Creature Catalog new 3.5 conversions

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BOZ

Creature Cataloguer
Welcome, folks! This thread exits to showcase the new 3.5E conversions for the Creature Catalog. These monsters came from various discussion threads, and each monster will have a link posted to the appropriate thread. This thread will be closed, but feel free to comment on any creature posted here in the appropriate discussion thread.
 

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BOZ

Creature Cataloguer
Rapper

http://www.enworld.org/forums/showthread.php?t=66479

Rapper
Medium Undead (Dwarf)
HD: 4d12 (26 hp)
Initiative: +2
Speed: 25 ft (5 squares)
AC: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +2/+5
Attack: Heavy pick +5 melee (1d6+3/20/x4 plus disorient) or slam +5 melee (1d6+3 plus disorient)
Full Attack: Heavy pick +5 melee (1d6+3/20/x4 plus disorient) or slam +5 melee (1d6+3 plus disorient)
Space/Reach: 5 ft/5 ft
Special Attacks: Disorient, rapping
Special Qualities: Damage reduction 5/silver, dwarf traits, immunity to cold, invisibility, undead traits
Saves: Fort +1 Ref +3 Will +4
Abilities: Str 16 Dex 15 Con --- Int 10 Wis 10 Chr 13
Skills: Appraise +4, Climb +6, Escape Artist +5, Hide +7, Jump +6, Listen +3, Profession (miner) +4, Spot +3
Feats: Ability Focus (rapping), Power Attack

Environment: Underground
Organization: Solitary or gang (1-4)
Challenge Rating: 4
Treasure: Standard coins, double items, standard goods
Alignment: Always neutral evil
Advancement: 5-12 HD (Medium)
Level Adjustment: ---

The source of the tapping appears to be a dwarf, with pale skin that you can almost see through and soulless eyes. It wears filthy, dust-covered rags and carries a well-worn heavy pick.

A rapper is an undead dwarf, believed to be a cursed thief or assassin who died in the act of attempting to steal something. Rappers appear to be pale-skinned dwarves with semi-translucent skin, dressed in rags. They usually carry weapons or tools of the mining trade. These beings typically inhabit old mines and caverns, preferably underground. They guard their victims’ remains, hiding the bodies and magic items under rubble or elsewhere in the lair.

COMBAT
When a rapper is aware of a victim in his tunnels, he will hide invisibly in a small corner and rap against the tunnel walls with his tools or weapons. They wait patiently there, driving their victims insane and luring them to their doom.

If the rapper is discovered and attacked, it responds in a wild, demented manner. It howls and shrieks loudly as it attacks, trying to draw other monsters to fight the characters so that it can make its escape.

Disorient (Su): A creature struck by any of the rapper’s melee attacks (slam or manufactured weapons) must make a Will saving throw (DC 13) or become totally lost and unable to find its way for 24 hours. During this time the character will be unable to tell directions and must be led by hand or by force. It is considered to automatically fail all Survival checks to determine direction or to track a creature, and it cannot find its way out of a maze or similar spell. The save DC is Charisma-based.

Rapping (Su) Rappers can make a constant, rhythmic tapping sound with their tools or weapons. This sound carries in a 120-foot radius throughout underground corridors and rooms. The noise is never very loud, but is annoying to listen to and will increase the DC of Listen checks by +5. Use of this ability is a standard action, and rappers can keep up their tapping for an infinitely long duration.

After listening to this tapping sound for an hour, a humanoid victim must make a Will saving throw (DC 15), or develop monomania. Characters that have not yet contracted monomania must roll another Will save after every consecutive hour of hearing the rapping. This is a sonic mind-affecting effect. The save DC is Charisma-based.

A character with monomania will seem absolutely normal until presented with an interesting idea, goal, or similar purpose. The character must roll another Will save (DC 15) or become obsessed with the accomplishment of this purpose, thinking of nothing else until he accomplishes this fixed end, even becoming hostile to anyone not fully cooperating with this goal. Once this goal is accomplished, the character becomes uninterested in any sort of undertaking, becoming lethargic and bored with everything. Whenever a character with monomania does not have a purpose to fixate on (either because he has not had one yet, or has accomplished the one he had), he will need to roll a Will save every time he encounters a new possible goal or become obsessed with this new goal.

Characters suffering from monomania may also develop kleptomania if they fail an additional Will save (DC 13). Such a character feels an uncontrollable urge to steal any small objects available. An afflicted creature will secretly attempt to pocket small items, regardless of the item’s worth, at every available opportunity. The character must make a Sleight of Hand check (or a simple Dex check, if he does not have that skill) at a –4 penalty, due to the overpowering compulsion to steal immediately. The victim cannot control this impulse and will lie to gain an opportunity to steal or to avoid being caught.

Monomania and kleptomania can be cured with a single remove curse spell.

Dwarf Traits (Ex): Rappers possess the following racial traits.
• A rapper’s land speed is 25 feet. However, rappers can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
• Stonecunning: This ability grants a rapper a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A rapper who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a rapper can use the Search skill to find stonework traps as a rogue can.. A rapper can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Rappers have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
• Weapon Familiarity: Rappers treat dwarven waraxes and dwarven urgoshes (see Chapter 7 of the Player’s Handbook) as martial weapons, rather than exotic weapons.
• Stability: Rappers are exceptionally stable on their feet. A rapper has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
• +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
• +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
• +2 racial bonus on Appraise checks that are related to stone or metal items.
• +2 racial bonus on Craft checks that are related to stone or metal.

Invisibility (Sp): Rappers can become invisible, as the invisibility spell, twice per day for a total of 6 minutes each time.

Originally found in Dragon Magazine #58 (“The Gods of the Dwarves,” February 1982, Roger Moore).
 
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BOZ

Creature Cataloguer
Feral Slasher

http://www.enworld.org/forums/showthread.php?t=66584

Feral Slasher
Small Magical Beast
HD: 2d10+4 (15 hp)
Initiative: +5
Speed: 60 ft (12 squares)
AC: 18 (+1 size, +5 Dex, +2 natural), touch 16, flat-footed 13
Base Attack/Grapple: +2/-3
Attack: Claw +8 melee (1d4-1) or bite +8 (1d6-1)
Full Attack: Bite +8/+6 melee (1d6-1) and 2 claws + 6 melee (1d4-1)
Space/Reach: 5 ft/5 ft
Special Attacks: Feral fury
Special Qualities: Darkvision 60 ft, low-light vision, scent
Saves: Fort +6 Ref +9 Will -1
Abilities: Str 8 Dex 21 Con 14 Int 2 Wis 8 Chr 14
Skills: Listen +1, Spot +2
Feats: Multiattack (B), Weapon Finesse

Environment: Any land and underground
Organization: Solitary or pair
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: ---

This slavering, hairy beast looks somewhat like a miniature hyena, but its razor-sharp teeth and the crazed look in its eyes hint at something much more feral. Standing on its hind legs, it almost looks like a small gnoll.

The feral slasher is a furry little killing machine. This savage beast resembles a miniature hyena with oversized hind legs. It can stand on its hind legs, making it look more fearsome than one would expect from something so small. This mammalian carnivore lives for little else besides eating.

A feral slasher is 3 feet tall at the shoulders and weighs around 40 pounds.

COMBAT
This beast relies on its blinding speed and ferocity to terrify its prey. This dull-witted creature will attack anything entering its territory, regardless of the size of its victim. It is very slow to respond to the unexpected, and may not react to a change in the situation until the following round. A feral slasher will usually choose one target, and continue to attack with powerful jaws and razor-sharp claws until the prey is killed, or kills the slasher.

Feral Fury (Ex): Any creature struck by the feral slasher's natural attacks must succeed on a Will save (DC 13) or become panicked for two rounds. If the first save was successful, the victim must then make another Will save (DC 13) or be stunned for one round. After the first successful attack from a feral slasher, that victim is immune to this effect for the remainder of the encounter. The save DC is Charisma-based.

Originally found in module C3 - The Lost Island of Castanamir (1984, Ken Rolston).
 
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BOZ

Creature Cataloguer
Hyaenodon

http://www.enworld.org/forums/showthread.php?t=67093

Hyaenodon
Large Animal
Hit Dice: 5d8+20 (42 hp)
Initiative: +3
Speed: 50 ft (10 squares)
AC: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+13
Attack: Bite +8 melee (1d8+6)
Full Attack: Bite +8 melee (1d8+6)
Space/Reach: 10 ft/5 ft
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +8 Ref +7 Will +2
Abilities: Str 22 Dex 17 Con 18 Int 2 Wis 13 Chr 6
Skills: Hide +4*, Listen +5, Spot +4
Feats: Alertness, Run, Track (B)

Environment: Warm plains and deserts
Organization: Solitary or pack (2-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: ---

This immense canine resembles a giant hyena, but its fur is golden like a lion's. Its piercing gaze and drooling leer add to its feral appearance.

The hyaenodon is a large hunter and scavenger of the Pleistocene era that resembles the modern hyena. The name is a misnomer though, as the two beasts are not actually related at all. This carnivore has markings similar to hyenas, but the dominant coloration is more tawny. Its shaggy coat usually has brown and black stripes or spots. Though they probably have more in common with cats than canines, their behavior and temperament are very similar to that of hyenas.

Gnolls often use a pack of hyaenodons as guard animals for their lair.

A hyaenodon is about 8 feet long and weighs around 750 pounds.

COMBAT
Hyaenodons fight in a similar manner to hyenas, attacking foes with their savage bites. Packs of hyaenodons are satisfied to devour one Medium sized prey every day. Their size allows them to take on larger prey such as buffalo, oxen, and even elephants. Hyaenodons fear fire, and if struck with open flame they will retreat to tend to their wounds.

Trip (Ex): A hyaenodon that hits with its bite attack can attempt to trip the opponent (+8 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 hyaenodon

Skills: * Hyaenodons have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.

Originally found in the first edition Monster Manual (1977, Gary Gygax), Monstrous Compendium MC1 (1989), and Monstrous Compendium Annual Two (1995).
 
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BOZ

Creature Cataloguer
Iron Man

http://www.enworld.org/forums/showthread.php?t=66584

Iron Man
Small Construct
HD: 4d10+10 (28 hp)
Initiative: +4
Speed: 30 ft (6 squares)
AC: 25 (+1 size, +4 Dex, +10 natural), touch 15, flat-footed 21
Base Attack/Grapple: +3/+2
Attack: Slam +7 melee (1d10+3)
Full Attack: Slam +7 melee (1d10+3)
Space/Reach: 5 ft/5 ft
Special Attacks: Breath weapon
Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft, immunity to magic, low-light vision
Saves: Fort +1 Ref +2 Will +1
Abilities: Str 17 Dex 18 Con --- Int --- Wis 11 Chr 1
Skills: ---
Feats: ---

Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Small); 9-12 HD (Medium)
Level Adjustment: ---

What first appeared to be a 3-foot tall statue of an armored figure begins to move, revealing it to be a little automaton.

The iron man is essentially little more than a miniature iron golem. It even looks like a replica of a normal golem, and could be confused easily as a statue or a fake golem. An iron man is only 3 feet tall, and weighs 1250 pounds.

COMBAT
An iron man functions in combat in the same way as an iron golem, though it is less formidable. It is much faster however, and is able to fit into smaller spaces that a regular-sized golem would have trouble with.

Breath Weapon (Su): 5-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d2 Con, secondary damage 1d6 Con, Fortitude DC 12 negates. The save DC is Constitution-based.

Immunity to Magic (Ex): An iron man 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.

A magical attack that deals electricity damage slows an iron man (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron man hit by a fireball gains back 6 hit points if the total damage is 18 points. An iron man gets no saving throw against fire effects.

An iron man is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

CONSTRUCTION
An iron man’s body is sculpted from 1,250 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 2,500 gp. Assembling the body requires a DC 13 Craft (armorsmithing) check or a DC 13 Craft (weaponsmithing) check.

CL 16th; Craft Construct (see page 303 in the 3.5 Monster Manual), cloudkill, geas/quest, limited wish, polymorph any object, caster must be at least 16th level; Price 25,000 gp; Cost 15,000 gp + 900 XP.

Originally found in module C3 - The Lost Island of Castanamir (1984, Ken Rolston).
 
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BOZ

Creature Cataloguer
Ghuuna (template)

http://www.enworld.org/forums/showthread.php?t=66479

Ghuuna

Ghuuna are related to gnolls in much the same way that lycanthropes are related to other types of humanoids. However, ghuuna are a modified type of quasi-lycanthropy created by the demon lord Yeenoghu that affects only gnolls, causing them to shapechange into a hyaenodon form.

In humanoid form, ghuuna appear to be bulky gnolls. In this form they typically shun armor and usually carry swords as weapons, but this varies per individual. In hyaenodon form, ghuuna can deliver a crushing bite that inflicts a condition called "ghuunism" among their peers in the same manner that lycanthropy is spread.

Ghuuna sometimes live among and work with gnolls. Only gnoll shamans and strong chieftains have more clout in a gnoll band than ghuuna do. Female ghuuna are nearly the only respected females in a gnoll band. Ghuuna keep slaves as gnolls do. They rarely intentionally infect other gnolls, considering their condition as a point of pride.

Ghuuna speak Gnoll.


SAMPLE GHUUNA

Here is an example of a ghuuna using a gnoll as the base creature and a hyaenodon as the base animal.

Ghuuna, Gnoll Form
Medium Humanoid (Gnoll, Shapeshifter)
HD: 2d8+2 plus 5d8+20 (58 hp)
Initiative: +0
Speed: 30 ft (6 squares)
AC: 17 (+3 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 17
Base Attack/Grapple: +4/+6
Attack: Battleaxe +3 melee (1d8+2/X3) or shortbow +1 ranged (1d6/X3)
Full Attack: Battleaxe +3 melee (1d8+2/X3) or shortbow +1 ranged (1d6/X3)
Space/Reach: 5 ft/5 ft
Special Attacks: ---
Special Qualities: Alternate form, damage reduction 5/cold iron or magic, darkvision 90 ft, hyena empathy, immune to silver, low-light vision, scent
Saves: Fort +8 Ref +4 Will +1
Abilities: Str 15 Dex 10 Con 13 Int 8 Wis 13 Chr 8
Skills: Hide +3, Listen +5, Spot +6
Feats: Alertness, Iron Will (B), Power Attack, Run, Track (B)

Environment: Warm plains
Organization: Solitary, pack (2-5 plus 1-2 hyenas or 1 hyaenodon per ghuuna), or band (1-10 ghuuna plus 10-100 gnolls)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4


Ghuuna, Hyaenodon Form
Large Humanoid (Gnoll, Shapeshifter)
HD: 2d8+2 plus 5d8+25 (58 hp)
Initiative: +3
Speed: 50 ft (10 squares)
AC: 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
Base Attack/Grapple: +4/+16
Attack: Bite +11 melee (1d8+8)
Full Attack: Bite +11 melee (1d8+8)
Space/Reach: 10 ft/5 ft
Special Attacks: Disease, ghuunism, trip
Special Qualities: Alternate form, damage reduction 5/cold iron or magic, darkvision 90 ft, hyena empathy, immune to silver, low-light vision, scent
Saves: Fort +12 Ref +7 Will +3
Abilities: Str 27 Dex 16 Con 21 Int 8 Wis 13 Chr 8
Skills: Hide +6*, Listen +5, Spot +6
Feats: Alertness, Iron Will (B), Power Attack, Run, Track (B)

Environment: Warm plains
Organization: Solitary, pack (2-5 plus 1-2 hyenas or 1 hyaenodon per ghuuna), or band (1-10 ghuuna plus 10-100 gnolls)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4

This bulky humanoid is much taller than a human. It has gray skin, a furry body, and a hyena-like with a reddish-gray mane. A savage intensity burns in its eyes.

Ghuunas in gnoll form are larger than average gnolls, and tend to intimidate their lesser cousins. This sample ghuuna stands 8 feet tall and weighs 350 pounds.

COMBAT
In animal form, ghuuna attack foes with their savage bite, trying to infect them with disease. In either form, ghuuna fight like a pack, using numbers to their advantage.

Alternate Form (Su): A ghuuna can assume the form of a hyaenodon.

Disease (Ex): Red ache; bite, Fortitude DC 15, incubation period 1d3 days, damage 1d6 Strength. The save DC is Constitution-based. Humanoids with the gnoll subtype are unaffected by this disease; instead, they are subject to ghuunism (see below).

Ghuunism (Su): Any humanoid with the gnoll subtype hit by a ghuuna's bite attack in animal form must succeed on a DC 15 Fortitude save or contract ghuunism. If the victim’s size is not within one size category of the ghuuna the victim cannot contract ghuunism from that ghuuna. Unlike lycanthropes and the curse of lycanthropy, afflicted ghuuna can pass on ghuunism.

Hyena Empathy (Ex): Communicate with hyenas, dire hyenas, and hyaenodons, and a +4 racial bonus on Charisma based checks against hyenas, dire hyenas, and hyaenodons.

Trip (Ex): A ghuuna that hits with its bite attack can attempt to trip the opponent (+11 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 hyaenodon

Skills: *In hyaenodon form, a ghuuna has a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.




CREATING A GHUUNA
“Ghuuna” is an acquired template that can be added to any humanoid with the gnoll subtype (referred to hereafter as the base creature). Becoming a ghuuna 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 ghuuna takes on the characteristics of a hyaenodon (referred to hereafter as the base animal).
A ghuuna 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 ghuuna has in each form.

Speed: Same as the base creature or base animal, depending on which form the ghuuna is using.

Armor Class: The base creature’s natural armor bonus increases by +2 in both forms.

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

Attacks: Same as the base creature or base animal, depending on which form the ghuuna is using.

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

Special Attacks: A ghuuna 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 ghuuna spellcaster cannot cast spells with verbal, somatic, or material components while in animal form.
Disease (Ex): Red ache—bite, Fortitude DC 15, incubation period 1d3 days, damage 1d6 Strength. The save DC is Constitution-based. Humanoids with the gnoll subtype are unaffected by this disease; instead, they are subject to ghuunism (see below).
Ghuunism (Su): Any humanoid with the gnoll subtype hit by a ghuuna's bite attack in animal form must succeed on a DC 15 Fortitude save or contract ghuunism. If the victim’s size is not within one size category of the ghuuna the victim cannot contract ghuunism from that ghuuna. Unlike lycanthropes and the curse of lycanthropy, afflicted ghuuna can pass on ghuunism.

Special Qualities: A ghuuna retains all the special qualities of the base creature and the base animal, and also gains those described below.
Alternate Form (Su): A ghuuna can shift into animal form as though using the polymorph spell on itself, though its gear is not affected, it does not regain hit points for changing form, and only the specific animal form indicated for the ghuuna can be assumed. 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.
Changing to or from animal form is a standard action. A slain ghuuna reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however. Ghuunas find this ability difficult to control (see Lycanthropy as an Affliction, 3.5 Monster Manual page 178).
Damage Reduction (Ex): A ghuuna in any form has damage reduction 5/cold iron or magic.
Darkvision (Ex): A ghuuna has darkvision at a range of 90 feet in any form.
Hyena Empathy (Ex): In any form, ghuuna can communicate and empathize with normal hyenas, dire hyenas, or hyaenodons. 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.”
Immunity to Silver (Ex): A ghuuna takes no damage from silver weapons of any type.
Low-Light Vision (Ex): A ghuuna has low-light vision in any form.
Scent (Ex): A ghuuna 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 ghuuna gain +2 to Wisdom. In addition, when in animal form, a ghuuna's physical ability scores improve as follows: Str +12, Dex +6, and Con +8.

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

Skills: A ghuuna gains skill points equal to (2 + Int modifier, minimum 1) per hit dice (5) 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 (Hide, Listen, and Spot) is a class skill for the ghuuna’s animal form. In any form, a ghuuna also has any racial skill bonuses of the base creature and of the base animal. In hyaenodon form, a ghuuna has a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.

Feats: Add the base animal’s feats (Alertness, Run, Track) to the base creature’s. If this results in a ghuuna having the same feat twice, the ghuuna 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 ghuuna 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 ghuuna cannot meet the prerequisites for all its feats when in humanoid form. If this occurs, the ghuuna still has the feats, but cannot use them when in humanoid form. A ghuuna receives Iron Will as a bonus feat.

Environment: Same as either the base creature or base animal.

Organization: Solitary, pack (2-5 plus 1-2 hyenas or 1 hyaenodon per ghuuna), or band (1-10 ghuuna plus 10-100 gnolls).

Challenge Rating: By class level or base creature, +3.

Treasure: Standard.

Alignment: Usually chaotic evil.

Advancement: By character class.

Level Adjustment: Same as the base creature +3. In addition, a ghuuna’s character level is increased by the number of racial Hit Dice the base animal has (5).


Originally found in Dragon Magazine #89 (“Creature Catalog”, September 1984, Tomas Willis).
 
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BOZ

Creature Cataloguer
Colchiln

http://www.enworld.org/forums/showthread.php?t=66584

Colchiln
Small Outsider (Evil, Extraplanar)
Hit Dice: 4d8+8 (26 hp)
Initiative: +3
Speed: 25 ft (5 squares)
Armor Class: 16 (+1 size, -1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +4/+5
Attack: Claw +10 melee (2d4+5)
Full Attack: 2 claws +10 melee (2d4+5)
Space/Reach: 5 ft/5 ft
Special Attacks: ---
Special Qualities: Darkvision 60 ft, damage reduction 5/cold iron or good, fearless, spell resistance 15
Saves: Fort +6 Ref +3 Will +5
Abilities: Str 21 Dex 9 Con 14 Int 6 Wis 12 Chr 4
Skills: Climb +7, Hide +11, Listen +7, Move Silently +14, Spot +7, Survival +8
Feats: Improved Initiative, Power Attack

Environment: Any evil-aligned plane
Organization: Solitary, pair, or legion (2-16)
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral evil
Advancement: 5-8 HD (Small); 9-12 HD (Medium)
Level Adjustment: +4

This four-foot tall bipedal creature is bloated and has scaled ebony skin. Its arms end in four-fingered claws, and its lidless white eyes bulge out of its head. A red forked serpent’s tongue darts out of its toothless maw.

The colchiln are strange little fiends that exist to serve and follow powerful evil beings. Many scholars assume that colchiln are somehow created from the lesser planar beings known as larva, though whether night hags, yugoloths, or some other master makes them is a mystery. They are sometimes sent to the Material plane to assist and aid demons, devils, and other fiends. They are usually found among major concentrations of evil, such as underground mountain caves that extend far into the earth, as well as deep dungeons where they aid in abominable rites to evil horned gods. Colchiln are incapable of creative and independent thought, but have a good memory and always explicitly follow the orders their masters give them. Colchiln most often serve as soldiers in subterranean wars, being mixed into legions of other evil beings.

A colchiln is a biped with black, scaly skin. Its serpentine tongue is sensitive to things that its skin doesn’t feel, and usually hang out of its mouth as the creature walks. Both hands have four fingers each with claws as hard as metal.

The colchiln is 4 feet tall and weights 60 pounds.

COMBAT
Colchiln prefer to ambush their enemies, and attack from surprise. They are surprisingly strong for such small creatures, and their claws are iron-hard (or hard as adamantine in larger specimens). They are very clumsy, but always try to attack their foes for the maximum amount of damage that they can deal. They are truly fearless and always fight to the death.

Fearless (Su): A colchiln is immune to fear, magical and otherwise.

Skills: A colchiln is surprisingly subtle in its movements, and receives a +6 racial bonus to Move Silently checks.

Originally found in module WG5 - Mordenkainen's Fantastic Adventure (1984, Robert J. Kuntz and Gary Gygax).
 
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BOZ

Creature Cataloguer
Alcor

http://www.enworld.org/forums/showthread.php?t=66479

Alcor
Medium Humanoid (Reptilian)
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: 25 ft (5 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Claw +4 melee (1d3+1); or longspear +3 melee (1d8+1); or dart +4 ranged (1d4+1)
Full Attack: Tail slap +4 melee (3d4+1); or 2 claws +4 melee (1d3+1) and bite +2 melee (1d4+1); or longspear +3 melee (1d8+1); or dart +4 ranged (1d4+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Downhill charge, tail sweep
Special Qualities: Arctic adaptation, skiing
Saves: Fort +2 Ref +5 Will +0
Abilities: Str 13 Dex 15 Con 13 Int 4 Wis 8 Chr 10
Skills: Balance +7, Jump +8, Listen +1
Feats: Multiattack, Weapon Finesse

Environment: Cold hills and mountains
Organization: Solitary, pair, or band (2-8)
Challenge Rating: 2
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

This tall humanoid looks like a cross between a powerfully built human and a pale-scaled lizard. Its most distinguishing feature is its large, flat tail.

The alcor is distantly related to lizardfolk, and has adapted itself to life in a frigid climate. The alcor is sometimes known as “the skier” due to its ability to balance on its tail and glide down snow-covered hills. Alcors otherwise only walk for short distances or if navigating flat terrain or going uphill.

Most alcors are not very bright, and concern themselves primarily with finding food. A few groups of alcor are of superior intelligence to their common cousins (Int 9), and have learned to fashion crude weapons from sharp stones and wood. These two types of alcor do not generally cooperate with or live near each other, but they will combine forces briefly against a common enemy.

An alcor is usually 6 to 7 feet tall with white or pale blue scales. It can stand and balance on its large, flat tail which is 3 to 4 feet long, and nearly 2 feet wide. An alcor can weigh from 200 to 250 pounds.

Alcors speak Draconic.

COMBAT
An alcor charges headlong into combat, attacking with its razor-sharp claws and bite. Its strong tail also makes an effective weapon for knocking foes off their feet, but this attack can only be used when the alcor is not skiing on it. If it knocks down an opponent, it will focus on that target and ignore all others while it is still down.

Most alcor tribes do not use weapons, but a few groups have learned the art of weaponry. These alcor usually carry javelins or darts to throw at their enemies before closing. A favored tactic of these smarter alcor is to charge downhill at their foes with a spear. They usually drop the spear after the charge and jump to attack with their claws.

Downhill Charge (Ex): When an alcor makes a charge while skiing downhill, its attack deals double damage in addition to the normal benefits and hazards of a charge.

Tail Sweep (Ex): This special attack allows an alcor to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 5 feet, extending from an intersection on the edge of the alcor’s space in any direction. Creatures within the swept area are affected if they are Large or smaller. A tail sweep allows for a Trip Attack without provoking an attack of opportunity. Rather than making an opposed Strength check, any affected creatures can attempt a Reflex save to avoid the Trip (DC 12). Successfully avoiding the Trip does not allow for the opponent to make a Trip Attack of their own.

Arctic Adaptation (Ex): An alcor does not need to make Fortitude saves to avoid taking nonlethal damage in conditions between 40 degrees and -20 degrees. In conditions of extreme cold (below -20 degrees) they must make Fortitude saves like any other creature, but gain a +4 racial bonus on this save.

Skiing (Ex): By balancing itself on its large, flat tail, the alcor can glide rapidly across snow and ice while moving downhill. It can move as a run (x4) on slight grades (less than 45 degrees) or as a run (x5) on severe grades (45 degrees or more).

Skills: Because of their tails, alcors have a +4 racial bonus on Jump and Balance checks.

ALCORS AS CHARACTERS

An alcor's favored class is barbarian, and alcor leaders tend to be barbarians or druids. Alcor clerics can choose two of the following domains: Animal, Plant, and Water.

Alcor characters possess the following racial traits.

- +2 Strength, +4 Dexterity, +2 Constitution, - 6 Intelligence, -2 Wisdom.
- Medium size.
- An alcor's base land speed is 25 feet.
- Racial Hit Dice: An alcor begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +1, and Will +1.
- Racial Skills: An alcor's humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Balance, Jump, and Listen. An alcor receives a +4 racial bonus to Jump and Balance checks.
- Racial Feats: An alcor's humanoid levels give it two feats.
- +3 natural armor bonus.
- Natural Weapons: Tail slap (3d4), 2 claws (1d4), and bite (1d4).
- Special Attacks (see above): Downhill charge, tail sweep.
- Special Qualities (see above): Arctic adaption, skiing.
- Automatic Languages: Common and Draconic. Bonus Languages: ?.
- Favored Class: Barbarian.
- Level Adjustment +1.

Originally found in Dragon Magazine #101 ("Creature Catalog III," September 1985, Michael Persinger).
 
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BOZ

Creature Cataloguer
Bulezau

http://www.enworld.org/forums/showthread.php?t=68207

Demon, Bulezau
Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 9d8+63 (103 hp)
Initiative: -1
Speed: 25 ft (5 squares)
Armor Class: 21 (-1 size, -1 Dex, +13 natural), touch 8, flat-footed 21
Base Attack/Grapple: +9/+21
Attack: Huge morningstar +16 melee (3d6+12/x2) or gore +16 melee (2d8+8/19-20/x2)
Full Attack: 2 claws +16 melee (1d4+8), and gore +14 melee (2d8+4/19-20/x2) and tail +14 melee (1d3+4); or Huge morningstar +16/+11 melee (3d6+12/x2) and gore +14 melee (2d8+8/19-20/x2) and tail +14 melee (1d3+4)
Space/Reach: 10 ft/5 ft (might use reach weapons?)
Special Attacks: Battle frenzy, head butt, spell-like abilities, summon tanar’ri
Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 16, telepathy 100 ft.
Saves: Fort +15 Ref +5 Will +7
Abilities: Str 26 Dex 8 Con 24 Int 8 Wis 13 Chr 13
Skills: Climb +18, Concentration +17, Intimidate +13, Jump +20, Listen +11, Search +9, Spot +11, Survival +11 (+13 when following tracks)
Feats: Great Fortitude, Improved Critical (gore), Multiattack, Power Attack

Environment: Infinite Layers of the Abyss
Organization: Solitary, pair, gang (3-4), or squad (6-12)
Challenge Rating: 8
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: +X

The creature looks like an incredibly tall, powerfully muscled human, yet very thin, its flesh filthy and diseased. The creature is covered with patches of wiry bristles over battered, boil-covered skin. Its feet are clawed, and it has a long, bristly, serpentine tail with a clump of iron-hard spines at its end. Its horns and head are more ramlike, and its mouth is filled with small, needle-sharp fangs. It carries a massive morning star of wicked design.

Bulezau are some of the toughest tanar’ri to fight in the front lines of the Blood War. They are built for fighting, and are usually used as heavy infantry or to lead assaults. They are strong and fearless, and are too stupid and stubborn to give up. Their strength and intensity make up for their lack of common sense somewhat, and this is what tanar’ri leaders respect in them. They are quarrelsome and impatient, and likely to get into lethal fights with each other, or anyone else for that matter. Only a powerful tanar’ri of higher status can keep bulezau in line, and even then only at the promise of a greater battle.

Bulezau live for fighting, and consider all other activities a waste of time. They cannot be used as sentries or scouts, and lack any ability at stealth. If a bulezau sees a foe, it charges to attack immediately, and it is always on the lookout for enemies and potential enemies. Though difficult to control, they are very good at what they do. They commit themselves completely to battle and cannot be held back once they get going. Tanar’ri commanders respect this sort of rare loyalty and enthusiasm for combat, even if it is in the form of uncontrollable bloodlust. A good commander uses bulezau as a violent distraction while sending out more subtle demons to do their work.

One rumor suggests that the demon lord Baphomet created these demons, and their resemblance to minotaurs helps back up this claim. It may even be that he bred minotaurs with other demons to create them. It’s been reported that Baphomet does keep a squadron of loyal bulezau as personal guards.

A bulezau stands over 7 feet tall and weighs about 700 pounds. It resembles a gaunt and skeletal minotaur.

Bulezau speak a gutteral, animalistic form of Abyssal. They don’t like when another creature cannot understand their speech.

COMBAT
Bulezau are born and bred for fighting, and are likely to go berserk once they’re in a fight. They can deal out an impressive amount of damage for a lesser demon, but their greatest weakness is their lack of brainpower. They tend to ignore things that a commander respects in a solder, such as strategy, discipline, and even common sense. Powerful demons can control them with promises and threats, but not for long. Bulezau have a bitter rivalry with vrocks, and encounters between the two almost always break out into a fight, unless there are other enemies nearby to deal with. Bulezau are often armed with Huge tridents, morning stars, or some type of polearm.

A bulezau’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.

Battle Frenzy (Ex): A bulezau can work itself into a battle frenzy similar to the barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus to Will saves, -2 AC penalty). Every round that it is in combat, there is a 25% non-cumulative chance that the bulezau enters into a frenzy, and this chance is 75% in any round that the bulezau suffers damage without hitting an opponent. The frenzy lasts until either the bulezau or its opponents are dead, or it has not been involved in melee combat for 5 rounds or more, and the bulezau feels no ill effects afterwards.

Head Butt (Ex): If a bulezau scores a critical hit with its gore attack, it may immediately make a free bull rush attack. This does not provoke an attack of opportunity, and the bulezau does not need to move with the target. In addition, the bulezau gains a +4 bonus on the opposed Strength check to push back the defender, as if it possessed the Improved Bull Rush feat. The target must also make a Fortitude saving throw (DC 15) or be stunned for 1d3 rounds. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. The save DC is Wisdom-based.

Spell-Like Abilities: At will—cause fear (DC 12), command (DC 12), darkness, fog cloud (DC 13), greater teleport (self plus 50 pounds of objects only), see invisibility; 1/day—shout (DC 15). Caster level 7th. The save DCs are Charisma-based.

Summon Tanar'ri (Sp): Once per day a bulezau can attempt to summon 3d4 dretches or 1d3 rutterkins with a 25% chance of success. This ability is the equivalent of a 4th-level spell.

Originally found in Planescape Monstrous Compendium Appendix II (1995, Rich Baker).
 
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BOZ

Creature Cataloguer
Tyrg

http://www.enworld.org/forums/showthread.php?t=66584

Tyrg
Medium Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +3
Speed: 50 ft (10 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/+8
Attack: Bite +9 melee (1d12+3)
Full Attack: Bite +9 melee (1d12+3) and 2 claws +3 melee (1d4+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Howl, improved grab, pounce, rake 1d4+3, trip
Special Qualities: Darkvision 60 ft, low-light vision, scent
Saves: Fort +4 Ref +4 Will +1
Abilities: Str 16 Dex 17 Con 15 Int 6 Wis 12 Chr 10
Skills: Hide +7, Listen +7, Move Silently +14, Spot +12
Feats: Alertness, Track (B), Weapon Focus (bite)

Environment: Any mountains, hills, and forest
Organization: Pair, pack (3-5) or pride (6-12 plus 1-4 young)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: +X

This creature resembles both a great cat and a wild dog. Its fur is mostly white, with splotches of gray, black and tan all over. Its stance is like that of a cat, but when it bears its fangs, its powerful jaws reveal a set of massive dog-like teeth.

A tyrg, also known as the spotted hound, appears to be a cross between a canine and a feline. It guards like a watchdog, and stalks like a tiger. Tyrgs are aggressive predators and not particularly friendly, and are very wary of humanoids approaching them. As such, scholars know very little about tyrgs, and are not even sure how to tell males from females. They have no natural enemies, but are sometimes preyed upon by monsters even nastier and hungrier than they are. They also have no natural allies, even among related species, and treat everything they meet on an individual basis.

Tyrg prefer to lair in caves or deep holes in the ground. They appear to roam the wilderness in nomadic, roving packs like wild dogs, settling and raising cubs for a few seasons or years before moving on. Female tyrgs do most of the hunting and foraging while the males guard the lair, as with big cats. Males test each others’ strength and power to reestablish or reorganize the ruling hierarchy. Prides are as a majority male and ruled by the strongest male, and young tyrgs will join with the adults to defend the lair.

Despite this creature’s standoffishness, if a humanoid were somehow able to befriend a tyrg, it would make an excellent companion and watchdog.

A tyrg is 6 to 9 feet long and 3 feet tall at the shoulder, and usually weighs 450-650 lbs.

COMBAT
A tyrg will usually begin a fight by howling, then attacking the shaken opponents with its vicious bite. Tyrgs will pounce at any available opportunity, and even take advantage of prone opponents with a rake attack.

Howl (Su): A tyrg can emit a fierce howl, once per round as a free action, which causes all beings that hear it to be shaken for three rounds. The effects of the howl are not cumulative. The victim cannot be affected by the howl again until the effects of the last howl have worn off. There is no saving throw for this effect, though creatures of more than 10 Hit Dice are immune to it. This is a sonic, mind-affecting effect.

Improved Grab (Ex): To use this ability, a tyrg 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.

Pounce (Ex): If a tyrg charges a foe, it can make a full attack, including (two rake attacks).

Rake (Ex): Attack bonus +8 melee, damage 1d4+3.

Trip (Ex): A tyrg that hits with its bite attack can attempt to trip the opponent (+8 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 tyrg.

Skills: A tyrg receives a +8 racial bonus to Move Silently checks, and a +4 racial bonus to Hide, Listen, and Spot checks.

Originally found in module WG5 - Mordenkainen's Fantastic Adventure (1984, Robert J. Kuntz and Gary Gygax), and Monstrous Compendium MC5 - Greyhawk Appendix (1990).
 
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BOZ

Creature Cataloguer
Dyll

http://www.enworld.org/forums/showthread.php?t=66479

Dyll
Diminutive Magical Beast (Swarm)
Hit Dice: 3d10 (16 hp)
Initiative: +3
Speed: 5 ft (1 square), fly 50 ft (perfect)
AC: 17 (+4 size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple: +3/---
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft/0 ft
Special Attacks: Blood drain, distraction, sleep
Special Qualities: Blindsense 60 ft., darkvision 60 ft., immune to weapon damage, scent, swarm traits
Saves: Fort +3, Ref +8, Will +2
Abilities: Str 1 Dex 17, Con 10, Int 1, Wis 12, Cha 2
Skills: Spot +4, Listen +4
Feats: Ability Focus (sleep), Lightning Reflexes

Environment: Temperate mountains and hills
Organization: Solitary or cloud (2-3 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: ---

A whirring mass of slippery silver things dart about in the air as they descend upon you.

The dyll are miniscule teardrop-shaped creatures that resemble flying leeches. They are a glossy silver color, and have a set of rubbery wing-like appendages. They fly with great maneuverability, but on the ground they wriggle about like worms. Dyll are covered with thousands of microscopic, hollow spines that allow them to attach to larger creatures and suck their blood. The bloodsucking dyll are greatly feared for their ability to overwhelm creatures.

Dyll are commonly found in rocky areas or caverns, near a source of water. They have lairs nearby, which often contain the drained husks of victims, as well as any incidental treasure they may have had.

Individual dyll are about 4-8 inches long.

COMBAT
A dyll swarm usually only targets easy prey such as herds of cattle, or small settlements of sentient creatures. They are able to locate prey by vibrations, smell, and heat. They usually home in on the largest heat source and attack that one first, as more than one swarm can group together against larger creatures. Dyll have no compunctions about draining the blood of sleeping or disabled creatures.

Blood Drain (Ex): A dyll swarm drains blood, dealing 1d3 points of Constitution damage in any round when it begins its turn in the same square as a victim. On each such successful drain attack, the dyll swarm gains temporary hit points, at a rate of 1 hit point for every 2 points of Constitution drained. Once it has dealt 10 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the swarm’s appetite has been sated, the swarm flies off and seeks a new target.

Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Sleep (Sp): A dyll swarm that begins its turn in the same square as a victim may cause the creature to sleep, as the spell, on a failed save (DC 13). If this effect is used more than once on the same creature in the same round, its effects are cumulative and thus the dyll may affect creatures with more than 4 Hit Dice. The save DC is Charisma-based.

Blindsense (Ex): A dyll swarm notices and locates creatures within 60 feet. Opponents still have total concealment against the dyll swarm (but swarm attacks ignore concealment).

Originally found in Dragon Magazine #55 (“Dragon’s Bestiary,” November 1981, Ed Greenwood).
 
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BOZ

Creature Cataloguer
Molydeus

http://www.enworld.org/forums/showthread.php?t=68207

Demon, Molydeus
Large Outsider (Chaotic, Extraplanar, Evil, Tanar’ri)
Hit Dice: 15d8+135 (202 hp)
Initiative: +2
Speed: 40 ft (8 squares)
Armor Class: 25 (-1 size, +2 Dex, +24 natural), touch 11, flat-footed 23
Base Attack/Grapple: +15/+27
Attack: +5 Huge dancing vorpal greataxe +28 melee (3d6+8/19-20/x3); or dog bite +22 melee (2d6+8); or snake bite +22 melee (1d6+8 plus Abyssal venom)
Full Attack: +5 Huge dancing vorpal greataxe +28 melee (3d6+8/19-20/x3), dog bite +20 melee (2d6+4), and snake bite +20 melee (1d6+4 plus Abyssal venom)
Space/Reach: 10 ft/10 ft
Special Attacks: Abyssal venom, spell-like abilities, summon tanar’ri
Special Qualities: Damage reduction 10/cold iron and good, darkvision 60 ft, detect thoughts, immunity to electricity and poison, multiple vision, resistance to acid 10, cold 10, and fire 10, spell resistance 28, telepathy 100 ft, true seeing
Saves: Fort +18 Ref +11 Will +12
Abilities: Str 27, Dex 15, Con 28, Int 16, Wis 16, Cha 22
Skills: Bluff +17, Climb +19, Concentration +20, Diplomacy +21, Disguise +6 (+8 acting), Gather Information +16, Hide +11, Intimidate +23, Jump +19, Knowledge (the planes) +14, Knowledge (any one) +12, Listen +18, Move Silently +13, Search +18, Sense Motive +16, Spellcraft +14, Spot +22, Survival +12 (+14 on other planes, +14 following tracks), Swim +13
Feats: Cleave, Combat Reflexes, Improved Critical (greataxe), Multiattack, Power Attack, Track (B), Weapon Focus (greataxe).

Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Always chaotic evil
Advancement: 16-30 HD (Large); 31-45 HD (Huge)
Level Adjustment: ---

This creature appears to be a powerfully muscled humanoid with dark red skin. It has two monstrous heads; one is a large snarling dog’s head, and the other is a long prehensile snake head. This disturbing creature carries a huge, ornate, double-bladed battleaxe.

The molydeus is perhaps the greatest enigma of the Abyss, serving as the only type of guardian tanar’ri. Their purpose is to ensure that all greater tanar’ri do their part in the Blood War, serving as a sort of political officer. These powerful police wander the infinite Abyss, under the directives of the balors. They search for “true” tanar’ri (that is, vrocks, hezrou, glabrezu, nalfeshnee, mariliths, and even the mighty balors themselves) that have not properly devoted themselves to the cause of the Blood War. These creatures exist only to ensure the loyalty of the greater tanar’ri, destroying those who stray without hesitation. They pay lesser tanar’ri no mind, for they assume that those creatures are disloyal by nature and must be constantly threatened and punished to keep them in line anyway.

A molydeus is 12 feet tall and weighs 5,000 pounds.

COMBAT
These potent fighters attack fearlessly, and rarely ever retreat from a battle. A molydeus’ dog head is ever vigilant, and thus a molydeus is never surprised. A molydeus can bite with both heads, and can use the snake’s head to attack enemies on any side, transforming victims horribly into manes.

Each molydeus has a special bond with its axe. If another creature is able to take an axe from a living molydeus, the demon will not rest until it recovers its weapon. It will stalk the thief day and night for eternity until it kills the thief brutally and regains the weapon.

A molydeus’ natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Abyssal Venom (Ex): A bite from a molydeus' snake-head can cause a terrible affliction. A creature hit by the bite attack of the snake-head must succeed on a DC 26 Fortitude save or begin to transform over the next 1d6 minutes, the flesh becoming increasingly pale and bloated, eventually riddled with maggots. At the end of the duration, the victim is permanently transformed into a manes. The save DC is Constitution-based.

A neutralize poison spell followed by remove curse will eliminate the venom. However, once turned into a manes, the victim is irrevocably lost to any means short of divine intervention or a very carefully worded wish spell.

Spell-Like Abilities: At will – animate object, baleful polymorph (DC 21), blindness/deafness (DC 18), charm person (DC 17), command (DC 17), darkness, detect good, detect law, Evard's black tentacles, fear (DC 20), greater invisibility, greater teleport (self plus 50 pounds of objects only), pyrotechnics, sleep (DC 17), suggestion (DC 19), vampiric touch (DC 19); 7/day—lightning bolt (DC 19). Caster level 15th. The save DCs are Charisma-based.

Summon Tanar'ri (Sp): Once per hour a molydeus can attempt to summon 1d4 babaus, 1d2 chasmes, or another molydeus with a 35% chance of success. This ability is the equivalent of an 8th-level spell.

Detect Thoughts (Su): Molydei continuously use detect thoughts as the spell (caster level 15th).

Multiple Vision (Ex): A molydeus’ long prehensile snake head allows it to observe everything that happens behind it, giving it a +4 racial bonus on Spot and Search checks, and it can't be flanked. The molydeus’ dog head is especially alert, giving it an additional +4 racial bonus to Spot and Listen checks, and it is never caught flat-footed.

True Seeing (Su): Molydei continuously use true seeing as the spell (caster level 15th).

Greataxe: Each molydeus carries a huge +5 greataxe that has the properties of vorpal and dancing. It also has the properties of a bane weapon against tanar’ri while in the hands of the molydeus that owns it. The molydeus has a special link with its axe. It can supernaturally sense the location of its axe anywhere on any plane should it be lost or stolen. The axe disappears permanently upon the death of the molydeus.

Originally found in Monstrous Compendium MC8 - Outer Planes Appendix (1991, J. Paul LaFountain), and Planescape Monstrous Compendium Appendix I (1994).
 
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BOZ

Creature Cataloguer
Hetfish

http://www.enworld.org/forums/showthread.php?t=66584

Hetfish
Tiny Magical Beast (Aquatic, Swarm)
Hit Dice: 12d10+24 (90 hp)
Initiative: +8
Speed: Swim 30 ft (6 squares)
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +12/---
Attack: Swam (1d6 plus heat)
Full Attack: Swarm (1d6 plus heat)
Space/Reach: 10 ft/0 ft
Special Attacks: Distraction, heat
Special Qualities: Darkvision 60 ft, immune to weapon damage, low-light vision, swarm traits
Saves: Fort +8 Ref +14 Will +6
Abilities: Str 2 Dex 19 Con 14 Int 5 Wis 14 Cha 4
Skills: Listen +7, Spot +8, Swim +12
Feats: Ability Focus (heat), Alertness, Endurance, Improved Initiative, and Lightning Reflexes

Environment: Any aquatic
Organization: Solitary or den (2-3 swarms)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: ---

A large school of silver and orange fish spins towards you. As they approach, the water around you gets noticeably hotter.

The hetfish is also called the “hotfish” by some sailors, for its ability to generate intense heat from its body. Each hetfish is between one to three feet long, and is silver and orange in color. Its skin is covered in ugly bumps and boils. It resembles a piranha, but lacks any sort of teeth.

The hetfish is found in both fresh and salt water, from arctic climes to boiling hot springs. Hetfish live in communal dens, and form a territory that is roughly 50 feet in radius per fish in the den. Any other creatures in this area are considered fair prey by the hetfish. The super-heated body of a hetfish exceeds 350 degrees Fahrenheit, turning the water around it into steam and burning anything that touches the fish. Most creatures cannot survive being near hetfish, and thus avoid them. Tritons, and other undersea races, consider hetfish an environmental hazard and hunt them ruthlessly. Surface-dwellers also hunt hetfish when they’ve lost enough ships to the fiery fish.

Hetfish are attracted to bright, shiny things such as gems. They have been known to store gems in the coral they live among, and hetfish are smart enough that some have even learned to attack ships because they often carry such pretty things. Sages, alchemists, and some spellcasters will pay from 10-100 gp for a live hetfish to study.

COMBAT
When a hetfish den is disturbed or detects motion in the water, the fish will instinctively swarm around intruders en masse, trying to bump or ram the intruders and any smaller vessels they may be traveling in. Hetfish have been known to continue these attacks without letting up, even long after the targets have been boiled down to their bones.

Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Heat (Ex): A hetfish generates heat so intense that anything within a swarm takes 5d6 points of fire damage. Creatures striking a hetfish swarm with natural attacks or unarmed attacks are subject to this damage, as well as any creature trying to touch a hetfish. This heat can melt or char weapons; any weapon that strikes a hetfish swarm is allowed a DC 20 Fortitude save to avoid destruction. The save DC is Constitution-based.

Likewise, the heat generated by a hetfish swarm is so intense that it causes the water nearby to boil and scald creatures. Anything within 20 feet of a hetfish swarm suffers 2d6 points of fire damage per round. This effect is not cumulative if the victim is within range of more than one swarm of hetfish.

Skills: A hetfish 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.

Originally found in module WG5 - Mordenkainen's Fantastic Adventure (1984, Robert J. Kuntz and Gary Gygax), and Monstrous Compendium Annual Two (1995).
 
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BOZ

Creature Cataloguer
Living Web

http://www.enworld.org/forums/showthread.php?t=66479

Living Web (Duleep)
Tiny Ooze
Hit Dice: 1d10 (5 hp)
Initiative: +2
Speed: 15 ft (3 squares), climb 15 ft
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/---
Attack: Electricity ray +4 ranged touch (3d4 electricity) or touch +4 (1d4 electricity)
Full Attack: Electricity ray +4 ranged touch (3d4 electricity) or touch +4 (1d4 electricity)
Space/Reach: 2 ½ ft/0 ft
Special Attacks: Electricity ray, shock 1d4
Special Qualities: Absorb electricity, blindsight 90 ft, damage reduction 5/slashing or piercing, fuse, immunity to cold and fire, ooze traits, split
Saves: Fort +0 Ref +2 Will +2
Abilities: Str 1 Dex 14 Con 11 Int --- Wis 14 Cha 1
Skills: ---
Feats: Weapon Finesse (B)

Environment: Underground
Organization: Solitary or pack (1-8)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 (Tiny)
Level Adjustment: ---

This creature appeared to be a spider web at first. As you get nearer, you see that it moves on its own, and its wispy little form crackles with energy.

The living web, also knows as the duleep or carnivorous web, is tiny creature that creeps through underground caverns and ruins looking for food. This amorphous little creature resembles a combination of thick gray sheets, wisps, and strands of dusty cobwebs. Living webs appear to consist of colonies of identical microscopic cells, and lack visible sensory organs and specialized body parts, though they do possess highly developed locomotive and sensory faculties. They seem to flow over surfaces like caterpillars, moving on millions of minuscule filaments. Living webs are able to move along floors, walls, and ceilings of any material or texture with equal ease.

The nomadic duleeps prefer subterranean and wilderness areas with stony surroundings, especially with normal spider webs that they can hide among. Duleeps move and act independently, though they can fuse together to form larger creatures. Duleeps spend most of their time in search of plants, carrion, and live prey to eat. Such ingested organic matter is converted into the electrical energy that powers their movement and attacks. These creatures are valued for their role in ridding areas of vermin, and are sometimes caught and used as guards in unused areas of habitats.

COMBAT
Living webs usually are content to devour smaller prey, but can use their electric abilities to hunt larger creatures. Living webs attack instinctively and fearlessly. A web’s usual tactic is to wait motionless hanging from a ceiling or doorway to drop onto or be blundered into by creatures it senses nearby. It never slips, and clings so tightly to a surface that it cannot be removed forcibly while still alive.

Duleeps can increase their Hit Dice by fusing together. If a duleep senses the presence of a weaker duleep, it will seek out that web to join with it. Blows from an edged weapon will split such a duleep into two smaller wisps, each of which will continue to advance upon its prey. Duleep do not possess the ability to separate deliberately, as this occurs only from attack or accident.

Electricity Ray (Ex): A living web can create a ray that looks like a miniature bolt of lightning and deals 3d4 points of electricity damage (Reflex save half DC 12). Once a web uses this ray, it can’t use it again until 1d4 rounds later. This attack has a range of 60 feet, with no range increment. The save DC is Dexterity-based, and increases proportionately as the web’s Hit Dice increase.

Absorb Electricity (Ex): Living webs take no damage from electrical attacks and effects. Any attack that would have dealt 8 or more points of electrical damage to a living web instead increases its total Hit Dice by 1, and its maximum hit points by 4. A living web has a maximum of 6 Hit Dice.

Shock (Ex): A living web is suffused with electric static. Any creature touched by or touching the living web takes 1d4 points of electricity damage. The damage dealt by this ability scales up as the living web grows in size as though it was a natural attack.

Blindsight (Ex): A duleep’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 90 feet. A duleep can also sense the direction and size of other duleeps within this range.

Fuse (Ex): By moving into the same square, two or more willing living webs can join together to create a larger, stronger creature. One web adds its Hit Dice and hit points to another, increasing the creature’s overall base attack bonus and saving throws. A single fused living web can have no more than 6 Hit Dice.

For example, if a living web with 3 Hit Dice and 17 hit points encounters a web with 1 Hit Die and 4 hit points and decides to fuse with it. The newly fused web would have 4 Hit Dice and 21 hit points, a base attack of +3. If this same living web is later hit with a slashing weapon for 3 points of damage, it would split into 2 webs with 2 Hit Dice and 9 hit points each.

Split (Ex): When struck by a slashing or piercing weapon, a living web splits into two identical webs, each with half of the original’s Hit Dice (round down) and half of the original’s current hit points (round down). A web with only 1 Hit Die or hit point cannot be further split; it is destroyed.

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

Skills: A living web receives a +10 circumstance bonus to Hide checks when hiding among normal spider webs.

A living web has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. It uses its Dexterity modifier instead of its Strength modifier for Climb checks.

Originally found in Dragon Magazine #89 (“Creature Catalog”, September 1984, Ed Greenwood), and Monstrous Compendium MC3 – Forgotten Realms (1989).
 
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BOZ

Creature Cataloguer
Gacholoth

http://www.enworld.org/forums/showthread.php?t=69690

Yugoloth, Gacholoth
Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 9d8+27 (67 hp)
Initiative: +6
Speed: 60 ft (12 squares), climb 60 ft
Armor Class: 21 (+2 Dex, +9 natural), touch 12, flat-footed 19
Base Attack/Grapple: +9/+13
Attack: Claw +13 melee (2d6+4 plus 1d6 acid)
Full Attack: 2 claws +13 melee (2d6+4 plus 1d6 acid) or bite +13 melee (1d10+4)
Space/Reach: 5 ft/5 ft
Special Attacks: Acid, frightful presence, spell-like abilities, summon yugoloth
Special Qualities: Damage reduction 10/good, darkvision 90 ft, immunity to acid and poison, immunity to charms, resistance to fire 10 and electricity 10, spell resistance 19, telepathy 100 ft, vulnerability to cold, wallcrawling
Saves: Fort +9 Ref +8 Will +8
Abilities: Str 19 Dex 14 Con 17 Int 12 Wis 14 Cha 16
Skills: Bluff +19, Climb +12, Diplomacy +16, Disguise +7, Gather Information +15, Hide +11, Intimidate +18, Knowledge (the planes) +9, Listen +8, Move Silently +12, Sense Motive +12, Spot +8, Tumble +14
Feats: Dodge, Mobility, Improved Initiative, Persuasive (B), Spring Attack

Environment: Grey Waste of Hades
Organization: Solitary, pair, or squad (3-4)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral evil
Advancement: 11-18 HD (Medium); 19-27 HD (Large)
Level Adjustment: +X

This semi-humanoid creature has ebony black skin, and four long, powerful legs tipped with three sharp claws. Its muscular torso has two arms that end in sharply-clawed, four-fingered hands. Its triangular ears flare back from its bony skull, and its hairline recedes into a thick patch of dark hair. Its eyes are cold and inhuman. The creature’s sharp fangs protrude from its waiting mouth.

Gacholoths serve as the infiltrators and terrorists of the Blood War, causing havoc and spreading panic to all sides. These master betrayers have a fondness for deceit and terror that makes them well-favored by yugoloth commanders. They may spend even centuries serving and ingratiating themselves to a baatezu or tanar’ri master, serving with the utmost loyalty, all the while planning for the best moment to torture and slaughter their supposed allies. They will not be outdone by other beings with similar talents for deception, and have an intense hatred of creatures such as succubi, erinyes, and cambions.

Gacholoths also have taken an interest in the Material plane. If given the opportunity to enter the land of mortals, they will indulge in a great reign of bloodletting, using their abilities to play with their victims like toys.

It is unknown how gacholoths came to be. Something about their skull structure suggests a faint resemblance to sahuagin. There may be some distant connection between the creatures, but there is little evidence available to support the theory.

A gacholoth is 8 feet tall and weighs about 600 pounds.

COMBAT
Gacholoths strike swiftly and savagely, making use of their significant speed and maneuverability. They often strike before their foes can react, then immediately withdraw from combat to wait for another opportunity to ambush their opponents. Their attacks can be so sudden and fierce as to cause an irrational terror that puts their foes into a state of shock. Gacholoths do not carry weapons, feeling confident in their skill with their natural weapons.

The gacholoths’ retractable claws allow them to move rapidly on any surface, be it horizontal or vertical. They can fight equally well from any angle, even hanging upside down.

A gacholoth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

A gacholoth can be summoned using a summon monster VII spell.

Acid (Ex): A gacholoth's claws secrete acid at all times. This acid deals 1d6 points of acid damage whenever the gacholoth hits with a claw attack, or each round it maintains a hold when grappling.

Frightful Presence (Ex): When a gacholoth attacks an opponent for the first time, the foe must attempt a DC 17 Will save. On a failure, a creature with 4 or fewer HD becomes stunned for 1d6 rounds, and one with 5 or more HD becomes shaken for 1d6 rounds. A victim is thereafter immune to that gacholoth's frightful presence, whether or not the saving throw was successful. Yugoloths ignore the frightful presence of a gacholoth. The save DC is Charisma-based.

Spell-Like Abilities: At will – alter self, charm person (DC 14), contagion (DC 17), deeper darkness, feather fall, magic missile, minor image (DC 15), mirror image. Caster level 5th. The save DCs are Charisma-based.

Summon Yugoloth (Sp): Once per day, a gacholoth can attempt to summon another gacholoth with a 50% chance of success. This ability is the equivalent of a 7th-level spell.

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

Skills: Gacholoths have a +4 racial bonus on Bluff, Diplomacy, and Intimidate checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Originally found in Dungeon Magazine #49 (“The Dark Place”, September/October 1994, Lee Shepherd), and Monstrous Compendium Annual Four (1998).
 
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BOZ

Creature Cataloguer
Kerzit

http://www.enworld.org/forums/showthread.php?t=69718

Demon, Kerzit the Guardian
Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri)
Hit Dice: 24d8+288 (416 hp)
Initiative: +9
Speed: 30 ft (6 squares)
Armor Class: 42 (-1 size, +5 Dex, +6 insight, +22 natural), touch 20, flat-footed 37
Base Attack/Grapple: +24/+42
Attack: Tentacle +37 melee (1d10+14/19-20/x2)
Full Attack: 2 tentacles + 37 melee (1d10+14/19-20/x2) and 2 arms +35 melee (1d12+7) or bite +37 melee (2d12+7 and poison)
Space/Reach: 10 ft/10 ft (15 ft with tentacles)
Special Attacks: Improved grab, poison, spell-like abilities, summon tanar’ri
Special Qualities: Damage reduction 15/cold iron and good, darkvision 60 ft, fast healing 5, immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell immunities, spell resistance 30, telepathy 100 ft
Saves: Fort +26 Ref +28 Will +21
Abilities: Str 39, Dex 20, Con 35, Int 20, Wis 24, Cha 22
Skills: Bluff +30, Climb +32, Concentration +32, Diplomacy +28, Hide +25, Intimidate +31, Jump +32, Knowledge (arcana) +31, Knowledge (history) +25, Knowledge (the planes) +27, Listen +31, Search +25, Sense Motive +27, Spellcraft +25 (+27 scrolls), Spot +31, Survival +27 (+29 on other planes, +29 following tracks), Use Magic Device +26 (+28 scrolls)
Feats: Alertness, Cleave, Combat Reflexes, Improved Critical (tentacles), Improved Initiative, Power Attack, Multiattack, Track (B) [Suggested alternate feats from the Book of Vile Darkness: Dark Speech, Vile Natural Attack]
Epic Feats: Dire Charge, Epic Toughness

Environment: Infinite Layers of the Abyss
Organization: Solitary or sentries (Kerzit and 1-2 hezrou or 1-2 glabrezu)
Challenge Rating: 22
Treasure: None
Alignment: Always chaotic evil
Advancement: ---
Level Adjustment: ---

This creature stands about one and a half times as tall as a human. Nearly all of its broad-shouldered body is covered with matted black fur. It bears an overly large wolfish head with two menacing, silver eyes, and a large set of jaws filled with ebon-black teeth dripping a grayish ichor. In place of arms, it has two octopus-like tentacles, as well as a pair of furry, semi-chitinous, saw-like appendages on its lower torso. Its legs end in large wolf’s paws, with long, polished black talons that make a clicking sound as it walks.

Kerzit is a rare type of demon, specially made by greater demonic powers to serve as a guardian. It is unclear which demon lord or prince created it, as it usually changes allegiance after completing a task. It is usually charged with the guardianship of a particular artifact of interest to a demon prince, or a powerful prisoner that is too much for a lesser demon to handle.

Kerzit is most often sent to serve the cause of chaos on the Material Plane, where it will guard some item or area important to a particular demon lord. In the past, Kerzit had been the guardian of the Tome of the Black Heart, which resided on the World of Greyhawk. The wizard Eli Tomorast had summoned Kerzit up from the Abyss to serve him and help him use the book, which Kerzit did in exchanges for sacrifices from the wizard.

Kerzit is 10 feet tall and 4 feet wide at the shoulders, and weighs 950 pounds. Its tentacles are 6 feet long.

COMBAT
Kerzit relies on overpowering its opponents in melee. Despite its protections from magic, it is intelligent enough to be wary of spellcasters. If Kerzit is confronted by a strong force of fighters and spellcasters at once, it will summon demons to fight them. Kerzit will concentrate its efforts on what it determines to be the strongest adversary present. If the battle is too powerful, rather than risk destruction the demon will simply teleport away with any items it is guarding.

Kerzit will pursue fleeing opponents, but will not go far from the item or area it is guarding. If any item is stolen, however, Kerzit will not rest until it has regained the item, killing all living creatures it encounters. If the item is destroyed or Kerzit’s purpose is otherwise lost, Kerzit will be driven mad with rage, and will vent its fury on everything its sees until its sense of vengeance is sated, or it is recalled by the demon lord it serves.

Kerzit’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and chaotic-aligned for the purpose of overcoming damage reduction.

Improved Grab (Ex): To use this ability, Kerzit 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 automatically deals bite damage.

Poison (Ex): Injury, Fortitude DC 34, initial damage 2d6 Con, secondary damage death. The save DC is Constitution-based.

Spell-Like Abilities: At will – animate dead, deeper darkness, detect magic, greater teleport (self plus 50 pounds of objects only), read magic, see invisibility, telekinesis (DC 21), and waves of fatigue (DC 21). Caster level 20th. The save DCs are Charisma-based.

Summon Tanar'ri (Sp): Four times per day, Kerzit can attempt to summon 1 hezrou or 1 glabrezu with a 70% chance of success. This ability is the equivalent of a 9th-level spell. While on the Material plane, Kerzit may only summon two of each type of demon per day.

Spell Immunities (Ex): Kerzit is immune to all spells and spell-like abilities of 3rd level and lower.

Originally found in module WG5 - Mordenkainen's Fantastic Adventure (1984, Robert J. Kuntz and Gary Gygax).
 
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BOZ

Creature Cataloguer
Nogra

http://www.enworld.org/forums/showthread.php?t=66479

Nogra
Small Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +3
Speed: 20 ft (4 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/-4
Attack: Claw +6 melee (1d4-2 and poison)
Full Attack: Claw +6 melee (1d4-2 and poison)
Space/Reach: 5 ft/5 ft
Special Attacks: Poison
Special Qualities: Aura of darkness, blindsight, light sensitivity, scent
Saves: Fort +1 Ref +6 Will +4
Abilities: Str 7 Dex 17 Con 12 Int 6 Wis 12 Cha 10
Skills: Balance +11, Climb +11, Hide +13*, Jump +5, Listen +4, Move Silently +9
Feats: Stealthy, Weapon Finesse (B)

Environment: Underground
Organization: Solitary, gang (2-3), or pack (4-24)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: ---

This appears to be a moving sphere of darkness, about 40 feet in diameter. From inside this shadowy illumination, you hear the growls of a small cat-like creature.

The nogra is a small feline predator that is always surrounded in magical darkness. Though constantly obscured in deep shadow, its form is like that of a hairless lynx with long, sharp claws. The nogra’s true appearance can only be viewed upon its death. Its hide is deep ebony like a panther’s, although its skin’s texture resembles a shark’s.

COMBAT
Nogras are not generally aggressive, but always attack when an intruder disturbs their lair. A pack of nogra out hunting will usually conceal themselves in a secluded position for an ambush, and can even use their claws to climb along walls and ceilings. They attack at the first opportunity, and use surprise to their advantage whenever possible.

A nogra’s body continually secretes a substance that absorbs all spectrums of light in the immediate area, making the creature appear as a moving darkness spell. This effect persists until the creature dies, and fades as the light-absorbing secretion stops being produced. This substance is poisonous to all other species, and affects anything touching a nogra with its bare skin or anything struck by a nogra’s claw. The poison is rendered harmless when the nogra dies.

Nogras are essentially blind, but are extremely sensitive to light because they exist in a world of darkness. Light is suppressed within the nogra’s area of darkness, but the nogra can sense light at a range of 60 feet. When brought into contact with bright light or a magical light source, a nogra may feel the urge to flee from the light source by the best and fastest means available. If the nogras are exposed to bright light while in their lair, they will always stand their ground and attack.

Poison (Ex): Contact or Injury, Fortitude DC 12, initial damage dazzled for 2d4 rounds, secondary damage blindness. The save DC is Constitution-based.

Aura of Darkness (Ex): A live nogra is continually surrounded by a darkness effect (as the deeper darkness spell). Any light effect or similar effect brought into the area of the nogra is suppressed until brought outside of the aura of darkness. Once brought outside the aura of darkness, the light effect resumes. While this darkness will suppress a daylight spell, a daylight spell does not suppress the nogra’s aura. When a nogra dies, the aura of darkness fades away in 1d3 rounds.

Light Sensitivity (Ex): Nogras suffer a -4 penalty to attack rolls in bright sunlight or within the radius of a daylight spell. Within the radius of a light spell or equivalent light, this penalty is only -2.

Contact with magical light sources also causes physical harm to a nogra. If a nogra is targeted by a spell with the [Light] descriptor, or struck by an object or creature that is the subject of such a spell, the magical energy of the spell deals 1d4 damage plus 1d4 damage per level of the spell to the nogra if it fails a Fort Save (DC 15).

Additionally, the searing light, sunbeam, and sunburst spells deal double damage to a nogra.

Skills: Nogras have a +4 racial bonus on Hide and Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb and Jump checks.
*In areas of shadow or darkness, the Hide bonus rises to +8.

Originally found in Dragon Magazine #49 ("Dragon’s Bestiary," May 1981, Loren Kruse).
 
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BOZ

Creature Cataloguer
Dharculus

http://www.enworld.org/forums/showthread.php?t=69690

Dharculus
Huge Outsider (Chaotic, Extraplanar)
Hit Dice: 10d8+50 (95 hp)
Initiative: +5
Speed: 25 ft (5 squares)
Armor Class: 18 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17
Base Attack/Grapple: +10/+27
Attack: Tentacle +18 melee (1d4+9)
Full Attack: 6 tentacles +18 melee (1d4+9) or bite +12 melee (2d10+9)
Space/Reach: 15 ft/10 ft (20 ft with tentacles)
Special Attacks: Ethereal snare, improved grab
Special Qualities: All-around vision, immunities, partial etherealness
Saves: Fort +12 Ref +8 Will +9
Abilities: Str 29, Dex 13, Con 20, Int 12, Wis 15, Cha 16
Skills: Escape Artist +12, Hide +6, Knowledge (the planes) +14, Listen +19, Move Silently +10, Search +20, Spot +23, Survival +15, Swim +22
Feats: Ability Focus (ethereal snare), Alertness, Improved Initiative, Weapon Focus (tentacle)

Environment: Far Realm
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic neutral
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Level Adjustment: +10

This massive creature looks something like a huge, floating worm. One end of its cylindrical body loops backward, and features a horrible, drooling maw filled with razor-sharp teeth. Attached to the other end is a sort of fused braid of several mawed tentacles, which resemble a swarm of blind eels. Some of these tentacles are tipped with lidded eyes instead, which constantly scan the area around them.

The dharculus is a bizarre monster that spends most of its time “swimming” in the border Ethereal Plane hunting creatures on the Material Plane. These utterly alien creatures come from a reality far removed from the Material Plane, and perhaps the planes as we know them. Thus far, the dharculi have congregated only near their point of entry into our reality in the border Ethereal from their own Far Realm. Perhaps they are dependent somehow on their homeworld and do not want to stray too far from it, but this is unknown.

The physiology of the dharculus is alien and perhaps incomprehensible. It is known that they feed at every opportunity, regardless of the power or status of its intended victims. It is not known how they reproduce, but there may be significant danger if they are able to reproduce while on the Ethereal Plane. Thus far, no dharculus has been able to enter the Material Plane, but the day may come when such an alarming event might occur.

A dharculus is 30 feet long, and its tentacles can be anywhere from 2-10 feet long.

COMBAT
To hunt creatures on the Material Plane, the dharculus inserts its mawed tentacles into minute holes in the Ethereal Plane. It may send any or all of its six tentacles through. The dharculus uses its five eye tentacles to search the mists of the Ethereal Plane for its next victim, and does not send them to the Material Plane. Those on the Material Plane might mistake the tentacles as a school of blind, flying eel creatures. Each of these tentacles can attack independently, and the dharculus attempts to attach these tentacles to victims, that it may drag victims onto the Ethereal Plane. The dharculus can be fully engaged on the Ethereal plane, as it can use its bite attack and creatures can attack the main body.

An opponent can make sunder attempts against a dharculus' tentacles as if they were weapons. A dharculus' tentacles have 8 hit points. If a dharculus is currently grappling a target with one tentacle, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a dharculus’ tentacle deals damage to the dharculus equal to half the tentacle’s full normal hit points. A dharculus usually withdraws from combat if it loses more than 3 tentacles. A dharculus regrows severed tentacles in 2 days, but only while it is fully on the Ethereal plane.

If the dharculus is killed, its victims are stranded on the border Ethereal, unable to return to the Material Plane unless they have the means to do so. However, characters may grasp any tentacles that the dharculus had inserted onto the Material Plane at the time of its death. A successful Climb check (DC 20) allows a character to pull himself pack onto the Material Plane, as if he were climbing a rope. These tentacles only remain 1d4 rounds each before receding back into the deeper Ethereal with the main body.

Improved Grab (Ex): To use this ability, a dharculus must hit a creature with a tentacle attack. It can 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 attaches the tentacle to the opponent.

If a dharculus begins its turn with at least one tentacle attached, it can try to attach two additional tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the dharculus gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn. Every tentacle that is removed in this way deals an additional 1d4 damage to the victim from the teeth ripping flesh away.

Ethereal Snare (Ex): A dharculus that begins its turn with three or more tentacles attached and that makes a successful grapple check can attempt to force an opponent onto the Ethereal Plane. The victim must make a Will saving throw (DC 20) to avoid being forced onto the Ethereal Plane. The save DC is Charisma-based.

All-Around Vision (Ex): A dharculus can see in all directions at once. Because of this, it has a +4 racial bonus on Search and Spot checks, and it cannot be flanked.

Immunities (Ex): A dharculus is immune to all mind-influencing effects (including charms, compulsions, phantasms, and morale effects.).

Partial Etherealness (Su): A dharculus can exist partially on both the Ethereal plane and the Material plane. While the dharculus is on the Ethereal plane, it can shift any and all of its mawed tentacles onto the Material plane as a free action, and shift any or all of them back again as a move equivalent action. Only creatures on the Material plane can attack the tentacles while they are on the Material plane. With its tentacles, the dharculus can drag along any being that failed its saving throw against the ethereal snare attack, as well as any being that does not resist (including unconscious or dead characters). This ability is otherwise identical with ethereal jaunt cast by a 15th level sorcerer.

Originally found in Gates of Firestorm Peak (1999, Bruce R. Cordell) and Monstrous Compendium Annual Four (1998).
 
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BOZ

Creature Cataloguer
Visage

http://www.enworld.org/forums/showthread.php?t=68207

Visage
Medium Undead (Extraplanar, Tanar’ri)
Hit Dice: 6d12 (39 hp)
Initiative: +3
Speed: Fly 40 ft (perfect) (8 squares)
Armor Class: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17
Base Attack/Grapple: +3/+3
Attack: Claw +6 melee (1d8)
Full Attack: 2 claws +6 melee (1d8)
Space/Reach: 5 ft/5 ft
Special Attacks: Lucidity control, dominate monster
Special Qualities: Assume shape, damage reduction 10/cold iron and magic, immunity to cold, electricity, holy water, and poison, resistance to acid 10 and fire 10, spell resistance 16, steal essence, turn resistance +6, undead traits
Saves: Fort +2 Ref +5 Will +7
Abilities: Str 10 Dex 16 Con --- Int 14 Wis 15 Cha 20
Skills: Bluff +17, Diplomacy +7, Disguise +11 (+13 acting), Hide +7, Intimidate +13, Knowledge (the planes) +6, Listen +8, Move Silently +11, Sense Motive +8, Spot +8.
Feats: Ability Focus (lucidity control), Persuasive, Weapon Finesse

Environment: Negative Energy Plane
Organization: Solitary or gang (1d4)
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic evil
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: ---

This creature has a delicate, ghostly transparent form that seems to float through the air. Its body is dark and undefined, but there is a bright white fright mask where its head should be.

The visage is a creature of deception that assaults the minds of victims to crush their wills, and even steal their identities. The visage’s reality warping powers can leave victims questioning their own reality and perceptions, and that’s assuming the victim survives the encounter.

Despite its incorporeal appearance, a visage is mostly solid. Its body flows easily around its head, and the visage is able to fit through any space that a Tiny creature could fit through.

It is believed that the demon lord Orcus first created the undead visages from the spirits of his deceased tanar’ri servants. He created them while in an undead state himself (while he was known as Tenebrous), and they all served him as a result. Now that the demon lord has been restored to his former power, it is unknown what has become of the visages. They may have ceased to exist, but there could always be other ways to create them.

Visages are considered abominations by other fiends, who are able to identify them and always attack them on sight. Demons specifically fear the visages more for what they represent than what they can do: when tanar’ri die, they usually return to life in another form, but when a visage dies it receives neither another form, nor the oblivion of true death.

Visages have no hierarchy or organization, save their total dedication to their master. Each of these twisted fiends has no feelings whatsoever for its fellows, feeling neither camaraderie nor contempt for other visages. Visages can be found on any plane, although their only real home is a fortress called Tcian Sumere on the Negative Energy plane. Though they live there, they have no special connection to that plane, unlike other undead, as their lord gives them all they need.

Visages can speak Common and Abyssal.

COMBAT
Visages can strike with their razor-sharp claws, but love their own unique way of warping minds too much to rely on physical attacks. The visage can reach into its victim’s mind to twist it to think and experience whatever the visage wants. The visage prefers to use this power subtly, to make it less likely that the victim will realize it is being manipulated. To enhance the false reality, the visage will often mix in a little true reality; it might exaggerate perceived distances, change the layout of a building, or make real objects appear to move. When the visage has caused enough confusion and fear to make its victim unable to trust its own senses, it will either finish the victim off with its claws, or continue to toy with the victim until it causes its own end or another creature finishes it off.

The visage also has the ability to dominate a target, to use it as a puppet. Visages working in concert can use both lucidity control and domination on the same target. To further enhance its deceptions, a visage can assume the identity and shape of those it has killed. Absorbing a creature’s essence allows a perfect imitation of the victim’s speech and mannerisms, but a close friend of the victim might be able to pick up little quirks that the visage cannot replicate. While in another form, the visage still has access to its other powers.

Dominate Monster (Su): Once per day, a visage can, as a standard action, attempt to control the mind of a creature. The target must succeed on a Will save (DC 18) or fall instantly under the visage's influence as though by a dominate monster spell (caster level 12th). The ability has a range of 30 feet. The visage must maintain concentration or the effect ends, and it cannot use its lucidity control ability at the same time. This is a mind-affecting effect. The save DC is Charisma-based.

Lucidity Control (Su): A visage can totally control the way a victim perceives the world around it. If the victim is unaware of this attack, it receives no saving throw. If the victim becomes aware of the visage’s mental assault, it can attempt a Will save (DC 20) to return its perceptions to normal. However, the victim must continue to make successful saving throws each round or fall back into the reality as created by the visage, so long as the visage maintains its concentration on the victim. This is a mind-affecting effect. The save DC is Charisma-based.

Assume Shape (Su): A visage can take on the appearance of any creature whose essence it has stolen. This ability functions like the alter self spell (caster level 10th), except that the visage can remain in the chosen form indefinitely. The visage may speak any languages the victim could, and its voice perfectly matches that of the victim, including accents, affectations, and impediments. It can assume a new form or return to its own as a standard action.

Steal Essence (Su): When a visage kills a creature, it steals its very essence. A creature that has been slain by a visage cannot be restored to life through any form of raising or resurrection. If the visage that stole its essence is killed within one day of the victim's death, the victim can be restored to life normally. After one day has passed, a wish, miracle, or true resurrection spell can restore the victim to life, but there is a 50% chance that even such powerful magic will fail. If the visage is not killed within one day, or if it voluntarily casts off the spirit (such as to take on another person’s form), that spirit is permanently gone.

Originally found in Dead Gods (1997, Monte Cook).
 
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BOZ

Creature Cataloguer
Greater Titans

http://www.enworld.org/forums/showthread.php?t=69718

Titan, Greater
Gargantuan Outsider (Chaotic, Extraplanar)
Hit Dice: 40d8+640 (840 hp)
Initiative: +5
Speed: 60 ft (12 squares)
Armor Class: 39 (-4 size, +5 Dex, +28 natural), touch 11, flat-footed 34
Base Attack/Grapple: +40/+70
Attack: Slam +59 melee (2d6+18)
Full Attack: 2 slams +59 melee (2d6+18)
Space/Reach: 20 ft/20 ft
Special Attacks: Oversized weapon, spell-like abilities
Special Qualities: Damage reduction 15/epic, darkvision 60 ft, fast healing 3, spell resistance 36
Saves: Fort +42 Ref +31 Will +35
Abilities: Str 47 Dex 20 Con 43 Int 27 Wis 28 Cha 28
Skills: Balance +19, Bluff +29, Climb +31, Concentration +47, Craft (any two) +31, Decipher Script +38, Diplomacy +19, Disguise +9 (+11 in character), Gather Information +28, Heal +28, Intimidate +42, Jump +48, Knowledge (any three) +39, Listen +40, Perform (any two) +39, Search +39, Sense Motive +40, Spellcraft +28, Spot +40, Survival +9 (+11 following tracks)
Feats: Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Quicken Spell-Like Ability (chain lightning).
Epic Feats: Fast Healing, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Toughness, Epic Will, Legendary Leaper.

Environment: Any outer plane
Organization: Solitary
Challenge Rating: 28
Treasure: Double standard
Alignment: Usually chaotic (any)
Advancement: 41-80 HD (Gargantuan)
Level Adjustment: ---

Though hardly the only titans in existence, greater titans are considered the originals and are the ones whom Olympian legends are written about. Names such as Prometheus, Atlas, and Cronus are well known in stories throughout the world.

The greater titans were born to the ancient gods, Gaea and Uranus, and replaced them as rulers of the universe. Cronus and Rhea were the first king and queen of the titans, and their progeny were the first of the Olympian gods. Cronus sought to destroy his children, but they fought back and exiled Cronus and his siblings to the bleak prison plane of Tarterus. Though Rhea and the many children of the original titans are generally free to roam, Cronus is imprisoned with his siblings Oceanus, Tethys, Hyperion, Mnemosyne, Themis, Iapetus, Coeus, Crius, Phebe, and Thea. The Olympians consider them too dangerous to forgive, and they are locked away to this very day.

Greater titans, like the lesser titans below them and the elder titans above them, resemble immense human beings. These titans are usually of extreme physical beauty, and those that are not tend to be hideously ugly. Each one embodies an aspect of humanity or the mortal world, and has powers to match.

The titans’ personalities and goals are as varied as those of humans, and they pursue their desires with a great passion. All titans bear either a tremendous respect or fear for the Olympian gods, and will never tolerate open disrespect for them (those that hate the gods will see such insolence as a trick they do not want to fall for). Though unconcerned with mortal matters, they roam the lands of men and may be searching for a voluminous feast, an epic adventure, or an all-consuming love.

Greater titans are usually at least 50 feet tall and weigh about 100,000 pounds, but can grow to be up to 100 feet tall and weigh as much as 800,000 pounds.

Greater titans speak Abyssal, Common, Celestial, Draconic, and Giant.

COMBAT
A greater titan in combat is an awesome thing to behold, and perhaps the only thing more frightening is a clash of the titans. Their sheer, raw physical and magical power is more than enough to lay waste to the countryside as well as the people in it.

Greater titans usually have special attacks and special qualities beyond those listed here, and these powers are appropriate to the nature of the titan and the aspect it embodies. They almost always have abilities like those of various character classes, including but not limited to spellcasting.

A greater titan's natural weapons, as well as any weapons it wields, are treated as epic weapons for the purposes of overcoming damage reduction.

Oversized Weapon (Ex): A greater titan can wield a great, two-handed weapon (big enough for Colossal creatures) with no penalty.

Spell-Like Abilities: At will – chain lightning (DC 27), charm monster (DC 25), cure critical wounds (DC 25), fire storm (DC 28), greater dispel magic, hold monster (DC 26), invisibility, invisibility purge, levitate, persistent image (DC 26), polymorph (humanoid forms only, duration 1 hour), protection from energy, read magic; 3/day – etherealness, freedom of movement, greater teleport, summon nature’s ally IX, word of chaos (DC 26); 1/day – gate, maze, meteor swarm (DC 30), plane shift, wind walk. Caster level 25th. The save DCs are Charisma-based.

In addition, titans of good or neutral alignment can use the following additional spell-like abilities: At will – daylight, holy smite (DC 25), remove curse (DC 25); 1/day – greater restoration. Caster level 25th. The save DCs are Charisma-based.

Titans of evil alignment can use the following additional spell-like abilities: At will – bestow curse (DC 25), deeper darkness, unholy blight (DC 25); 1/day – Bigby’s crushing hand (DC 30). Caster level 25th. The save DCs are Charisma-based.

Additionally, greater titans may each have additional spell-like abilities beyond those listed here.

Originally found in the first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz), and Legends and Lore (1990).
 

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