+4 to avoid getting lost or to avoid natural hazards)
Feats: Combat Expertise, Improved Initiative (B), Persuasive, Quicken Spell Like-Ability (charm person)
Environment: Warm deserts or urban
Organization: Solitary, family (2-5), or bureau (6-15)
Challenge Rating: 4
Treasure: Triple standard
Alignment: Any lawful
Advancement: 7–9 HD (Medium); 10–18 HD (Large) or by character class
Level Adjustment: +5

This tall, handsome genie appears noble and regal. Its flowing silk garments highlight its fine musculature, revealing dark tan skin with a slight bluish cast.

Tasked administrator genies serve in bureaucracies, both for other genies and for humans, acting as advisors, negotiators, and all-around bureaucrats. They serve in many capacities, from clerk to city manager, but they are almost always ambitious and try to rise to positions of power. They prefer behind-the-scenes power however, and try to stay out of the public eye. Administrator genies take great pride in their work, considering bureaucracy a noble profession.

All tasked genies were originally derived from either djinn or marid stock. Those descended from djinn prefer open, airy quarters, while former marids enjoy fountains and pools. Administrators incorporate their base elements into their daily lives as much as possible.

Administrator genies are part of a family of like genies who sometimes serve together in especially large bureaucracies. Those administrator genies who work alone can always call on their other family members for favors, and there seems to be an extensive under-the-table trade between them. General rivalry exists between the djinni and marid families.

A typical administrator genie stands 7 feet tall and weighs around 200 pounds.

Administrator genies speak Auran, Celestial, Common and Infernal (Aquan instead of Auran for marid descendants).

COMBAT

Administrator genies prefer to stay out of combat, instead handling logistics and managing supply lines. If forced into battle, an administrator genie employs the most effective magic item available.

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

Spell-Like Abilities: 3/day—detect thoughts (DC 15), quickened charm person (DC 14), tongues; 1/day—suggestion (DC 16). Caster level 10th. The save DCs are Charisma-based.

Unseen Assistant (Su): An administrator genie is constantly attended by an invisible force that performs simple tasks at its command. This is identical to a permanent unseen servant spell. If it is destroyed, the administrator genie can recreate it with a standard action.

Skills: An administrator genie has a +4 racial bonus on Bluff, Decipher Script, Diplomacy, Forgery, Gather Information and Sense Motive checks.

Marid-descended Administrator Genies
The statistics above assumes an administrator genie descended from djinn. Those descended from marids have the following changes:

Medium Outsider (Aquatic, Native)
Speed: 20 ft. (4 squares), swim 30 ft.
Special Qualities: Amphibious, change shape, darkvision 60 ft., plane shift, telepathy 100 ft.

Psionic Administrator Genies
If you are using psionics in your campaign, make the following changes.

Medium Outsider (Native, Psionic)
Special Attacks: Psi-like abilities, spell-like abilities
Feats: Combat Expertise, Improved Initiative (B), Persuasive, Quicken Spell Like-Ability (telempathic projection)

Psi-Like Abilities: 3/day—read thoughts (DC 15), quickened telempathic projection (DC 14); 1/day—psionic suggestion (DC 15, up to 4 targets)*. Manifester level 10th. The save DCs are Charisma-based.
*Includes augmentation for manifester level.

Spell-Like Abilities: 3/day—tongues. Caster level 10th. The save DCs are Charisma-based.

Originally appeared in Monstrous Compendium Al-Qadim Appendix (1992).
 
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Shade

Monster Junkie
Puppet, Zombie

http://www.enworld.org/forum/5308612-post249.html

Puppet, Zombie
Small Construct
Hit Dice: 1d10+10 (15 hp)
Initiative: -3
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 size, -3 Dex, +5 natural), touch 8, flat-footed 13
Base Attack/Grapple: +0/-3
Attack: Slam +2 melee (1d6+1)
Full Attack: 2 slams +2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Berserk, construct traits, darkvision 60 ft., immunity to electricity, low-light vision, tomb tainted
Saves: Fort +0, Ref -3, Will +0
Abilities: Str 13, Dex 5, Con -, Int 6, Wis 11, Cha 14
Skills: —
Feats: —
Environment: Any land
Organization: Solitary, pair, or gang (3-4)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This appears to be an intricate ventriloquist's dummy, although one in poor condition. It shambles forth jerkily upon its damaged legs.

A zombie puppet is a deadly construct created from dark lore found in the Libram of Constructs, an infernal tome. By incorporating animate dead during its creation, this puppet has taken on some undead characteristics.

A zombie puppet stands just over 2 feet tall and weighs 20 pounds.

COMBAT

Unless it goes berserk, a zombie puppet will obey its creator's orders to the best of its ability. Left to its own devices, it simply lashes out at anything that moves.

Berserk (Ex): When a zombie puppet enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled puppet goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The puppet's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the puppet, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the puppet to reset the puppet's berserk chance to 0%

Tomb-Tainted (Ex): Although constructs, zombie puppets are harmed by positive energy and healed by negative energy. They are treated as undead for purposes of spells and effects that treat undead differently (such as searing light or holy water). A zombie puppet may be turned as if it were an undead creature.

Originally appeared in Dungeon Magazine #64 (1997).
 
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Shade

Monster Junkie
Fireweed

http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants-24.html

Fireweed (CR 1/2)
Fireweed feeds on warmth and is immune to fire damage. It normally comes in patches covering 1d20 5-foot squares, but each 25 hit points of fire damage it takes causes the patch to grow another 5 foot square. If attacked, a patch of fireweed defends itself with a heat ray. This ray requires a +2 ranged touch attack with a range of 10 feet that does 1d4+1 points of fire damage. A patch of fireweed has AC 13 and 5 hit points per 5 ft. square, and has vulnerability to cold. It is reduced in size by one square for every 25 hit points of damage it takes.

Because fireweed is an effective insulator, underdark creatures value it for its ability to turn underground hotspots into fertile regions. Its respiration can help purify toxic air, making it doubly variable. As a result, anyone deliberately damaging fireweed may invoke the anger of nearby creatures.

Originally appeared in Dragon Magazine #227 (1996).
 

Shade

Monster Junkie
Fish, Subterranean, Wattley

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-51.html

Fish, Subterranean, Wattley
Tiny Magical Beast (Aquatic)
Hit Dice: 1d10 (5 hp)
Initiative: +2
Speed: Swim 40 ft. (8 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/-10
Attack: Bite +5 melee (1d4-3 plus paralysis)
Full Attack: Bite +5 melee (1d4-3 plus paralysis)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Paralysis
Special Qualities: Darkvision 60 ft., scent, superior low-light vision
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 4, Dex 15, Con 10, Int 3, Wis 12, Cha 7
Skills: Listen +5, Spot +5, Swim +10
Feats: Alertness, Weapon Finesse (B)
Environment: Any underground aquatic
Organization: Solitary, school (2-20), or nocturnal gathering (10-100)
Challenge Rating: 1/3
Treasure: See text
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Level Adjustment: —

This beautiful fish has an oval-shaped body covered in brilliant stripes. It has lacy fins and a mouth filled with sharp, tiny teeth.

Wattleys are predatory subterranean fish found in bodies of fresh water where luminous lichen or other sources approximate natural lighting. These voracious carnivores are known to consume their own body weight in food every three days.

Wattleys are hunted primarily by lemon fish, as well as many humanoids, particularly drow and duergar. Their flesh is delicious, as are their eggs, which often fetch up to 1,600 gp per pound (about 800 eggs). Wattley scales make great adornments for clothing and jewelry. Because they are attracted to shiny objects, wattleys often consume small gems and other valuables. As a result, larger specimens often contain a single coin or gemstone within their gullets.

Wattleys mate for life, spawning 10-100 eggs every three months. Only 10-40 of the young reach maturity. Wattley eggs and young are often purchased to stock aquariums, pools, and ponds.

Wattleys range from 6 inches to 1 foot long and weigh about 1 pound. Stripe coloration varies from green to blue to brown, while rare solid blue and green wattleys have been found. A wattley has a lifespan of 15 years in the wild, and about 2-4 years in captivity.

COMBAT

Wattleys are smarter than most fish, hunting in schools to improve their defenses and allowing them to bring down much larger prey.

Paralysis (Ex): Those hit by a wattley's bite attack must succeed on a DC 10 Fortitude save or be paralyzed for 1d2 rounds. The save DC is Constitution-based.

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

Skills: A wattley can use its Strength modifier or its Dexterity modifier for Swim checks. A wattley has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Wattley Swarm
Tiny Magical Beast (Aquatic, Swarm)
Hit Dice: 9d8 (40 hp)
Initiative: +6
Speed: Swim 40 ft. (8 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +9/-
Attack: Swarm (3d6 plus paralysis)
Full Attack: Swarm (3d6 plus paralysis)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, paralysis
Special Qualities: Darkvision 60 ft., half damage from slashing and piercing weapons, low-light vision, scent, superior low-light vision, swarm traits
Saves: Fort +6, Ref +10, Will +4
Abilities: Str 4, Dex 15, Con 10, Int 3, Wis 12, Cha 7
Skills: Listen +9, Spot +9, Swim +10
Feats: Ability Focus (paralysis), Alertness, Improved Initiative, Lightning Reflexes
Environment: Warm aquatic
Organization: Solitary or school (2-4 swarms)
Challenge Rating: 5
Treasure: 25% coins (maximum of 3d100 coins), standard goods (gems only), 10% items (only items under 1/10th pound in weight)
Alignment: Always neutral
Advancement: None
Level Adjustment: —

Distraction (Ex): Any living creature vulnerable to the wattley swarm's damage that begins its turn with a wattley swarm in its square is nauseated for 1 round; a DC 14 Fortitude save negates the effect. The save DC is Constitution-based.

Paralysis (Ex): Those hit by a wattley's bite attack must succeed on a DC 16 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Constitution-based.

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

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

Monster Junkie
Spirit Constrictor

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-60.html

Spirit Constrictor
Huge Outsider (Native)
Hit Dice: 11d8+11 (60 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft., swim 20 ft.
Armor Class: 15 (–2 size, +3 Dex, +4 natural), touch 11, flat-footed 12
Base Attack/Grapple: +11/+26
Attack: Head +16 melee (variable) or tail slap +16 melee (1d8+10)
Full Attack: Head +16 melee (variable) and tail slap +11 melee (1d8+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict 1d8+10, improved grab, summon snakes, survive headlessness, variable head
Special Qualities: Darkvision 60 ft., immunity to cold, death magic, mind-affecting spells and abilities, poison, and sleep, rejuvenation, scent, survive headlessness
Saves: Fort +8, Ref +10, Will +10
Abilities: Str 25, Dex 17, Con 13, Int 4, Wis 16, Cha 13
Skills: Climb +15, Hide +22, Listen +23, Move Silently +17, Spot +23, Survival +17, Swim +15
Feats: Alertness, Endurance, Skill Focus (Hide), Track
Environment: Warm or temperate forests
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 12–16 HD (Huge); 17–33 HD (Gargantuan)
Level Adjustment: —

This creature appears to be made entirely of pure glass. Its body is that of a giant constrictor snake, but its head clearly belongs to a different creature altogether.

A spirit constrictor, also known as a "headless avenger", is the result of a decapitated giant constrictor snake transformed by woodland deities into an immortal spirit of vengeance.

A spirit constrictor 40 feet long and weighs around 2,500 pounds.

COMBAT

A spirit constrictor lashes out with its tail, attempting to catch victims in its crushing coils, while utilizing whatever natural attacks and special powers are available with its current head.

Constrict (Ex): On a successful grapple check, a spirit constrictor deals 1d8+10 points of damage.

Improved Grab (Ex): To use this ability, a spirit constrictor must hit with its tail slap 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.

Rejuvenation (Ex): If a spirit constrictor is killed its body vanishes. If the constrictor succeeds on a DC 16 level check, it reappears at the site of its death 2d4 days later, alive and fully healed, even if its previous death completely destroyed its body.

Summon Snakes (Sp): Once per day a spirit constrictor can summon its young, which have also been transformed into living glass. This summons 2d4 constrictor snakes with a +10 racial bonus on Hide checks. This ability is the equivalent of a 4th-level spell.

Survive Headlessness (Ex): A spirit constrictor does not need a head to live. It can be decapitated by a vorpal weapon and will not automatically die, although it can still be killed by the normal damage from a decapitating blow. A spirit constrictor can sense its surroundings without penalty while headless.

Variable Head (Ex): A spirit constrictor always bears the head of its last victim. When encountered and the last victim isn't known, roll 1d6 to randomly determine the current head of a spirit constrictor.

1.) Ogre Head with unarmed strike (1d4+7 nonlethal)
2.) Medusa Head with petrifying gaze (30 ft. range, Fort DC 16, Cha-based) and poisonous snakes attack (1d4+3 plus poison, Fort DC 16, 1d6 Str initial, 2d6 Str secondary, Con-based). Increase CR by +2
3.) Deer Head with gore attack (1d6+3)
4.) Giant Raven Head with bite attack (1d6+3) and eye gouge attack (if bite confirms critical, DC18 or lose sight in one eye for permanent dazzle, or blindness if rendered eyeless, healed by remove blindness/deafness, Dex-based)
5.) Krenshar Head with bite attack (1d6+3) and scare (as scare spell, Will DC 13).
6.) Ettercap Head with poisonous bite attack (1d8+3 plus poison, Fort DC 18, 1d6 Str initial, 2d6 Str secondary, Con-based with +2 racial bonus). Increase CR by +1

Skills: Spirit constrictors have a +4 racial bonus on Listen and Spot checks, a +8 racial bonus on Balance and Climb checks, and a +10 racial bonus on Hide checks due to its transparent body. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

In the Realms
The original spirit constrictor arose around 30 years ago along the Moonsea Ride in Mistledale. A band of drunken ogres brutally slaughtered a giant constrictor snake and her newborn young, lopping off her head with a battle axe. Woodland deities guided the ogres toward the territory of a starving red dragon, then resurrected the constrictor to avenge the death of her offspring. To this day, the constrictor haunts the region.

Originally appeared in Elminster’s Ecologies (1994).
 
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Shade

Monster Junkie
Harrow

http://www.enworld.org/forum/general-monster-talk/290367-converting-monsters-dragon-magazine-3.html

Harrow
Large Outsider (Extraplanar, Earth)
Hit Dice: 9d8+27 (67 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 23 (-1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: +9/+18
Attack: Razor-disc +14 melee (3d4+7/18-20/x3)
Full Attack: Razor-disc +14 melee (3d4+7/18-20/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Augmented critical, cut through metal, metallophage, trample 4d4+7, whirling razors
Special Qualities: Blind, blindsight 60 ft., darkvision 60 ft., immunity to paralysis and mind-influencing spells and ability, metalsense, resistance to cold x, spell resistance 18
Saves: Fort +10, Ref +6, Will +6
Abilities: Str 21, Dex 10, Con 17, Int 6, Wis 11, Cha 10
Skills: Autohypnosis +12, Balance +12, Intimidate +12, Listen +12, Search +10, Spot +12, Survival +0 (+2 following tracks)
Feats: Cleave, Great Cleave, Power Attack, Weapon Focus (razor-disc)
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 10-17 HD (Large), 18-25 HD (Huge)
Level Adjustment: —

This creature resembles a metallic statue. An octet of razor-sharp discs mounted across a long rod extend from its large central body. A large cylinder forms its rear. Two metallic feelers twitch constantly atop it.

Harrowes are beings composed entirely of ferrous metal. Strong magnetic fields aid them in locomotion and defense.

Harrowes wander the Elemental Plane of Earth, using their metallic feelers to sense the presence of any metal nearby. Once located, harrows consume metal, and can even extract metals from a dying creature's bloodstream.

A typical harrow is 8 feet tall, 15 feet long, and weighs 4,000 pounds.

Harrowes do no appear to speak, and have no visible form of society.

COMBAT

A harrow makes a sweeping strike with its whirling razors, then simply rolls over anything left standing with its large rear cylinder.

Attract Metal (Ex): As a standard action, a harrow can generate a magnetic force to pull at a single metal object within 60 ft. This ability functions like a bull rush (check modifier +9), except that it does not provoke attacks of opportunity, and targets that lose the opposed check move towards the harrow instead of away from it. The harrow does not move if it loses the opposed Strength check.

Augmented Critical (Ex): A harrow's razor-disc threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

Blind (Ex): Harrowes are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Cut through Metal (Ex): A harrow's razor-disc attack ignores the hardness of any metal object with a hardness less than 15.

Metallophage (Su): A harrow can extract and feed upon the metals within a dying creature's body. The target must succeed on a DC 17 Will save or die. This functions as a death knell spell, except rather than gaining temporary hit points, the harrow gains a +2 bonus to Constitution (in addition to the usual +2 bonus to Strength). The save DC is Constitution-based.

Metalsense (Ex): A harrow's blindsight can precisely sense the weight, type and location of any metal within its 60 ft. range. It can even detect the traces of iron or copper in a living creature's blood. This metalsense can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Trample (Ex): Reflex half DC 19. The save DC is Strength-based.

Whirling Razors (Ex): As a full-round action a harrow can spin its razor-discs in a circle, making a single melee attack against all opponents within 10 feet. This functions like the Whirlwind Attack feat.

Originally appeared in Dragon Magazine #34 (1980).
 
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Shade

Monster Junkie
Undead Trophy Head

http://www.enworld.org/forum/genera...-converting-monsters-dungeon-magazine-18.html

Undead Trophy Head
Small Undead
Hit Dice: ½d12+3 (6 hp)
Initiative: +2
Speed: Fly 30 ft. (6 squares)(perfect)
Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +0/-6
Attack: Bite +3 melee (1d6-2)
Full Attack: Bite +3 melee (1d6-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Frightful appearance
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., flight, immunity to cold, undead traits
Saves: Fort +0, Ref +2, Will +2
Abilities: Str 7, Dex 15, Con —, Int —, Wis 10, Cha 14
Skills: —
Feats: Toughness (B), Weapon Finesse (B)
Environment: Any
Organization: Solitary, pair, or display (3-18)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral evil
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: —

A severed head of large creature hangs on the nearby wall. Suddenly, it takes flight in a most horrific manner.

Undead trophy heads are animated severed heads of giants or other large creatures. Like skeletons and zombies, undead trophy heads are mindless automatons that obey the orders of their evil masters.

An undead trophy head is about 1 foot in diameter and weighs 10 pounds.

An undead trophy head can be created with an animate dead spell by a spellcaster of at least 9th level. In addition to all the normal requirements of the spell, the caster must also cast cause fear immediately thereafter.

COMBAT

An undead trophy head follows the commands of its creator, typically guarding an area. Its tactics are usually simple: fly up to opponents and bite them.

Flight (Su): An undead trophy head can cease or resume flight as a free action. This flight also grants it a permanent feather fall effect (as the spell) with personal range. A head that loses this ability falls and can perform only a single action (either a move action or an attack action) each round.

Frightful Appearance (Su): An undead trophy head can unsettle foes with its mere presence. The ability takes effect automatically whenever the trophy head attacks, charges, or suddenly appears (usually by flying out of hiding). Creatures within a radius of 60 feet are subject to the effect unless they have more than twice the trophy head's HD. A potentially affected creature that succeeds on a DC 14 Will save remains immune to that trophy head's frightful appearance for 24 hours. On a failure, creatures with equal or fewer HD than the undead trophy head become panicked for 4d6 rounds, while creatures with more HD than the trophy head become shaken for 4d6 rounds. The save DC is Charisma-based and includes a +2 racial bonus.

Variant Undead Trophy Heads
Undead trophy heads can arise from any type of creature, with different forms of natural attacks. Those from rhino or bison, for example, might have a gore attack (with damage appropriate for their size) rather than a bite attack. Regardless of the original creature, an undead trophy head never possesses any special abilities of the creature from which it came. Thus, a severed medusa head might have snakes attacks, but would lack poison and the petrifying gaze.

Originally appeared in Dungeon Magazine #64 (1997).
 
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Monster Junkie
http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants-25.html

Cushion Fungus (CR 3)
A cushion fungus resembles a giant, oval puffball mushroom from 2 to 8 feet in diameter. Its skin has the texture of fine velvet and ranges from pastel pink to purple in color. Cushion fungi constantly emit spores in a 30-foot radius whenever a breathing creature is within 30 feet. Any living creature in this spore cloud must succeed on a DC 15 Fortitude save every round or fall unconscious for 1d3 days. Creatures that have immunity or resistance to poison have an equal immunity or resistance to a cushion fungus's spores. The fungus is soft and weak, with AC 10 and 1 hit point, but any attack that ruptures its skin releases a cloud of spores in a 60-foot radius that lasts for 1d4+1 rounds. A neutralize poison or stronger anti-poison spell will awaken a creature rendered unconscious by the spores. If a creature dies within the spore cloud (usually due to starvation and thirst while unconscious) the spores will begin to grow upon the corpse, forming a new cushion fungus within 3d4 days.

Originally appeared in Dragon Magazine #172 (1991).
 
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Shade

Monster Junkie
Generals of the Animal King, Ox

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

Generals of the Animal King, Ox
Large Outsider (Extraplanar, Lawful)
Hit Dice: 36d8+396 (558 hp)
Initiative: +11
Speed: 50 ft. in full plate (10 squares; base speed 70 ft.), fly 60 ft. (perfect)
Armor Class: 53 (-1 size, +3 Dex, +12 natural, +9 deflection, +13 +5 mithral heavy fortification full plate, +7 +5 heavy adamantine shield of exceptional arrow deflection), touch 21, flat-footed 50
Base Attack/Grapple: +30/+45
Attack: Meteoric mace +49 melee (3d6+22 plus 1d6 electricity and 3d6 fire/19-20 plus 1d6 and 9d6 fire on a critical hit and DC 41 Fort save or die) or gore +43 melee (2d6+13/19-20 plus 1d6 on a critical hit and DC 41 Fort save or die)
Full Attack: Meteoric mace +49/+44/+39/+34 melee (3d6+22 plus 1d6 electricity and 3d6 fire/19-20 plus 1d6 and 9d6 fire on a critical hit and DC 41 Fort save or die) and gore +43 melee (2d6+13/19-20 plus 1d6 on a critical hit and DC 41 Fort save or die); or gore +43 melee (2d6+13/19-20 plus 1d6 on a critical hit and DC 41 Fort save or die) and 2 slams +42 melee (1d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Cloud trapeze, oversized weapon, powerful charge, shockwave, spell-like abilities, spells
Special Qualities: Damage reduction 15/epic, darkvision 60 ft., heavily-armored mage, master fighter, regeneration 5, spell resistance 47
Saves: Fort +31, Ref +27, Will +29
Abilities: Str 36, Dex 25, Con 33, Int 23, Wis 28, Cha 28
Skills: Balance +8*, Climb +49*, Concentration +50, Diplomacy +13, Hide +0*, Intimidate +48, Jump +61*, Knowledge (arcana) +45, Knowledge (nature) +45, Knowledge (the planes) +45, Listen +48, Move Silently +4*, Search +45, Sense Motive +48, Spellcraft +49, Spot +48, Survival +9 (+13 following tracks, +13 in aboveground natural environments, +13 on other planes), Swim +52, Tumble +47* (*includes -3 armor check penalty)
Feats: Awesome Blow, Combat Expertise, Cleave, Combat Reflexes, Devastating Critical (gore), Devastating Critical (heavy mace), Great Cleave, Greater Weapon Focus (heavy mace), Greater Weapon Specialization (heavy mace), Improved Bull Rush, Improved Critical (gore), Improved Critical (heavy mace), Improved Initiative, Improved Multiattack, Improved Shield Bash, Improved Sunder, Multiattack, Overwhelming Critical (gore), Overwhelming Critical (heavy mace), Power Attack, Spellcasting Harrier, Weapon Focus (gore), Weapon Focus (heavy mace), Weapon Specialization (heavy mace)
Environment: Peaceable Kingdoms of Arcadia
Organization: Solitary, ox-team (General Ox plus 4-8 go-zu oni of CR 20-21, such as go-zu oni 12th level fighters or monks) or stampede (General Ox plus 8 go-zu oni of CR 20-21 plus 10-40 standard go-zu oni and 4-8 me-zu oni of CR 20-21 plus 3-30 standard me-zu oni)
Challenge Rating: 30
Treasure: Triple standard (excluding combat gear)
Alignment: Lawful neutral
Advancement: —
Level Adjustment: —
*Adjusted by magic items.

This oxlike humanoid is half again as tall as a man. He is garbed in ceremonial heavy armor and wields a heavy mace covered in flickering flames.

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

General Ox is most frequently dispatched by the Animal Kings to assist General Tiger or to aid a righteous human emperor in a great endeavor. He is extremely patient and stubborn, and although greatly intelligent, can be a bit slow-witted.

General Ox stands 9 feet tall and weighs 1,500 pounds.

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

COMBAT

General ox loves to blast away hosts of lesser opponents with an empowered widened meteor swarm from his meteoric mace or a regular meteor swarm using his sorcerer spellcasting. For worthy foes, he prefers to Dire Charge into them and unleash full attacks with his mace and horns.

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

Change Shape (Su): General Ox can assume the form of any ox or oxlike creature, of any size.

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

Heavily-Armored Mage (Ex): General Ox does not have an arcane spell failure chance when wearing light, medium or heavy armor.

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

Meteoric Mace: Sized for a Huge creature, this +5 adamantine fiery blast returning throwing shock heavy mace has a head made from a lump of meteoric iron in a cage of adamantine, set upon a shaft of adamantine steel. Once per day, the wielder of a meteoric mace can use it to hurl an empowered widened meteor swarm (CL 28). A meteoric mace is treated as being both adamantine and cold iron for purposes of penetrating damage resistance.

Oversized Weapon (Ex): General Ox can wield weapons big enough for Huge creatures without penalty.

Powerful Charge (Ex): When General Ox charges, his gore attack deals 6d6+18 points of damage.

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

Shockwave (Ex): As a standard action, General Ox can stomp the earth with one of his powerful feet. This causes a severe localized earth tremor, affecting all creatures standing on the ground within 100 feet of the General. Creatures in this region must succeed on a DC 41 Reflex save or fall prone. Structures in this area suffer 4d12+22 points of damage, and this attack ignores hardness. The save DC is Strength-based.

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

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

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

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

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

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

Originally appeared in Oriental Adventures (1985).
 
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Shade

Monster Junkie
Whirling Dervish

http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-18.html

Whirling Dervish
Small Magical Beast
Hit Dice: 5d10+5 (32 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +5/+3
Attack: Bite +8 melee (1d6+3)
Full Attack: Bite +8 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Whirlwind of sand
Special Qualities: Darkvision 60 ft., low-light vision, sandswim, tremorsense 60 ft.
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 14, Dex 17, Con 13, Int 6, Wis 13, Cha 8
Skills: Balance +5, Jump +12, Move Silently +8, Tumble +14
Feats: Dodge, Mobility, Spring Attack (B), Whirlwind Attack (B)
Environment: Warm deserts
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-7 HD (Small); 8-15 HD (Medium)
Level Adjustment: —

This small, bipedal creature is covered in tawny fur. Long teeth project from its oversized lower jaw, and it glares with large eyes.

Whirling dervishes are desert-dwelling predators that feed on anything they can bring down.

Whirling dervishes stand 4 feet tall and weigh 40 pounds.

The lucky rare victims of a whirling dervish who've survived report that the creatures make crude guttural vocalizations, but it remains unclear whether they have any concept or understanding of language.

COMBAT

A whirling dervish hunts for prey with its tremorsense while swimming through the sand. Once prey is located, it burst through the desert surface, attempting to blind prey with its whirlwind of sand. A whirling dervish instinctively utilizes its great mobility and speed to make Spring Attacks and to put itself into position to utilize Whirlwind Attack to maximum effect.

Sandswim (Su): Whirling dervishes gain a burrow speed equal to their base land speed while wearing light armor or carrying a light load and traveling through sand, ash, or other loose soil. This speed drops to 5 feet with a heavier load or if a whirling dervish tries to drag a Medium or larger creature along. A whirling dervish can breathe normally while sandswimming.

Whirlwind of Sand (Ex): When a whirling dervish burrows from the ground to the surface it can create a whirlwind of sand as a standard action. All creatures within a 30-ft. spread must succeed on a DC 15 Reflex save or get sand in their eyes, which blinds them for 1 round and then dazzles them for 1d3 rounds thereafter. Whirling dervishes are immune to their own whirlwind of sand ability and those of other dervishes. The save DC is Dexterity-based.

Skills: A whirling dervish has a +2 racial bonus on Move Silently checks and a +6 racial bonus on Tumble checks.

Originally appeared in Polyhedron #29 (1986).
 
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Monster Junkie
Flame Swallow

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-64.html

Flame Swallow
Small Magical Beast (Extraplanar, Fire)
Hit Dice: 3d10+3 (18 hp)
Initiative: +5
Speed: 20 ft. (4 squares), fly 80 ft. (good)
Armor Class: 17 (+1 size, +5 Dex, +1 natural), touch 16, flat-footed 12
Base Attack/Grapple: +3/-1
Attack: Bite +9 melee (1d3 plus 1d8 fire)
Full Attack: Bite +9 melee (1d3 plus 1d8 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Combustion aura
Special Qualities: Darkvision 60 ft., evasion, heat dependency, immunity to fire, low-light vision, vulnerability to cold
Saves: Fort +4, Ref +7, Will +3
Abilities: Str 10, Dex 21, Con 12, Int 1, Wis 14, Cha 10
Skills: Listen +7, Spot +7
Feats: Alertness, Flyby Attack, Weapon Finesse (B)
Environment: Elemental Plane of Fire
Organization: Solitary, family (2-4), or flock (3-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: +2 (cohort)

This magnificent bird is shaped like a swallow but as big as an eagle, with a short, but sharply-pointed beak. Its feathers are bright red on its back and the top of its head, shading to brilliant orange on the upper surfaces of the wings and tail, and bright yellow on its underside. Most striking, however, is the fact that it is surrounded by a nimbus of orange flame.

Flame swallows are beautiful bird-like creatures that only live in superheated atmospheres. They love to play among flames and heat-turbulence, and often start fires for new flames to enjoy. Flame swallows occasionally eat smaller fire-dwelling creatures, but are able to subsist off fire alone.

Flame swallows are exceptionally curious creatures, and will investigate anything out of the ordinary, often by setting it alight. This inquisitive arson can be very dangerous to creatures who are not immune to fire, but it is unlikely the flame swallow means any harm — they are simply unfamiliar with creatures who can be burned by fire.

Flame swallows have a mutual enmity with fire bats, and the two species attack each other on sight.

A typical flame swallow is 3 feet long, half of which is tail-feathers, has a 5-foot wingspan, and weighs 5 pounds.

COMBAT

Flame swallows are not aggressive creatures, usually fleeing at the first sight of danger. If there's no other option they will swoop in to attack with their sharp beaks, but their most potent weapon is the flame aura that surrounds them, which burns any creature or object near them.

Combustion Aura (Ex): Anything within 5 feet of a flame swallow takes 1d8 points of fire damage per round from the intense heat (DC 12 Reflex save for half damage). If a creature fails its Reflex save, any flammable materials it is carrying bursts into flame. The save DC is Constitution-based.

Heat Dependency (Ex): A flame swallow needs a very hot environment to survive, and begins to freeze, suffering 1d6 points of lethal damage per minute as per exposure to extreme cold (see Cold Dangers in the DMG) when in any area that's colder than boiling water (212 F).

Originally appeared in SJR4 Practical Planetology (1991).
 
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Shade

Monster Junkie
Spittle Boar

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-34.html

Spittle Boar
Large Animal (Extraplanar)
Hit Dice: 5d8+18 (40 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +3/+13
Attack: Gore +3 melee (1d8+3)
Full Attack: Gore +3 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Greasy spittle
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 23, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Skills: Listen +8, Spot +6
Feats: Alertness, Toughness
Environment: Wilderness of the Beastlands
Organization: Domesticated or solitary, pair or slobber (3-8)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 6-7 HD (Large)
Level Adjustment: —

This boar is covered in dull gray hide. Its bulging pink eyes indicate little intelligence, and it continuously drools thick, yellow spittle.

Spittle boars are amiable, piglike creatures from the Beastlands. They are easily tamed and are often used as mounts and draft animals by those who can tolerate the trails of slobber they leave. Spittle boars are as omnivorous as mundane boars, but mostly live off vegetation.

A spittle boar is 8 feet long and weighs about 1,500 pounds.

COMBAT

Spittle boars are amiable creatures with little aptitude for fighting. They usually flee threats, leaving areas of greasy spittle to try to confound pursuit.

A spittle boar's gore attack is always treated as a secondary attack.

Greasy Spittle (Ex): Once every 1d4 rounds a spittle boar can cover an adjacent 5 ft. square with slippery drool. Any creature that enters this square (including other spittle boars) must succeed on a DC 15 Reflex save or fall. This save is repeated each round the creature remains within the area. A creature can walk within or through the area of greasy spittle at half normal speed with a DC 10 Balance check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The save DC is Constitution-based.

Originally appeared in In the Cage: A Guide to Sigil (1995).
 
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Shade

Monster Junkie
Sand Cow

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-34.html

Sand Cow
Large Animal (Extraplanar)
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11
Base Attack/Grapple: +2/+11
Attack: Bite +1 melee (1d8+2)
Full Attack: Bite +1 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Bravery, low-light vision, sandwalking, scent, stability
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 20, Dex 13, Con 15, Int 2, Wis 11, Cha 4
Skills: Listen +5, Spot +5
Feats: Alertness, Endurance
Environment: Peacable Kingdoms of Arcadia
Organization: Domesticated or herd (6-30)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This creature resembles a cross between a bull and a camel. It has six legs, and is covered in white fur.

A sand cow is a sturdy herbivore from the deserts of Arcadia. They are as resistant to thirst and hunger as a camel, and can be tamed for riding or carrying burdens.

Sand cows have the curious habit of softly whistling while they walk. To date, no sage has determined why they whistle - whether it is just a quirk of their respiration, a signal to others of their kind, or a means of expressing happiness while annoying humanoids. Sand cows can opt not to whistle if they wish to move stealthily, but seldom do so.

A typical sand cow is 4 feet tall at the shoulder and weighs 1,200 pounds.

COMBAT

Sand cows run away when threatened, but will bite in self defense if cornered. They are crafty enough to use their sandwalking ability to flee across treacherous dunes or quicksand to confound any pursuers.

A sand cow's slam attack is always treated as a secondary attack.

Bravery (Ex): Sand cows are notoriously courageous but mule-headed creatures. They have a +4 bonus on saves against all fear effects.

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

Stability (Ex): Sand cows are exceptionally stable on their feet. A sand cow gains a +6 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).

Originally appeared in In the Cage: A Guide to Sigil (1995).
 
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Monster Junkie
Vilstrak, Great

http://www.enworld.org/forum/genera...ing-monsters-d-d-official-video-games-39.html

Vilstrak, Great
Large Aberration
Hit Dice: 4d8+12 (30 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 19 (-1 size, +10 natural), touch 9, flat-footed 20
Base Attack/Grapple: +3/+13
Attack: Slam +8 melee (1d6+6)
Full Attack: 2 slams +8 melee (1d6+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., earth glide, tremorsense 60 ft.
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 22, Dex 11, Con 16, Int 6, Wis 10, Cha 8
Skills: Hide +1*, Listen +3, Spot +3
Feats: Alertness, Lightning Reflexes
Environment: Underground
Organization: Solitary, gang (2-5), band (1-4 plus 3-12 vilstrak) or mob (4-10 plus 5-30 vilstrak)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 5-12 HD (Large)
Level Adjustment: —

Vaguely resembling a massive praying mantis made of stone, this large bipedal creature seemingly materializes from the nearby stone. Its arms have an extra joint between the elbow and wrist, and terminate in large, stony fists. Its trunklike legs end in hooves.

Great vilstraks are exemplary specimens of their species, growing larger, stronger and tougher than their more common kin. As a result, they often rise to positions of leadership among bands of the so-called "marl muggers". Others tend to have a superiority complex, forming small gangs with only other great vilstraks.

A great vilstrak stands 9 feet tall and weighs about 600 pounds. Vilstraks are gray or brown.

Vilstraks speak Terran.

COMBAT

Like their lesser kin, great vilstraks earn their nickname "tunnel thug" by their tactics of popping out of cavern walls and harassing prey.

Earth Glide (Ex): A great vilstrak can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing great vilstrak flings the vilstrak back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Skills: *Vilstraks have a +8 racial bonus on Hide checks when in rocky surroundings.

Originally appeared in Treasures of the Savage Frontier Adventure Journal (1992).
 
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Monster Junkie
Scum Creeper

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

Scum Creeper
Tiny Vermin
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 10 ft. (2 squares), climb 10 ft., swim 10 ft.
Armor Class: 12 (+2 size), touch 12, flat-footed 12
Base Attack/Grapple: +0/+2
Attack: Bite +2 melee (1)
Full Attack: Bite +2 melee (1)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Attach, facehugging, gnaw
Special Qualities: Blindsight 10 ft., blind, salt vulnerability, scent, wallcrawling
Saves: Fort +2, Ref +0, Will -1
Abilities: Str 6, Dex 10, Con 11, Int —, Wis 8, Cha 2
Skills: Climb +8, Hide +12, Swim +8
Feats: Weapon Finesse (B)
Environment: Warm marsh or underground
Organization: Colony (2-4) or swarm (6-11)
Challenge Rating: 1/5
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Level Adjustment: —

This small, sluglike creature has a fat, slimy gray body with a pale yellow head and sickly white underbelly. A cluster of cilia tops its head, with a small, horn-lined mouth on the lower portion of its head.

Scum creepers are small, slug-like things which inhabit subterranean places or dismal swamps where there is little light. They feed upon plant growth and anything else which their small mouths are able to devour. This includes rotting cloth, wood, or flesh. A scum creeper can move freely upon walls or ceilings due to its myriad tiny hooked legs and its suctioning underbelly segments. The scum creeper’s small, sucker-like mouth has very sharp shearing plates of hornlike substance.

A typical scum creeper is about a foot long, 6 inches in diameter, and weighs between 1 and 2 pounds.

COMBAT

Scum creepers prefer to drop upon unsuspecting prey, latching on and gnawing with the shearing plates within their maws. Scum creepers occasionally land on a victim's face, effectively blinding their prey until removed.

Attach (Ex): If a scum creeper hits with a bite attack, it uses its myriad legs and suckers to latch onto the opponent's body and begins to use its gnaw attack (see below), if its bite attack scores a critical hit it also uses its facehugging attack (see below). An attached scum creeper is effectively grappling its prey and gets a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

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

Blind (Ex): Scum creepers are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Facehugging (Ex): Scum creepers instinctively aim for their victim's face. If it confirms a critical hit with its bite, it attaches itself over its opponent's face. The opponent is blinded as long as the scum creeper remains attached.

Gnaw (Ex): A scum creeper automatically does 1 point of damage in any round when it begins its turn attached to a victim.

Salt Vulnerability (Ex): A handful or more of salt deals 1d4+1 points of damage to a scum creeper on contact and causes it to detach itself from its victim.

Wallcrawling (Ex): A scum creeper need not make Climb checks to traverse a vertical or horizontal surface (even upside down). It retains its Dexterity bonus to Armor Class while climbing and opponents get no special bonus to their attacks against it.

Skills: A scum creeper has a +4 racial bonus on Hide checks and a +8 racial bonus on Climb and Swim checks. A scum creeper can always choose to take 10 on Climb and Swim checks, even if rushed or threatened. A scum creeper uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. It can use the run action while swimming, provided it swims in a straight line.

Originally appeared in Monster Manual II (1983).
 
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Shade

Monster Junkie
Yakshini

http://www.enworld.org/forum/genera...verting-original-d-d-mystara-monsters-57.html

Yakshini
Medium Outsider (Native)
Hit Dice: 6d8+24 (51 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 60 ft. (perfect)
Armor Class: 21 (+4 Dex, +7 natural), touch 14, flat-footed 17
Base Attack/Grapple: +6/+10
Attack: Kukri +10 melee (1d4+2/18-20) or slam +10 melee (1d4+2)
Full Attack: Kukri +10/+5 melee (1d4+2/18-20) or 2 slams +10 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Change shape, damage reduction 10/magic and bludgeoning, darkvision 60 ft., spell resistance 19
Saves: Fort +9, Ref +9, Will +6
Abilities: Str 15, Dex 19, Con 17, Int 13, Wis 13, Cha 19
Skills: Bluff +17, Concentration +12, Diplomacy +6, Disguise +17 (+19 acting)*, Hide +13, Intimidate +6, Knowledge (nature) +10, Listen +10, Move Silently +13, Spellcraft +10, Spot +10, Survival +1 (+3 in aboveground natural environments)
Feats: Quicken Spell-Like Ability (invisibility), Spell Focus (enchantment), Weapon Finesse
Environment: Warm forests and hills
Organization: Solitary, band (2-5), family (2-5 plus 2-5 yakshas plus 25% chance of 1-2 noncombatant children), hunting/raiding/trading party (6-9), or clan (10-15 plus 10-15 yakshas plus 25% chance of 1-6 noncombatant children)
Challenge Rating: 6
Treasure: Standard coins; double goods; standard items
Alignment: Always chaotic
Advancement: 7-12 HD (Medium); 13-18 HD (Large) or by character class
Level Adjustment: +5

This beautiful woman has uncannily colored skin and hair. She wears little apart from jewelery and a few strips of fine cloth. A heavy, curved knife hangs at her side.

Yakshinis are the female counterparts of the yaksha. Unlike the latter beings, yakshini do not have a bestial head in their true form. Instead, they could be mistaken for nubile young human women if not for the color of their skin and hair. Yakshini come in the same wide range of colors as a yaksha - blue, green, orange and red are the most common, but black, purple, yellow or many other shades have been recorded.

A typical yakshini is about 5 feet tall and weighs 75 to 100 pounds.

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

COMBAT

Yakshini are calculating foes, preferring to turn invisible and observe their foes for some time before deciding on a course of attack. A hostile yakshini usually disguises herself in a seemingly harmless shape such as a stray dog, an old granny, or a seductive maiden. They usually try to weaken their opponents, either by luring a single victim away or plying a group with magically-created wine, before attacking with enchantments to enslave or incapacitate their opponents (such as charm person, touch of idiocy, and sleep). Yakshini can fight effectively with kukris or other weapons, but would rather only use their blades to finish off victims defeated by sorcery.

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

Spell-Like Abilities: At will—invisibility (self only); 3/day—quickened invisibility (self only); 1/day—create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk. Once per day, a yakshini can assume gaseous form (as the spell) for up to 1 hour. Caster level 18th. The save DCs are Charisma-based.

Spells: A yakshini casts spells as a 6th-level sorcerer. She favors spells of the enchantment and illusion schools.

Typical Sorcerer Spells Known (spells per day 6/7/6/4, save DC 14 + spell level, enchantment spells 15 + spell level):
0—daze, dancing lights, detect magic, detect poison, mage hand, read magic, resistance;
1st—charm person, silent image, sleep, ventriloquism;
2nd—blur, touch of idiocy;
3rd—suggestion.

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

Based upon the yaksha that originally appeared in Supplement IV: Gods, Demigods, Heroes (1976).
 
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Shade

Monster Junkie
Dirtwraith

http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants-25.html

Dirtwraith
Tiny Plant (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +1
Speed: 5 ft. (1 squares)
Armor Class: 12 (+2 size), touch 12, flat-footed 12
Base Attack/Grapple: +0/+3
Attack: —
Full Attack: —
Space/Reach: 2½ ft./0 ft.
Special Attacks: Animate plant, poison, spores
Special Qualities: Damage reduction 10/slashing or piercing, immunity to fire and mind-affecting spells and abilities, low-light vision, plant traits, tremorsense 60 ft.
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 6, Dex 12, Con 14, Int 3, Wis 13, Cha 11
Skills: Tumble +5
Feats: Ability Focus (spores)
Environment: Inifinite Layers of the Abyss (Vesve Forest)
Organization: Solitary
Challenge Rating: 1
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always chaotic evil
Advancement: Small (2-3 HD), Medium (4-7 HD), Large (8-12 HD)
Level Adjustment: —

This fungoid entity appears as a mass of pale yellow spheroids connected by a matrix of thick, fibrous strands.

Dirtwraiths, or "Sargusian fungus", as they are known by the inhabitants of their home plane, are semi-intelligent fungi that dwell in the root systems of larger plants. Dirtwraiths get their name from the large number of skeletons usually littered around their host plant.

Dirtwraiths take control of larger plants, hiding among the root system while their animated hosts afford them a great degree of protection.

A dirtwraith's fibrous tendrils affords it a clumsy form of undulating locomotion when not moving with their host plant.

A dirtwraith reproduces by releasing spores on dead victims of their animated plants. Demons consider dirtwraith pods a delicacy, and their innate immunity to poison makes consumption a nonhazardous endeavor.

A newborn dirtwraith is a puffball-like pod about a foot across, weighing about 5 pounds. The largest dirtwraiths can weigh as much as 500 pounds and have up to a dozen pods about 2 feet in diameter.

COMBAT

Dirtwraiths usually attack the unwary with their animated plants, then infect any creatures they kill with their spores. If its host plant is destroyed, a dirtwraith waits to avoid any disturbances before extracting itself and searching for a new host. Outside a plant host, dirtwraiths can only defend themselves with their spores and by slowly crawling away.

Animate Plant (Su): A dirtwraith can animate a plant one size larger than itself. The dirtwraith melds into the ground at the base of the plant and intertwines itself inside the plant's roots, a process which takes 1 minute, after which the plant gains the statistics of an Animated Object of the appropriate size, with hardness 5 and a speed of 10 ft. Any damage always affects the animated plant first, which must be destroyed before any harm can be done to the dirtwraith within it. A dirtwraith can only animate ordinary living plants, it can not animate dead plants or monsters with the Plant type. Once the animated plant is destroyed, the dirtwraith may be exhumed from the plants roots; if left undisturbed, it will emerge from the ground 2d6 minutes later to seek a new plant host.

Poison (Ex): A dirtwraith's flesh is a deadly poison. Any creature that hits a dirtwraith with a bite attack is affected.

Dirtwraith flesh—Ingested; Fort DC 13; primary damage unconsciousness for 2d6 days; secondary damage 2d6 Con. If a living creature dies from the effects of dirtwraith poison, one or more 1 HD dirtwraiths will sprout from the corpse 2d6 days later.

Spores (Ex): Once per day, a dirtwraith can release a 30-foot radius cloud of poisonous spores centered on itself as a standard action. If the dirtwraith is currently animating a plant, this process requires a full minute during which the animated plant can take no other actions; the cloud is centered on the plant. As a result, dirtwraiths do not use their spore attack while animating a plant unless all their opponents are dead.

Dirtwraith spores - Inhalation, Fortitude DC 14, initial damage 1d2 Con and is sickened for 2d4 rounds, secondary damage 1d2 Con. The save DC is Constitution-based. If a corpse is exposed to dirtwraith spores, one or more 1 HD dirtwraiths will sprout from the corpse 2d6 days later.

Advanced Dirtwraiths
A dirtwraith gains one additional spore pod for each Hit Dice gained. It may thus use its spores attack a number of times per day equal to its Hit Dice.

Originally appeared in Dragon Magazine #270 (2000).
 
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Shade

Monster Junkie
Gargantua, Humanoid

http://www.enworld.org/forum/genera...verting-oriental-adventures-creatures-28.html

Gargantua, Humanoid
Colossal Giant
Hit Dice: 50d8+600 (825 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 42 (-8 size, +1 Dex, +39 natural), touch 3, flat-footed 41
Base Attack/Grapple: +37/+73
Attack: Slam +49 melee (4d10+20/19-20 plus 1d6 on a critical hit and DC 55 Fort save or die) or rock +30 ranged (2d12+20)
Full Attack: 2 slams +49 melee (4d10+20/19-20 plus 1d6 on a critical hit and DC 55 Fort save or die) or rock +30 ranged (2d12+20)
Space/Reach: 50 ft./50 ft.
Special Attacks: Crush 8d12+30, fling, rock throwing, stomp, trample 6d10+20
Special Qualities: Damage reduction 10/epic, empathic sense, fast healing 20, low-light vision, rock catching
Saves: Fort +39, Ref +23, Will +24
Abilities: Str 51, Dex 13, Con 35, Int 5, Wis 14, Cha 20
Skills: Jump +37, Intimidate +15, Listen +15, Spot +15, Survival +14
Feats: Awesome Blow, Cleave, Devastating Critical (slam), Dire Charge, Epic Reflexes, Epic Will, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Overrun, Improved Sunder, Iron Will, Lightning Reflexes, Overwhelming Critical (slam), Power Attack, Track
Environment: Warm and temperate mountains
Organization: Solitary, mated pair or family (2 adults and 1-2 children)
Challenge Rating: 22
Treasure: None
Alignment: Always chaotic neutral
Advancement: 51+ HD (Colossal)
Level Adjustment: —

This enormous giant towers over eighty feet tall. Its stooped shoulders end in long arms, while bright eyes peer out above a blunt nose and a jutting jaw. Huge ears poke out of the long, greasy hair that dangles about its shoulders.

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

Humanoid gargantua peacefully coexist with other creatures in their environment, but compete fiercely with rival gargantua, often escalating to savage battles to the death. Humanoid gargantua eat all types of game and vegetation, preferring deer, bears, horses, and similar game.

Humanoid gargantua seldom use weapons or tools, since their blunt fingers have difficulty manipulating such objects. They have little use for treasure, and spend most of their time eating and sleeping.

Humanoid gargantua stand 80 to 100 feet tall and weigh 500 tons. Humanoid gargantua are sometimes covered with black, brown, or golden fur, and a few have been spotted that were completely bald. Their skin color ranges from pale pink to dull yellow to deep black, while eye coloration is usually brown or red. Single-eyed humanoid gargantua also are rumored to exist. They live for several centuries, and mate for life.

Humanoid gargantua speak Giant, and most can comprehend at least a smidgeon of Common. Their movements and other actions are typically accompanied by thunderous bellowing and grunting.

COMBAT

Unless hungry, humanoid gargantua tend to avoid creatures who intend them no harm, while actively seeking out and pursuing those with hostile intentions. A humanoid gargantua usually eschews weapons, pummeling foes with its massive fists, or simply stomping or trampling with its treelike legs.

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

A crush attack affects as many creatures as can fit under the humanoid gargantua's body. Creatures in the affected area must succeed on a DC 47 Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the gargantua moves off them. If the gargantua chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. The save DC is Constitution-based.

Fling (Ex): A humanoid gargantua who successfully grapples a foe two or more size categories smaller than itself can hurl the creature as a standard action. A flung creature travels up to 120 feet and takes 12d6 points of damage. A creature that is flung off a mountain takes this amount of damage or the appropriate falling damage, whichever is greater. The gargantua also can throw the flung creature as though it were a boulder. In this case, the flung creature takes 12d6+20 points of damage, and any opponent it strikes takes 4d8+20 points of damage.

Empathic Sense (Su): A humanoid gargantua has an instinctive telepathic ability that warns it if a creature intends it harm. This functions as the psionic power detect hostile intent except it has a range of 300 feet. Due to this power, the gargantua cannot be surprised or caught flat-footed by creatures that are susceptible to mind-affecting powers and can make Sense Motive checks as a free action against anyone within 30 feet.

A humanoid gargantua's empathic sense allows it to infallibly follow the psychic trail of any creature it has detected hostility from. This tracking ability has an unlimited range, but the gargantua can not track a being if it moves to another plane of existence.

A humanoid gargantua receives the empathic sense of its young as well as its own, provided its offspring is on the same plane of existence as the gargantua. Should its young be attacked, a humanoid gargantua can detect both the distress of its young and the hostility of the creature(s) attacking it, and can use its empathic sense to find either of them.

A humanoid gargantua's empathic sense can penetrate barriers, but 30 feet of stone, 3 feet of common metal, a foot of lead, or 60 feet of wood or dirt blocks it.

Rock Catching (Ex): A humanoid gargantua can catch rocks (or projectiles of similar shape) of up to Gargantuan size. Once per round, a humanoid gargantua that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for Medium, 25 for Large, 30 for Huge, and 35 for a Gargantuan one (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The gargantua must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex): The range increment is 240 feet for a humanoid gargantua's thrown rocks. Adult humanoid gargantua are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A humanoid gargantua can hurl rocks weighing 80 to 160 pounds each (Large objects) up to five range increments.

Stomp (Ex): As a full-round action, a humanoid gargantua may stomp upon any adjacent foe (that is, any within the area it threatens). Its attack roll modifier for this special attack is +30 (+37 base, +1 Dex, -8 size). If successful, the stomp deals double damage (8d10+40) and pins the victim until the gargantua chooses to release him or her.

Trample (Ex): Reflex half DC 55. The save DC is Strength-based.

Gargantua, Humanoid, Infant
Huge Giant
Hit Dice: 16d8+128 (200 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 30 (-2 size, +1 Dex, +21 natural), touch 9, flat-footed 29
Base Attack/Grapple: +12/+32
Attack: Slam +49 melee (2d10+12/19-20) or rock +30 ranged (2d6+12)
Full Attack: 2 slams +49 melee (2d10+12/19-20) or rock +30 ranged (2d6+12)
Space/Reach: 15 ft./15 ft.
Special Attacks: Crush 4d12+18, fling, rock throwing, stomp, trample 3d10+12
Special Qualities: Damage reduction 10/epic, empathic sense, fast healing 20, low-light vision, rock catching
Saves: Fort +18, Ref +8, Will +9
Abilities: Str 35, Dex 13, Con 27, Int 5, Wis 14, Cha 16
Skills: Listen +11, Spot +12
Feats: Cleave, Improved Bull Rush, Improved Critical (slam), Iron Will, Lightning Reflexes, Power Attack
Environment: Warm and temperate mountains
Organization: Solitary, mated pair or family (2 adults and 1-2 children)
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic neutral
Advancement: 17-31 HD (Huge); 32-49 HD (Gargantuan), 50+ HD (Colossal)
Level Adjustment: —

Gargantua, Humanoid, Juvenile
Gargantuan Giant
Hit Dice: 32d8+320 (464 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 36 (-4 size, +1 Dex, +29 natural), touch 7, flat-footed 35
Base Attack/Grapple: +24/+52
Attack: Slam +36 melee (3d10+16/19-20) or rock +21 ranged (3d6+16)
Full Attack: 2 slams +36 melee (3d10+16/19-20) or rock +21 ranged (3d6+16)
Space/Reach: 20 ft./20 ft.
Special Attacks: Crush 6d12+24, fling, rock throwing, stomp, trample 4d10+16
Special Qualities: Damage reduction 10/epic, empathic sense, fast healing 20, low-light vision, rock catching
Saves: Fort +28, Ref +17, Will +18
Abilities: Str 43, Dex 13, Con 31, Int 5, Wis 14, Cha 18
Skills: Intimidate +10, Listen +14, Spot +14, Survival +7
Feats: Awesome Blow, Cleave, Dire Charge, Epic Reflexes, Epic Will, Improved Bull Rush, Improved Critical (slam), Iron Will, Lightning Reflexes, Power Attack, Track
Environment: Warm and temperate mountains
Organization: Solitary, mated pair or family (2 adults and 1-2 children)
Challenge Rating: 15
Treasure: None
Alignment: Always chaotic neutral
Advancement: 32-49 HD (Gargantuan), 50+ HD (Colossal)
Level Adjustment: —

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

Originally appeared in Oriental Adventures (1985).
 
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