Creature Catalog new 3.5 conversions (Part Two)

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Monster Junkie
Ooze, Flareater

http://www.enworld.org/forum/genera...conversion-thread-finishing-off-oozes-48.html

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

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

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

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

COMBAT

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

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

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

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

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

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

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

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

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

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

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Shade

Monster Junkie
Crab, Giant Sand

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

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

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

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

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

COMBAT

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

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

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

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

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

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

Shade

Monster Junkie
Nay-Churr

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

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

Desc.

Flavor text.

COMBAT

Tactics.

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

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

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

Originally appeared in Monstrous Compendium Spelljammer Appendix (1990).
 
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Shade

Monster Junkie
Hek

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

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

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

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

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

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

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

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

COMBAT

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

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

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

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

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

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

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

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

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

Originally appeared in UK6 – All That Glitters (1984).
 
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Shade

Monster Junkie
Swarm, Monstrous Crab

http://www.enworld.org/forum/genera...verting-oriental-adventures-creatures-66.html

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

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

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

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

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

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

COMBAT

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

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

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

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

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

Shade

Monster Junkie
Spider, Xakhun, Leaping Sword Spider

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

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

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

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

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

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

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

COMBAT

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

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

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

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

Originally appeared in Dragon Magazine #244 (1998).
 

Shade

Monster Junkie
Quakedancer

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

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

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

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

Desc.

Flavor text.

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

COMBAT

Tactics.

Quakedance (?): Stuns?

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

Originally appeared in Dragon Magazine #180 (1992).
 
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Shade

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

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

This raven is the size of a small human.

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

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

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

COMBAT

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

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

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

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

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

Shade

Monster Junkie
Turtle, Sea

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

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

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

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

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

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

COMBAT

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

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

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

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

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

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

COMBAT

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

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

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

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

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

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

Originally appeared in Dragon Magazine #112 (1986) as "Marine Chelonians".
 

Shade

Monster Junkie
Ooze, Silver Slime

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

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

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

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

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

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

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

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

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

COMBAT

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

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

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

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

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

COMBAT

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

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

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

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

Improved Grab (Ex): To use this ability, a silver slime slug must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and deals damage automatically every round. Silver slime slugs have a +4 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

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

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

Originally appeared in SJA1 - Wildspace (1991).
 

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