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Creature Catalog new 3.5 conversions (Part Two)

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Monster Junkie
Mercykiller Wyrm

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-35.html

Mercykiller Wyrm
Huge Dragon (Extraplanar)
Hit Dice: 9d12+36 (94 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 50 ft. (clumsy)
Armor Class: 20 (–2 size, +1 Dex, +11 natural), touch 9, flat-footed 19
Base Attack/Grapple: +9/+25
Attack: Sting +15 melee (1d8+8 plus poison) or talon +15 melee (3d6+8) or bite +15 melee (3d8+8/19-20)
Full Attack: Sting +15 melee (1d8+8 plus poison) and bite +15 melee (3d8+8/19-20) and 2 wings +15 melee (2d8+4) and 2 talons +15 melee (3d6+8)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, improved grab
Special Qualities: Darkvision 60 ft., feeble flier, immunity to sleep and paralysis, low-light vision, scent
Saves: Fort +10, Ref +7, Will +7
Abilities: Str 27, Dex 12, Con 19, Int 6, Wis 12, Cha 9
Skills: Hide +9, Listen +13, Move Silently +13, Spot +16
Feats: Ability Focus (poison), Flyby Attack, Improved Critical (bite), Improved Multiattack, Multiattack (B)
Environment: Concordant Domain of the Outlands (Sigil)
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral evil
Advancement: 10-13 HD (Huge); 14-21 HD (Gargantuan); 22-27 (Colossal)
Level Adjustment: —

This massive, two-legged lizard has a long stinger-tipped tail. Its greenish scales are old and worn, and its leathery bat wings are nigh-vestigial stubs. Its huge jaws are filled with long, sharp teeth.

The Great Green Wyrm of the Mercykillers, more commonly called simply the Mercykiller Wyrm, was originally bred from wyvern stock. Over countless generations, it has been bred for ferocity and for the exquisite functionality of its venom, not for intelligence or hunting skills.

The Mercykillers have found a way to distill the Mercykiller wyrm's venom into elixirs of truth. They jealously guard this secret.

A Mercykiller wyrm's body is 20 feet long with a wingspan of 30 feet, and weighs about 2 tons. A Mercykiller wyrm's scales are always green.

Mercykiller wyrms speak Draconic, but usually don’t bother with anything more elaborate than a loud hiss or a deep-throated growl much like that of a bull alligator.

COMBAT

Like their forebears, Mercykiller wyrms are rather stupid but always aggressive. A Mercykiller wyrm can slash with its talons only when making a flyby attack.

Feeble Flyer (Ex): A Mercikiller Wyrm has very weak wing muscles. After every minute of flight it must succeed on a Constitution check (DC10, +1 per additional minute of flying) or become fatigued and be forced to land. The wyrm must rest for 10 minutes for every minute it spends flying. A wyrm that is already fatigued cannot fly, although it can perform controlled glides which prevent it taking falling damage.

Improved Grab (Ex): To use this ability, a Mercykiller wyrm must hit with its talons. 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 stings.

Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 2d6 Con and 2d6 Wis. The save DC is Constitution-based.

Skills: Mercykiller wyrms have a +3 racial bonus on Spot checks.

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

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-44.html

Dracula
Medium Undead
Hit Dice: 18d12+126 (243 hp)
Initiative: +11
Speed: 30 ft. (6 squares), fly 50 ft. (perfect)
Armor Class: 34 (+7 Dex, +12 natural, +5 deflection*), touch 22, flat-footed 27
Base Attack/Grapple: +18/+32
Attack: +2 keen wounding silver speed longsword +32 melee (1d8+16/17-20 plus 1 Con) or slam +30* melee (1d6+7*)
Full Attack: +2 keen wounding silver speed longsword +32/+32/+27/+22/+17 melee (1d8+16/17-20 plus 1 Con) and slam +25* melee (1d6+7*)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, children of the night, control weather, create spawn, dominate, energy drain, rebuke undead (+7, 2d6+25, 18th)
Special Qualities: Alternate form, damage reduction 10/silver and magic, darkvision 60 ft., fast healing 8, gaseous form, improved turn resistance, resistance to cold 10 and electricity 10, spider climb, telepathy, +10 turn resistance*, undead traits, unholy toughness, vampire weaknesses
Saves: Fort +11*, Ref +20*, Will +23*
Abilities: Str 31, Dex 25, Con —, Int 21, Wis 21, Cha 25
Skills: Bluff +36, Diplomacy +34, Disguise +7 (+9 acting), Hide +15, Intimidate +30, Knowledge (history) +20, Knowledge (nobility and royalty) +14, Knowledge (the planes) +11, Listen +36, Move Silently +15, Ride +19, Search +13, Sense Motive +34, Spot +36, Survival +7 (+9 on other planes), Use Magic Device +28
Feats: Alertness (B), Combat Expertise, Combat Reflexes (B), Deflect Arrows, Dodge (B), Eyes in the Back of Your Head, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Improved Feint, Improved Grapple, Improved Initiative (B), Improved Trip, Improved Unarmed Strike, Iron Will (B), Knock Down, Lightning Reflexes (B), Mobility, Spring Attack, Stunning Fist, Superior Expertise, Weapon Focus (longsword), Weapon Specialization (longsword), Whirlwind Attack
Environment: Any land
Organization: Solitary, troupe (Dracula plus 3-6 enslaved vampires), or retinue (Dracula plus 3-6 enslaved vampires and 5-30 dominated humanoids)
Challenge Rating: 22
Treasure: Quadruple standard (includes +5 cloak of resistance, +5 ring of protection, ring of evasion, +2 amulet of mighty fists, boots of teleportation, glove of storing, darkskull, dust of dryness (x5), obsidian steed, portable hole)
Alignment: Chaotic evil
Advancement: —
Level Adjustment: —
*Adjusted by magic items.

This tall, muscular man has pale white skin, hypnotically haunting red eyes, and bestial fangs and claws. He wears a high-collard cloak, dark boots, and wields a wickedly-sharp silver longsword.

Dracula was once a powerful, evil fighter from a Material Plane world. Upon his death, he arose as a vampire, growing more powerful over time into a lord of undeath. Now he wanders the planes, furthering world-spanning evil agendas and associating with powerful spellcasters and fiends. He has known to be in contact with Orcus, the Prince of Undeath, but to what ends is yet to be determined.

Dracula is among the most powerful and long-lived of vampires. He generally surrounds himself with a retinue of enslaved vampires and dominated humanoids. His knowledge of planar politics and local nobility is impressive, and his ability to immediately infiltrate the rulership of kingdoms is well-known.

Dracula carries a wide variety of magic items, including a portable hole in which he stores his coffin. He always carries several does of dust of dryness to eliminate the threat of running water that is detrimental to vampires.

Dracula is 6 feet tall and weighs 200 pounds.

Dracula speaks Abyssal, Common, and Draconic.

COMBAT

Dracula was already an accomplished fighter before rising as a vampire. He combines his martial prowess with his enhanced vampire abilities to great effect, often tripping or knocking foes prone before grappling and the inevitable blood-draining bite. He employs a wicked longsword in battle, one magically-enhanced to draw maximum blood from those he strikes. Dracula is rarely encountered alone, using enslaved vampires and dominated humanoids as obstacles and sacrificial lambs.

Alternate Form (Su): Dracula can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in his alternate form, Dracula loses his natural slam attack and dominate ability, but he gains the natural weapons and extraordinary special attacks of its new form. Dracula can remain in that form until he assumes another or until the next sunrise.

Blood Drain (Ex): Dracula can suck blood from a living victim with his fangs by making a successful grapple check. If Dracula pins the foe, he drains blood, dealing 1d4+2 points of Constitution drain each round the pin is maintained. On each such successful attack, Dracula gains 5 temporary hit points.

Children of the Night (Su): Dracula commands the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve Dracula until released. Further, the Dracula can sense through the senses of any such commanded creatures, and communicate empathically with them, to a range of 10 miles.

Control Weather (Sp): Dracula can cast either control weather or fog cloud as a 12th-level sorcerer at will.

Create Spawn (Su): A humanoid or monstrous humanoid slain by Dracula's energy drain or reduced to Constitution to 0 or lower through blood drain rises as a vampire 1d4 days after burial. The new vampire is under the command of Dracula and remains enslaved until its master’s destruction. At any given time Dracula may have enslaved spawn totaling no more than twice his own Hit Dice (36); any spawn Dracula creates that would exceed this limit are created as free-willed vampires. A vampire that is enslaved may create and enslave spawn of its own, so Dracula can control a number of lesser vampires in this fashion. Dracula may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Dominate (Su): Dracula can crush an opponent’s will just by looking onto his or her eyes or simply by speaking. The former is similar to a gaze attack, except that Dracula must use a standard action, and those merely looking at him are not affected. The latter does not require line of sight to the target, but the target must be able to hear Dracula's voice when he speaks at a normal volume level. Anyone Dracula targets must succeed on a DC 26 Will save or fall instantly under the Dracula's influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. The save DC is Charisma-based.

Energy Drain (Su): Living creatures hit by Dracula slam attack gain three negative levels. For each negative level bestowed, Dracula gains 5 temporary hit points. Dracula can use his energy drain ability once per round.

Fast Healing (Ex): Dracula heals 8 points of damage each round so long as he has at least 1 hit point. If reduced to 0 hit points in combat, Dracula automatically assumes gaseous form and attempts to escape. He must reach his coffin home within 2 hours or be utterly destroyed. (Dracula can travel up to nine miles in 2 hours.) Any additional damage dealt to Dracula while forced into gaseous form has no effect. Once at rest in his coffin, Dracula is helpless. He regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Gaseous Form (Su): As a standard action, Dracula can assume gaseous form at will as the spell (caster level 5th), but he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Improved Turn Resistance (Ex): Dracula cannot be commanded or rebuked (but can still be turned).

Master Fighter: Dracula possesses all of the abilities of a 18th-level fighter, including a +18 base attack bonus, 10 fighter bonus feats. Dracula is treated as a 18th-level fighter for meeting prerequisites for feats and any other purposes.

Rebuke Undead (Su): Dracula can rebuke and command undead as a 18th-level cleric. Dracula can make up to ten rebuke attempts per day.

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

Unholy Toughness (Ex): Dracula gains a bonus to his hit points equal to his Charisma modifier x his Hit Dice.

Telepathy (Su): Dracula can communicate telepathically with any living creature within 100 feet that has a language, and with any vampire under his direct control to a range of 1 mile.

Skills: Dracula has a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Dracula's Weaknesses
Like most vampires, Dracula has a number of weaknesses.

Repelling Dracula: Dracula cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, he recoils from a mirror or a strongly presented holy symbol. These things don’t harm Dracula—they merely keep him at bay. While recoiling, Dracula must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for 2 rounds. Holding Dracula at bay takes a standard action.

Dracula is also unable to cross running water, although he can be carried over it while resting in his coffin or aboard a ship.

Dracula is utterly unable to enter a home or other building unless invited in by someone with the authority to do so. He may freely enter public places, since these are by definition open to all.

Slaying Dracula: Reducing Dracula's hit points to 0 or lower incapacitates him but doesn’t always destroy him (see the note on fast healing). However, certain attacks can slay him.

Exposing Dracula to direct sunlight disorients him: He can take only a single move action or attack action and is destroyed utterly in the tenth round if he cannot escape. Similarly, immersing Dracula in running water robs him of one-tenth of his hit points each round until he is destroyed at the end of the tenth round of immersion.

Driving a wooden stake through Dracula's heart instantly slays the monster. However, he returns to life if the stake is removed, unless his body is destroyed.

Originally appeared in Dragon Magazine #126 (1987).
 
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Shade

Monster Junkie
Yphoz

http://www.enworld.org/forum/general-monster-talk/258155-converting-greyhawk-monsters-24.html

Yphoz
Tiny Aberration (Aquatic)
Hit Dice: 2d8 (9 hp)
Initiative: -1
Speed: 10 ft. (2 squares), climb 10 ft., swim 30 ft.
Armor Class: 11 (+2 size, -1 Dex), touch 11, flat-footed 11
Base Attack/Grapple: +1/+2
Attack: Bite +1 melee (1d6-3)
Full Attack: Bite +1 melee (1d6-3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Attach, blood drain, numbing poison
Special Qualities: Amphibious, blindsight 20 ft., darkvision 60 ft., wallcrawling, water dependent
Saves: Fort +0, Ref -1, Will +4
Abilities: Str 5, Dex 8, Con 11, Int 1, Wis 12, Cha 2
Skills: Climb +7, Hide +7*, Listen +4, Spot +3, Swim +7
Feats: Weapon Focus (bite)
Environment: Underground
Organization: Swarm (4-32)
Challenge Rating: 1
Treasure: Nil
Alignment: Always neutral evil
Advancement: 3 HD (Tiny); 4-6 HD (Small)
Level Adjustment: —

A tiny, gelatinous creature swims through the water, resembling a short, broad cone with a low dorsal fin. A pair of long, whip-like tentacles feel around before it.

Yphozs are leechlike parasites found in wet caves and pools of stagnant water. Their survival depends on a source of water, whether fresh or putrid. Yphozs feed by absorbing organic matter, insects, and small worms.

A typical yphoz is 1 to 2 feet long and weighs around 4 pounds. Although not amorphous, yphoz can shape their bodies to allow for movement over almost any kind of surface, including traveling on land, up cave walls, and across ceilings. Their bodies excrete a sticky slime that helps them adhere to walls and ceilings. This slime will dry to a gummy substance on walls, floors, and ceilings, and a cave inhabited by a large number of yphoz will acquire a build-up of this elastic, gummy substance over time. Coloration generally matches the water in which they reside, ranging from black to varying shades of brown to varying shades of green or yellow. They may even be colorless.

COMBAT

A submerged yphoz notices slight disturbance in the water and swims toward a potential meal. It use its tentacles as "feelers" to locate prey, the swims toward the target and attempts to wrap its tentacles around the victim.

Attach (Ex): If a yphoz hits with its bite attack, it uses its suckerlike mouth to latch onto the opponent’s body. It deals no additional damage when it is attached, but it drains blood (see below). An attached yphoz loses its Dexterity bonus to AC and has an AC of 11. Yphoz have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

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

While only a single yphoz can attach itself to a Tiny creature, up to 2 yphozs can attach to a Small creature, up to 4 to a Medium creature, 8 to Large creature, 16 to a Huge creature, 32 to a Gargantuan creature and 64 to a Colossal creature.

Blindsight (Ex): A yphoz's blindsight only functions while the creature is submerged.

Blood Drain (Ex): A yphoz that is attached to its opponent deals 1 point of Constitution damage per round until it deals a total of 6 points, at which point it detaches from its target and swims off to digest its meal.

Numbing Poison (Ex): A yphoz's tentacles are covered with a gummy contact poison. Each round that a yphoz is attached to a creature, the victim must succeed on a DC 11 Fortitude save or the body part to which the yphoz is attached becomes numb (roll 1d6 for the location: 1-2 = legs, 3-4 = arms, 5 = torso, 6 = head), resulting with the associated penalties on the table below. The effects of numbness last as long as the yphoz is attached and 1d6 rounds thereafter. Effects of multiple attached yphoz are cumulative (but an attachment by a single yphoz for multiple rounds does not stack with itself). Creatures resistant to poison gain their usual bonus on the saving throw against this effect, and immunity to poison grants immunity to the numbing poison. The save DC is Constitution-based.

Body Part / Numbness Effects

Legs (1-2) This imposes -2 penalty on Reflex saves, Swim and Climb checks, Dexterity checks, and Dexterity-based skill checks, plus reducing the victim's land speed by 5 feet.

Arms (3=off-hand, 4=primary) The affected arm has a -2 penalty on attack rolls, Strength checks, Climb and Swim checks, and skills checks requiring precise manipulation, such as Forgery and Open Locks checks. The victim has +10% spell failure for spells with somatic components unless it has a remaining hand free.

Torso (5) The victim has a -1 penalty on Reflex saves, Dexterity checks, Strength checks, and skill checks.

Head (6) The victim has a -4 penalty to Listen, Search and Spot checks.

Wallcrawling (Ex): A yphoz 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.

Water Dependent (Ex): Yphoz can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master’s Guide).

Skills: A yphoz has a +8 racial bonus on Climb and Swim checks. A yphoz can always choose to take 10 on Climb and Swim checks, even if rushed or threatened. A yphoz 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. *A yphoz has a +12 racial bonus on Hide checks made in water.

Originally appeared in WGA2 – Falconmaster (1990).
 
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Monster Junkie
http://www.enworld.org/forum/genera...-special-conversion-thread-tasked-genies.html

Genie, Tasked, Harim Servant
Large Outsider (Native)
Hit Dice: 7d8+14 (45 hp)
Initiative: +8
Speed: 20 ft. (4 squares), fly 60 ft. (perfect)
Armor Class: 16 (–1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +7/+15
Attack: Scimitar +10 melee (1d8+4/18-20) or slam +10 melee (1d8+4)
Full Attack: Scimitar +10/+5 melee (1d8+4/18-20) and scimitar +10/+5 melee (1d8+2/18-20) or 2 slams +10 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Control temperature, darkvision 60 ft., plane shift, spell resistance CR+3, telepathy 100 ft.
Saves: Fort +7, Ref +9, Will +7
Abilities: Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 13
Skills: Diplomacy +15, Gather Information +3, Heal +12, Knowledge (history) +12, Knowledge (local) +12, Listen +14, Perform (any one) +11, Profession (cook) +12, Search +12, Sense Motive +13, Spot +14, Survival +2 (+4 following tracks)
Feats: Alertness, Improved Initiative (B), Improved Two-Weapon Fighting, Negotiator, Two-Weapon Fighting (B)
Environment: Warm deserts or urban
Organization: Solitary or cortége (2-12 plus seraglio of 20-60 humanoids)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: 8–10 HD (Large); 11–21 (Huge)
Level Adjustment: +5

This tall genie is muscular, but not particularly handsome. Its fine, well-made clothing is simplistic in decoration.

Harim servant genies are primarily tasked to guard the women of a harim, entertain them, and care for their general well-being. Tasked harim servants are usually males who act almost in a fatherly manner toward their charges, while female harim servants are strong matrons who seek to bring order to the harim. Both genders demand respect and do not hesitate to punish unruliness, though they generally try to combat problems by offering caring and a sense of family.

Harim servants demand little pay, receiving gratification from doing a good job, as well as the adoration of their “daughters”. Besides a little pay and good treatment, these genies also require good treatment for the harim, though they answer to the harim’s master, the genies tend to develop an emotional attachment to the members of the harim. Harim genies occasionally become a friend and confidant to the harim women. While the genie follows the letter of his orders, he may avoid the spirit, such as turning a blind eye to of the women sneaking away to meet a paramour. In extremely rare instances, a genie might aid a woman to escape or pursue an affair, or may even become a paramour himself.

Other genies do not approach the women of a harim protected by a tasked genie, unless the harim servant genie chooses to allow them access. A rare few tasked genies are devoted to looking after the men of a selama. They have similar attitudes to harim servants, wishing the best for their charges and for the whole selama.

A tasked harim servant goes insane if his harim is taken away from him or harmed severely, feeling that he has failed them. These often become tasked slayers.

A typical harim servant genie stands 8 feet tall and weighs around 500 pounds.

Harim servant genies speak Auran, Celestial, Common and Ignan.

COMBAT

Harim servant genies fight with a pair of scimitars, displaying an impressive martial spirit.

Control Temperature (Su): As a standard action, a harim servant genie can raise or lower the temperature by 10 degrees in a 100-foot-radius centered on itself. Subsequent uses of this ability stack, to a maximum of +50 or -50 degrees. For example, the tasked genie could lower the temperature by a total of 20 degrees after two rounds.

A harim servant genie can also use this ability to heat or chill a single object within 10 feet that weighs less than 10 pounds (treat as the heat metal or chill metal spells, except the object doesn't have to be metal). The genie can change the temperature of all the object or only part of it, i.e. heating or chilling the liquid inside a cup.

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—mending, minor creation, major creation, prestidigitation; 1/day—alarm, create food and water. Caster level 9th. The save DCs are Charisma-based.

Feats: In combination with its natural abilities, a harim servant's Two-Weapon Fighting feat allows it to attack with both its arms at no penalty.

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

Monster Junkie
Spirit, Psionic

http://www.enworld.org/forum/general-monster-talk/201788-converting-psionic-creatures-34.html

Spirit, Psionic
Medium Undead (Incorporeal)
Hit Dice: 9d12 (58 hp)
Initiative: +6
Speed: Fly 30 ft. (good) (6 squares)
Armor Class: 20 (+6 Dex, +4 deflection), touch 20, flat-footed 14
Base Attack/Grapple: +4/—
Attack: Incorporeal touch +10 melee (1d6 plus energy drain)
Full Attack: Incorporeal touch +10 melee (1d6 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Contagious insanity, energy drain, psi-like abilities, psionic powers
Special Qualities: Darkvision 60 ft., incorporeal traits, +4 turn resistance, undead traits, unnatural aura
Saves: Fort +3, Ref +9, Will +9
Abilities: Str —, Dex 22, Con —, Int 15, Wis 16, Cha 19
Skills: Concentration +12, Hide +26, Intimidate +16, Knowledge (psionics) +14, Listen +11, Psicraft +16, Search +10, Spot +23
Feats: Burrowing Power, Delay Power, Narrow Mind, Psionic Meditation
Environment: Any
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral evil
Advancement: 10–27 HD (Medium) or by character class (psion)
Level Adjustment: —

A faintly shimmering humanoid floats nearby. Its limbs are indistinct, trailing off into wispy, ectoplasmic tendrils that occasionally drift away from the apparition.

Psionic spirits are incorporeal undead that were once psions. They now wander the lands of the living, searching for living psionic manifesters to torment and destroy.

The true origins of psionic spirits are unknown, but two theories have proven popular to explain their genesis. The first claims that they were once psionicists who somehow become trapped within a shadow form. Eventually the torment of their hideous half-existence drove them into madness, evil, and at the last into the arms of evil deities, who granted them undeath. The second theory simply asserts that psionic spirits were once evil psionicists who suffered a violent death while using their mental powers. Somehow the spirits of such psionicists remain in the world in the form of psionic ghosts.

A psionic spirit is 5 to 6 feet tall and weightless.

Psionic spirits speak any languages they knew in life (usually Common).

COMBAT

Psionic spirits loathe psionicists and other manifesters, and will target such adversaries before all otehrs. A psionic spirit uses its powers to first frighten and confuse its intended victims. Only when it feels its foes are sufficiently disoriented and terrified will the psionic spirit attack more directly.

Contagious Insanity (Su): Any creature that makes telepathic contact with a psionic spirit's mind must succeed at DC 18 Will save or go insane as per the insanity psionic power. A psionic spirit can use its own telepathy to try to drive an opponent mad (standard action, 100 ft. range, one target per use). The save DC is Charisma-based.

Energy Drain (Su): Living creatures hit by a psionic spirit's incorporeal touch attack gain one negative level. The DC is 18 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the psionic spirit gains 5 temporary power points.

Psi-Like Abilities: At will—detect psionics, mindlink (9 targets, DC 15 if unwilling)*, read thoughts (DC 16); 3/day—aversion (DC 19, 13 hours)*, cause decay (7d10, DC 19, new power, see below)*, false sensory input (DC 17, 3 targets)*, psionic suggestion (DC 16, 4 targets)*; 1/day—mind probe (DC 19), mindwipe (DC 19)*, psychic crush, thieving mindlink (DC 16)*. Manifester level 9th. The save DCs are Charisma-based.
*Includes augmentation for the psionic spirit's manifester level.

Psionic Powers: A psionic spirit manifests powers as a psion (kineticist) of 7th level. The save DCs are Charisma-based.

Typical Psion Powers Known (power points 60, save DC 14 + power level):
1st—attraction*, concealing amorpha, control light, control object, demoralize*, ego whip*;
2nd—control air*, control sound, energy missile*, phobia amplification* (new power, see below);
3rd—energy cone*, telekinetic force*, telekinetic thrust*;
4th—control body*, telekinetic maneuver*.
*Power can be augmented.

Skills: Psionic spirits have a +8 racial bonus on Hide, Listen, Search, and Spot checks.

New Powers

Cause Decay
Psychometabolism
Level: Psion/wilder 2
Display: Olfactory
Manifesting Time: 1 standard action
Range: Touch
Target: One object
Duration: Instantaneous
Saving Throw: Fort negates
Power Resistance: Yes
Power Points: 3

An object you touch rapidly decays, taking 1d10 points of acid damage. The object takes no damage if it succeeds on a Fortitude save. Cause decay has no effect on living creatures. This power can decay as much as one 10-foot cube of nonliving matter. Thus, cause decay may only damage part of a very large object or structure.

Augment
For every additional power point you spend, this power's damage increases by 1d10 points. For each extra 2d10 points of damage, this power’s save DC increases by 1.

Phobia Amplification [Mind-Affecting]
Level: Psion/wilder 2
Display: Mental and olfactory
Manifesting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

You reach into a creature's mind to discover it's greatest fear, and amplify it to the point that the target is overcome with pure visceral terror. If the victim fails its save, the victim's current fear condition by one step (shaken to frightened, frightened to panicked, panicked to cowering). This power has no effect on a creature not currently afflicted with a fear condition. If this power's duration expires before the original fear effect, the effect is downgraded to its previous severity.

Augment
For every 2 additional power points you spend, the victim's fear condition increases by an additional step, and the power’s save DC increases by 1.

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

Monster Junkie
Ghast-Lord (template)

http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-19.html

This foul creature stands seven feet tall. Its mottled, decaying flesh is drawn tight across clearly visible bones, with patches of coarse hair still clinging to its frame in places. Its mouth is full of long, sharp fangs. Its eyes burn like hot coals in their sunken sockets above its bearlike nose.

Ghast-lords were undead clerics of cannibalistic or anthropophagus tribes, who revered deities of similar pursuits.

Unlike common ghasts, ghast-lords retain all the intelligence and abilities they possessed in life, including their divine spellcasting ability and granted powers. Much like liches, they are often scheming and power-hungry.

A ghast-lord is physically indistinguishable from the common variety, except that it is usually garbed in clerical vestments and prominently displays its unholy symbol.

Ghast-lords speak any languages they knew in life.

Creating a Ghast-Lord
"Ghast-lord" is a template that can be added to any giant, humanoid, or monstrous humanoid able to cast 3rd-level divine spells (referred to hereafter as the "base creature"). It uses all the base creature's stastics 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: The base creature's natural armor increases by +2.

Damage: The base creature's natural attacks can cause paralysis in addition to their normal damage. The base creature's natural and manufactured weapons deal damage normally. If the base creature does not have a better natural attack, it gains a bite attack and two claw attacks that deal damage based on the creature's size:

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

Special Attacks: A ghast-lord retains all the base creature's special attacks and gains those listed below. Saves for abilities listed below have a DC of 10 + ½ the ghast-lord's HD + the ghast-lord's Charisma modifier unless noted otherwise in the ability's description.

Create Spawn (Su): A creature killed by a ghast-lord rises as a form of ghast 1d4 days after death. The victim returns as a ghast if it was a humanoid with 6 or fewer HD and as a ghastly creature if it was a giant or monstrous humanoid or a humanoid with 7 or more HD.

Ghoul Fever (Su): Disease—bite, Fortitude, incubation period 1 day, damage 1d3 Con and 1d3 Dex.

Paralysis (Ex): Those hit by a ghast-lord's natural attack must succeed on a Fortitude save or be paralyzed for 2d4 rounds. even elves are affected by this paralysis.

Spells: A ghast-lord can cast any spells it could cast while alive.

Stench (Ex): The stink of death and corruption surrounding these creatures is sickening. Living creatures within 30 feet must succeed at a Fortitude save or be sickened, suffering a -2 penalty on all attack rolls, weapons damage rolls, saving throws, skill checks, and ability checks for 2d6+4 minutes. A delay poison or neutralize poison spell removes the effect from the sickened creature, and creatures immune to poison are unaffected by this ability.

Special Qualities: A ghast-lord retains all the base creature's special qualities and gains those listed below.

Turn Resistance (Ex): A ghast-lord has +4 turn resistance.

Abilities: Change from the base creature as follows: Str +6, Dex +6, Int +2, Wis +6, Cha +6. As an undead creature, a ghast-lord has no Constitution score.

Skills: Ghast-lords have a +6 racial bonus on Balance, Climb, Hide, Jump, Move Silently, and Spot checks. Otherwise same as the base creature.

Feats: Ghast-lords gain Multiattack and Toughness, assuming the base creature meets the prerequisites and doesn’t already have these feats.

Environment: Any.
Organization: Solitary, pack (1 plus 2-12 ghouls and/or ghasts) or court (2-4 plus 6-36 ghouls and/or ghasts).
Challenge Rating: Same as base creature +2.
Alignment: Always chaotic evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +2.

Sample Ghast-Lord

Ghast-Lord, 9th-Level Bugbear Adept
Medium Undead (Augmented Humanoid)
Hit Dice: 12d12+3 (81 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 20 (+5 Dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple: +6/+13
Attack: Morningstar +13 melee (1d8+7) or bite +13 melee (1d8+7 plus ghoul fever and paralysis) or javelin +11 ranged (1d6+7)
Full Attack: Morningstar +13 melee (1d8+7) and claw +11 melee (1d4+3 plus paralysis); or bite +13 melee (1d8+7 plus ghoul fever and paralysis) and 2 claws +11 melee (1d4+3 plus paralysis); or javelin +11 ranged (1d6+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, ghoul fever (DC 20), paralysis (DC 20), spells, stench (DC 20)
Special Qualities: Darkvision 60 ft., summon familiar, +4 turn resistance, undead traits
Saves: Fort +4, Ref +11, Will +14
Abilities: Str 24, Dex 20, Con —, Int 12, Wis 22, Cha 18
Skills: Balance +11, Climb +13, Concentration +8, Hide +17, Jump +13, Knowledge (religion) +9, Listen +12, Move Silently +17, Spellcraft +9, Spot +14
Feats: Alertness, Combat Casting, Greater Spell Focus (necromancy), Spell Focus (necromancy), Multiattack (B), Stealthy, Toughness (B)
Environment: Temperate mountains
Organization: Solitary, pack (1 plus 2-12 ghouls and/or ghasts) or court (2-4 plus 6-36 ghouls and/or ghasts)
Challenge Rating: 11
Treasure: Standard
Alignment: Always evil (any)
Advancement: By character class
Level Adjustment: +3

The ghast-lord presented here had the following ability scores before racial, template, and level-based ability score adjustments: Str 14, Dex 12, Con 8, Int 10, Wis 15, Cha 13.

Spells: This ghast-lord casts spells as a 9th-level adept.

Typical Adept Spells Prepared (5/5/3/2; save DC 13 + spell level; DC 15 + spell level for necromancy):
0—detect magic, ghost sound, read magic, touch of fatigue (x2);
1st—burning hands, cause fear, detect good, obscuring mist, protection from good;
2nd—bull’s strength, mirror image, web;
3rd—bestow curse, lightning bolt.

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

Raven familiar: Tiny magical beast; HD 1/4 d8 (effectively 9d8); hp 40; Init +2; Spd 10 ft., fly 40 ft. (average); AC 19, touch 14, flat-footed 17; Base Atk +6; Grp -7; Atk or Full Atk +10 melee (1d2-5, claws); Space/Reach 2-1/2 ft./0 ft.; SQ improved evasion, low-light vision, speak Common, speak with animals of its kind, speak with master; AL NE; SV Fort +4, Ref +8, Will +10; Str 1, Dex 15, Con 10, Int 10, Wis 14, Cha 6.

Skills and Feats: Concentration +8, Hide +14, Knowledge (religion) +8, Listen +8, Spellcraft +8, Spot +8; Alertness, Weapon Finesse.

Originally appeared in Polyhedron #30 (1986).
 
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Shade

Monster Junkie
Death Shade

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-66.html

Death Shade
Diminutive Outsider (Chaotic, Evil, Extraplanar, Incorporeal)
Hit Dice: 7d8 (31 hp)
Initiative: +13
Speed: Fly 30 ft. (6 squares)(perfect)
Armor Class: 30 (+4 size, +9 Dex, +5 deflection), touch 30, flat-footed 21
Base Attack/Grapple: +7/—
Attack: Incorporeal touch +21 melee (1d2 Wis)
Full Attack: Incorporeal touch +21 melee (1d2 Wis)
Space/Reach: 1 ft./0 ft.
Special Attacks: Death drain, inspire rage, merge with host, Wisdom damage
Special Qualities: Darkvision 60 ft., host-dependent, spell resistance 22
Saves: Fort +5, Ref +14, Will +5
Abilities: Str —, Dex 29, Con 11, Int 3, Wis 10, Cha 20
Skills: Balance +11, Hide +31, Listen +10, Spot +10, Tumble +19
Feats: Ability Focus (merge with host), Blind-Fight (B), Dodge, Improved Initiative
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: —
Level Adjustment: —

Vague outlines of aquiline eyes are evident in this small, shifting wisp of smoke.

Death shades are energy parasites that feeds upon the life energy of dying creatures. They can infest any corporeal, living creatures, and drive their victims into a berserk rage.

Death shades dwell near large concentrations of potential hosts and victims, such as among large herds of animals or in the crowds of a city. Many senseless murders in urban areas can be attributed to death shades.

A death shade is about a foot in diameter and weightless.

Death shades cannot speak, but can communicate telepathically with one another.

COMBAT

A death shade seeks to merge with a host at the first opportunity, then incite rage and feeds upon the dividends. If victims prove resistant to merge attempts, a death shade will try a few Wisdom-sapping strikes to weaken their resolve, and then tries to merge again.

Death Drain (Su): A death shade drains the life force from dying creatures. For every creature that dies within 10 feet of a death shade, the death shade gains 1 positive level. A death shade loses these positive levels at a rate of 1 level per 24 hours. If a death shade gains 10 positive levels, it reproduces by splitting; this process consumes all the death shade's positive levels and leaves two full-strength death shades. One death shade remains in the host, the second death shade must quickly find its own host or die.

A death shade is dependent on positive levels; if it goes for more than 1 day with no positive levels, both the death shade and host fall unconscious. Each day that the host is unconscious, the host/death shade must make a Fortitude save (DC 10 plus the number of days unconscious after the first) or both host and death shade die. If a living creature comes within 10 ft. of the unconscious death shade and host, the death shade rouses the host in a controlled rage and must kill the creature to drain its energy or die in a number of rounds equal to 2d4 + the host's Constitution modifier. If the death shade gains a positive level, both it and the host survive, but the host must make a DC 18 Will save or take 1d3 points of Intelligence drain. The save DC is Charisma-based.

Host-Dependent (Ex): A death shade cannot survive long without a host. It will die unless it can merge with a new host within a number of rounds equal to half its Constitution score.

Inspire Rage (Su): A death shade can fill its host with a violent fury, giving the host a +4 morale bonus to Strength and Constitution, a +2 morale bonus on Will saves, and a -4 penalty to AC. A raging death shade host will run amok, randomly attacking everything it comes upon. If its target is a friend or ally it can redirect its attacks against another object, like a wall or enemy, if it succeeds on a DC 18 Will save. This effect is otherwise identical to a barbarian's rage ability, except that the subjects aren't fatigued at the end of the rage. If a creature has the rage ability and its bonuses when raging are greater than those given here, it uses those other bonuses instead. The save DC is Charisma-based. This is a mind-affecting compulsion effect.

Merge with Host (Su): Once per round, a death shade can merge with a corporeal creature. If the creature succeeds on a DC 20 Will save, the death shade is expelled and cannot attempt to merge with that creature for 24 hours. Protection from evil, magic circle versus evil, and similar magic prevent the death shade from merging with a protected host. On a failed save, the creature becomes the death shade's host and may be victimized by the death shade's control rage ability. The save DC is Charisma-based.

The death shade appears as a near-invisible gray mist which centers on the host's eyes. Other creatures can detect the death shade's presence in a host with a DC 30 Spot or Sense Motive check. If the viewer is under a see invisibility effect, or can otherwise view invisible creatures, the check DC is reduced to 15. A death shade's host has a moderate evil aura when examined with the detect evil spell. A death shade can be expelled by the host's death or by successful use of a dispel evil, dismissal, or banishment spell against the death shade.

In Spelljammer
Death shades can be found nearly anywhere, even in Wildspace.

Originally appeared in SJA2 - Skull & Crossbow (1992).
 
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Shade

Monster Junkie
Neglected Ancestral Spirit

http://www.enworld.org/forum/genera...neric-setting-second-edition-monsters-13.html

Neglected Ancestral Spirit
Medium Undead
Hit Dice: 8d12+32 (84 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 22 (+4 Dex, +8 natural), touch 14, flat-footed 18
Base Attack/Grapple: +4/+8
Attack: Claw +8 melee (1d8+4 plus 1d6 Con)
Full Attack: 2 claws +8 melee (1d8+4 plus 1d6 Con) and bite +6 melee (1d12+2 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constitution damage, create spawn, energy drain
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., spell resistance 14, +2 turn resistance, undead traits, unholy toughness, wraithform
Saves: Fort +2, Ref +6, Will +8
Abilities: Str 19, Dex 19, Con —, Int 13, Wis 14, Cha 18
Skills: Hide +15, Knowledge (history) +12, Listen +13, Move Silently +15, Spot +13
Feats: Multiattack, Power Attack, Reckless Offensive
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: 50% coins, 50% goods, standard items
Alignment: Usually chaotic evil
Advancement: 9-24 HD (Medium)
Level Adjustment: —

A walking, shriveled corpse shambles forth. Its hands end in long yellow claws, while its mouth sports long yellow fangs. Its eyes resemble burning red coals.

As long as one’s descendants make the proper sacrifices, ancestral spirits are at worst neutral, and often beneficent beings. But if an ancestral spirit is ignored, it eventually goes mad and begins preying on the living.

A neglected ancestral spirit stands 6 feet tall and weighs 120 pounds.

A neglected ancestral spirit speaks any languages it knew in life (usually Common).

COMBAT

A neglected ancestral spirit always targets its descendants first, if present. After that, it channels its wrath toward any living creature unfortunate enough to encounter it. It uses wraithform to leave its sealed tomb and attack unexpectedly through walls or floors, and flees in wraithform if outmatched.

Constitution Damage (Su): Living creatures hit by a neglected ancestral spirit's claw attack must succeed on a DC 18 Fortitude save or take 1d6 points of Constitution damage. The save DC is Charisma-based. On each such successful attack, the neglected ancestral spirit gains 5 temporary hit points.

Create Spawn (Su): Any humanoid slain by a neglected ancestral spirit becomes a free-willed wight in 1d4 rounds. Spawn are not under the command of the neglected ancestral spirit that created them. They do not possess any of the abilities they had in life.

Energy Drain (Su): Living creatures hit by a neglected ancestral spirit's bite attack gain one negative level. The DC is 18 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the neglected ancestral spirit gains 5 temporary hit points.

Unholy Toughness (Ex): A neglected ancestral spirit gains a bonus to its hit points equal to its Charisma modifier x his Hit Dice.

Wraithform (Su): A neglected ancestral spirit may become incorporeal at will as a swift action. Returning to corporeal form is also a swift action. It may not use its natural attacks or special attacks while incorporeal, and lacks any incorporeal attacks.

Originally appeared in Legends and Lore (1990).
 
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Shade

Monster Junkie
Flame Roper

http://www.enworld.org/forum/general-monster-talk/294035-converting-first-edition-monsters-2.html

Flame Roper
Medium Outsider (Extraplanar, Fire)
Hit Dice: 5d8+10 (32 hp)
Initiative: +6
Speed: 10 ft. (2 squares)
Armor Class: 20 (+2 Dex, +8 natural), touch 10, flat-footed 23
Base Attack/Grapple: +5/+7
Attack: Strand +7 ranged touch (1d6 fire plus drag) or bite +7 melee (1d8+3 plus 1d6 fire)
Full Attack: 6 strands +7 ranged touch (1d6 fire plus drag) and bite +7 melee (1d8+3 plus 1d6 fire)
Space/Reach: 5 ft./5 ft. (50 ft. with strand)
Special Attacks: Drag, heat, strands, weakness
Special Qualities: Camouflage, darkvision 60 ft., immunity to electricity and fire, low-light vision, spell resistance 25, vulnerability to cold
Saves: Fort +6, Ref +6, Will +7
Abilities: Str 15, Dex 15, Con 15, Int 4, Wis 16, Cha 12
Skills: Climb +10, Hide +10*, Listen +13, Move Silently +10, Spot +13
Feats: Alertness, Improved Initiative
Environment: Elemental Plane of Fire
Organization: Solitary, pair, or cluster (3-6)
Challenge Rating: 5
Treasure: No coins; 50% goods (stone only); no items
Alignment: Usually chaotic evil
Advancement: 6-9 HD (Medium); 10-15 HD (Large)
Level Adjustment: —

This creature resembles a living cone of congealed fire, roughly the height and breadth of a man, with half a dozen strands of solid flame writhing from its sides. A single burning eye glares from above its hungry maw.

Residents of the Elemental Plane of Fire, flame ropers are similar in appearance to the ropers of the Material Plane, but are smaller and have bodies made of fire and burning materials. While the ordinary roper lives in subterranean realms, the flame roper prefers to dwell in areas of "open fire" where prey is plentiful. They are most common in jungles of fire trees, and plains of burning coal and flame grass.

Flame ropers can hide among a wider range of terrain than traditional ropers. They can camouflage themselves as a fiery plant, or as a natural feature such as a pillar of flame, a small mound of burning coals, or a red-hot volcanic boulder.

These brutish creatures barely rate as sapient beings, but can be taught to serve as guardians by more powerful fiery creatures. For example, some efreet nobles use flame ropers as "ornamental plants" in their gardens.

A flame roper stands 5 feet tall and tapers from 1 to 2 feet in diameter at the base to 6 inches across at the top. It weighs 225 pounds.

Flame ropers cannot speak but understand Ignan.

COMBAT

Flame ropers hunt like regular ropers, camouflaging themselves and waiting for something to wander within range of their weakness-causing strands, then try to snare their victims and drag them in to be devoured.

Flame ropers are not bright enough to negotiate if they face defeat and are too slow to run away, so they usually fight to the death.

Camouflage (Ex): When at rest, a flame roper can resemble either a fiery plant, a jet of flame, or a bed of burning coals. Thus, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (the planes) can use one of those skills instead of Spot to notice the plant.

Drag (Ex): If a flame roper hits with a strand attack, the strand latches onto the opponent's body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 18 Escape Artist check or a DC 14 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A flame roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 5 hit points (10 hit points for a Large flame roper) and can be attacked by making a successful sunder attempt. However, attacking a flame roper's strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the flame roper takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a flame roper.

Heat (Ex): A flame roper generates so much heat that its mere touch deals additional fire damage.

Strands (Ex): Most encounters with a flame roper begin when it fires strands of solidified fire which wrap around any target they hit with a ranged touch attack. The creature can have up to six strands at once, and they can strike up to 50 feet away (no range increment). If a strand is severed, the flame roper can extrude a new one on its next turn as a free action.

Weakness (Ex): A flame roper's strands can sap an opponent's strength. Anyone grabbed by a strand must succeed on a DC 14 Fortitude save or take 1d10 points of Strength damage. The save DC is Constitution-based.

Skills: *Flame ropers have a +8 racial bonus on Hide checks in fiery areas.

Originally appeared in Tales of the Outer Planes (1988).
 
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Shade

Monster Junkie
Ghost Mount

http://www.enworld.org/forum/genera...-converting-monsters-dungeon-magazine-19.html

Ghost Mount
Large Undead
Hit Dice: 3d12 (19 hp)
Initiative: +1
Speed: 80 ft. (16 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+8
Attack: Hoof +3 melee (1d8+3)
Full Attack: 2 hooves +3 melee (1d8+3) and bite -2 melee (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Create spawn, drain rider
Special Qualities: Darkvision 60 ft., disguise self, ghostwalking, undead traits
Saves: Fort +1, Ref +2, Will +4
Abilities: Str 16, Dex 13, Con —, Int 6, Wis 13, Cha 12
Skills: Disguise +7, Jump +23, Listen +6, Spot +6
Feats: Alertness, Run
Environment: Any deserts and plains
Organization: Solitary or herd (2-8 plus 10-30 ordinary herd animals)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 4-9 HD (Large); 10-18 HD (Huge)
Level Adjustment: —

This transparent, glowing outline of a herd animal appears to be malnourished, battered, and scarred. Its eyes are wild and shining.

Ghost mounts arise from the spirits of mistreated mounts animals, creatures so brutally handled in life that they survive after death to take vengeance on all creatures who ride them. The statistics above can cover horses, camels, and even antelopes, while those of Huge size can represent elephants and other larger mounts.

Ghost mounts often hide among herds of ordinary wild animals, masking their true forms with disguise self to appear as a particularly strong and handsome specimen. In this way they hope to be captured and ridden, thus allowing them to bring more living creatures into the realm of the undead, for those who ride them are slowly drained of their life force, eventually becoming undead creatures themselves.

A ghost mount is the same height and length as a living mount of its type, but weighs only half as much.

Ghost mounts cannot speak.

COMBAT

A ghost mount can attack with its hooves and bite, but prefers to allow a rider to mount it and then seeks to use its drain rider ability to transform the hapless rider into a wraith.

Create Spawn (Su): Any humanoid slain by a ghost mount's drain rider ability becomes a free-willed wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. They do not possess any of the abilities they had in life.

Disguise Self (Su): A ghost mount can give itself the appearance of a strong and handsome steed, as if using a disguise self spell. Its illusory disguise is an idealized form of the ghost mount's appearance when it was still alive. This ability is constant, but the ghost mount can suppress or resume it as a free action.

Drain Rider (Su): A ghost mount can be ridden, but this is a dangerous proposition. The rider must succeed on a DC 20 Handle Animal check to safely ride the ghost mount. A ghost mount will allow itself to be ridden with a check result of 15, but will subtly drain its rider's life force, draining one energy level per hour they are ridden. The rider must succeed on a DC 20 Wisdom check to notice the energy drain. The DC is 12 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the ghost mount gains 5 temporary hit points.

Ghostwalking (Su): A ghost mount can float just above the ground. It doesn't actually fly, but is not subject to ground terrain effects, such as ice or a grease spell, and is subject to winds as if it were a flying creature. A ghost mount can ghostwalk over water as easily as it can cross solid ground or quicksand.

Originally appeared in MC13 - Monstrous Compendium Al-Qadim Appendix (1992).
 
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Shade

Monster Junkie
Arcane Head

http://www.enworld.org/forum/showthread.php?t=219604&page=52

Arcane Head
Tiny Undead
Hit Dice: 2d12 (13 hp)
Initiative: +1
Speed: Fly 50 ft. (10 squares)(average)
Armor Class: 17 (+2 size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple: +1/+8
Attack: Bite +8 melee (1d6-3)
Full Attack: Bite +8 melee (1d6-3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Stunning dive, summon or dispatch mistress
Special Qualities: Darkvision 60 ft., flight, spell resistance 6, telepathic bond, undead traits
Saves: Fort +0, Ref +5, Will +4
Abilities: Str 5, Dex 21, Con —, Int 10, Wis 13, Cha 12
Skills: Balance +7, Hide +18, Listen +8, Spot +8, Tumble +10
Feats: Alertness, Hover (B), Weapon Finesse (B)
Environment: Any
Organization: Solitary or flock (13)
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic evil
Advancement: 3-4 HD (Tiny)
Level Adjustment: —

A severed humanoid head floats through the sky, tracing mystical patterns in the air as it travels. Its eyes are empty and white, and a supernatural glow surrounds it. Its teeth appear long and sharp, and its neck appears to have been sewn shut where it was severed from its body.

Arcane heads are created by hags from previous victims. These specialized undead serve the hags as scouts, and have been known to carry a covey's hag eye to allow the hags remote viewing.

Arcane heads are always formed in flocks of thirteen. If one is destroyed, its mistress usually creates a replacement as soon as possible. For reasons unknown, a hag never creates more than thirteen arcane heads.

Arcane heads feed on the flesh of corporeal beings, preferring the taste of live prey, but have also been known to consume other undead.

An arcane head is about 1 foot in diameter and weighs 5 to 8 pounds.

Arcane heads understand Common but cannot speak. They constantly emit low, pathetic moans and the grinding of sharp teeth. They are able to communicate with their creators through their telepathic bond.

COMBAT

Arcane heads prefer to make stunning dive attacks, then bite foes while they are stunned or dazed.

Flight (Su): An arcane head can fly at a speed of 50 feet. This supernatural flight also grants it a permanent feather fall effect (as the spell) with personal range.

Stunning Dive (Su): An arcane head can make a dive attack to attempt to stun a target with a mere touch. A creature hit by an arcane head's stunning touch attack is stunned for 1d4+1 rounds. A successful DC 12 Fortitude save reduces the effect to dazed for 1d4+1 rounds. The save DC is Charisma-based.

Summon or Dispatch Mistress (Sp): A group of arcane heads can summon the hag that created them, but only if the hag wishes to be summoned. Five or more arcane heads fly in a circle for three rounds, tracing mystical patterns in the air. The hag then appears in the center of the circle as if transported by a greater teleport spell. Alternately, if the hag mistress is already present, this ritual transports her to her previous location or another destination of her choosing (subject to the same restrictions as greater teleport).

If an arcane head is destroyed or prevented from moving, it is unable to contribute to the summoning, but provided at least five arcane heads complete the ritual without interruption the hag will appear. This is the equivalent of a 6th level spell (CL 13th).

Telepathic Bond (Sp): An arcane head can communicate telepathically with the hag that created it as per the spell telepathic bond (caster level 10th). If this bond is dispelled the head's mistress can restore it with a standard action, but the hag must be within 30 ft of the arcane head.

The Arcane Heads of Mullonga
Mullonga, the aboriginal witch of the Nightmare Court, has a specialized flock of arcane heads at her beck and call. The heads serve as Mullonga’s spies throughout the Terrain Between, checking on the activities of dream spawn, wanderers, and even the other members of the Nightmare Court. The heads specifically search for wanderers for use in Mullonga's arcane experiments. If she has no immediate use for a wanderer, the victim is cast into a dreamscape for safekeeping. When not prowling the dark hours on behalf of their mistress, this flock of arcane heads rests in one of the tenements in Mullonga’s ever-shifting Ghettoes.

Mullonga's arcane heads have 6 Hit Dice and the elite array (giving them Str 6, Dex 25, Con —, Int 10, Wis 14, Cha 17). They can advance to 8 Hit Dice. The following ability replaces summon mistress:

Summon or Dispatch Mullonga (Sp): A group of Mullonga's arcane heads can summon their mistress Mullonga, but only if the hag wishes to be summoned. Five or more arcane heads fly in a circle for three rounds, tracing mystical patterns in the air. Mullonga then appears in the center of the circle as if transported by a greater teleport and/or plane shift spell. Alternately, if the hag mistress is already present, this ritual transports her to her previous location or another destination of her choosing (subject to the same restrictions as greater teleport and plane shift).

If an arcane head of Mullonga is destroyed or prevented from moving, it is unable to contribute to the summoning, but provided at least five arcane heads complete the ritual without interruption, Mullonga will appear. This is the equivalent of a 7th level spell (CL 15th).

Orginally appeared in Nightmare Lands (1995).
 
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Shade

Monster Junkie
Visceraith

http://www.enworld.org/forum/general-monster-talk/290367-converting-monsters-dragon-magazine-7.html

Visceraith
Medium Undead
Hit Dice: 7d12 (45 hp)
Initiative: +3
Speed: Fly 20 ft. (poor)
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +3/+3
Attack: —
Full Attack: —
Space/Reach: 5 ft./5 ft.
Special Attacks: Shatter bone, spells, wear skeleton
Special Qualities: Damage reduction 5/magic and bludgeoning, darkvision 60 ft., turn immunity, undead traits
Saves: Fort +2, Ref +5, Will +7
Abilities: Str 10, Dex 17, Con —, Int 16, Wis 15, Cha 16
Skills: Bluff +11, Concentration +10, Diplomacy +15, Disguise +11 (+13 acting), Intimidate +5, Knowledge (arcana) +11, Sense Motive +8, Spellcraft +13 (+15 scrolls), Spot +8, Use Magic Device +11 (+13 scrolls)
Feats: Spell Focus (necromancy), Spell Penetration, Weapon Finesse
Environment: Any
Organization: Solitary or retinue (1 plus 1-12 humanoid companions)
Challenge Rating: 8
Treasure: 1/10 coins, double goods, triple items
Alignment: Usually neutral, never good
Advancement: By character class (wizard)
Level Adjustment: —

A disembodied brain with eyes and a tongue, connected via tissue to a dangling set of organs, floats through the air. The whole mess is glowing green in color.

A visceraith, or bone spirit, forms when the powerful yearning for life is combined with a wizard’s use of magic. As a result, visceraiths are impossible to summon or create.

As hermit crabs use discarded shells for protection, visceraiths are usually found within humanoid skeletons . The brain and glowing eyes inhabit the skull, and a whispering tongue finds residence in the jaw. The other organs arrange themselves within the torso.

Supported in this fashion, the visceraith moves among the living, concealing its nature under robes. The bone spirit resides where it can lead a secluded existence, though it might hire servants or find companions. Living residents in the home of a visceraith are usually treated well, but the bone spirit is not above murder to protect its identity.

A visceraith without a skeleton is about 5 feet long and weighs 40 pounds. While wearing a skeleton, it stands 4-1/2 to 6-1/2 feet tall and weighs 60 to 80 pounds.

A visceraith speaks any languages it knew in life (typically Common, Draconic, Elven and either Abyssal or Infernal).

COMBAT

A visceraith thinks and fights like a wizard, first and foremost. When its spells are not getting the job done, it will employ shatter bone against the deadliest threats. If wearing a skeleton, a visceraith falls back on its claw attacks only if all else has failed.

Shatter Bone (Su): Four times a day, a visceraith can try to shatter a limb-bone or jaw-bone of a single opponent within 60 feet. Shatter bone cannot affect boneless creatures, but can harm creatures whose skeletons are made of chitin rather than bone, such as most vermin. The opponent must succeed on a DC 16 Fortitude save or suffer compound fractures in the targeted bone, which inflicts 2d6+4 damage. Whenever a creature with shattered bones makes a move or standard action, it must succeed on a DC 16 Fortitude save or take an additional 1d4 points of damage. The Fort DC and damage increases by +1 for each extra limb or jaw bone that is shattered (e.g. DC 18 and 1d4+2 for three shattered bones). A DC 15 Heal check can immobilize a victim's shattered bones and prevent this additional damage. The save DCs are Charisma-based.

In addition to the damage, a shattered bone imposes the following penalties: a body part with a shattered bone lacks the Strength to hold and carry objects or make attacks, held items are dropped, but worn items are not dropped; if a shattered limb is used for locomotion (for example, a leg), the target's speed drops by three-quarters and Dexterity suffers a -8 circumstance penalty; if a shattered limb is used for manipulation (for example, an arm), the target's Dexterity suffers a -8 circumstance penalty and all spells with somatic components require a Concentration check (minimum DC 15); a target with a shattered jaw bone suffers a -8 circumstance penalty on skills checks requiring speech and all spells with verbal components require a Concentration check (minimum DC 15).

A shattered bone normally takes 2d4+4 weeks to heal naturally (half that time if DC 15 Heal checks are used to provide long-term care), but can be instantly cured with a restoration or higher-level healing spell.

Spells: A visceraith casts spells as a 7th-level wizard.

Typical Wizard Spells Prepared (4/5/4/3/1; save DC 13 + spell level; necromancy spells DC 14 + spell level):
0—detect magic, ghost sound, mage hand, resistance;
1st—chill touch, color spray, expeditious retreat, magic missile, silent image;
2nd—ghoul touch, invisibility, spectral hand, touch of idiocy;
3rd—gaseous form, stinking cloud, vampiric touch;
4th—black tentacles.

Wear Skeleton (Ex): A visceraith can inhabit the skeleton of a humanoid or monstrous humanoid creature of its own size. While wearing a skeleton, a visceraith gains a +5 natural armour, a 30 ft. land speed, and two claw attacks (inflicting 1d4 points of damage for a Medium visceraith). A skeleton-wearing visceraith can use the skeleton to wield weapons and perform other physical actions. A visceraith requires 1 minute to don a skeleton but only a full round action to remove itself.

Some visceraiths wear alternative skeletons. For example, a visceraith that uses a skull from a creature with a natural bite attack gains a bite attack (+3 melee and 1d6 points of damage for a Medium visceraith, or -2 melee as a secondary attack).

A visceraith wearing a skeleton has the following changes to its statistics:

Speed: 30 ft. (6 squares)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Attack: Claw +3 melee (1d4)
Full Attack: 2 claws +3 melee (1d4)

Originally appeared in Dragon Magazine #271 (2000).
 
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Shade

Monster Junkie
Half-Wight

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-63.html

Half-Wight
Medium Undead
Hit Dice: 2d12 (13 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Slam +1 melee (1d3 plus energy drain)
Full Attack: Slam +1 melee (1d3 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain
Special Qualities: Darkvision 60 ft., undead traits
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 10, Dex 12, Con —, Int 11, Wis 13, Cha 15
Skills: Hide +6, Listen +8, Move Silently +14, Spot +8
Feats: Alertness
Environment: Any
Organization: Solitary, pair, gang (3-5 plus 0-2 wights), or pack (6-20 plus 3-5 wights)
Challenge Rating: 2
Treasure: None
Alignment: Always lawful evil
Advancement: 3 HD (Medium)
Level Adjustment: —

This feral creature resembles a human corpse. Its facial expressions flicker between rage and sorrow. Its flesh is leathery and dessicated, and its needlelike teeth and clawlike nails are yellowed.

Occasionally, a creature drained of all energy by a wight doesn't arise as a full wight. These unfortunate victims are known as half-wights. Until they drain enough energy from the living, the half-wight remains in this lesser state.

A half-wight is about the height and weight of a human.

Half-wights speak Common.

COMBAT

Half-wights follow the orders of the wight that created them. Like wights, half-wights pummel foes with their fists.

Energy Drain (Su): Living creatures hit by a half-wight’s slam attack gain one negative level. The DC is 13 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the half-wight gains 1 hit dice. When the half-wight reaches 4 HD it transforms into a wight.

Skills: Half-wights have a +8 racial bonus on Move Silently checks.

Originally appeared in REF5 – Lords of Darkness (1989).
 
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Shade

Monster Junkie
Genie, Tasked, Messenger

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

Genie, Tasked, Messenger
Small Outsider (Air, Extraplanar)
Hit Dice: 3d8+3 (16 hp)
Initiative: +6
Speed: 40 ft. (8 squares), fly 100 ft. (perfect)
Armor Class: 17 (+1 size, +6 Dex), touch 17, flat-footed 11
Base Attack/Grapple: +3/-2
Attack: Jambiya +10 melee (1d4-1/x3) or slam +10 melee (1d6-1) or dart +10 ranged (1d4-1)
Full Attack: Jambiya +10 melee (1d4-1/x3) or slam +10 melee (1d6-1) or dart +10 ranged (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, poison use, spell-like abilities
Special Qualities: Darkvision 60 ft., plane shift, telepathy 100 ft.
Saves: Fort +4, Ref +9, Will +5
Abilities: Str 8, Dex 23, Con 12, Int 14, Wis 15, Cha 15
Skills: Balance +8, Decipher Script +8, Diplomacy +12, Escape Artist +14, Gather Information +8, Jump +11, Knowledge (nobility and royalty) +8, Knowledge (the planes) +8, Ride +12, Sense Motive +8, Survival +2 (+4 on other planes), Tumble +12, Use Rope +6 (+8 bindings)
Feats: Dodge, Improved Initiative (B), Mobility, Weapon Finesse (B)
Environment: Elemental Plane of Air
Organization: Solitary or pair
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: 4-5 HD (Small), 6-9 HD (Medium) or by character class
Level Adjustment: +5

This small genie is slim and graceful. Its clothes are close-fitting, and short-cropped hair pokes out beneath its tight turban. It carries a heavy dagger.

Formerly djinn, messenger genies now serve all genies equally, flitting from plane to plane bearing messages, gifts, treaties, letters, documents, and love letters between noble genies of the various realms. Although they are individually weak and rarely found in numbers, messenger genies are shown great respect by all geniekind, and are sheltered and protected by noble genies. Anyone assaulting a messenger genie can be sentenced to 100 years of servitude to the genies. Anyone stealing from one receives a death sentence.

Messenger genies are in constant motion, and are prone to pacing, finger-tapping, and other nervous habits. Binding or otherwise immobilizing a messenger genie is considered torture, and can sometimes be used to force a messenger genie into temporary service. However, only magical compulsion can force a messenger genie to reveal its messages.

Messenger genies are loquacious and enjoy helping people they meet on the road. If treated rudely, though, they have been known to cripple mounts or ruin footwear. Messenger genies need very little food and water and can work for 40 days without rest. After 40 days they seek out a cloud castle or mountaintop and collapse into a week-long coma in a den of cloud-stuff. When they awake, they are fully restored, ready to run for another 40 busy days.

Messenger genies consider motion in itself the embodiment of progress and goodwill. As a result, they view slow or immobile creatures as either evil, lazy, or corrupt. Messenger genies are always up first in the morning and are the last to call a halt in the evening. They are fiercely determined to do and see as much as possible in their short lifetimes.

A typical messenger genie stands 4 feet tall and weighs around 55 pounds. They live only 10 to 15 years.

Messenger genies speak Abyssal, Aquan, Auran, Celestial, Common, Ignan, Infernal and Terran.

COMBAT

Messenger genies prefer flight to fight, but will battle to the death to defend their entrusted messages. Messenger genies are skilled in the use of poison, and employ a specialized toxin known as bardan ruqad to disable those who interfere in their tasks.

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).

Poison (Ex): An opponent hit by a messenger genie's poisoned weapon must succeed on a DC 14 Fortitude save or become paralyzed for 1d6+4 rounds. After 1 minute, the subject must succeed on another DC 14 Fortitude save or remain unconscious for 1d6 hours. A typical messenger genie carries 1d4–1 doses of bardan ruqad poison.

Poison Use (Ex): Messenger genies are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Spell-Like Abilities: 1/day—bull's strength, dimension door, hallucinatory terrain, haste, invisibility, pass without trace, tiny hut. Caster level 9th. The save DCs are Charisma-based.

Originally appeared in Secret of the Lamp (1993).
 
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Shade

Monster Junkie
Yowler

http://www.enworld.org/forum/genera...verting-original-d-d-mystara-monsters-61.html

Yowler
Medium Magical Beast
Hit Dice: 3d10+9 (25 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 70 ft. (average)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (2d4+4)
Full Attack: Bite +6 melee (2d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bay
Special Qualities: Damage reduction 10/magic and silver, darkvision 60 ft., low-light vision, scent
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 16, Dex 18, Con 16, Int 4, Wis 13, Cha 8
Skills: Listen +4, Spot +4, Survival +1*
Feats: Ability Focus (bay), Flyby Attack, Track (B)
Environment: Any land
Organization: Solitary, pair, family (2-8 plus 1-6 noncombative pups) or pack (4-16 plus 4-8 noncombative pups)
Challenge Rating: 3
Treasure: None
Alignment: Usually chaotic evil
Advancement: 4-6 HD (Medium)
Level Adjustment: —

This creature resembles a huge, well-muscled hound. Its short fur is as dull and black as chimney soot. Though its overall appearance is canine, its wrinkled ears could easily be mistaken for stubby horns. The creature's eyes glow with hellish red light, and its teeth are yellow.

Yowlers are ferocious pack predators found only in the most desolate wilderness regions. These nocturnal carnivores make their lairs in dismal caves. Yowlers are highly territorial, with a given pack claiming an area of up to 200 square miles.

Yowler packs resemble wolf packs, loosely organized with one dominant, breeding pair and several junior members who act as expendable scouts, hunters, and fighters. The dominant members are frequently subjected to challenges from the junior members, and the loser in a dominance struggle is usually killed, though some manage to flee. Lone yowler encounters are usually with individuals that have escaped death after a dominance fight.

The dominant pair of yowlers aggressively defend their pups, and the additional pack members are responsible for bringing food to the pups and their mother. When a yowler pack grows too large to support itself in the available territory, several juniors break off to establish a new territory and form a new pack.

Yowlers prefer the flesh of humanoids, but will eat any meat they can acquire, even scavenging if necessary.

Yowler pups are stubborn, hostile, and nearly impossible to train. Adults are even worse. If forced into servitude, they will run away or turn on their masters at the first opportunity.

A yowler is 4 feet long, stands 2 feet tall at the shoulder, and weighs about 80 pounds.

Yowlers cannot speak, but understand Common.

COMBAT

Yowlers attack any warm-blooded creature that enters their territory and ferociously drive away other carnivores, including yowlers from other packs.

Bay (Su): When a yowler howls, all creatures except other yowlers within a 90-foot spread must succeed on a DC 12 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same yowler pack's bay for 24 hours. The save DC is Charisma-based.

The save DC increases by 1 for each additional yowler baying within the area, to a maximum increase of +10.

Skills: *A yowler has a +4 racial bonus on Survival checks when tracking by scent.

Originally appeared in AC9 - Creature Catalogue (1986).
 
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Shade

Monster Junkie
Mimic, Juggernaut

http://www.enworld.org/forum/5313654-post126.html

Mimic, Juggernaut
Huge Aberration (Shapechanger)
Hit Dice: 18d8+108 (189 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 29 (-2 size, +21 natural), touch 8, flat-footed 29
Base Attack/Grapple: +13/+31
Attack: Slam +22 melee (2d6+10/19-20)
Full Attack: 6 slams +22 melee (2d6+10/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Adhesive, crush, trample 10d10+20
Special Qualities: All-around vision, damage reduction 10/magic and bludgeoning, fast healing 15, immunity to acid, mimic shape, spell resistance 36
Saves: Fort +12, Ref +8, Will +13
Abilities: Str 31, Dex 10, Con 23, Int 10, Wis 15, Cha 14
Skills: Disguise +24, Listen +16, Spot +16
Feats: Fleet of Foot (B), Improved Critical (slam), Improved Initiative, Lightning Reflexes, Power Attack, Run, Stand Still, Weapon Focus (slam)
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 19-32 HD (Huge); 33-54 HD (Gargantuan)
Level Adjustment: —

A house-sized block of stone thunders forward on solid granite rollers, a half dozen boneless limbs writhing from its sides.

Juggernaut mimics are bizarre carnivores of uncertain provenance, although they are clearly related to mimics. Most sages believe they are a relative of the greater mimic that has developed rollers to become more mobile, or possibly a "final stage" in the life cycle of the house hunter mimic. Another explanation, given little account by scholars, is that they are half-golem, half-mimic creatures created by wizards, who combine a huge living mimic with parts of a stone juggernaut into an unnatural hybrid. Regardless of their origins, juggernaut mimics are living creatures, not constructs. The secret of their origin and reproduction are unknown, no juggernaut mimic young have ever been recorded.

These monsters prefer living in firm, flat terrain, since they risk being bogged down by soft ground or tipped over by slopes. They can go for years without eating so long as they remain inactive, so can survive in wastelands with little prey.

Juggernaut mimics sometimes serve other creatures in return for treasure and abundant food. They are most commonly employed by armies as living engines of destruction, but can also be used to carry or drag massive loads. A few tyrants have used them as weapons of terror to (literally) crush rebellious villages and perform gory mass executions. The most curious example is a juggernaut mimic who worked as a trumpet musician and a foghorn.

A typical juggernaut mimic can change its shape to occupy a volume between 1,000 and 2,000 cubic feet (e.g. a 10 ft. cube or a block 14 ft. by 12 ft. by 12 ft.). It weighs about 50,000 pounds regardless of its shape.

Juggernaut mimics can speak Common and can form their pseudopods into trumpets that produce roars, whistles and musical notes. These trumpets can be heard over great distances.

Combat
juggernaut mimics pretend to be a nondescript piece of scenery, such as a stone hut or huge boulder, then wait for victims to wander nearby. They then rise up on their rollers and tries to trample them. If its opponents prove too maneuverable to easily trample, the juggernaut tries to grab them with its pseudopods and then stick them to its crushing rollers using its natural adhesive.

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

A juggernaut mimic can attempt to transfer a grappled opponent from its slam attack to its trample attack. The opponent must succeed at a DC 29 Fortitude check or become stuck to the juggernaut mimic's rollers instead of a pseudopod. See the juggernaut mimic's trample attack for more details.

A weapon that strikes an adhesive-coated juggernaut mimic is stuck fast unless the wielder succeeds on a DC 25 Reflex save. A successful DC 25 Strength check is needed to pry it off. These DCs are Constitution-based.

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

Crush (Ex): A juggernaut mimic can deal 2d6+10 points of damage with a successful grapple check against any opponent it is grappling with a slam attack.

Mimic Shape (Ex): A Huge-sized juggernaut mimic can assume the shape of any solid object that fills roughly 1000 cubic feet (10 feet by 10 feet by 10 feet), such as a massive statue, a buttress, or a small gatehouse. The creature can double its volume by opening chambers within its body, which it uses to store prey, cargo or allies. While a juggernaut mimic can form pseudopod appendages fast enough to use in combat, it takes a full minute to change the shape of its body. It can conceal its rollers simply by lowering its body over them. A juggernaut mimic's body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the juggernaut mimic can detect the ruse with a successful Spot check opposed by the mimic's Disguise check. Of course, by this time it is generally far too late.

Trample (Ex): A juggernaut mimic can trample creatures of up to Large size for 10d10+20 damage. Opponents may make an attack of opportunity or attempt to leap out of the way (DC 29 Reflex save for half damage). If they do not successfully leap out of the way, they must also succeed at a DC 29 Fortitude save or become stuck to the juggernaut's rollers by its adhesive special attack (see above).

Opponents that are stuck to a juggernaut mimic's rollers automatically take trampling damage on any round the juggernaut takes a move action. The juggernaut does not need to make a full-round trample attack to trample opponents stuck to its rollers.

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

Originally appeared in The Temple of Elemental Evil (1985).
 
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Shade

Monster Junkie
Stag, Dire

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

Stag, Dire
Large Animal
Hit Dice: 5d8+10 (32 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +3/+13
Attack: Gore +8 melee (3d6+6)
Full Attack: Gore +8 melee (3d6+6) and 2 hooves +3 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 22, Dex 12, Con 15, Int 2, Wis 13, Cha 6
Skills: Hide +5, Listen +5, Spot +5
Feats: Alertness, Endurance
Environment: Cold forests, hills, and mountains
Organization: Solitary or herd (3-12)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This massive deer stands taller than most men.

Dire stags are giant deer, often with a prehistoric appearance. They are often oversized versions of eucladoceros, the "bush-antlered deer", named after the bush-like array of spikes on its enormous antlers.

A dire stag is over 10 feet long, stands at least 7 feet tall at the shoulder, and sports a rack of antlers 6 feet wide. It weighs 1,200 pounds or more.

COMBAT

A dire stag prefers to flee threats, but will fight fiercely when backed into a corner or if its young or mate is threatened. Dire stags often charge opponents with their antlers.

Skills: Dire stags have a +4 racial bonus to Hide checks.

Originally appeared in Monster Manual (1977).
 
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Shade

Monster Junkie
Ghost, Lesser

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-64.html

Ghost, Lesser
Medium Undead
Hit Dice: 3d12 (19 hp)
Initiative: +3
Speed: Fly 40 ft. (good) (8 squares)
Armor Class: 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14
Base Attack/Grapple: +1/—
Attack: —
Full Attack: —
Space/Reach: 5 ft./5 ft.
Special Attacks: Haunting, malevolence
Special Qualities: Bound to deathsite, darkvision 60 ft., manifestation, rejuvenation, +2 turn resistance, undead traits
Saves: Fort +1, Ref +3, Will +6
Abilities: Str –, Dex 17, Con –, Int 10, Wis 12, Cha 18
Skills: Hide +17, Intimidate +9, Listen +11, Search +10, Spot +11, Survival +1 (+3 following tracks)
Feats: Iron Will, Open Minded
Environment: Any
Organization: Solitary, gang (2-5), or mob (6-12)
Challenge Rating: 1
Treasure: None
Alignment: Any
Advancement: 4-9 HD (Medium)
Level Adjustment: —

A translucent, insubstantial figure floats nearby.

Lesser ghosts are restless spirits whose passing on to the next world is prevented for some reason. These reasons might include an urgent need to pass on an important message to someone, to accomplish some sort of unfinished task, to seek vengeance against its killer, or to atone for misdeeds.

Lesser ghosts lead an unhappy existence between worlds until they can satisfy the demands that are preventing eternal rest. Lesser ghosts are relatively weak, and are often tormented and bullied by true ghosts.

Because lesser ghosts seek only the peace of true death, they willingly share the means of achieving this with the living. Unfortunately, lesser ghosts may only communicate for short periods of time while possessing a host. Otherwise, they must rely upon nonvisual clues, such as using phantom sounds and swaying objects to direct others to revelatory areas.

A lesser ghost is about the same height as a human, but weightless.

A lesser ghost speaks Common, but has no voice unless using malevolence.

COMBAT

Lesser ghosts lack most ability to harm the living. At best, they can take limited control of a host to issue threats or perform frightful acts. Most often, they rely on haunting to drive off those who cannot help them.

Bound to Deathsite (Su): A lesser ghost is mystically bound to its place of death or possibly some object held dear by it during life. It may not stray more than 300 yards; if it does, it instantly returns as if by a word of recall spell.

Haunting (Su): A lesser ghost can use prestidigitation or ghost sound as a standard action. The save DC is 14, and caster level is 3rd (or equal to the lesser ghost’s HD, if higher). When a lesser ghost uses this power, it must wait 1d4 rounds before using it again. The save DC is Charisma-based.

Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target's space; moving into the target's space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15). A creature that successfully saves is immune to that same lesser ghost's malevolence for 24 hours, and the ghost cannot enter the target's space. If the save fails, the lesser ghost vanishes into the target's body. A lesser ghost may only force its host to take free actions. A lesser ghost may only use its malevolence ability for up to 10 minutes each day. The save DC is Charisma-based.

Manifestation (Su): A lesser ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a lesser ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

A lesser ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Rejuvenation (Su): In most cases, it’s difficult to destroy a lesser ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A lesser ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + lesser ghost’s HD) against DC 16. As a rule, the only way to get rid of a lesser ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

Skills: Lesser ghosts have a +4 racial bonus on Listen, Search, and Spot checks, and a +8 racial bonus on Hide checks.

Originally appeared in REF5 – Lords of Darkness (1989).
 
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Shade

Monster Junkie
Lure Lichen

http://www.enworld.org/forum/general-monster-talk/294035-converting-first-edition-monsters-4.html

Lure Lichen (CR 5)
A lure lichen is a deadly subterranean fungus that resembles a female humanoid with pale white hair and a similarly-colored gown. To distinguish a lure lichen from a sleeping woman requires a DC 20 Spot check or a DC 20 Knowledge (nature) check.

If a lure lichen is touched by a living creature it explodes in a 10-foot radius cloud of poisonous spores (Fort DC 15 negates). These spores deal 1d6 points of Constitution damage as initial damage. Secondary damage is 1d6 Constitution damage and infects the victim with a spore infestation. Lure lichen spore infestation is a disease (Fort DC 15) that inflicts 1d6 points of Constitution damage per day. The corpse of any creature that dies while affected by a spore infestation will sprout a new lure lichen. Creatures immune to poison or disease are unaffected by the spores, and any bonuses to resist disease or poison apply to all saving throws against the spores. A neutralize poison spell will prevent the poison damage or spore infestation, while a remove disease spell will cure a creature of spore infestation.

In addition, the main body of the plant is surrounded by rhizomes out to a radius of 20 feet. If a creature enters this radius, a rhizome will reflexively fling an immature spore pod at the creature as a ranged touch attack (+5 attack bonus). If the pod misses its target, determine which square it hits as if it were a splash weapon. The spore pod bursts wherever it hits, creating a 5-foot radius cloud of immature spores. All creatures within the cloud must succeed on a DC 15 Fortitude save or suffer 1d6 points of Constitution damage.

Originally appeared in Adventure Pack I (1987).
 
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Shade

Monster Junkie
Crypt Servant

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-63.html

Crypt Servant
Medium Undead
Hit Dice: 6d12 (39 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+6
Attack: Falchion +6 melee (2d4+4/18-20) or slam +6 melee (1d4+3) or javelin +4 ranged (1d6+3)
Full Attack: Falchion +6 melee (2d4+4/18-20) or 2 slams +6 melee (1d4+3) or javelin +4 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Call of the crypt
Special Qualities: Damage reduction 10/bludgeoning or slashing, darkvision 60 ft., improved turn resistance, +2 turn resistance, undead traits
Saves: Fort +1, Ref +4, Will +5
Abilities: Str 17, Dex 13, Con —, Int 6, Wis 13, Cha 8
Skills: Listen +12, Spot +12
Feats: Alertness, Blind-Fight, Reckless Offense
Environment: Underground (tombs and crypts)
Organization: Solitary, watch detail (2-8), or retinue (5-20 plus 1 crypt thing)
Challenge Rating: 3
Treasure: None (see text)
Alignment: Always lawful neutral
Advancement: 7-12 HD (Medium)
Level Adjustment: —

This desiccated, animated humanoid corpse is dressed in fine livery.

Crypt servants are specialized undead created to serve their master in all ways after death. They are most often found defending their master’s tomb and possessions from desecration.

Small tombs have only one crypt servant, while grand tombs of wealthy and powerful individuals may have several. Crypt servants clean and repair the tombs, polish valuables, light candles, and guard the tomb from intruders. While crypt servants have no treasure of their own, they are often guarding treasures within their crypts.

Groups of crypt servants are occasionally led by a crypt thing.

Most crypt servants are 5 to 6 feet tall and weigh about 120 pounds.

Crypt servants speak any languages they knew in life (usually Common) in dry, slithery voices.

A crypt servant can be created with a create undead spell of caster level 13th or higher. The spell must be cast within the tomb where the crypt servant is to serve. Although a crypt servant can be created from any corpse, volunteers are preferred. In fact, many ancient crypt servants originally volunteered for their posts, wishing to serve their masters in death as in life.

COMBAT

The crypt servant nearest the tomb’s entrance acts as a guard. Intruders are verbally challenged by the guard for a specific password or sign. Those who do not respond or issue an incorrect response are attacked. Intruders who make it past a guardian crypt servant will not be challenged by other crypt servants unless they disturb the master’s possessions. Anyone who disturbs the body of the master is attacked regardless of any commands or signs they offer to deter the crypt servants. Once in battle, a crypt servant uses its call of the crypt ability to alert others of its kind to the intrusion.

Call of the Crypt (Su): As a swift action, a crypt servant can whisper a message to all other crypt servants in the same tomb, who will respond to the alarm within 1d6 rounds. This functions like the whispering wind spell.

Improved Turn Resistance (Ex): While within the crypt it has been instructed to guard, a crypt servant's turn resistance rises to +6.

Originally appeared in City of Delights (1993).
 
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