Creature Catalog new 3.5 conversions (Part Two)

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Monster Junkie
Geran

http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-33.html

Geran
Medium Monstrous Humanoid (Psionic)
Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +4/+7
Attack: Claw +7 melee (1d4+3) or impaler +7 melee (2d4+4/x3)
Full Attack: 2 claws +7 melee (1d4+3); or impaler +7 melee (2d4+4/x3); or impaler +5 melee (2d4+3/x3) and impaler +5 melee (2d4+1/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psi-like abilities/psionics
Special Qualities: Darkvision 60 ft., spell resistance 13, territorial chameleon
Saves: Fort +3, Ref +6, Will +6
Abilities: Str 16, Dex 15, Con 14, Int 16, Wis 15, Cha 15
Skills: Climb +7, Hide +7, Intimidate +5, Listen +7, Move Silently +9, Profession (Miner) +7, Spot +7, Survival +5
Feats: Endurance, Two-Weapon Fighting
Environment: Warm deserts
Organization: Solitary, family (2-5 plus 2-8 noncombatant young), war unit (20-50 plus one 5th-level thane per 20 gerans), task force (51-120 plus one 5th-level thane per 20 gerans and one 6th-level jarl per 50 gerans), or tribe (121-160 plus 50-200 noncombatant young, one 5th-level thane per 20 gerans, one 6th-level jarl per 50 gerans, one 7th-level egoist precept, and one 8th-level high chieftain)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +4

This bulky humanoid is covered in exposed musculature. Cartilage forms an exoskeleton of sorts, resembling a suit of patchwork armor. Its skull is covered with hardened bone, and two backswept horns protrude behind its eyes. Its chin is split, and its eyes are pupilless. It wears only a loincloth and a belt of humanoid skulls. It carries a wicked-looking polearm with a spearhead at one end and a curved blade on the other.

Geran are hardworking, peaceful beings who strive to prosper in rocky badlands. Most are miners and hunters, relying on themselves for survival.

Geran communities are orderly and law-abiding. Their simple homes are hillside abodes carved out of the badlands rock. Each home houses one geran family. A number of such homes will dot a large hill or series of hills.

Geran mines are usually rather shallow. They are renowned for their success in mining various forms of gems. As a result, gerans are frequently sought by traders and treasure hunters. Outsiders to geran communities are always viewed with suspicion.

Because of the intense heat, geran wear little clothing, usually just a loin cloth, and upon rare occasions, ornamental jewelry. When preparing for battle, a geran also adorns himself with a belt decorated with the skulls of those he has killed, with the intent of warning away intruders.

A geran is usually 6 feet tall and weighs 200 to 250 pounds.

Geran speak Belgoi, Gith, and their own language. Leaders often additionally speak Common.

COMBAT

Geran prefer to use psionics to ward off intruders. Failing that, they use their more lethal psionics or wade into melee. Geran have developed their own preferred weapon, a double weapon called an impaler. The large, curved, razor-sharp blade on the pole arm end is used to sever victims' heads to be added to the geran's collection. A geran will usually fight with its claws only if disarmed, considering such attacks barbaric.

Geran are stealthy hunters, able to blend in with their surroundings with their territorial chameleon ability.

Detonate (Ps): Once per day, a geran can detonate any solid object of no more than 1/2 lb in weight within 30 ft. Attended or magic items receive a DC 14 Fortitude save to negate this effect. Any creature or object within 20 feet of the detonation takes 3d4 points of bludgeoning damage (DC 14 Reflex for half). Any target in contact with the detonating object takes 3d6 points of slashing damage with no saving throw.

Alternatively, a geran can hurl an object as a thrown weapon with a 20 foot range increment. The object detonates on impact, doing damage as above. Use a ranged touch attack to determine if the detonating object makes contact with its intended target. If it misses, use the throw splash weapon rules to determine in which square the object detonates.

This is the equivalent of a 2rd-level power. Manifester level 5th.

Psi-Like Abilities: 3/day—matter agitation; 2/day—ego whip (DC 14), id insinuation (DC 15, 2 targets)*; 1/day—inertial barrier, intellect fortress, matter manipulation, mind link, personal mind blank, psionic mind blank (DC 20), telekinetic force (DC 15), telekinetic thrust (DC 15), tower of iron will. Manifester level 5th. The save DCs are Charisma-based.

*Includes augmentation for the geran's manifester level.

Territorial Chameleon (Su): A geran can change the color and texture of its skin and equipment to match the natural terrain of its territory, gaining a +10 enhancement bonus on Hide checks. It takes a geran a week to adjust its chameleon power to a new territory, and during this week the geran must spend at least 6 hours each day wandering its new home to familiarize itself with the landscape.

Weapon Familiarity: Gerans may treat impalers as martial weapons, rather than exotic weapons.

Skills: Gerans have a +2 racial bonus on Profession (miner) checks.

New Weapon

Impaler: The impaler consists of a spear with a glaive-like blade mounted on the opposite end. An impaler is an exotic double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. If you use a ready action to set the spear end of an impaler against a charge, you deal double damage on a successful hit against a charging character.

The spear end of an impaler deals 2d4 points of piercing damage and deals triple damage on a critical hit. The glaive end of an impaler deals 2d4 points of slashing damage and deals triple damage on a critical hit.
Cost: 60 gp; Weight: 15 lb.

Originally appeared in Polyhedron #74 (1992).
 
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Monster Junkie
Harrier

http://www.enworld.org/forum/genera...neric-setting-second-edition-monsters-25.html

Harrier
Medium Monstrous Humanoid
Hit Dice: 7d8+28 (59 hp)
Initiative: +2
Speed: 10 ft. (2 squares), climb 10 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +7/+10
Attack: Claw +10 melee (1d4+3)
Full Attack: 2 claws +10 melee (1d4+3) and bite +8 melee (2d6+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, poison, rake 1d4+1
Special Qualities: Darkvision 120 ft., gliding, immunity to fire, superior low-light vision
Saves: Fort +5, Ref +6, Will +4
Abilities: Str 17, Dex 14, Con 18, Int 6, Wis 11, Cha 7
Skills: Climb +11, Hide +4*, Listen +3, Move Silently +4*, Spot +3
Feats: Multiattack, Power Attack, Reckless Offense
Environment: Warm forests
Organization: Solitary, pack (4-16), or colony (4-16 plus 4-40 larvae)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral evil
Advancement: 8-12 HD (Medium)
Level Adjustment: +3

This hairless humanoid is covered in mottled green, leathery skin. A thin membrane stretches between its arms and body, ending at the knees. It has somewhat pointed ears, glowing red eyes, and a vicious beak with needle-like teeth spaced around the edges.

Harriers are arboreal predators found only in the hottest jungles. Harriers attack any living prey they encounter, even those much larger and deadlier (such as dragons). When live prey is scarce, they scavenge for food, eating any type of carrion, including their own dead. They have no natural predators, but count most humanoids as enemies.

Harriers have no formal society, meeting only for short periods for courtship rituals and mating. A female harrier lays 2-8 eggs about three weeks after mating. She digs shallow pits for nests, dividing the eggs into two or three groups located several feet apart. Predators, including adult harriers, prevent most of the eggs from hatching into larvae. A month after the eggs are laid, 2-5 larvae hatch and begin to forage on their own. Only 1-2 live to mature into harriers.

A harrier is slightly over 4 feet tall and weighs 120 pounds.

Harriers speak their own rudimentary language.

COMBAT

Harriers lie in ambush on high branches and treetops. When prey approaches, they attack by swooping quickly toward opponents and using their claws and beak, while injecting painful toxin.

Gliding (Ex): A harrier can use its wings to glide, negating any damage from a fall of any height and allowing travel 20 feet horizontally for every 5 feet of descent. A harrier glides at a speed of 40 feet (poor maneuverability).

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

Poison (Ex): Injury (bite), Fortitude DC 17; initial damage 1d3 Con damage plus 1d6 minutes of distracting pain (-1 penalty on attacks, armor class, skill and ability checks); secondary damage 1d3 Con damage plus severe pain (as distracting pain but -2 penalty) for 5d4 minutes. Penalties from multiple harrier poison attacks stack, to a maximum of -4. The save DC is Constitution-based.

Rake (Ex): Attack bonus +10 melee, damage 1d4+1.

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

Skills: Harriers have a +8 racial bonus on Climb checks, and can always choose to take 10 on Climb checks, even if rushed or threatened. *Harriers have a +4 racial bonus on Hide checks when in warm forest (or jungle) environments. This bonus on Hide checks increases to +8 when the harrier is immobile.

Harrier Larva
Tiny Monstrous Humanoid
Hit Dice: 1d8+2 (6 hp)
Initiative: -1
Speed: 5 ft. (1 square)
Armor Class: 11 (+2 size, -1 Dex), touch 11, flat-footed 11
Base Attack/Grapple: +1/-7
Attack: Bite +3 melee (1d6)
Full Attack: Bite +3 melee (1d6)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., immunity to fire, low-light vision
Saves: Fort +2, Ref +1, Will +2
Abilities: Str 10, Dex 8, Con 14, Int —, Wis 11, Cha 3
Skills: —
Feats: —
Environment: Warm forests
Organization: Nest (2-5 plus 1 harrier) or colony (4-40 plus 4-16 harriers)
Challenge Rating: 1/4
Treasure: None
Alignment: Usually neutral
Advancement: —
Level Adjustment: —

This small, wormlike creature has mottled brown skin and a toothless beak.

Harrier larvae are voracious monsters which devour any food they can find (usually carrion). If enough food is available, the larva matures rapidly, shedding its skin after two months. A nearly-mature larva has limbs and other organs visible just under its skin.

Originally appeared in Monstrous Compendium Forgotten Realms Appendix (1991).
 
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Monster Junkie
Dire Lycanthrope (template)

http://www.enworld.org/forum/genera...nversion-thread-lycanthropes-their-ilk-5.html

Dire Lycanthrope

Like standard lycanthropes, dire lycanthropes are humanoids or giants who can transform themselves into animals. However, they can shift into more powerful dire animals. In its natural form, a dire lycanthrope looks like any other members of its kind, though natural dire lycanthropes and those who have been afflicted for a long time tend to have or acquire features reminiscent of their animal forms such as thick, shaggy hair, pointed teeth, or long, strong fingers. In animal form, a lycanthrope resembles a powerful version of the dire animal, but on close inspection, its eyes (which often glow red in the dark) show a faint spark of unnatural intelligence.

Like their lesser kin, dire lycanthropes can spread lycanthropy. Sometimes a lycanthrope begins life as a normal humanoid or giant who subsequently contracts lycanthropy after being wounded by a lycanthrope. Such a creature is called an afflicted lycanthrope. Other lycanthropes are born as lycanthropes, and are known as natural lycanthropes.

Dire lycanthropes are far more rare than their standard brethren, and like many of the creatures they become, are nearly extinct.

Creating a Dire Lycanthrope
“Dire lycanthrope” is a template that can be added to any humanoid or giant (referred to hereafter as the base creature). The dire lycanthrope template can be inherited (for natural lycanthropes) or acquired (for afflicted lycanthropes). Becoming a dire lycanthrope is very much like multiclassing as an animal and gaining the appropriate Hit Dice.

Size and Type: The base creature’s type does not change, but the creature gains the shapechanger subtype. The dire lycanthrope takes on the characteristics of some type of carnivorous or omnivorous creature of the animal type (referred to hereafter as the base animal).

This animal can be any predator, scavenger, or omnivore with good Will saves (ie, is a dire animal, has the Dire SQ, or otherwise has good Will saves) whose size is from one size category smaller to two size categories larger than the base creature’s size (e.g. Small, Medium, Large or Huge for a Medium base creature). Dire lycanthropes can also adopt a hybrid shape that combines features of the base creature and the base animal. A dire lycanthrope’s hybrid form is the same size as the base animal or the base creature, whichever is larger.

A dire lycanthrope uses either the base creature’s or the base animal’s statistics and special abilities in addition to those described here.

Hit Dice and Hit Points: Same as the base creature plus those of the base animal. To calculate total hit points, apply Constitution modifiers according to the score the dire lycanthrope has in each form.

Speed: Same as the base creature or base animal, depending on which form the dire lycanthrope is using. Hybrids use the base creature’s speed.

Armor Class: The base creature’s natural armor bonus increases by +2 in all forms. In hybrid form, the dire lycanthrope’s natural armor bonus is equal to the natural armor bonus of the base animal or the base creature, whichever is better.

Base Attack/Grapple: Add the base attack bonus for the base animal to the base attack bonus for the base creature. The dire lycanthrope’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the lycanthrope’s form.

Attacks: Same as the base creature or base animal, depending on which form the dire lycanthrope is using. A lycanthrope in hybrid form gains two claw attacks and a bite attack as natural weapons.These weapons deal damage based on the hybrid form’s size. A hybrid may attack with a weapon and a bite, or may attack with its natural weapons. The bite attack of a hybrid is a secondary attack.

Hybrid Size Claw Bite
Small 1d3 1d4
Medium 1d4 1d6
Large 1d6 1d8
Huge 2d4 2d6

Damage: Same as the base creature or base animal, depending on which form the dire lycanthrope is in.

Special Attacks: A dire lycanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below.

A dire lycanthrope's hybrid form can use the special attacks of the base animal and the base creature. A dire lycanthrope spellcaster cannot cast spells with verbal, somatic, or material components while in animal form, or spells with verbal components while in hybrid form.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a natural dire lycanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.

Special Qualities: A dire lycanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below.

Alternate Form (Su): A dire lycanthrope can assume the form of a specific dire animal (as indicated in its entry). It does not assume the ability scores of the animal, but instead adds the animal’s physical ability score modifiers to its own ability scores. A lycanthrope also can assume a bipedal hybrid form with prehensile hands and animalistic features.

Changing to or from animal or hybrid form is a standard action. A slain dire lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Afflicted lycanthropes find this ability difficult to control, but natural lycanthropes have full control over this power.

Damage Reduction (Ex): An afflicted dire lycanthrope in animal or hybrid form has damage reduction 5/silver. A natural dire lycanthrope in animal or hybrid form has damage reduction 10/silver.

Lycanthropic Empathy (Ex): In any form, dire lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Low-Light Vision (Ex): A dire lycanthrope has low-light vision in any form.

Scent (Ex): A dire lycanthrope has the scent ability in any form.

Base Save Bonuses: Add the base save bonuses of the base animal to the base save bonuses of the base creature.

Abilities: All dire lycanthropes gain +2 to Wisdom. In addition, when in animal form, a lycanthrope’s physical ability scores improve according to its kind, as set out in the table below. These adjustments are equal to the animal’s normal ability scores –10 or –11. A lycanthrope in hybrid form modifies its physical ability scores by the same amount.

In addition, a dire lycanthrope may also gain an additional ability score increase by virtue of its extra Hit Dice.

Skills: A dire lycanthrope gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of its animal form, as if it had multiclassed into the animal type. (Animal is never its first Hit Die, though, and it does not gain quadruple skill points for any animal Hit Die.) Any skill given in the animal’s description is a class skill for the lycanthrope’s animal levels. In any form, a lycanthrope also has any racial skill bonuses of the base creature and of the base animal, although conditional skill bonuses only apply in the associated form.

Feats: Add the base animal’s feats to the base creature’s. If this results in a dire lycanthrope having the same feat twice, the lycanthrope gains no additional benefit unless the feat normally can be taken more once, in which case the duplicated feat works as noted in the feat description. This process may give the lycanthrope more feats than a character of its total Hit Dice would normally be entitled to; if this occurs, any “extra” feats are denoted as bonus feats.

It’s possible that a dire lycanthrope cannot meet the prerequisites for all its feats when in humanoid form. If this occurs, the lycanthrope still has the feats, but cannot use them when in humanoid form. A dire lycanthrope receives Iron Will and Multiattack as bonus feats.

Environment: Same as either the base creature or base animal.
Organization: Solitary or pair, sometimes family (3–4), pack (6–10), or troupe (family plus related animals)
Challenge Rating: By class level or base creature, modified according to the HD of the base animal: 1 HD or 2 HD, +2; 3 HD to 5 HD, +3; 6 HD to 10 HD, +4; 11 HD to 20 HD, +5; 21 or more HD, +6.
Treasure: Standard.
Alignment: Any. Noble creatures such as bears, eagles, and lions tend to produce good-aligned lycanthropes. Sinister creatures such as rats, snakes, and wolves tend to produce evil-aligned lycanthropes. This is a reflection of how these animals are perceived, not any innate quality of the animal itself, so the alignment of the animal form can be arbitrarily assigned.
Advancement: By character class.
Level Adjustment: Same as the base creature +2 (afflicted) or +3 (natural). In addition, a dire lycanthrope’s character level is increased by the number of racial Hit Dice the base animal has.

Sample Dire Lycanthropes
The following creatures have acquired the dire lycanthrope template.

Weresmilodon, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 9d8+36 (82 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 natural, +3 studded leather armor), touch 10, flat-footed 15
Base Attack/Grapple: +7/+8
Attack: Greataxe +8 melee (1d12+1/×3); or longbow +7 ranged (1d8/×3)
Full Attack: Greataxe +8/+3 melee (1d12+1/×3); or longbow +7/+2 ranged (1d8/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, low-light vision, sabre-tooth tiger empathy, scent
Saves: Fort +9, Ref +6, Will +8
Abilities: Str 13, Dex 11, Con 12, Int 8, Wis 11, Cha 10
Skills: Balance +6, Climb +10, Handle Animal +2, Hide +5*, Intimidate +2, Jump +16, Listen +7, Move Silently +9, Spot +7 (-1 armor check penalty included)
Feats: Alertness (B), Dodge, Mobility, Spring Attack, Iron Will (B), Multiattack (Bonus), Power Attack
Environment: Cold forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 smilodons)
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Weresmilodon, Smilodon Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 9d8+36 (82 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+19
Attack: Bite +14 melee (2d6+8/x3)
Full Attack: Bite +14 melee (2d6+8/x3) and 2 claws +12 melee (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, curse of lycanthropy, improved grab, pounce, rake 1d6+4
Special Qualities: Alternate form, damage reduction 10/silver, low-light vision, sabre-tooth tiger empathy, scent
Saves: Fort +12, Ref +8, Will +8
Abilities: Str 27, Dex 15, Con 18, Int 8, Wis 11, Cha 10
Skills: Balance +6, Climb +10, Handle Animal +2, Hide +5*, Intimidate +2, Jump +16, Listen +7, Move Silently +9, Spot +7
Feats: Alertness (B), Dodge, Mobility, Spring Attack, Iron Will (B), Multiattack (Bonus), Power Attack
Environment: Cold forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 smilodons)
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Weresmilodon, Hybrid Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 9d8+36 (82 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+19
Attack: Bite +14 melee (2d6+8/x3); or claw +14 melee (1d6+8); or greataxe +14 melee (3d6+12)
Full Attack: Greataxe +14/+9 melee (3d6+12) and bite +12 melee (2d6+4/x3); or 2 claws +14 melee (1d6+8) and bite +12 melee (2d6+4/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Augmented critical, curse of lycanthropy, improved grab, pounce, rake 1d6+4
Special Qualities: Alternate form, damage reduction 10/silver, low-light vision, sabre-tooth tiger empathy, scent
Saves: Fort +12, Ref +8, Will +8
Abilities: Str 27, Dex 15, Con 18, Int 8, Wis 11, Cha 10
Skills: Balance +4, Climb +3, Handle Animal +2, Hide +7*, Intimidate +2, Jump +5, Listen +7, Move Silently +7, Spot +7
Feats: Alertness (B), Dodge, Mobility, Spring Attack, Iron Will (B), Multiattack (Bonus), Power Attack
Environment: Cold forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 smilodons)
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Weresmilodons in humanoid form tend to be large and formidably muscled, with slightly pronounced upper canines. They prefer to dress in simple garments of leather or fur that are easy to remove, repair, or replace.

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

COMBAT

Weresmilodon are canny fighters who prefer to wait for opponents to come to them before attacking, then leap or charge from ambush. Weresmilodon typically fight in hybrid form. They like to use their claws and fangs when charging opponents, since this allows them to use their pounce special attack, but usually rely on artificial weapons in regular melee.

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

Augmented Critical (Ex): A weresmilodon deals triple damage if it scores a critical hit with its bite attack.

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

Improved Grab (Ex): To use this ability, a weresmilodon must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a weresmilodon in animal or hybrid form charges a foe, it can make a full attack with both its claws, a bite, and two rake attacks.

Rake (Ex): A weresmilodon in animal or hybrid form gains two additional claw attacks against grappled foes or foes it pounces on (attack bonus +12, damage 1d6+4). Rake attacks are not subject to the normal -4 penalty for attacking with a natural weapon in a grapple.

Sabre-Tooth Tiger Empathy (Ex): Communicate with tigers, smilodons, and dire tigers, and +4 racial bonus on Charisma-based checks against tigers, smilodons, and dire tigers.

Scent (Ex): A weresmilodon can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.

Skills: Weresmilodons gain a +4 racial bonus on Balance, Hide, and Move Silently checks. *In forest terrain, their Hide bonus improves to +8.


Weresmilodon Sabrelord, Elf Form
Elite Weresmilodon Wood Elf 12th-level ranger
Medium Humanoid (Elf, Shapechanger)
Hit Dice: 12d8+24 plus 9d8+45 (163 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 18 (+2 natural, +3 Dex, +3 masterwork studded leather armor), touch 13, flat-footed 15
Base Attack/Grapple: +18/+21
Attack: Battleaxe +21 melee (1d8+4/19-20/×3); or shortsword +21 melee (1d6+4/17-20); or mighty [+3] composite longbow +21 ranged (1d8+3/×3)
Full Attack: Battleaxe +21/+16/+11/+6 melee (1d8+4/19-20/×3); or battleaxe +19/+14/+9/+4 melee (1d8+3/19-20/×3) and shortsword +19/+14/+9 melee (1d6+1/17-20); or mighty [+3] composite longbow +21/+16/+11/+6 ranged (1d8+3/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Combat style, combat style mastery, favored enemy, improved combat style
Special Qualities: Alternate form, animal companion, evasion, low-light vision, sabre-tooth tiger empathy, scent, swift tracker, wild empathy, woodland stride
Saves: Fort +16, Ref +17, Will +11
Abilities: Str 16, Dex 16, Con 15, Int 10, Wis 10, Cha 10
Skills: Balance +7, Handle Animal +9, Hide +22*, Intimidate +12, Listen +14, Move Silently +22, Ride +5, Spot +14, Survival +15
Feats: Alertness (B), Cleave, Dodge, Endurance (B), Greater Two-Weapon Fighting (B), Improved Critical (battleaxe), Improved Critical (short sword), Improved Two-Weapon Fighting (B), Iron Will (B), Mobility, Multiattack (Bonus), Power Attack, Spring Attack, Two-Weapon Fighting (B), Two-Weapon Rend, Track (B)
Environment: Cold forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 smilodons)
Challenge Rating: 17
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Weresmilodon Sabrelord, Smilodon Form
Elite Weresmilodon Wood Elf 12th-level ranger
Large Humanoid (Elf, Shapechanger)
Hit Dice: 12d8+24 plus 9d8+45 (163 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 20 (-1 size, +5 Dex, +6 natural), touch 14, flat-footed 15
Base Attack/Grapple: +18/+32
Attack: Bite +27 melee (2d6+10/x3)
Full Attack: Bite +27 melee (2d6+10/x3) and 2 claws +25 melee (1d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, curse of lycanthropy, improved grab, pounce, rake 1d6+4
Special Qualities: Alternate form, animal companion, damage reduction 10/silver, evasion, low-light vision, sabre-tooth tiger empathy, scent, swift tracker, wild empathy, woodland stride
Saves: Fort +19, Ref +19, Will +11
Abilities: Str 30, Dex 20, Con 21, Int 10, Wis 10, Cha 10
Skills: Balance +9, Handle Animal +9, Hide +20*, Intimidate +12, Listen +14, Move Silently +24, Spot +14, Survival +15
Feats: Alertness (B), Cleave, Dodge, Endurance (B), Greater Two-Weapon Fighting (B), Improved Critical (battleaxe), Improved Critical (short sword), Improved Two-Weapon Fighting (B), Iron Will (B), Mobility, Multiattack (Bonus), Power Attack, Spring Attack, Two-Weapon Fighting (B), Two-Weapon Rend, Track (B)
Environment: Cold forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 smilodons)
Challenge Rating: 17
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Weresmilodon Sabrelord, Hybrid Form
Elite Weresmilodon Wood Elf 12th-level ranger
Large Humanoid (Elf, Shapechanger)
Hit Dice: 12d8+24 plus 9d8+45 (163 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 20 (-1 size, +5 Dex, +6 natural), touch 14, flat-footed 15
Base Attack/Grapple: +18/+32
Full Attack: Battleaxe +25/+20/+15/+10 melee (2d6+10) and shortsword +25/+20/+15 melee (1d8+5/19-20) and bite +25 melee (2d6+5/x3); or battleaxe +25/+20/+15/+10 melee (2d6+10) and claw +25 melee (1d6+5) and bite +25 melee (2d6+5/x3); or 2 claws +27 melee (1d6+10) and bite +25 melee (2d6+5/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Augmented critical, combat style, combat style mastery, curse of lycanthropy, favored enemy, improved grab, improved combat style, pounce, rake 1d6+4
Special Qualities: Alternate form, animal companion, damage reduction 10/silver, evasion, low-light vision, sabre-tooth tiger empathy, scent, swift tracker, wild empathy, woodland stride
Saves: Fort +19, Ref +19, Will +11
Abilities: Str 30, Dex 20, Con 21, Int 10, Wis 10, Cha 10
Skills: Balance +9, Handle Animal +9, Hide +20*, Intimidate +12, Listen +14, Move Silently +24, Ride +7, Spot +14, Survival +15
Feats: Alertness (B), Cleave, Dodge, Endurance (B), Greater Two-Weapon Fighting (B), Improved Critical (battleaxe), Improved Critical (short sword), Improved Two-Weapon Fighting (B), Iron Will (B), Mobility, Multiattack (Bonus), Power Attack, Spring Attack, Two-Weapon Fighting (B), Two-Weapon Rend, Track (B)
Environment: Cold forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 smilodons)
Challenge Rating: 17
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

The sabrelord presented here is a 12th-level wood elf ranger and natural lycanthrope, using the following base ability scores: Str 16, Dex 16, Con 15, Int 10, Wis 8, Cha 10.

COMBAT

Weresmilodon are canny fighters who prefer to wait for opponents to come to them before attacking, then leap or charge from ambush. Weresmilodon typically fight in hybrid form. They like to use their claws and fangs when charging opponents, since this allows them to use their pounce special attack, but usually rely on artificial weapons in regular melee.

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

Augmented Critical (Ex): A weresmilodon deals triple damage if it scores a critical hit with its bite attack.

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

Improved Grab (Ex): To use this ability, a weresmilodon must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a weresmilodon in animal or hybrid form charges a foe, it can make a full attack with both its claws, a bite, and two rake attacks.

Rake (Ex): A weresmilodon in animal or hybrid form gains two additional claw attacks against grappled foes or foes it pounces on (attack bonus +12, damage 1d6+4). Rake attacks are not subject to the normal -4 penalty for attacking with a natural weapon in a grapple.

Sabre-Tooth Tiger Empathy (Ex): Communicate with tigers, smilodons, and dire tigers, and +4 racial bonus on Charisma-based checks against tigers, smilodons, and dire tigers.

Scent (Ex): A weresmilodon can detect opponents within 30 feet. The exact location is not revealed unless the creature is within 5 feet.

Skills: Weresmilodons gain a +4 racial bonus on Balance, Hide, and Move Silently checks. *In forest terrain, their Hide bonus improves to +8.

Dire Werewolf
Dire Werewolf, Half-Orc Form
Medium Humanoid (Half-Orc, Shapechanger)
Hit Dice: 1d8+1 plus 6d8+24 (56 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 natural, +4 chain shirt), touch 10, flat-footed 16
Base Attack/Grapple: +5/+7
Attack: Greataxe +8 melee (1d12+3/×3); or heavy crossbow +5 ranged (1d10/19-20)
Full Attack: Greataxe +8 melee (1d12+3/×3); or heavy crossbow +5 ranged (1d10/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, darkvision 60 ft., low-light vision, dire wolf empathy, scent
Saves: Fort +8, Ref +5, Will +7
Abilities: Str 15, Dex 11, Con 12, Int 8, Wis 11, Cha 6
Skills: Handle Animal +0*, Hide +1**, Intimidate +0*, Listen +6, Move Silently +2, Spot +6, Survival +1
** includes -2 armor check penalty
Feats: Alertness (B), Iron Will (B), Run, Track (B), Multiattack (B), Weapon Focus (bite), Weapon Focus (greataxe)
Environment: Temperate forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 dire wolves)
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Dire Werewolf, Dire Wolf Form
Large Humanoid (Half-Orc, Shapechanger)
Hit Dice: 1d8+1 plus 6d8+24 (56 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+18
Attack: Bite +14 melee (1d8+13)
Full Attack: Bite +14 melee (1d8+13)
Space/Reach: 10 ft./5 ft.
Special Attacks: Curse of lycanthropy, trip
Special Qualities: Alternate form, damage reduction 10/silver, darkvision 60 ft., low-light vision, dire wolf empathy, scent
Saves: Fort +11, Ref +7, Will +7
Abilities: Str 29, Dex 15, Con 18, Int 8, Wis 11, Cha 6
Skills: Handle Animal +0*, Hide -1, Intimidate +0*, Listen +6, Move Silently +4, Spot +6, Survival +1*
Feats: Alertness (B), Iron Will (B), Run, Track (B), Multiattack (B), Weapon Focus (bite), Weapon Focus (greataxe)
Environment: Temperate forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 dire wolves)
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Dire Werewolf, Hybrid Form
Large Humanoid (Half-Orc, Shapechanger)
Hit Dice: 1d8+1 plus 6d8+24 (56 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+18
Attack: Greataxe +14 melee (3d6+13/×3); or bite +14 melee (1d8+9); or claw +13 melee (1d6+9)
Full Attack: Greataxe +14 melee (3d6+13/×3) and bite +12 melee (1d8+4); or 2 claws +13 melee (1d6+9) and bite +12 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Curse of lycanthropy, trip
Special Qualities: Alternate form, damage reduction 10/silver, darkvision 60 ft., low-light vision, dire wolf empathy, scent
Saves: Fort +11, Ref +7, Will +7
Abilities: Str 29, Dex 15, Con 18, Int 8, Wis 11, Cha 6
Skills: Handle Animal +0*, Hide -1, Intimidate +0*, Listen +6, Move Silently +4, Spot +6, Survival +1*
Feats: Alertness (B), Iron Will (B), Run, Track (B), Multiattack (B), Weapon Focus (bite), Weapon Focus (greataxe)
Environment: Temperate forests
Organization: Solitary, pair, family (3-4), or troupe (2-4 plus 3-12 dire wolves)
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Dire werewolves in humanoid form are powerfully built, with a savage cast to their features. They often have mottled hair, usually grey with dark grey and black spots and patches, but a few have black hair with pale patches or white with darker patches.

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

COMBAT

In dire wolf or hybrid form, a dire werewolf can trip just as a normal dire wolf does. A dire werewolf in hybrid form often dispenses with weapon attacks, though it can wield a weapon and use its bite as a secondary natural attack.

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

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

Trip (Ex): A dire werewolf in animal or hybrid form that hits with a bite attack can attempt to trip the opponent (+13 check modifier) as a free action without making a touch attack or provoking an attack of opportunity.

If the attempt fails, the opponent cannot react to trip the werewolf.

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

Skills: A dire werewolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

*A dire werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.

Originally appeared in Dragon Magazine #40 (1980) as "weredire" and "weresaber".
 
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Shade

Monster Junkie
Noctiluca, Giant

http://www.enworld.org/forum/genera...l-conversion-thread-microscopic-monsters.html

Noctiluca, Giant
Medium Ooze (Aquatic)
Hit Dice: 2d10+12 (23 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +1/+4
Attack: Tentacle +4 melee (1d6+4)
Full Attack: Tentacle +4 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding flash, constrict 1d6+4, improved grab, swallow whole
Special Qualities: Blindsight 60 ft., myopic, ooze traits
Saves: Fort +4, Ref +1, Will -5
Abilities: Str 17, Dex 10, Con 22, Int —, Wis 1, Cha 1
Skills: —
Feats: —
Environment: Any aquatic
Organization: Solitary or cluster (2-10)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-5 HD (Medium)
Level Adjustment: —

This roughly spherical creature pulls itself along the ocean bottom with a long tentacle.

Giant noctiluca are motile dinoflagellates. They can be found in both salt and fresh water.

A giant noctiluca is 3 feet in diameter and weighs 400 pounds.

COMBAT

Unlike other giant dinoflagellates, giant noctiluca are not photosynthetic and survive only by predation.

Blinding Flash (Ex): All creatures within 20 feet or a giant noctiluca must succeed on a DC 19 Reflex save or be blinded for 1d6+1 rounds. Creatures that successfully save are dazzled for 1 round instead. Creatures beyond 10 fee. but within 60 feet must succeed on a DC 19 Reflex save or be blinded for 1 round. Once a noctiluca uses blinding flash, it can't flash again until 1d4 rounds later. The save DCs are Constitution-based and include a +2 racial bonus.

Constrict (Ex): A giant noctiluca deals automatic tentacle damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a giant noctiluca must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Myopic (Ex): A giant noctiluca is nearsighted, resulting in a -8 racial penalty on Spot checks made beyond 30 feet.

Swallow Whole (Ex): A giant noctiluca can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 1d3+3 points of crushing damage plus 1d3 points of acid damage per round from the giant noctiluca's digestive fluids. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the interior (AC 11). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Medium giant noctiluca's interior can hold 2 Small, 8 Tiny, or 16 Diminutive or smaller opponents.

Originally appeared in Dragon Magazine #111 (1986).
 
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Shade

Monster Junkie
Quill

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-44.html

Quill
Medium Magical Beast (Extraplanar)
Hit Dice: 3d10+9 (25 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Bite +5 melee (1d6+2) or tail +5 melee (1d6+3 plus quills) or 1d4 quills +5 melee (1d3) or 4 quills* +6 ranged (1d3+1)
Full Attack: Bite +5 melee (1d6+2) and tail +3 melee (1d6+3 plus quills) and 1d4 quills +3 melee (1d3) or 4 quills* +6 ranged (1d3+1)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Inexorable gnawing, quills, shoot quills
Special Qualities: Darkvision 60 ft., hunker down, low-light vision
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 15, Dex 14, Con 17, Int 3, Wis 12, Cha 6
Skills: Climb +7, Listen +7, Spot +3
Feats: Multiattack, Point Blank Shot
Environment: Concordant Domain of the Outlands, Infernal Battlefield of Acheron, Nine Hells of Baator (Avernus), or Windswept Depths of Pandemonium
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Medium); 6-9 HD (Large)
Level Adjustment: —
*Adjusted for Point Blank Shot feat.

This sturdily-built animal is covered with long spines, interspersed with bands of tough, thick, leathery skin. It has a squarish head, beady eyes and a short but broad tail.

Quills resemble large porcupines, but are native to some of the most inhospitable reaches of the Great Wheel, even in places where it doesn't seem possible for a herbivore to exist. Although they favor scrubs and grasslands, quills have been spotted as far as Pandemonium, Acheron, Avernus, and the Plain of Infinite Portals.

Quills are voracious foragers and grazers, able to chew their way through anything given enough time. Quills have been known to eat razorvine, bloodthorn, and ironmaw roots. Quills are naturally reclusive and usually forage only by night.

Quills usually gather in small family groups comprising a mated pair and several offspring of various ages. They nest in labyrinthine burrows of 1-1/2 to 2-1/2 feet in diameter.

Quill spines can be modified for use as blowgun darts or other light weapons, or as armor spikes. In some quarters of the Lower Planes, quill flesh is considered a delicacy.

A typical quill is 4 to 6 feet long (sans tail) and weighs 200 to 300 pounds.

COMBAT

Quills are not particularly aggressive or territorial, and quickly withdraw from a confrontation with a predator. If a creature gets too close, the quill's first lines of defense are its throwing spines. If that doesn't deter an aggressor, the quill defends itself with its bite and its tail lash.

Hunker Down (Ex): If a quill is threatened in melee and cannot retreat to a safe distance from its opponent(s), it curls its head and legs under its torso while on the ground and flares its quills in all directions. In this defensive position, the Reflex save DC of its quills special attack gains a +2 bonus (increasing it to DC 16 for a typical quill), but the quill's speed is reduced to 10 ft. and it cannot charge or run.

Inexorable Gnawing (Ex): A quill can chew its way through almost anything with its powerful jaws and teeth. As a standard action, the quill can deal 2d6+3 damage to any immobile object, including victims opponents it has grappled and pinned. Inexorable gnawing ignores damage reduction and hardness of less than 10.

Quills (Ex): Melee combat with a quill is dangerous. An opponent who attacks a quill with a melee weapon that does not have reach must succeed on a DC 14 Reflex save or be struck by 1d4 quills. Any opponent a quill hits with its tail attack must also succeed on a DC 14 Reflex save or be struck by 1d4 quills.

Each quill does 1d3 point of piercing damage (plus half the quill's Strength bonus, if any) and lodges in the opponent's flesh, imposing a -1 circumstance penalty to attacks, saves, and checks per quill (maximum -4 penalty). Removing a quill inflicts 1d3 point of additional damage to the victim unless a DC 15 Heal check is made.

Furthermore, a quill can also attack an opponent with 1d4 quills as a standard or secondary attack inflicting damage and additional effects as above, with no Reflex save to avoid the attack.

The save DCs are Constitution-based.

Shoot Quills (Ex): With a snap of its tail, a quill can loose a volley of four quills as a standard action (make an attack roll for each quill). This attack has a range of 30 feet with no range increment. All targets must be within 30 feet of each other. Any opponent hit by a shot quill must succeed on a DC 14 Reflex save or the quill will lodge in their flesh (see Quills, above, for the effects). A quill has 80 quills it can shoot from its tail, and regrows lost tail quills at a rate of 20 quills per 24-hour period.

Skills: Quills have a +4 racial bonus on Climb checks.

Originally appeared in Planescape Monstrous Compendium Appendix II (1995).
 
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Shade

Monster Junkie
Crystal Nipper

http://www.enworld.org/forum/general-monster-talk/298248-converting-forgotten-realms-monsters-6.html

Crystal Nipper Swarm
Diminutive Vermin (Aquatic, Swarm)
Hit Dice: 12d8 (54 hp)
Initiative: +2
Speed: Swim 10 ft. (2 squares), climb 10 ft.
Armor Class: 16 (+4 size, +2 Dex), touch 16, flat-footed 14
Base Attack/Grapple: +9/-
Attack: Swarm (3d6 plus infestation)
Full Attack: Swarm (3d6 plus infestation)
Space/Reach: 10 ft./0 ft.
Special Attacks: Death hazard, distraction
Special Qualities: Darkvision 60 ft., immunity to weapon damage, swarm traits, vermin traits
Senses: Darkvision 60 ft.
Saves: Fort +8, Ref +6, Will +4
Abilities: Str 1, Dex 14, Con 10, Int -, Wis 10, Cha 3
Skills: Climb +10, Hide +14*, Listen +0, Spot +0
Feats: —
Environment: Cold aquatic
Organization: Solitary or scourge (2-5 swarms)
Challenge Rating: 6
Treasure: Standard (inorganic only)
Alignment: Always neutral
Advancement: —
Level Adjustment: —

A swarm of tiny eels made of blue crystal churn the water nearby.

Crystal nippers are distant cousins of the rot grub, found in cold aquatic environments. A swarm of crystal nippers will eat anything living or once-living in its path, leaving inorganic treasures in their wake. They devour wood, leather, and other goods as well as flesh.

COMBAT

Crystal nippers are instinctively drawn to warm bodies and attempts to burrow into any area of exposed flesh.

Death Hazard (Ex): Upon destroying a crystal nipper swarm, 1d6 crystal nippers remain, spreading throughout the space inhabited by the swarm. These crystal nippers behave as the hazard (see below). Destroying these remaining crystal nippers does not provide any additional experience points.

Distraction (Ex): Any living creature that begins its turn with a crystal nipper swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based and includes a +2 racial bonus.

Infestation (Ex): Any living creature that takes damage from a crystal nipper swarm might also be infested with crystal nippers each round. A creature must make a successful DC 18 Reflex save to dodge the swarming nippers or bat them aside. The crystal nipper infesting the creature burrow into its flesh. An infested creature takes 1d4 points of Constitution damage per round, plus an additional 1d4 points of Constitution damage for each failed Reflex save against a crystal nipper swarm's attack. A successful DC 16 Fortitude save halves this damage. After 2d4 rounds, the sated crystal nippers crawl or swim away. A crystal nipper infestation can be removed with a successful DC 20 Heal check, though this check (whether successful or not) deals 1d6 points of damage to the infested target. Alternatively, a crystal nipper infestation can be destroyed by remove disease or any other effect that halts or counters a disease. Such spells destroy all the crystal nippers inhabiting a target.

Medium or larger creatures that die from crystal nipper infestation spawn a new crystal nipper swarm within 2d4 days. Burning or otherwise destroying the body prevents this. Casting raise dead to restore a creature killed by a crystal nipper swarm but this does not destroy the crystal nippers infestation, casting remove disease or a similar spell in the round afterward removes the nippers normally. Resurrection and true resurrection destroy the crystal nipper when cast.

The Reflex save DC is Dexterity-based. The Fortitude save DC is Constitution-based.

Skills: A crystal nipper swarm has a +8 racial bonus on Move Silently checks, and adds its Dexterity modifier instead of its Strength modifier on Climb checks. A crystal nipper swarm can always choose to take 10 on a Climb check, even if rushed or threatened. A crystal nipper swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

*A crystal nipper swarm has a +8 racial bonus on Hide checks while inside a corpse of at least Medium size. A crystal nipper swarm can enter and leave a corpse as part of a single move action.

Crystal Nipper (CR 4): A distant cousin of the rot grub, a crystal nipper looks like a miniature eel made of blue crystal. Crystal nippers are Diminutive aquatic vermin with a swim speed of 5 ft. They are able to crawl onto land at a speed of 5 feet per minute, but can only spend an hour or so in the air, soon dying if they cannot enter water or moist flesh. A crystal nipper is physically frail (AC 13), and any damage dealt to one kills it. An unsuccessful melee attack with a natural weapon allows the crystal nipper a chance to burrow into the target.

Anyone about to enter a square containing a crystal nipper can attempt a DC 20 Spot check to notice the nipper. Those who fail the check or ignore the creature risk exposure. Each round, the nipper makes a single touch attack (at a +5 bonus) against one living target in its square. If it succeeds, it hungrily burrows into the target’s flesh. A crystal nippers bite has anesthetic saliva, a victim who failed the Spot check will not notice the nipper burrowing under their skin unless they succeed at a DC 15 Wisdom check.

An infested creature takes 1d3 points of Constitution damage per round (DC 16 Fort save for half). The damage continues until the infected creature dies or all the crystal nippers are removed or destroyed. Applying flame to the entry wound left by the crystal nipper will kill the crystal nipper, but the fire must be applied within 2 rounds and does 1d6 fire damage to the infected victim. A crystal nipper infestation can be removed with a successful DC 20 Heal check, though this check (whether successful or not) deals 1d6 points of damage to the infested target. Alternatively, a crystal nipper infestation can be destroyed by remove disease or any other effect that halts or counters a disease. Such spells destroy all the nippers inhabiting a target.

Medium or larger creatures that die from crystal nipper infestation spawn a crystal nipper swarm within 2d4 days. Burning or otherwise destroying the body prevents this. Casting raise dead to restore a creature killed by crystal nipper infestation does not destroy the crystal nippers inside, but casting remove disease or a similar spell in the next round removes the nippers normally. Resurrection and true resurrection destroy the crystal nippers when cast.

Originally appeared in FR 14 - The Great Glacier (1992).
 
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Shade

Monster Junkie
Knight Terror

http://www.enworld.org/forum/general-monster-talk/290367-converting-monsters-dragon-magazine-20.html

This flesh visible through this knight's helmet appears withered and pale.

Knight terrors are formed from evil humanoids. Their origins are mysterious: some believe they are transformed by dark powers, while others believe magic to be the cause. Regardless, all knight terrors live among their former companions, feeding on their wills and emotions.

A knight terror appears as it did prior to its transformation, as long as it remains sated. When starving for mental energy, it becomes withered and pale, and increasingly fearful and paranoid, jumping at shadows and suspicious of everyone. When fully fed, a knight terror is a bastion of courage.

Knight terrors remain a part of the hierarchy to which they belonged before their transformation. They are generally leaders in their orders, as they are driven by ambition, and they gradually corrupt their followers while deriving strength from their mental fortitude. In this way, entire branches of knightly orders have been distracted from their original purposes and led down paths of evil.

A knight terror speaks Abyssal and Infernal in addition to any languages it knew prior to acquiring the template.

Creating a Knight Terror
"Knight terror" is a template that can be added to any evil humanoid with a base Will save bonus of +4 or higher and a base attack bonus of +8 or higher (referred to hereafter as the base creature). A knight terror has all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to outsider. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged. Knight terrors are normally native outsiders.

Special Attacks: A knight terror retains all the base creature’s special attacks and gains those described below.

Spell-Like Abilities: 3/day—cause fear, charm person; 2/day—suggestion; 1/day—crushing despair, phantasmal killer. Caster level equals Hit Dice. The save DCs are Charisma-based and are further modified by the knight terror's will-draining abilities (see Will-Sapping Bolt and Wisdom Dependent).

Will-Sapping Bolt (Su): At will, a knight terror may make a ranged touch attack against any creature within 30 ft. If the attack succeeds, the victim suffers 1d4 points of Wisdom damage, and the knight terror temporarily gains 1 point of Wisdom and Strength (up to its base ability score +10). Will-sapping also augments a knight terror's spell-like abilities, giving it a +1 save DC for every 2 points of increased Wisdom. The knight terror loses these temporary Str and Wis bonuses at a rate of 1 point every 12 hours; see Wisdom Dependent (below).

Special Qualities: A knight terror retains all the base creature’s special qualities and gains darkvision 60 ft. and those described below.

Wisdom Dependent (Su): Every 12 hours, a knight terror loses one point each of Wisdom and Strength. This is not ability damage or drain and cannot be recovered via spells such as restoration. The knight-terror can only regain this lost Wisdom and Strength by using its will-sapping bolt. When the knight terror's Wisdom drops below its base ability score, it suffers a -1 morale penalty on attack rolls and saving throws against fear effects. Furthermore, for every 2 points of Wisdom it loses, the knight terror suffers a -1 penalty to the save DCs of its spell-like abilities.

Abilities: Increase from the base creature as follows: Int +2, Cha +4.

Environment: Any.
Organization: Solitary or hierarchy (2-3).
Challenge Rating: Same as the base creature + 2.
Treasure: Standard.
Alignment: Always evil, usually lawful.
Advancement: By character class.
Level Adjustment: Same as the base creature +4.

Sample Knight Terror
The following characters have acquired the knight terror template.

Knight Terror, Human 1st-Level Cleric/8th-Level Fighter
Medium Outsider (Native)
Hit Dice: 8d10+16 plus 1d8+2 (66 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 21 (+9 +1 full plate, +2 heavy steel shield), touch 10, flat-footed 21
Base Attack/Grapple: +8/+11
Attack: +1 keen longsword +14 melee (1d8+6/17-20) or masterwork lance +12 melee (1d8+3/x3) or masterwork composite longbow (+3 Str bonus) +9 ranged (1d8+3/x3)
Full Attack: +1 keen longsword +14/+9 melee (1d8+6/17-20) or masterwork lance +12/+7 melee (1d8+3/x3) or masterwork composite longbow (+3 Str bonus) +9/+4 ranged (1d8+3/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rebuke undead (9/day, +3, 2d6+4, 1st), spells, spell-like abilities, will-sapping bolt
Special Qualities: Darkvision 60 ft., Wisdom dependent
Saves: Fort +10, Ref +2, Will +6
Abilities: Str 16, Dex 10, Con 14, Int 10, Wis 14, Cha 16
Skills: Concentration +10, Intimidate +11, Knowledge (the planes) +4, Ride +2*, Spellcraft +4 (*includes -6 armor check penalty)
Feats: Combat Casting, Divine Might, Extra Turning, Greater Weapon Focus (longsword), Improved Initiative, Mounted Combat, Point Blank Shot, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword), Environment: Any
Organization: Solitary or hierarchy (2-3)
Challenge Rating: 11
Treasure: Standard
Alignment: Always evil, usually lawful
Advancement: By character class
Level Adjustment: +4

Spell-Like Abilities: 3/day—cause fear (DC 14), charm person (DC 14); 2/day—suggestion (DC 17); 1/day—crushing despair (DC 18), phantasmal killer (DC 18). Caster level equals Hit Dice. The save DCs are Charisma-based and are further modified by the knight terror's will-draining abilities (see Will-Sapping Bolt and Wisdom Dependent).

Spells: This knight terror is a 1st-level cleric.

Typical Cleric Spells Prepared (3/2+1; save DC 12 + spell level):
0th—inflict minor wounds, read magic, resistance;
1st—deathwatch, doom, obscuring mist*;
*Domain spell. Domains: Darkness, Evil.

Starting scores before racial and level adjustments:
Str 15, Dex 10, Con 13, Int 8, Wis 14, Cha 12


Originally appeared in Dragon Magazine #249 (1998).
 
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Monster Junkie
Gnasher

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-65.html

Gnasher
Medium Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (1d6+4)
Full Attack: Bite +6 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pack overrun
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Skills: Hide +4, Jump +7, Listen +6, Move Silently +3, Spot +6, Survival +4*
Feats: Alertness, Track
Environment: Temperate forests or plains
Organization: Solitary, pair, or pack (3-20)
Challenge Rating: 2
Treasure: None
Alignment: Usually chaotic evil
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: +1 (cohort) or —

This large canine closely resembles a dog with a bristly tuft of hair between its shoulders. Its eyes that practically burn with hatred and evil. Its wolfish snout has an overabundance of razor-sharp teeth.

Created by a sorcerer ages ago, gnashers (and their cousins the winged gnashers) are hateful beasts that live to kill and maim. Gnashers live in packs led by their most brutal member, a position decided by vicious (but usually not fatal) combat. They only deliberately kill gnashers of rival packs.

Gnashers avoid populated areas, but sometimes raid isolated settlements. A pack of gnashers will claim a territory until it has devoured every animal within it, then move on to a new territory. An area abandoned by gnashers is eerily quiet; it may take months before new animals dare enter a gnasher pack's old territory.

Gnashers have an instinctive hatred of cooshees. The feeling has become mutual, and the two species always fight without quarter. Some scholars speculate gnashers were created as a weapon against the elven dogs.

A typical gnasher is 5 feet long, stands 3 feet tall at the shoulder, and weighs 300 pounds. Coloration tends toward dark blacks, greys, and browns.

Gnashers speak their own language, using a combination of barks, growls, and body language.

COMBAT

Gnashers are unpredictable, erratic opponents. The only consistency is their vicious malevolence. They are interested in their own survival as well as killing, but the ratio between these passions fluctuates wildly - the same gnasher may stalk and torment the weakest lamb in a flock one day, then charge into a group of hunters and fight to the death the next day. Gnashers can be crafty. They often avoid powerful foes to pick off the weak or isolated. Even a full belly may not satisfy a gnasher's lust to kill. Gnashers needlessly slaughter victims and leave the bodies to rot.

When attacking, gnashers circle their opponents and lunge in with snapping jaws, jabbing and feinting until they spot weakness. They then dart in from all directions and swarm over their prey until it is dragged to the ground. Anything pulled down by this pack overrun attack has little chance of survival.

The only hope many creatures have of escaping a gnasher pack is to climb somewhere the gnashers can't reach. However, gnashers have been known to wait until a "treed" victim dies from dehydration.

Gnashers do not flee pain and even seem to revel in it. A wounded gnasher becomes even more aggressive.

Pack Overrun (Ex): A pack of four or more gnashers may use the overrun attack. The pack overrun prevents a Large or smaller opponent from avoiding the overrun and does not provoke an attack of opportunity. In addition, if the pack successfully overruns its opponent the pack may immediately end its movement in the opponent's square and pin the opponent. Pinning in subsequent rounds still requires successful opposed grapple checks.

For the overrun attempt and subsequent grapple checks, treat the gnasher pack as a single Large creature with strength equal to that of the strongest gnasher in the pack (so that the pack cannot overrun creatures larger than Huge). The gnashers' overrun and grapple checks also receive a bonus equal to the number of gnashers in the pack surrounding their target (that is, up to +8 for targets up to Medium, +12 for Large targets, and +16 for Huge targets). Furthermore, any adjacent gnashers can choose to deal damage with their bite attacks during the grapple.

Skills: A gnasher has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks. *A gnasher has a +4 racial bonus on Survival checks when tracking by scent.

Originally appeared in Dragon Mountain (1993).
 
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Monster Junkie
Amiskwia

http://www.enworld.org/forum/general-monster-talk/294285-converting-prehistoric-creatures-5.html

Amiskwia
Medium Vermin (Aquatic)
Hit Dice: 3d8+3 (16 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 60 ft.
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d6+3)
Full Attack: Bite +4 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Vermin traits, water dependent
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 15, Dex 12, Con 13, Int —, Wis 8, Cha 2
Skills: Swim +10
Feats: —
Environment: Any aquatic
Organization: Solitary, cluster (2-5) or colony (5-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: —

This wormlike creature has a rounded head tipped with two tentacles. Its body flattens out and broadens in the trunk, narrowing where it meets the broad, paddle-shaped tail. A small tubular opening is found where the trunk meets the head, suggesting a mouth.

Amiskwia is a prehistoric, soft-bodied marine invertebrate. It spends most of its time crawling across the muddy ocean floor looking for food. Amiskwia are primarily scavengers, but capture prey if given the chance. They can spend several hours at a time on dry land, and often leave the water to comb beaches for food or travel from one body of water to another.

An amiskwia is 5 feet long and weighs 250 pounds.

COMBAT

Amiskwia is a simple predator, swimming or crawling toward prey and biting with its tubular mouth opening.

Water Dependent (Ex): Amiskwia can survive out of the water for 10 minutes per point of Constitution (after that, refer to the drowning rules).

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

Originally appeared in Dragon Magazine #204 (1994).
 
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Monster Junkie
Sanctacaris

http://www.enworld.org/forum/general-monster-talk/294285-converting-prehistoric-creatures-13.html

Sanctacaris
Large Vermin (Aquatic)
Hit Dice: 7d8+28 (59 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +5/+13
Attack: Bite +8 melee (1d12+6)
Full Attack: Bite +8 melee (1d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Armored head
Special Qualities: Vermin traits
Saves: Fort +9, Ref +3, Will +2
Abilities: Str 19, Dex 13, Con 18, Int —, Wis 10, Cha 2
Skills: Swim +12
Feats: —
Environment: Any aquatic
Organization: Solitary or cluster (2-4)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8-11 HD (Large); 12-21 HD (Huge)
Level Adjustment: —

This creature resembles a centipede covered with the chitinous armor of a lobster. Its legs more closely resemble fins. Its jaws sport branching sets of feeding appendages.

Sanctacaris is a primitive marine arthropod. It spends most of its time crawling across the muddy ocean floor looking for food. Sanctacaris are primarily scavengers, but capture prey if given the chance. They can spend several hours at a time on dry land, and often leave the water to comb beaches for food or travel from one body of water to another.

A sanctacaris is 15 feet long and weighs 4,000 pounds or more.

COMBAT

Sanctacaris is a simple predator, swimming or crawling toward prey and biting with its large jaws.

Armored Head (Ex): A sanctacaris gains a +3 circumstance bonus to its Armor Class when fighting in tunnels no larger than its Space.

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

Originally appeared in Dragon Magazine #204 (1994).
 
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Monster Junkie
Flawder

http://www.enworld.org/forum/genera...neric-setting-second-edition-monsters-28.html

Flawder
Small Magical Beast (Aquatic)
Hit Dice: 1d8+1 (5 hp)
Initiative: -2
Speed: 10 ft. (2 squares)
Armor Class: 14 (+1 size, -2 Dex, +5 natural), touch 9, flat-footed 12
Base Attack/Grapple: +1/-3
Attack: Dagger +2 melee (1d3/19-20) or bite* +2 melee (1d2) or dagger +0 ranged (1d3/19-20)
Full Attack: Dagger +2 melee (1d3/19-20) or bite* -3 melee (1d2) or dagger +0 ranged (1d3/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., low-light vision, water dependent
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 11, Dex 6, Con 13, Int 11, Wis 10, Cha 10
Skills: Listen +2, Spot +2
Feats: Endurance
Environment: Temperate or warm aquatic
Organization: Solitary or tribe (4-80)
Challenge Rating: 1/2
Treasure: No coins, standard goods (see below), 50% items
Alignment: Usually neutral good
Advancement: By character class (favored class: wizard)
Level Adjustment: +0

This creature resembles an upright snail, although its beautiful shell does not spiral like a snail. Two eyestalks sprout from its head. A pair of tentacles extend beneath the eyestalks, above a round mouth with several rows of blunt teeth.

Flawder are peaceful herbivores who roam the floor of seas and large lakes. They live in small nomadic tribes. Each tribe has shells of a distinctive pattern and coloration; a flawder can identify another flawder's tribe with a glance.

Flawder are hermaphroditic and can breed at any time, producing 2-12 soft eggs per pair, which they hide throughout their territory. Flawder reproduce at an alarming rate, hatching in 6 weeks and reaching adulthood in 6 months. If predators are absent, a tribe of flawder will quickly grow so numerous it eats all plant matter in the area, resulting in the tribe's death by starvation.

Flawder are led by wizards. A flawder chief rules absolutely, leading the others in search of food. In rare instances, a chief leads their tribe to attack a particularly dangerous predator.

All of a tribes' leaders share one "spell book" made from inscribed flat pieces of shell. This spell book is carried by a specially chosen common flawder. Tribes may also carry 1-20 similar shell books which record histories, legends, and songs. A few flawder carry special or magical items, mostly crafted by their wizard leaders. A flawder may contain gemstones or pearls in its gullet, and their beautiful shells are valued as artistic works.

Flawder are quite tasty, and are therefore hunted by many other races. As a result, flawder are nervous around almost any other aquatic race, but will sometimes associate with tritons, mermen, or aquatic elves.

A typical flawder is 3-1/2 to 4 feet long. It weighs about 60 pounds. A flawder can live for up to 40 years.

Flawder speak a dialect of Aquan in a beautiful, musical tongue.

COMBAT

Flawder prefer to avoid combat, but will fight to defend themselves and their tribe. Only about half of the flawder encountered will be armed, and the others will flee at any sign of trouble, fighting only if cornered.

*A flawder's bite is treated as a secondary attack and adds only half the flawder's Strength bonus to the damage roll.

Water Dependent (Ex): Flawder can survive out of the water for 1 minute per point of Constitution (after that, refer to the drowning rules).

Flawder as Characters
Most flawder leaders are wizards. Flawder clerics can choose any two of the following domains: Good, Knowledge, Magic, and Water.

Flawder characters possess the following racial traits:
  • -4 Dexterity, +2 Constitution.
  • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
  • A flawder's base land speed is 10 feet.
  • Darkvision out to 60 feet and low-light vision.
  • Racial Hit Dice: A flawder begins with one level of magical beast, which provides 1d10 Hit Dice, a base attack bonus of +1 and base saving throw bonuses of Fort +2, Ref +2, and Will +0.
  • Racial Skills: A flawder's magical beast levels give it skill points equal to 4 × (2 + Int modifier). Its class skills are Listen and Spot.
  • Racial Feats: A flawder's magical beast levels give it one feat.
  • +5 natural armor bonus.
  • Automatic Languages: Aquan. Bonus Languages: Common, Draconic, Elven.
  • Favored Class: Wizard.
  • Level Adjustment +0.
Originally appeared in Monstrous Compendium Fiend Folio Appendix (1992).
 
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Monster Junkie
Gray Mold

http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants-39.html

Gray Mold (CR 4)
Gray mold is a dangerous subterranean fungus which primarily grows on the floors of dungeons and caves. The mold has a fuzzy light gray to dark gray color that matches the stone background of subterranean caverns. A DC 20 Spot check or Knowledge (dungeoneering) check is required to notice gray mold in such places. If disturbed, a patch of this mold bursts forth with a cloud of disease-bearing spores. All within 10 feet of the mold must make a DC 15 Fortitude save or be exposed to the disease below.

A patch of gray mold has 5 hit points, spell resistance 16 and vulnerability to light and cold effects. The mold goes dormant for 1d8 minutes if a cold attack penetrates its spell resistance. It also goes dormant while exposed to direct sunlight. It takes 1 point of damage per minute when within a light spell or indirect sunlight, and 1 point of damage per round when within direct sunlight or continual flame.

Gray Mold Spores (Ex): disease - inhalation, Fort DC 15, incubation period 1 minute; damage 1d6 Con.

Unlike normal diseases, gray mold spores continue until the victim reaches Constitution 0 (and dies) or is cured by a remove disease spell (or similar magical effect) or a DC 15 Heal check. A patch of gray mold will grow from the corpse of a creature killed by gray mold spores.

Originally appeared in Ruins of Undermountain II: The Deep Levels (1994).
 
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Monster Junkie
Euglena, Giant

http://www.enworld.org/forum/genera...l-conversion-thread-microscopic-monsters.html

Euglena, Giant
Small Ooze (Aquatic)
Hit Dice: 1d10+4 (9 hp)
Initiative: +0
Speed: Swim 30 ft. (6 squares)
Armor Class: 11 (+1 size), touch 11, flat-footed 11
Base Attack/Grapple: +0/-6
Attack: Slam -1 melee (1d2 acid plus engulf)
Full Attack: Slam -1 melee (1d2 acid plus engulf)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, engulf
Special Qualities: Blind, blindsight 60 ft., ooze traits
Saves: Fort +4, Ref +0, Will -5
Abilities: Str 6, Dex 10, Con 19, Int —, Wis 1, Cha 1
Skills: Swim +11
Feats: —
Environment: Any aquatic
Organization: Solitary or swarm (10–60)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3-4 HD (Medium); 5-8 HD (Large); 9-16 (Huge)
Level Adjustment: —

This oblong blob has a green tint to its mass. It flails about with its single long flagellum.

Euglena are oversized single-celled organisms found in both fresh and salt water, and on damp ground.

Euglena survive primarily by photosynthesis, but supplement this diet by engulfing and digesting small creatures. Euglena are little threat to most humanoids, but halflings and gnomes are small enough to be engulfed by a hungry euglena.

Euglena is a favorite food source of larger water-dwelling creatures. Some monstrous aberrations, as well as the mysterious entity known as Protiston, raise euglena as "food animals."

A typical giant euglena is 1 to 3 feet in diameter and weighs around 100 pounds.

COMBAT

Euglena are attracted to light and exposed food. They will engulf food material up to about the size of a fist. An occasional euglena will also ingest a coin or jewel.

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

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

Engulf (Ex): Although it moves slowly, a euglena can simply mow down creatures up to its own size as a standard action. It also attempts to engulf an opponent it hits with its slam attack. The euglena merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the euglena, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 10 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent's choice) as the euglena moves forward. Engulfed creatures are subject to the euglena's acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +2 racial bonus.

Skills: Giant euglena have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.

Originally appeared in Dragon Magazine #111 (1986).
 
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Monster Junkie
Opossum

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-55.html

Opossum
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +2
Speed: 40 ft. (4 squares), climb 15 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +4 melee (1d3-4)
Full Attack: Bite +4 melee (1d3-4)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Feign death, low-light vision, scent, venom resistant
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 4
Skills: Balance +6, Climb +10, Disguise +2*, Jump +6, Hide +10, Listen +3, Move Silently +2, Spot +3, Swim +6
Feats: Alertness, Weapon Finesse (B)
Environment: Any land
Organization: Solitary, pair, or family (2-8)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This small creature has thick gray fur on its body, and white fur on its head. A long, prehensile tail trails behind it.

Opossums are omnivorous marsupials that can live nearly anywhere they can find food and dry, secure places to den in. An opossum will use a number of dens within its home range, usually making dens in hollow trees and logs, brushpiles or the abandoned lairs of other animals. A nest of leaves and grass is usually made at the den site.

Opossums feed on insects, earthworms, small mammals, fruits, grains, plants, and carrion.

This entry represents the larger species of opossum, about the size of a cat. Such opossums are typically 2 to 3 feet long (up to half of which is tail) and weigh between 2 and 12 pounds.

An opossum familiar grants its master a +2 bonus on saving throws against poison.

COMBAT

If threatened, an opossum will try to escape up a nearby tree or feign death. If cornered, it exhibits a threatening posture, hissing and making low growls. A desperate opossum may bite.

Feign Death (Ex): An opossum can play dead with great accuracy. It lies stiffly on its side and secretes a foul odor, so it looks and smells like a dead animal. Although able to smell, hear, and know what is going on, the opossum is effectively blind while feigning death.

A creature examining the opossum may attempt a Heal or Spot check opposed by the opossum's Disguise check to detect the ruse. The opossum gains a +8 circumstance bonus on Disguise checks to feign death.

Venom Resistant (Ex): Opossums have a +2 racial bonus on saves against poison.

Skills: Opossums have a +4 racial bonus on Balance and Swim checks. Opossums have a +8 racial bonus on Climb checks. They can use their Dexterity modifier instead of their Strength modifier for Climb, Jump and Swim checks.

Originally appeared in Monstrous Compendium Volume Two (1989).
 
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Monster Junkie
Gnasher, Winged

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-65.html

Gnasher, Winged
Large Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +4/+13
Attack: Bite +8 melee (1d8+7)
Full Attack: Bite +8 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pack overrun
Special Qualities: Darkvision 60 ft., gliding, low-light vision, scent
Saves: Fort +7, Ref +6, Will +3
Abilities: Str 21, Dex 15, Con 17, Int 8, Wis 14, Cha 10
Skills: Hide +1, Jump +7, Listen +6, Move Silently +3*, Spot +6, Survival +4*
Feats: Alertness, Track
Environment: Temperate forests and hills
Organization: Solitary, pair, or pack (3-20)
Challenge Rating: 3
Treasure: None
Alignment: Usually chaotic evil
Advancement: 5-12 HD (Large)
Level Adjustment: +2 (cohort) or —

This large canine closely resembles a dog with a bristly tuft of hair between its shoulders. Its eyes that practically burn with hatred and evil. Its wolfish snout has an overabundance of razor-sharp teeth. Thick membranes attached to its forelegs run the length of its body.

Winged gnashers (also known simply as “wings”) are bigger and deadlier than their landlocked cousins. Winged gnashers make their lairs in caves in the rough hills, building crude nests inside from straw and branches. There is usually very little treasure in a gnasher cave, since they have no use for it. They generally leave it on the carcasses of the creatures they kill.

Like their cousins, winged gnashers live in packs. Intrapack struggles are common, as the younger males wish to try their strength against that of their leader. Those who fail are driven from the pack to try and fend for themselves in the wild. Unfortunately for these exiles, most wilderness creatures take the opportunity to eliminate lone gnashers when they can. Griffons and hippogriffs have been known to put aside their differences in order to eliminate gnasher packs.

A typical winged gnasher is 8 to 10 feet long, stands 3 to 4 feet tall at the shoulder, and weighs 500 to 600 pounds. Coloration tends toward dark blacks, greys, and browns.

Gnashers speak their own language, using a combination of barks, growls, and body language.

COMBAT

Winged gnashers use tactics much like their land-based brethren, circling around their prey until it is surrounded, and then closing in with surprising speed. Winged gnashers fly quietly when gliding, and they often try to surprise opponents with diving attacks.

Gliding (Ex): A winged gnasher can use its wings to glide, negating any damage from a fall of any height and allowing travel 20 feet horizontally for every 5 feet of descent. A winged gnasher glides at a speed of 40 feet (clumsy maneuverability). If a winged gnasher falls at least 20 ft vertically and at least 10 ft horizontally, it may make a gliding charge, gaining all the benefits and drawbacks of a charge attack.

Pack Overrun (Ex): A pack of four or more winged gnashers may use the overrun attack. The pack overrun prevents a Huge or smaller opponent from avoiding the overrun and does not provoke an attack of opportunity. In addition, if the pack successfully overruns its opponent the pack may immediately end its movement in the opponent's square and pin the opponent. Pinning in subsequent rounds still requires successful opposed grapple checks.

For the overrun attempt and subsequent grapple checks, treat the gnasher pack as a single Huge creature with strength equal to that of the strongest gnasher in the pack (so that the pack cannot overrun creatures larger than Gargantuan). The gnashers' overrun and grapple checks also receive a bonus equal to the number of gnashers in the pack within reach of their target (that is, up to +4 for targets of Medium size or smaller, up to +8 for Large or Huge targets, or up to +12 for Gargantuan targets). Furthermore, any adjacent gnashers can choose to deal damage with their bite attacks during the grapple.

Skills: A winged gnasher has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks. *A gnasher has a +4 racial bonus on Survival checks when tracking by scent. *When in flight, winged gnashers gain a +6 bonus on Move Silently checks.

Originally appeared in Dragon Mountain (1993).
 
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Monster Junkie
Gray Flatfish

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-10.html

Fish, Gray Flatfish
Diminutive Animal (Aquatic)
Hit Dice: 1/4d8 (1 hp)
Initiative: -1
Speed: Swim 10 ft. (2 squares)
Armor Class: 13 (+4 size, -1 Dex), touch 13, flat-footed 13
Base Attack/Grapple: +0/-16
Attack: —
Full Attack: —
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Poison
Special Qualities: Low-light vision, spiny defense
Saves: Fort +2, Ref +1, Will +1
Abilities: Str 2, Dex 9, Con 11, Int 1, Wis 12, Cha 2
Skills: Hide +12*, Listen +2, Move Silently +0, Spot +2, Swim +4
Feats: Ability Focus (poison)
Environment: Temperate aquatic
Organization: Solitary or school (2-12)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 1 HD (Tiny)
Level Adjustment: —

What at first appeared a granite stone reveals itself as a flat fish, as dozens of inch-long spines arise from its back.

Gray flatfish spend their time on the bottoms of shallow streams. They feed upon algae and drifting refuse.

A gray flatfish grows to about a foot in length an weighs about a pound.

COMBAT

Gray flatfish are nonaggressive, but any pressure upon their back results in the raising of their spines, which inject a venom that causes extreme, debilitating pain.

Poison (Ex): Injury (spines), Fortitude DC 12; initial damage intense pain (-2 penalty on attack rolls, skill checks, and ability checks) for 2d6 minutes; secondary damage intense pain for 2d4 days. The save DC is Constitution-based.

Spiny Defense (Ex): Any creature that hits a gray flatfish in melee with a natural or handheld weapon (but not a reach weapon) must succeed on a DC 11 Reflex save or take 1 point of piercing damage from its many spines and be exposed to its poison. The save DC is Dexterity-based.

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

*A gray flatfish has a +8 racial bonus to Hide checks when lying on mud.

In the Realms
Gray flatfish are primarily found in the River Arkhen running through Archendale.

Originally appeared in Elminster’s Ecologies (1994).
 

Shade

Monster Junkie
Paramecium, Giant

http://www.enworld.org/forum/genera...l-conversion-thread-microscopic-monsters.html

Paramecium, Giant
Small Ooze (Aquatic)
Hit Dice: 1d10+4 (9 hp)
Initiative: +0
Speed: Swim 20 ft. (4 squares)
Armor Class: 11 (+1 size), touch 11, flat-footed 11
Base Attack/Grapple: +0/+2
Attack: Slam -1 melee (1d2 acid plus attach)
Full Attack: Slam -1 melee (1d2 acid plus attach)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, attach, sticky threads
Special Qualities: Blind, blindsight 60 ft., ooze traits
Saves: Fort +4, Ref +0, Will -5
Abilities: Str 6, Dex 10, Con 19, Int —, Wis 1, Cha 1
Skills: Swim +11
Feats: —
Environment: Any aquatic
Organization: Solitary or swarm (10–60)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3-4 HD (Medium); 5-8 HD (Large); 9-16 (Huge)?
Level Adjustment: —

This oblong blob is covered in tiny cilia.

Giant paramecium are oversized single-celled organisms found in both fresh and salt water, most commonly in lakes and ponds.

A typical giant paramecium is 1 to 3 feet in diameter and weighs around 100 pounds.

COMBAT

A giant paramecium is attracted to food particles, attempting to attach itself to organic matter and dissolve it with its acid.

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

Attach (Ex): If a giant paramecium hits with a touch attack, it uses its sticky threads to latch onto the opponent’s body. An attached paramecium is effectively grappling its prey. The giant paramecium loses its Dexterity bonus to AC and has an AC of 11, but holds on with great tenacity.

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

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

Sticky Threads (Ex): The sticky threads covering a giant paramecium hold fast creatures or items that touch it. Giant paramecium have a +8 racial bonus on grapple checks (already figured into statistics above) and disarm checks due to their sticky threads.

A weapon that strikes a giant paramecium is stuck fast unless the wielder succeeds on a DC 14 Reflex save. Prying off a stuck weapon requires a DC 14 Strength check. The save DC is Constitution-based.

Oil, vinegar, wine, or other solvents dissolve the giant paramecium's sticky threads; the creature requires 10 minutes to renew its adhesive coating if doused with oil. The substance breaks down 1d4+1 hours after the creature dies.

Skills: Giant paramecium have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.

Originally appeared in Dragon Magazine #111 (1986).
 
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Shade

Monster Junkie
Death Mold

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-65.html

Death Mold
Medium Plant
Hit Dice: 9d8+36 (76 hp)
Initiative: +0
Speed: 10 ft. (2 squares)
Armor Class: 11 (+1 natural), touch 10, flat-footed 11
Base Attack/Grapple: +6/+6
Attack: Slam +7 melee (1d6 plus 1d6 acid)
Full Attack: Slam +7 melee (1d6 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, caustic spores, engulf
Special Qualities: Blind, blindsight 60 ft., immunity to magic
Saves: Fort +10, Ref +3, Will +5
Abilities: Str 11, Dex 11, Con 19, Int 2, Wis 11, Cha 10
Skills: Hide +8, Move Silently +8
Feats: Ability Focus (engulf), Iron Will, Stealthy, Weapon Focus (slam)
Environment: Any underground
Organization: Solitary or patch (2-3)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10–16 HD (Medium); 17–27 HD (Large); 28-40 HD (Huge)
Level Adjustment: —

A large patch of mold colored in swirls and spots of green, gray, and brown slowly begins to creep toward you.

Death mold is an ambulatory subterranean plant. It spends its time slowly inching its way along cavern floors and walls in search of food.

A typical death mold is 6 feet diameter and weighs 1,600 pounds.

COMBAT

Death mold slowly often lurks on ceilings, waiting to release its cloud of spores on victims below.

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

Caustic Spores (Ex): A death mold can release a cloud of caustic spores up to 6 times daily. Anyone within 30 feet of the death mold must make a DC 18 Fortitude save or take 2d6 points of Constitution damage and fall into a fit of coughing, choking, and sneezing which stuns them for 1d4 rounds. A successful saving throw halves the damage and negates the stunning. The save DC is Constitution-based.

Engulf (Ex): Although it moves slowly, a death mold can simply mow down Medium or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The death mold merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the mold, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 17 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the death mold moves forward. Engulfed creatures are subject to the death mold's acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.

Immunity to Magic (Ex): A death mold is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

Cure wounds spells stun a death mold for 1d2 rounds per spell level (or slows it on a successful Fort save).

A delay poison spell dazes a death mold for 1d10 rounds (or slows it on a successful Fort save).

A neutralize poison or heal spell kills a death mold instantly on a failed Fortitude save.

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

Monster Junkie
Wiwaxia

http://www.enworld.org/forum/general-monster-talk/294285-converting-prehistoric-creatures-13.html

Wiwaxia
Small Vermin (Aquatic)
Hit Dice: 2d8+4 (13 hp)
Initiative: -2
Speed: 5 ft. (1 square), climb 5 ft.
Armor Class: 18 (+1 size, -2 Dex, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +1/-3
Attack: Bite +2 melee (1d8)
Full Attack: Bite +2 melee (1d8)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spines
Special Qualities: Damage reduction 2/-, vermin traits
Saves: Fort +5, Ref -2, Will +0
Abilities: Str 10, Dex 6, Con 15, Int —, Wis 10, Cha 3
Skills: Climb +8
Feats: —
Environment: Any aquatic
Organization: Solitary or cluster (2-4)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: —

This three-foot creature has a square-sided elliptical body covered in hard, scaly plates. Seven pairs of long, bladelike spines run down each side of its body. It oozes along like a slug.

Wiwaxia is a primitive marine vermin. It spends most of its time crawling across the muddy ocean floor looking for food.

Wiwaxia are primarily scavengers, but devour live prey if given the chance. Wiwaxia have a backwards-slanted mouth hidden beneath their body, just in front of their slug-like foot. Folded inside this mouth are two or three flexible rows of conical teeth. The wiwaxia can push these jaws out of its mouth to scrape away food.

A wiwaxia is 3 feet long and weighs 50 pounds or more.

COMBAT

Wiwaxia crawl toward anything that smells edible and then bites with powerful snaps of its tooth-rows..

Spiny Defense (Ex): Melee combat with a wiwaxia is dangerous. An opponent who attacks a wiwaxia with a melee weapon that does not have reach must succeed on a DC 13 Reflex save or be struck by a spine and take 1d10 piercing damage. The save DC is Constitution-based.

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

Originally appeared in Dragon Magazine #204 (1994).
 
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Shade

Monster Junkie
Leech, Psionic

http://www.enworld.org/forum/general-monster-talk/201788-converting-psionic-creatures-49.html

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

This leech has a distinctive bluish tinge to its rubbery black hide.

Psionic leeches drain mental energy in much the same way that magical leeches drain magical energy. They prefer wetlands like swamps and marshes, but can also be found in open ponds, wet grasses, or slow-moving streams.

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

A psionic leech is 6 to 12 inches long and weighs less than a pound. A faint aura of crimson light surrounds it in darkness.

COMBAT

Psionic leeches hide in water or undergrowth until a psionic creature passes nearby, they then try to attach themselves to the psionic creature and drain psionic power points until their victim has no psionic power points left or the leech can absorb no more. The leech then drops off and processes its meal.

If a psionic leech is attacked it defends itself with its concussive blast power.

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

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

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

Concussion Blast (Ps): A psionic leech with a pool of power points can use concussion blast as the psionic power as long as it has 3 power points available, and it may augment the power if it has additional power points. Manifester level 10th.

Detect Psionics (Ps): Detect psionics is always active upon a psionic leech. This functions as the power of the same name, except it only detects psionic creatures. It can be dispelled, but the psionic leech can reactivate it as a free action. Manifester level 10th.

Power Drain (Ps): As a free action, a psionic leech can drain psionic energy at a range of 1 foot. The leech can drain 1 power point per minute from a single character with a psionic power point reserve. A psionic leech gains a pool of power points equal to the points drained from other characters; power points remain in the leech's pool for 8 hours (see Concussion Blast, above). A psionic leech can hold up to 10 power points in its pool; if it exceeds this limit the leech reproduces (see Spawn, below). The victim is normally unaware of the power point drain, but can make a DC 14 Will save each minute to negate the drain and become aware of the drain attempt. This ability is the equivalent of a 4th-level power. The save DC is Charisma-based.

Spawn (Ex): If a psionic leech gains a pool of more than 10 power points the leech crawls away to the nearest wet, sheltered spot and gives birth to 1d6 more psionic leeches. This process takes 3d4 days and empties the leech's power point pool.

Skills: Psionic leeches have a +4 racial bonus on Hide checks. A psionic leech has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Psionic leeches use either their Strength modifier or Dexterity modifier for Swim checks, whichever is higher.

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

Concussion Blast (Ps): A psionic leech swarm with a pool of power points can use concussion blast as the psionic power as long as it has 3 power points available, and it may augment the power if it has additional power points. Manifester level 10th.

Detect Psionics (Ps): Detect psionics is always active upon a psionic leech swarm. This functions as the power of the same name, except it only detects psionic creatures. It can be dispelled, but the psionic leech swarm can reactivate it as a free action. Manifester level 10th.

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

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

Power Drain (Ps): A psionic leech swarm can drain psionic energy. As a free action, the swarm can drain 1d3 power points per round from all characters with a psionic power point reserve in its space. A psionic leech swarm gains a pool of power points equal to the points drained from other characters; power points remain in the swarm's pool for 8 hours (see Concussion Blast, above). A psionic leech swarm can hold an infinite number of power points in its pool. The victim is normally unaware of the power point drain, but can make a DC 14 Will save each round to negate the drain and become aware of the drain attempt. This ability is the equivalent of a 4th-level power. The save DC is Charisma-based.

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