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Monster Junkie
Rag Golem

http://www.enworld.org/showthread.php?t=199651&page=8

Rag Golem
Diminutive Construct
Hit Dice: 1d10 (5 hp)
Initiative: +7
Speed: 10 ft. (2 squares)
Armor Class: 21 (+4 size, +7 Dex), touch 21, flat-footed 14
Base Attack/Grapple: +0/-15
Attack: -
Full Attack: -
Space/Reach: 1 ft./0 ft.
Special Attacks: Spell-like abilities
Special Qualities: Construct traits, damage reduction 10/-, darkvision 60 ft., immunity to acid, cold, electricity, fire, and sonic, immunity to magic, low-light vision, telepathic link, walking spellbook
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 4, Dex 25, Con -, Int 19, Wis 15, Cha 19
Skills: Bluff +8, Concentration +4, Knowledge (arcana) +8, Sense Motive +6, Sleight of Hand +10, Spellcraft +10, Use Magic Device +7
Feats: Magical Aptitude
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Standing only half a foot in height, this vaguely man-shaped bundle of rags moves with surprising grace.

Although relatively inexpensive, a rag golem is among the most treasure of the golems by arcane spellcasters. This tiny construct has an incredible memory, and is able to store its master's spells as if it were a spellbook.

As a side effect of its sentience, a rag golem will often develop a unique personality, one that tends toward mischief. If may even mimic its master's idiosyncrasies and exaggerate them to humorous effect. Despite its mischievous personality, a rag golem always remains fully loyal to its master.

Should its master perish, a rag golem wanders the world free-willed. If approached by another spellcaster, it may be persuaded to work with the spellcaster and share its stored knowledge, provided it finds the terms to its own best interests. However, the rag golem will only agree to an equal partnership with the new "master".

A rag golem is 6 inches tall and weighs around 1 pound.

COMBAT

A rag golem avoids combat unless ordered to enter battle by its master. In combat, it uses its cantrips to both hinder foes and aid its master and his allies.

Immunity to Magic (Ex): A rag golem 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 spell cast by the rag golem's creator affects it normally.

A spell with the force descriptor affects it normally.

Spell-Like Abilities: At will--greater teleport, tongues, read magic. Caster level 13th.

Additionally, a rag golem may use any cantrips its master has stored within it as spell-like abilities. These abilities may be used at will, and have a save DC of 14. Caster level 13th.

Telepathic Link (Su): A rag golem can communicate telepathically with its master to a range of 30 feet.

Walking Spellbook (Su): A spellcaster can scribe any spell he knows into his rag golem's memory, as if scribing to his spellbook. As long as the rag golem is within 30 feet, the spellcaster can prepare spells as if the rag golem were his spellbook. Should the rag golem's master dies, another spellcaster may attempt to obtain the rag golem's stored spells. This follows all the normal rules for mastering another spellcaster's spellbook.

CONSTRUCTION

A rag golem’s body is constructed from 1 pound of rags, soaked with rare admixtures costing at least 1,000 gp. Assembling the body requires a DC 15 Craft (sewing) check or a DC 15 Profession (seamstress) check.

CL 13th; Craft Construct, antimagic field, fabricate, geas, greater teleport, limited wish, tongues, caster must be at least 13th level; Price 2,000 gp; Cost 1,500 gp + 80 XP.

Originally appeared in Imagine Magazine #19 (1984).
 
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Monster Junkie
Gruaghlothor

http://www.enworld.org/showthread.php?p=3919503#post3919503

Gruaghlothor, the Supreme Dragon
Colossal Dragon (Fire)
Hit Dice: 48d12+576 (888 hp)
Initiative: +8
Speed: 40 ft. (8 squares), burrow 40 ft., fly 200 ft. (clumsy)
Armor Class: 52 (-8 size, +50 natural), touch 2, flat-footed 52
Base Attack/Grapple: +48/+84
Attack: Bite +60 melee (4d8+20/19-20)
Full Attack: Bite +60 melee (4d8+20/19-20) and 2 claws +60 melee (4d6+10) and 2 wings +60 melee (2d8+10) and tail slap +60 melee (4d6+30)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Breath weapons, crush 4d8+30, frightful presence, spells, spell-like abilities, tail sweep 2d8+30
Special Qualities: Alternate form, blindsense 60 ft., damage reduction 15/chaotic and epic, darkvision 1,600 ft., immunity to fire, paralysis, and sleep, keen senses, metalsense, see invisibility, spell resistance 30, telepathy 120 ft., vulnerabilitiy to cold
Saves: Fort +38, Ref +26, Will +37
Abilities: Str 51, Dex 10, Con 35, Int 32, Wis 33, Cha 32
Skills: Appraise +62, Bluff +62, Concentration +40, Diplomacy +62, Disguise +45 (+51 acting), Gather Information +62, Intimidate +64, Jump +58, Knowledge (arcana) +62, Knowledge (geography) +62, Knowledge (history) +62, Knowledge (the planes) +62, Listen +64, Search +62, Sense Motive +62, Spellcraft +68 (+74 scrolls), Spot +64, Survival +31 (+37 on other planes, +37 to avoid getting lost, +37 following tracks), Use Magic Device +62
Feats: Alertness, Awesome Blow, Blind-Fight, Combat Casting, Combat Expertise, Fly-By Attack, Hover, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Multiattack, Multiattack, Power Attack, Quicken Spell-like Ability (wall of iron), Snatch, Wingover
Environment: Underground
Organization: Solitary or troupe (Gruaghlothor and one sovereign ferrous dragon of each type: chromium, cobalt, iron, nickel, and tungsten)
Challenge Rating: 25
Treasure: When traveling, Gruaghlothor carries his magic items and 3d4+1 gems of various sizes. Gruaghlothor's lair contains 2d4 level 20 treasures
Alignment: Always lawful neutral
Advancement: -
Level Adjustment: -

The dragon’s head is almost shovel-shaped, with a pointed snout. Its scales are metallic black with flashes of silver. Large plates which look like shark fins run down its neck and back.

Gruaghlothor is the supreme ruler of the ferrous dragons. His power was once equal to that of Bahamut and Tiamat, before they achieved godhood. According to ferrous dragon legends, Gruaghlothor was the first of the ferrous dragons, and was responsible for creating the hierarchy that all ferrous dragons strictly follow. Several powerful red dragons banded together and destroyed Gruaghlothor, but he swore a dying curse to return for vengeance and not rest until all red dragons are destroyed. As a result of this curse, Gruaghlothor was indeed reborn, but not as the same creature. Should the current Gruaghlothor perish, the great wyrm iron dragons meet to choose one from among their ranks to become the new Gruaghlothor. Through a secret ritual that lasts exactly one year, the new Gruaghlothor emerges to lead the ferrous dragons and plot the extermination of red dragons.

Gruaghlothor possesses a constant telepathic link with all ferrous dragons, and thus even the most evil of the species will not defy his will, for he will know instantly.

COMBAT

Gruaghlothor prefers to use his spells and supernatural abilities in preference to melee combat. Against his hated rivals, the red dragons, he fights with immeasurable dedication and fury.

Alternate Form (Su): Gruaghlothor can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. Gruaghlothor can remain in his animal or humanoid form until he chooses to assume a new one or return to his natural form.

Breath Weapon (Su): Gruaghlothor has three types of breath weapon, a cone of superheated sparks (dealing 12d12 electricity and 12d12 fire damage, Reflex DC 46 half), a line of solid stone (dealing 12d12 bludgeoning damage, Reflex DC 46 half), and a cone of sleep gas. Creatures within a cone of sleep gas must succeed on a DC 46 Will save or fall asleep, regardless of HD, for 13d6 rounds.

Flesh to Iron (Sp): Gruaghlothor can use this ability twice per day. It is similar to a flesh to stone spell, except that the victim is turned into an iron statue rather than stone. As an iron object, it is vulnerable to rust attacks, such as that of a rust monster or a rusting grasp spell. The condition can be reversed by stone to flesh and similar effects. A DC 28 Fortitude save negates the effect. This is the equivalent of a 7th-level spell.

Frightful Presence (Ex): Gruaghlothor can unsettle foes with his mere presence. The power takes effect automatically whenever Gruaghlothor attacks, charges, or flies overhead. Creatures within a radius of 480 feet are subject to the effect if they have 47 or fewer Hit Dice. An affected creature can resist the effects by making a Will save (DC 45). A successful saving throw makes a creature immune to Gruaghlothor's frightful presence for one day. Creatures with 4 Hit Dice or fewer become panicked for 4d6 rounds if they fail their saving throws. Creatures with 5 or more Hit Dice become shaken for 4d6 rounds if they fail their saving throws. Ferrous dragons (and other dragon rulers, such as Bahamut and Tiamat) ignore the effects of Gruaghlothor's frightful presence.

Keen Senses (Ex): Gruaghlothor sees four times as well as a human in low light conditions and twice as well in normal light. He also has darkvision to a range of 1,600 feet.

Metalsense (Ex): All ferrous dragons can sense the location and amount of any non-precious metal (precious metals include adamantine, copper, gold, mithral, platinum, and silver) within a distance of 360 feet. This makes it nearly impossible to sneak up on a ferrous dragon when wearing armor or wielding weapons made from iron or other nonprecious metals. Like blindsense, opponents the dragon can’t actually see still have total concealment against the dragon.

See Invisibility (Ex): Gruaghlothor has the extraordinary ability to see invisible creatures. This works like the see invisibility spell with a range of 1,600 feet. This ability is always active.

Spell-Like Abilities: At will—heat metal (DC 23); 3/day—detect thoughts (DC 23), passwall, stone shape, transmute rock to mud (DC 26), wall of iron (DC 27). Caster level 22nd. The save DCs are Charisma-based.

Spells: Gruaghlothor casts spells as a 20th-level sorcerer. In his natural form, Gruaghlothor can cast spells with but a word.

Telepathy (Su): Gruaghlothor can speak with any creature within 120 feet that has a language. In addition, Gruaghlothor possesses a special telepathic bond with each of the the sovereign ferrous dragons, who in turn have bonds with each of their clan leaders. This functions as a detect thoughts spell (Will DC 45 negates), except it works regardless of distance and only affects ferrous dragons. The save DC is Charisma-based.

Originally appeared in Dragon Magazine #170 (1991).
 
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Shade

Monster Junkie
Hammer Golem

http://www.enworld.org/showthread.php?t=66479&page=35&pp=30

Hammer Golem
Large Construct
Hit Dice: 14d10+30 (107 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 33 (–1 size, –1 Dex, +18 natural, +7 armor), touch 8, flat-footed 33
Base Attack/Grapple: +10/+23
Attack: Hammer +18 melee (2d8+9/x3) or pick +18 melee (2d6+9/x4) or axe +18 melee (3d6+9/x3)
Full Attack: Hammer +18 melee (2d8+9/x3) and pick +18 melee (2d6+9/x4) or hammer +18 melee (2d8+9/x3) and axe +18 melee (3d6+9/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Pounding force
Special Qualities: Construct traits, damage reduction 3/- or 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision, tunneling
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 29, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 15–21 HD (Large); 22–42 (Huge)
Level Adjustment: -

A stone dwarf, towering over 9 feet tall, stands at the ready. Its right arm ends in a large hammer, while the left terminates with a great pick. A dull black suit of adamantine half-plate stands in sharp contrast to its stone body.

Rare constructs of the dwarves, hammer golems are created to serve as guards, miners, or deadly troops against their adversaries.

A typical hammer golem has a hammer affixed to its right hand and a pick affixed to its left. Hammer golems geared for war possess an axe instead of a pick in their right hand, while those fitted for mining possess picks in both hands.

A hammer golem is 9 feet tall and weighs around 2,200 pounds.

COMBAT

Like most golems, a hammer golem attempts to carry out the commands of its master to the letter. However, all hammer golems are given a latent order that allows them to attack any orc or goblinoid it encounters, which they will execute until either the golems or these foes are destroyed. Although they cannot speak, hammer golems release an audible roar if orcs or goblinoids are present.

Immunity to Magic (Ex): A hammer golem 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 wish spell affects the golem normally, even if duplicating a spell to which the golem would otherwise be immune.

A stone to flesh spell repairs all of the golem's lost hit points.

Pounding Force (Su): A hammer golem can employ pounding force once per minute. The pounding force inflicts 4d6 points of damage and pushes away all creatures within 60 feet of the hammer golem. Treat this as a bull rush with a +15 bonus on the Strength check (+9 for Strength 29, +4 for being Large, and +2 for charging bonus, which it always gets). The force always moves with the creature to push it back the full distance allowed, and it has no speed limit.

Tunneling (Ex): A hammer golem can burrow through solid stone at a speed of 5 feet, leaving behind an intact tunnel. A hammer golem designed for mining (with picks for both hands) can tunnel at its burrow speed.

CONSTRUCTION

A hammer golem’s body is chiseled from a single block of hard stone, such as granite, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Additionally, a suit of adamantine half-plate and a pair of weapons sized for a Large creature are needed (totalling 12,000 gp). Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.

CL 14th; Craft Construct, antimagic field, geas/quest, repulsion, stone shape, caster must be a dwarf and at least 14th level; Price 90,000 gp; Cost 53,500 gp + 3,600 XP.

Originally appeared in Dragon Magazine #182 (1992) and MCA1.
 
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Shade

Monster Junkie
Slime Golem

http://www.enworld.org/showthread.php?t=66584&page=23&pp=30

Slime Golem
Medium Construct (Aquatic)
Hit Dice: 10d10+20 (75 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +7/+8
Attack: Slam +9 melee (2d4+2 plus paralysis)
Full Attack: 2 slams +9 melee (2d4+2 plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis
Special Qualities: Construct traits, damage reduction 5/bludgeoning and magic, darkvision 60 ft., immunity to acid, cold, and fire, low-light vision, malleability, transparent
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 12, Dex 14, Con -, Int 6, Wis 10, Cha 10
Skills: Swim +22
Feats: Ability Focus (paralysis), Great Fortitude, Iron Will, Weapon Focus (slam)
Environment: Any aquatic
Organization: Solitary or wave (2-8)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

A vaguely man-shaped puddle of nearly transparent ooze shambles forth. Its squat, flaccid body seems nearly amorphous.

A slime golem is created from a crystal ooze, and retains some of that creature's natural abilities. Equally effective on land and underwater, these constructs are popular among amphibious races and those dwelling near swamps and shorelines.

A slime golem is 6 feet tall and weighs around 200 pounds.

COMBAT

A slime golem is not mindless like many golems, so it is capable of simple tactics and acts of self-preservation. However, it will follow its masters orders to the best of its ability, including suicide missions.

Malleability (Ex): Because of a slime golem's unusual body structure, it can compress its body enough to squeeze through a 1-inch-wide crack. Cracks and similar openings that are 1 inch or more in width do not slow the slime golem at all.

Paralysis (Ex): A slime golem secretes a paralytic slime. A target hit by a slime golem's slam attack must succeed on a DC 17 Fortitude save or be paralyzed for 3d6 rounds. The save DC is Constitution-based.

Transparent (Ex): When submerged, a slime golem is difficult to see. It takes a successful DC 20 Spot check to notice one. Creatures who fail to notice a slime golem and walk (or swim) into it are automatically hit with a melee attack for slam damage and are subjected to the golem's paralysis.

Skills: A slime golem has a +8 racial bonus on Swim checks. It can take 10 on a Swim check, even if distracted or endangered. A slime golem can use the run action when swimming, provided it swims in a straight line.

CONSTRUCTION

A single crystal ooze (living or dead) is required for the construction of a slime golem. Special admixtures worth 500 gp are also required. Assembling the body requires a DC 13 Craft (sculpting) check or a DC 13 Heal check.

CL 8th; Craft Construct, fox's cunning, hold monster, invisibility, resist energy, polymorph, caster must be at least 8th level; Price 20,000 gp; Cost 10,500 gp + 780 XP.

Originally appeared in I8: Ravager of Time (1986).
 
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Shade

Monster Junkie
Spottle Toad

http://www.enworld.org/showthread.php?t=201507&page=7

Spottle Toad
Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 10 ft. (2 squares), swim 30 ft.
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +0/–6
Attack: Bite +4 melee (1d4-2) or tongue +24 ranged touch (reflexive tongue)
Full Attack: Bite +4 melee (1d4-2) or tongue +24 ranged touch (reflexive tongue)
Space/Reach: 5 ft./5 ft. (10 ft. with tongue)
Special Attacks: Improved grab, reflexive tongue, swallow whole
Special Qualities: Low-light vision
Saves: Fort +4, Ref +5, Will +0
Abilities: Str 6, Dex 17, Con 14, Int 2, Wis 11, Cha 5
Skills: Hide +7, Jump +3, Spot +12, Swim +11
Feats: Weapon Finesse
Environment: Any
Organization: Solitary
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Level Adjustment: -

This dog-sized toad is short and squat, with thin legs and a pair of bulging eyes which rotate independently of one another. Its green skin is covered with white freckles.

Spottle toads are bred for use in a dice game known as spottle. They are rarely found outside of spottle parlors, although they do breed true and can survive in the wild.

A spottle toad is 3-4 feet long and weighs 20 to 30 pounds.

COMBAT

Spottle toads feed on small insects and scraps of food provided by spottle masters. They simply sit still, waiting for something small to come within range, then strike with their tongues at lightning-quick speed.

Improved Grab (Ex): To use this ability, a spottle toad must hit with its bite or tongue 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 attempt to swallow the foe in the following round.

Reflexive Tongue (Ex): As an immediate action, a spottle toad may attack a Fine or Diminutive creature or object up to 10 feet away with its tongue. It gains a +20 insight bonus on this roll. If it hits, it deals no damage but immediately makes a grapple check (see Improved Grab, above). A spottle toad is not considered to be grappling a foe if it uses its tongue to grapple. Once it grapples a foe, the spottle toad can drag the victim into its square if the creature isn't too heavy (a standard spottle toad can pull up to 1 pound in this manner) whereupon it immediately makes a free bite attack against the foe, gaining a +2 circumstance bonus on its attack roll. Objects are automatically swallowed with no grapple checks necessary.

A spottle toad's tongue has AC 10, and can be severed if it takes 5 points of slashing damage. The tongue regrows in one day.

Swallow Whole (Ex): A spottle toad can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 1d2 points of bludgeoning damage plus 1d4 points of acid damage per round from the toad's digestive juices. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 2 points of damage to the frog's digestive tract (AC 10). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out.

A Small spottle toad's gut can hold 1 Tiny, 2 Diminutive, or 8 Fine opponents.

Skills: A spottle toad has a +8 racial bonus on Spot and Swim checks and a +12 racial bonus on Jump checks, and uses its Dexterity modifier rather than its Strength modifier on Jump and Swim checks. It can take 10 on a Swim check, even if distracted or endangered. A spottle toad can use the run action when swimming, provided it swims in a straight line.

Originally appeared in Dungeon Magazine #12 (1988).
 
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Shade

Monster Junkie
Kryst

http://www.enworld.org/showthread.php?p=3898650#post3898650

Elemental of Law, Kryst
Medium Elemental (Earth, Extraplanar, Lawful)
Hit Dice: 9d8+20 (76 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 18 (-1 Dex, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Spike +10 melee (1d8+5)
Full Attack: 3 spikes +10 melee (1d8+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to earth effects, minor spell invulnerability, see invisibility, vulnerability to air effects
Saves: Fort +10, Ref +2, Will +3
Abilities: Str 20, Dex 8, Con 18, Int 10, Wis 11, Cha 13
Skills: Diplomacy +11, Knowledge (the planes) +8, Listen +2, Sense Motive +8, Spot +6, Survival +0 (+2 on other planes)
Feats: Alertness, Improved Initiative, Negotiator, Power Attack
Environment: Elemental Plane of Earth
Organization: Solitary or clump (2-6)
Challenge Rating: 6
Treasure: 50% gems
Alignment: Always lawful, usually good
Advancement: 10-18 HD (Medium); 19-27 HD (Large)
Level Adjustment: -

A cluster of golden, quartzlike spikes tumbles toward you.

The elemenals of law dedicate themselves to maintaining the forces of law on the Elemental Planes and beyond.

Krysts are native to the Elemental Plane of Earth, where they live in complex societies spread wide throughout the plane. They coexist peacefully with most earth elementals, and enjoy assisting them in any way they can. Visitors are welcomed openly to their realms, and they love exchanging knowledge with travelers.

The krysts have long waged a never-ending war against the hordes, insectile elemental creatures that spread without regard for the other inhabitants of the Elemental Plane of Earth. They also count the hydrax among enemies, although the two elementals rarely encounter each other.

A typical kryst is 6 feet in diameter and weighs around 1,000 pounds.

Krysts understand Terran (but cannot speak) and can communicate telepathically. If others seem uncomfortable with its telepathic communication, a kryst will scratch out etchings in Terran.

COMBAT

A kryst only enters combat if all other options have been exhausted. If battle is its only alternative, a kryst fights fiercely, ramming adversaries with its long spikes while employing its spell-like abilities.

Minor Spell Invulnerability (Ex): An elemental of law is immune to all spell effects of 2nd level or lower.

See Invisibility (Ex): An elemental of law can constantly see invisible creatures as if under the effects of a see invisibility spell.

Spell-Like Abilities: 3/day—detect magic, dispel magic, haste, transmute rock to mud (DC 16), wall of stone (DC 16); 1/day--stone tell. Caster level 9th. The save DCs are Charisma-based.

Vulnerability to Air Effects (Ex): A kryst takes half again as much (+50%) damage as normal from effects with the air descriptor, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Originally appeared in D&D Companion Set and later in Mystara Monstrous Compendium Appendix.
 
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Monster Junkie
Copper Golem

http://www.enworld.org/showthread.php?t=211853&page=2

Copper Golem
Large Construct
Hit Dice: 9d10+30 (79 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 23 (–1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: +6/+15
Attack: Slam +11 melee (2d8+5 plus 1d6 fire)
Full Attack: 2 slams +11 melee (2d8+5 plus 1d6 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fiery aura
Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision, vulnerability to water
Saves: Fort +3, Ref +3, Will +6
Abilities: Str 20, Dex 11, Con —, Int 5, Wis 16, Cha 9
Skills: Listen +11, Spot +11
Feats: Alertness, Cleave, Power Attack, Weapon Focus (slam)
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

This metallic automaton resembles an armored human nearly 8 feet tall. It appears to be formed of smoldering copper, with flickering flames in place of its hair, beard, and brow.

When it is fashioned, a copper golem is keyed to a particular magical talisman. Henceforth, it regards the bearer of that talisman to be its master, protecting and following that individual everywhere (unless specifically commanded not to do so). The talisman must be openly displayed to the golem when issuing commands.

A copper golem obeys its master’s verbal commands to the best of its ability, although it is not good for much beyond combat and possibly simple manual labor. It can also be keyed to perform specific tasks at specific times or when certain conditions are met. The bearer of the talisman can call the copper golem from any distance, and it will come as long as it is on the same plane.

A copper golem stands nearly 8 feet tall and weighs around 1,750 pounds.

COMBAT

A copper golem pummels opponents with its fiery fists, utilizing Power Attack to its fullest until it begins to miss frequently.

Fiery Aura (Su): Copper golems are very hot, so all creatures within 10 ft must make a DC 14 Fort save each round or take 1d4 pionts of fire damage. The save DC is Constitution-based.

Immunity to Magic (Su): Copper golems are immune to all spells or spell-like abilities that allow spell resistance, except as follows:

A magical attack that deals cold damage slows a copper golem (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 each 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. A copper golem gets no saving throw against fire effects.

A magical attack with the water descriptor deals 1d6 points of damage per spell level to a copper golem.

Vulnerability to Water (Ex): If a copper golem is immersed in water, it loses one fifth of its current hit points each round and is destroyed completely on the fifth round.

CONSTRUCTION

A copper golem’s body is sculpted from 5,000 pounds of pure copper, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 14 Craft (armorsmithing) check or a DC 14 Craft (weaponsmithing) check.

CL 14th; Craft Construct, animate objects, bless or curse, commune, flame strike, resist energy, caster must be nongood and at least 14th level; Price 40,000 gp; Cost 25,000 gp + 1,600 XP.

Originally appeared in Polyhedron Magazine #30 (1986).
 
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Shade

Monster Junkie
Kamatlan

http://www.enworld.org/showthread.php?p=3927138#post3927138

Kamatlan
Large Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+13
Attack: Claw +7 melee (1d6+4) or snakes +7 melee (1d4 plus poison) or bite +7 melee (1d8+2)
Full Attack: 2 claws +7 melee (1d6+4) and 6 snakes +2 melee (1d4 plus poison) and bite +2 melee (1d8+2)
Space/Reach: 10 ft./5 ft. (10 ft. with snakes)
Special Attacks: Improved grab, poison, pounce, rake 1d3+2
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 18, Dex 15, Con 15, Int 5, Wis 12, Cha 9
Skills: Balance +10, Climb +12, Hide +4*, Listen +5, Move Silently +8, Spot +5
Feats: Alertness, Dodge
Environment: Warm forests, deserts, or mountains
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: -

A large, yellow-furred jaguar leaps from the treetops. A pair of snakes, sandy hued with a darker diamond pattern, extend about three feet from each of its shoulders. Its tail ends in a rattlesnake's rattle.

Believed to be related to kamadans and, more distantly, displacer beasts, kamatlans stalk tropical jungles, mountains, and deserts. Fiercely territorial, these solitary hunters come together only to mate. The female lays a clutch of 1-4 leathery eggs in a shallow hole, which hatch in two months. Kamatlan cubs mature in about six months.

Rumors suggest that kamatlans were created by the Maztican deity Zaltec.

A kamatalan is 6 to 7 feet long and weighs 350 to 400 pounds. Its fur is a medium shade of yellow, with dark spots.

COMBAT

Kamatlans prefer to stalk their prey from treetops, sometimes for hours, waiting for an opportune moment to strike.

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

Poison (Ex): Snakes, Fortitude save DC 14; initial and secondary damage 1d6 Constitution. The save DC is Constitution-based.

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

Rake (Ex): Attack bonus +7 melee, damage 1d3+2.

Snakes (Ex): Each snake attacks independently each round at the listed attack bonus. The snakes do not gain the kamatlan’s Strength bonus to damage.

Skills: Kamatlans have a +4 racial bonus on Hide and Move Silently checks and a +8 racial bonus on Balance and Climb checks. A kamatlan can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or undergrowth, the Hide bonus improves to +8.

Originally appeared in Maztica Campaign Setting (1991).
 
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Shade

Monster Junkie
Drake, Greater, Vandalraug

http://www.enworld.org/showthread.php?t=213663

Vandalraug (Battle Drake)
Large Dragon
Hit Dice: 14d12+42 (133 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 150 ft. (poor)
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +14/+22
Attack: Bite +17 melee (2d6+4) and 2 claws +15 melee (1d10+2) and 2 wing slashes +15 melee (1d8+2)
Full Attack: Bite +17 melee (2d6+4) and 2 claws +15 melee (1d10+2) and 2 wing slashes +15 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., immunity to fear, paralysis, and sleep, low-light vision
Saves: Fort +14, Ref +9, Will +11
Abilities: Str 19, Dex 11, Con 17, Int 4, Wis 14, Cha 12
Skills: Listen +17, Move Silently +13, Spot +17, Survival +10
Feats: Great Fortitude, Hover, Improved Initiative, Multiattack, Power Attack
Environment: Any land
Organization: Solitary or family (2-6)
Challenge Rating: 10
Treasure: None
Alignment: Usually neutral
Advancement: 15-21 HD (Large), 22-28 HD (Huge)
Level Adjustment: -

Clearly some sort of dragon, this creature is fifteen feet long from snout to tail. Its orange eyes are black-slitted, and a pair of horns sweep backward from its skull. Swordlike spines extend from its batlike wings.

The vandalraug, or battle drake, is the “heavy war horse” of the greater drakes, easily domesticated into service as a flying battle mount and able to carry a heavily armored warrior without sacrificing maneuverability or speed. It is one of the largest of the greater drakes and one of the most common. Vandalraugs are often domesticated by orcs.

Scale coloration covers a broader range than in most greater drake species. The most common scale colors are green (ranging from olive to a dark forest green), brown (from a tan to a dark coffee color), dark gray or black, and the occasional reddish-orange. Each specimen has scales of a single color, with wings of a slightly lighter shade. Since their scales are often the color of chromatic dragons, vandalraugs are easily mistaken for dragon hatchlings. Regardless of scale coloration, all vandalraugs have orange eyes with black, slitted pupils in the manner of many reptiles.

Vandalraugs sport a pair of backward-curving horns, similar to those of a wyvern. While the horns are not used in combat, the males often butt heads like rams in the springtime as part of their elaborate mating rituals. The “clack” from two sets of the hollow horns clashing travels quite a distance. Vandalraugs also inflate their throat bladders prior to releasing their mating calls, which can be heard for miles. Both sexes exhibit this behavior, though the females’ call is somewhat higher in pitch than those of the males.

Vandalraugs cannot speak, but if properly trained can be taught to obey commands in a spoken language.

A vandalraug's body is 15 feet long, half of which is its tail. Its wingspan is about 20 feet. A vandalraug weighs about one ton.

COMBAT

Vandalraugs fight with teeth and claws. If on the ground, the vandalraug can also slash an opponent with the sharp, swordlike spines extending from the tips of each “finger” of its batlike wings. The creature can target only a single opponent with each wing. The wing-slash victim must be on one side of the vandalraug; the drake cannot use its wings to attack creatures directly in front of it, nor can it employ its wing-blades as weapons while in flight.

Originally appeared in Dragon Magazine #260 (1999).
 
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Shade

Monster Junkie
Crystal Golem

http://www.enworld.org/showthread.php?t=78935&page=16&pp=30

Crystal Golem
Medium Construct
Hit Dice: 9d10+20 (69 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +6/+8
Attack: Hand +8 melee (2d10+2 [half-bludgeoning/half-piercing])
Full Attack: 2 hands +8 melee (2d10+2 [half-bludgeoning/half-piercing])
Space/Reach: 5 ft./5 ft.
Special Attacks: Color ray
Special Qualities: Construct traits, damage reduction 10/bludgeoning and magic, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 14, Dex 14, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or cluster (2-8)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Medium); 19-27 HD (Large)
Level Adjustment: -

The sound of tinkling glass accompanies the movement of a dazzling clear crystal statue. Tall and slender, this construct looks like a stylized humanoid with sharp features.

Like all golems, a crystal golem is mindless, and follows its creator's instructions explicitly and without emotion.

A crystal golem stands 7 feet tall and weighs 400 pounds.

COMBAT

A crystal golem's sharp, heavy hands deal both bludgeoning and piercing damage. Divide the damage in half and round down to determine the amount of each type of damage.

Color Ray (Su): Once every 2 rounds, as a swift action, a crystal golem may make a ranged touch attack against a single opponent within 20 feet (no range increment). If the attack hits, the target suffers the effects of a color spray spell (Will DC 14 negates). The save DC is Constitution-based.

Immunity to Magic (Su): Crystal golems are immune to all spells or spell-like abilities that allow spell resistance, except as follows:

A shatter spell deals damage as normal to a crystalline creature.

A mending spell heals 1d6 points of damage to the golem, while a make whole spell heals all of its lost hit points.

CONSTRUCTION

A crystal golem’s body is constructed from 400 pounds of crystal worth 2,000 gp. Assembling the body requires a DC 14 Craft (sculpting) check or a DC 14 Craft (stonemasonry) check.

CL 11th; Craft Construct, color spray, geas/quest, keen edge, caster must be at least 11th level; Price 20,000 gp; Cost 11,000 gp + 800 XP.

Originally appeared in Dungeon Magazine #42 (1993).
 
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Shade

Monster Junkie
Oak Golem

Oak Golem
Large Construct
Hit Dice: 9d10+30 (79 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 18 (–1 size, -1 Dex, +10 natural), touch 2, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Slam +10 melee (1d6+5)
Full Attack: 2 slams +10 melee (1d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Entangle
Special Qualities: Construct traits, damage reduction 10/slashing, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 21, Dex 9, Con —, Int 2, Wis 11, Cha 11
Skills: Listen +8, Spot +8
Feats: Alertness, Blind-Fight, Improved Initiative, Power Attack
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

This roughly man-shaped wooden statue stands eight feet tall. Its finely carved body is dotted with small thorns.

Oak golems are usually crafted by druids to serve as guardians.

An oak golem stands 8 feet tall and weighs around 800 pounds.

COMBAT

An oak golem pummels adversaries with its thorny fists. It uses its entangle ability as often as possible.

Entangle (Su): An oak golem can use an entangle effect, as the spell, as a free action once every 1d4+1 rounds. The effect has a range of 40 feet and a duration of 4 rounds, requiring a DC 14 Reflex save to avoid entanglement. The save DC is Charisma-based.

Immunity to Magic (Ex): An oak golem 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 fire damage slows an oak golem (as the slow spell) for 3 rounds, with no saving throw.

Plant growth breaks any slow effect on the golem and heals it of all damage.

A warp wood spell deals 2d6 points of damage to the golem, while wood shape heals it of 2d6 points of damage.

A repel wood spell causes the oak golem to flee as if it were an undead creature turned by a cleric.

CONSTRUCTION

An oak golem’s body is carved from a recently fallen oak tree weighing at least 14 pounds, polished with rare oils costing at least 10,000 gp. Assembling the body requires a DC 14 Craft (woodworking) check.

CL 12th; Craft Construct, barkskin, commune with nature, liveoak, shillelagh, caster must be at least 12th level; Price 40,000 gp; Cost 25,000 gp + 1,600 XP.

Originally appeared in Polyhedron Magazine #30 (1986).
 
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Shade

Monster Junkie
Agta

http://www.enworld.org/showthread.php?t=199651&page=9

Agta
Large Fey
Hit Dice: 8d6+32 (60 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +4/+15
Attack: Slam +10 melee (1d6+7)
Full Attack: 2 slams +10 melee (1d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Change size, great roar, rend 2d6+10, spell-like abilities
Special Qualities: Damage reduction 10/cold iron, invisibility, low-light vision, sunlight vulnerability, talisman
Saves: Fort +6, Ref +7, Will +7
Abilities: Str 24, Dex 13, Con 19, Int 10, Wis 12, Cha 11
Skills: Bluff +13, Climb +14, Diplomacy +11, Disguise +0 (+2 acting), Hide +10, Intimidate +13, Move Silently +10, Sense Motive +12, Sleight of Hand +12
Feats: Persuasive, Power Attack, Stealthy
Environment: Any forests
Organization: Solitary
Challenge Rating: 6
Treasure: Double coins, double goods (gems and jewelry), no items (except talisman)
Alignment: Always chaotic neutral
Advancement: 9-24 HD (Large)
Level Adjustment: -

This muscular, hairy humanoid has dark skin and a dark beard, and is clad in a loincloth. Two short ivory tusks jut upwards from its lower jaw, while a pair of shorter fangs curve downward. It smells of tobacco.

The agta (also known as the bawo or ungo), is a mischievous, forest-dwelling fey. It prefers to dwell in tall trees, such as banyans and mangroves. It belongs to a group of fey often referred to as a Filipino demons.

Although they love playing pranks on humanoids, they can be friendly, and have a fondness for human women. An agta that falls in love with a female human will follow her throughout her life.

An agta is 10-12 feet tall and weighs 700 pounds. Skin coloration varies from light brown to coal black.

Agta speak Common and Sylvan.

COMBAT

An agta loves trickery, and uses its invisibility, skills, and ability to change its size to confuse its target. If drawn into battle, it will generally unleash a great roar, increase to Huge size, and pummel foes with its fists.

Change Size (Su): An agta can change size from Tiny to Huge. The agta gains all size adjustments to space/reach, ability scores, skills, damage, and combat options such as grapple, as normal for a monster that changes size. An agta can remain in a given size until it chooses to assume a new one. A change in size cannot be dispelled, but an agta reverts to its natural size when killed. A true seeing spell or ability reveals its natural size.

Huge Agta
Hit Dice: 8d6+48 (76 hp)
Initiative: +0
Armor Class: 21 (-2 size, +13 natural), touch 8, flat-footed 21
Grapple: +23
Attack: Slam +13 melee (1d8+11)
Full Attack: 2 slams +13 melee (1d8+11)
Space/Reach: 15 ft./15 ft.
Special Attacks: rend 2d8+16
Saves: Fort +8, Ref +6
Abilities: Str 32, Dex 11, Con 23
Skills: Climb +19, Hide +5, Move Silently +9, Sleight of Hand +11

Medium Agta
Hit Dice: 8d6+16 (44 hp)
Initiative: +2
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Grapple: +7
Attack: Slam +7 melee (1d4+3)
Full Attack: 2 slams +7 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: rend 2d4+4
Saves: Fort +4, Ref +8
Abilities: Str 16, Dex 15, Con 15
Skills: Climb +11, Hide +15, Move Silently +11, Sleight of Hand +13

Small Agta
Hit Dice: 8d6+8 (36 hp)
Initiative: +3
Armor Class: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
Grapple: +1
Attack: Slam +6 melee (1d3+1)
Full Attack: 2 slams +6 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: rend 2d3+1
Saves: Fort +3, Ref +9
Abilities: Str 12, Dex 17, Con 13
Skills: Climb +9, Hide +20, Move Silently +12, Sleight of Hand +14

Tiny Agta
Hit Dice: 8d6+8 (36 hp)
Initiative: +4
Armor Class: 22 (+4 Dex, +8 natural), touch 14, flat-footed 18
Grapple: -5
Attack: Slam +5 melee (1d2-1)
Full Attack: 2 slams +5 melee (1d2-1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: rend 2d2-1
Saves: Fort +3, Ref +10
Abilities: Str 8, Dex 19, Con 13
Skills: Climb +7, Hide +25, Move Silently +13, Sleight of Hand +15

Great Roar (Su): Once per minute, an agta can emit a frightful roar. All creatures that can hear the agta must succeed on a DC 14 Will save or be panicked for 8 rounds. Even on a successful save, the victim is still shaken for 1 round. This is a sonic, mind-affecting, fear effect. The save DC is Charisma-based.

Rend (Ex): If an agta hits with both slam attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d6+10 points of damage.

Spell-Like Abilities: At will--invisibility (self only). Caster level 8th.

Sunlight Vulnerability (Ex): An agta is dazzled in natural sunlight and cannot use any of its spell-like or supernatural abilities while within the area.

Talisman (Su): An agta bears a talisman that is the source of its strength. If taken or otherwise obtained from the agta, the agta suffers 1d4 points of Strength damage, which is then transferred to the recipient as an enhancement bonus to Strength for 24 hours. If taken after its death, the bearer gains a +4 enhancement bonus to Strength for 24 hours.

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

Kapre

The kapre (or pugot) has all the abilities of the agta, and gains the following additional abilities. A kapre is CR 7.

Alternate Form (Su): A kapre can take the form of a cat, dog, boar, snow-white fowl (use the stats for a raven), or a headless, mutiliated corpse. A kapre can shift between its fey and other forms as a standard action. In animal forms, it cannot use its rend ability, but it can use its other special abilities. The animal's eyes appear fiery red, and the animal exhales a harmless blue-green fire and smoke. In corpse form, it retains all abilities and gains frightful presence.

A kapre remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the kapre revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.

Frightful Presence (Su): In its headless corpse form, a kapre can unsettle foes with its mere presence. The ability takes effect automatically whenever the kapre moves, attacks, or charges. Creatures within a radius of 60 feet are subject to the effect if they have fewer HD than the kapre. A potentially affected creature that succeeds on a DC 14 Will save remains immune to that kapre's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 5d6 rounds and those with 5 or more HD become shaken for 5d6 rounds. Agtas, kapres, and other similar fey ignore the frightful presence of other kapres.

Originally appeared in Imagine Magazine #25 (1985).
 
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Shade

Monster Junkie
Brass Sentinel Golem

http://www.enworld.org/showthread.php?t=211853&page=4

Brass Sentinel Golem
Large Construct
Hit Dice: 11d10+30 (90 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 28 (–1 size, -1 Dex, +20 natural), touch 8, flat-footed 28
Base Attack/Grapple: +8/+19
Attack: Greatsword +14 melee (3d6+10)
Full Attack: Greatsword +14 melee (3d6+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Sunburst
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 25, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: -
Feats: -
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 12–18 HD (Large); 19–33 HD (Huge)
Level Adjustment: -

A large brass statue of a handsome humanoid stands before you. It wields a crude greatsword and its skin glows with warm light.

Brass sentinel golems are generally created by good-aligned spellcasters to guard areas under threat from undead and other creatures of shadow and darkness.

A brass sentinel golem stands 12 feet tall and weighs around 3,000 pounds. They are often sculpted in scant armor and with apparent musculature and beauty.

COMBAT

Brass sentinel golems strike with their greatswords. Although mindless, they follow their creators commands to the letter, and if not given specific targets, always go after undead creatures or creatures composed of or utilizing darkness or shadows first.

Immunity to Magic (Ex): A brass sentinel golem 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 spell with the darkness descriptor slows the golem (as the spell) and suppresses its sunburst effect for a number of rounds equal to the spell level.

A spell with the light descriptor breaks any slow effect on the golem and heals the golem of 1d10 points of damage per spell level.

Sunburst (Su): A brass sentinel golem can use a sunburst effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and deals 6d6 points of damage (11d6 points of damage to undead). A DC 17 Reflex save halves the damage. The save DC is Constitution-based.

CONSTRUCTION

A brass sentinel golem's body must be sculpted from 3,000 pounds of brass, treated with rare tinctures and admixtures worth 1,500 gp. Creating the body requires a DC 15 Craft (armorsmithing) check or a DC 15 Craft (weaponsmithing) check.

CL 15th; Craft Construct, continual flame, ight, limited wish, sunburst, caster must be at least 15th level; Price 50,000 gp; Cost 25,750 gp + 2,000 XP.

Originally appeared in Polyhedron Magazine #30 (1986).
 
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Shade

Monster Junkie
Kavainus (Ghost Drake)

http://www.enworld.org/showthread.php?t=213663

Kavainus (Ghost Drake)
Large Dragon
Hit Dice: 13d12+26 (110 hp)
Initiative: +5
Speed: 40 ft. (8 squares), fly 150 ft. (poor)
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +13/+20
Attack: Bite +15 melee (1d10+3)
Full Attack: Bite +15 melee (1d10+3) and 2 claws +15 melee (1d8+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Darkvision 60 ft., etherealness, ethersight, glow, immunity to fear, paralysis, and sleep, low-light vision
Saves: Fort +11, Ref +11, Will +9
Abilities: Str 17, Dex 12, Con 15, Int 4, Wis 13, Cha 12
Skills: Climb +14, Listen +15, Move Silently +14, Spot +15
Feats: Alertness, Endurance, Flyby Attack, Improved Initiative, Lightning Reflexes
Environment: Mountains or hills
Organization: Solitary or mated pair (2) or family (3)
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 14-20 HD (Large), 21-26 HD (Huge)
Level Adjustment: -

This horse-sized dragon bears a ridge of sharp horns on either side of its skull, giving its head a wedge-shaped appearance. It is covered in bone white scales which glow faintly ih the darkness, seeming almost ghostly. Its dark eyes are deep set beneath a bony crest, and its sharp claws and fangs are white as bone.

Their scales of a kaivanus absorb light during the day and glow faintly at night, giving the creature its nickname, “ghost drake.” (The name “kavainus” means “spirit-dragon-kin” in the language of the gray elves, many of whom have domesticated these drakes.) The eerie nocturnal glow of these creatures inspire fear in those who mistake them for undead, while their natural coloration in daylight often leads others to mistake them for white dragons from a distance.

Kavaini cannot speak, but if properly trained can be taught to obey commands in a spoken language.

A kavainus's body is 12 feet long, half of which is its tail. Its wingspan is about 10 feet. A kavainus weighs between 1,250 and 1,500 pounds. Its hard, bony scales range from bone white to snow white to a light, dusty gray.

COMBAT

Kavaini have immensely powerful jaws to bite at foes. If seriously injured, it attempts to escape to the Etheral Plane.

Etherealness (Sp): A kavainus can become ethereal at will. While ethereal, it remains visible and can see on both the Material and Ethereal Planes, but it can be attacked only by other ethereal creatures or those employing plate mail of etherealness, ghost touch weapons, or similar magic. Kavaini take a full round to become ethereal or return fully to the Material Plane, and they generally use this ability only to escape more powerful foes. Anyone in contact with a kavainus can be turned ethereal along with the creature or not, at the drake’s whim, as long as the “passenger” is smaller than the kavainus. This makes it difficult to capture grown specimens; most domestic kavaini are trained from infancy.

Ethersight (Su): A kaivanus can see into the Ethereal Plane at will.

Glow (Ex): The scales of a kaivanus absorbs light during the day and glows faintly in darkness. In areas of darkness or shadowy illumination, a kavainus is treated as if under the effects of a faerie fire spell.

Improved Grab (Ex): To use this ability, a kavainus must hit an opponent 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.

Originally appeared in Dragon Magazine #260 (1999).
 
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Shade

Monster Junkie
Coral Beast

http://www.enworld.org/showthread.php?t=78935&page=17&pp=30

Coral Beast
Large Monstrous Humanoid (Aquatic)
Hit Dice: 10d8+50 (95 hp)
Initiative: +5
Speed: Swim 30 ft. (6 squares)
Armor Class: 20 (–1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +10/+20
Attack: Claw +15 melee (3d6+7/19-20)
Full Attack: 2 claws +15 melee (3d6+7/19-20)
Space/Reach: 10 ft./10 ft.
Special Attacks: Stunning ambush
Special Qualities: Coral camouflage, darkvision 60 ft., low-light vision
Saves: Fort +8, Ref +8, Will +9
Abilities: Str 23, Dex 13, Con 20, Int 14, Wis 15, Cha 11
Skills: Hide +14*, Listen +15, Move Silently +14, Spot +15, Swim +14
Feats: Improved Critical (claw), Improved Initiative, Improved Natural Attack (claw), Power Attack
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 11–20 HD (Large); 21–30 HD (Huge)
Level Adjustment: +6

The coral reef shifts, briefly revealing a relatively humanoid-shaped creature, nearly 10 feet tall, which quickly blends back in with the surrounding coral.

Coral beasts are predatory creatures that lurk in coral reefs. Their coral-like bodies blend in nearly perfectly with the surrounding reef, providing them excellent natural stealth.

A coral beast stands 10 feet tall and weighs 500 pounds.

Coral beasts speak Aquan.

COMBAT

A coral beast lies in ambush, swiftly striking with its claws of sharp coral. It generally uses Spring Attack and its natural camouflage to great effect.

Coral Camouflage (Ex): When remaining still on a coral reef, a coral beast blends in nearly perfectly. An observer must succeed on a DC 20 Spot check to notice the coral beast is really alive.

While moving in areas of coral, a coral beast gains concealment. While in any terrain that is predominantly coral, coral beast can use the Hide skill even while being observed.

Stunning Ambush (Ex): If a coral beast successfully hits a flat-footed opponent, the victim must succeed on a DC 21 Fortitude save or be stunned for 1d4+4 rounds. The save DC is Strength-based.

Skills: Coral beasts have a +4 racial bonus on Hide checks. *The Hide bonus increases by +8 when a coral beast is concealed against a background of coral. Coral beasts have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered.

Originally appeared in Dungeon Magazine #6 (1987).
 
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Shade

Monster Junkie
Koodjanuk

http://www.enworld.org/showthread.php?t=78935&page=17&pp=30

Koodjanuk
Large Magical Beast (Extraplanar)
Hit Dice: 9d10+27 (76 hp)
Initiative: +3
Speed: 60 ft. (12 squares), fly 110 ft. (average)
Armor Class: 22 (–1 size, +3 Dex, +10 natural), touch 12, flat-footed 19
Base Attack/Grapple: +9/+17
Attack: Claw +12 melee (2d8+4) or bite +12 melee (2d6+4)
Full Attack: 2 claws +12 melee (2d8+4) or bite +7 melee (2d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Spells
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., discern alignment, lay on hands, low-light vision, spell resistance 28
Saves: Fort +9, Ref +9, Will +7
Abilities: Str 18, Dex 16, Con 17, Int 18, Wis 19, Cha 18
Skills: Concentration +12, Diplomacy +15, Heal +13, Knowledge (the planes) +13, Knowledge (religion) +13, Listen +13, Sense Motive +13, Spot +13, Survival +4 (+6 on other planes)
Feats: Flyby Attack, Greater Spell Penetration, Hover, Spell Penetration
Environment: Blessed Fields of Elysium
Organization: Solitary or blessed union (1 koodjanuk plus 1 titan, ki-rin, or lammasu)
Challenge Rating: 12
Treasure: Double coins; double goods; standard items
Alignment: Always neutral good
Advancement: 10-18 HD (Huge); 19-27 HD (Gargantuan)
Level Adjustment: -

This large raptor is covered in white feathers, except for the black feathers on its head. It sports a great hooked beak and wicked talons, but its gaze seems both benevolent and thoughtful.

Native to the Blessed Fields of Elysium, koodjanuks occasionally make lairs on cold mountain peaks on the Material Plane.

Koodjanuks can sense the alignment of most creatures with a mere gaze. They offer aid to good-aligned creatures, healing wounds and occasionally offering gifts to aid them in noble endeavors. They ignore neutral creatures for the most part, but may provide assistance if it is requested. Against evil creatures, koodjanuks will usually attack or drive them off with magic.

Koodjanuks occasionally ally with other good-aligned outsiders and magical beasts, such as titans, lammasu, shedu, and ki-rin. They sometimes serve as intermediaries between good-aligned deities and their worshipers. Primitive humanoids occasionally venerate koodjanuks as deities themselves.

A koodjanuk has a wingspan of 30 feet.

Koodjanuks speak Auran, Celestial, Common, and Sylvan.

COMBAT

When battling evil beings, koodjanuks tend to open with their most potent offensive spells before relying on physical attacks. If aiding other good-aligned creatures in a battle, they will alternate between offensive spells and offering aid to their allies.

Discern Alignment (Su): A koodjanuk can continually detect the alignment of any creatures as if under the effects of detect chaos, detect evil, detect good, and detect law spells.

Lay on Hands (Su): As the paladin class feature, except that each day, a koodjanuk can heal 32 points of damage.

Spells: Koodjanuks cast spells as 12th level clerics (which stack with any actual cleric levels) and have access to the Good and Healing domains. Like good-aligned clerics, they may not cast spells with the evil descriptor.

Typical Cleric Spells Prepared:
6th--banishment, heal (D), wind walk;
5th--dispel evil (D), flame strike, insect plague, raise dead;
4th--control water, death ward, holy smite (D), neutralize poison, sending;
3rd--create food and water, daylight, dispel magic, remove disease, magic circle against evil (D), magic vestment;
2nd--aid (D), align weapon (good), calm emotions, lesser restoration, shield other, status;
1st--bless, comprehend languages, divine favor, endure elements, protection from evil (D), remove fear, shield of faith;
0--detect poison (x2), detect magic, purify food and drink, read magic, resistance;
(D) = Domain spell.

Psionic Koodjanuks

If you are using psionics in your campaign, make the following modifications.

Large Magical Beast (Extraplanar, Psionic)
Special Attacks: Psi-like abilities, spells
Challenge Rating: 13

Psi-Like Abilities: At will--ego whip (DC 16), empty mind, id insinuation (DC 16), mind thrust (DC 15), thought shield; 3/day--intellect fortress, mental barrier, psionic blast (DC 17); 1/day--psychic crush (DC 19), tower of iron will. The save DCs are Charisma-based.

Originally appeared in Dragon Magazine #44 (1980).
 
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Shade

Monster Junkie
Feng Huang

http://www.enworld.org/showthread.php?t=69718&page=43&pp=30

Feng Huang
Gargantuan Magical Beast (Extraplanar)
Hit Dice: 22d10+132 (253 hp)
Initiative: +6
Speed: 30 ft. (6 squares), fly 120 ft. (average)
Armor Class: 26 (–4 size, +2 Dex, +13 natural, +5 deflection), touch 13, flat-footed 24
Base Attack/Grapple: +22/+46
Attack: Claw +30 melee (3d6+12/19-20) or bite +30 melee (4d6+12)
Full Attack: 2 claws +30 melee (3d6+12/19-20) and bite +25 melee (4d6+12)
Space/Reach: 20 ft./15 ft.
Special Attacks: Animate fire, breath weapon, flame storm, spell-like abilities, spit flame
Special Qualities: Control temperature, cure disease, darkvision 60 ft., defensive aura, damage reduction 15/epic and cold iron, low-light vision, melt weapons, rebirth, spell resistance 37, telepathy 60 ft., tongues
Saves: Fort +19, Ref +15, Will +14
Abilities: Str 34, Dex 14, Con 23, Int 18, Wis 17, Cha 21
Skills: Concentration +31, Diplomacy +9, Knowledge (arcana) +29, Knowledge (the planes) +29, Sense Motive +30, Spellcraft +33, Spot +28, Survival +3 (+7 on other planes)
Feats: Epic Will, Flyby Attack, Hover, Improved Critical (claw), Improved Initiative, Quicken Spell-Like Ability (invisibility), Snatch, Wingover
Environment: Any extraplanar
Organization: Solitary
Challenge Rating: 26
Treasure: Double standard
Alignment: Always chaotic neutral
Advancement: -
Level Adjustment: -

This immense bird of prey is over 100 feet long from the top of its multicolored crown to the tip of its finned, fishlike tail. Its wings span nearly 200 feet. It is covered in feathers of red, blue, green, orange, and yellow, while black and white stripes run the length of its body.

Also known as the oriental phoenix, the feng huang is among the greatest of avian creatures. Fully aware of its beauty and power, the feng huang is self-centered and arrogant.

Although rarely encountered on the Material Plane, feng huang generally make their elaborate nests of spun gold and silver high atop massive ornamental trees in remote areas of other planes. Feng huang are not bothered by extreme temperatures or weather, so they can reside in nearly any environment.

Feng huang are herbivorous, feeding mostly on flowers and bamboo, and prefer to drink sweet beverages, such as fruit juices or honey-filled waters. They covet treasure, particularly gems.

Feng huang are extremely rare. A female feng huang lays only one egg each year, and each such egg has only 1% chance of hatching.

Much larger than the standard phoenix, a feng huang's bill and neck are shorter in proportion to its body.

A feng huang can speak with any creature with a language, thanks to its tongue ability, and with any avian creature (even those without languages).

COMBAT

A feng huang prefers to avoid combat, but fights aggressively if provoked. It prefers to rely on its spell-like and supernatural abilities rather than resorting to melee combat.

Animate Fire (Su): As a standard action, a feng huang can transform a normal fire into an equivalently-sized fire elemental under its control. After 10 minutes, the elemental reverts to a normal fire.

Breath Weapon (Su): Once per round, 50-foot line, damage 3d10 fire, Reflex DC 27 half. The save DC is Constitution-based.

Control Flames (Su): As a standard action, a feng huang can pyrokinetically control the intensity or movements of one fire source. This functions exactly like the control flames psionic power, treating the feng huang as a 20th-level manifester for determining the power's effects.

Control Temperature (Su): As a swift action, a feng huang can raise or lower the temperature by 10 degrees in a 100-foot-radius centered on itself. Subsequent uses of this ability stack, so it could, for example, raise the temperature by a total of 20 degrees after two rounds.

Cure Disease (Su): With the touch of its wings, a feng huang can remove any disease instantly, even those of a magical nature or requiring a caster level check (such as mummy rot).

Defensive Aura (Su): A feng huang has a +5 deflection bonus to Armor Class. This ability is always in effect.

Flame Storm (Su): Twice per day, a feng huang can unleash a deadly cloud of flame in a 20-foot-high, 15-foot-radius spread. Each creature in the area takes 40d6 points of fire damage (Reflex DC 27 half). The save DC is Constitution-based.

Melt Weapons (Ex): Any metal weapon that strikes a feng huang must succeed on a DC 27 Fortitude save or melt away into slag. The save DC is Constitution-based.

Rebirth (Su): When a feng huang is reduced to 0 hp, it does not die. Instead, its body disappears in a flash of (harmless) flame and smoke, replaced by a jade-like egg. The egg hatches into a feng huang in 3d10 days, which then magically grows to maturity in one day.

Spell-Like Abilities: At will--dispel magic, invisibility, plane shift; 3/day--fire seeds (DC 21), fire shield, heat metal (DC 17), produce flame, pyrotechnics (DC 17); 1/day--incendiary cloud (DC 23), wall of fire. Caster level 20th. The save DCs are Charisma-based.

After 10 rounds of ritual and preparation--dismissal (DC 20), dispel evil (DC 19). Caster level 40th. The save DCs are Charisma-based.

The following abilities are always active on the feng huang, as the spells (caster level 20th); detect evil, detect magic, protection from evil. They can be dispelled, but the feng huang can reactivate them as a free action.

Spit Flame (Su): As a standard action, a feng huang can spit two balls of fire to a range of x feet. This requires a ranged touch attack, and deals 2d10 points of fire damage on a successful hit.

Tongues (Su): A feng huang can speak with any creature that has a language, as though using a tongues spell (caster level 20th). This ability is always active. It can also speak normally with any avians.

Originally appeared in Test of the Samurai (1989).
 
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Shade

Monster Junkie
Braintree

http://www.enworld.org/showthread.php?t=201788&page=2

Braintree
Huge Aberration (Psionic)
Hit Dice: 12d8+60 (104 hp)
Initiative: -1
Speed: 0 ft.
Armor Class: 12 (–2 size, -1 Dex, +5 natural), touch 7, flat-footed 12
Base Attack/Grapple: +9/+15
Attack: -
Full Attack: -
Space/Reach: 15 ft./15 ft.
Special Attacks: Psionics
Special Qualities: Darkvision 60 ft., power/spell resistance 16, telepathy 60 ft.
Saves: Fort +9, Ref +3, Will +10
Abilities: Str 7, Dex 9, Con 21, Int 9, Wis 15, Cha 16
Skills: Concentration +20
Feats: Expanded Knowledge (id insinuation, psionic blast, read thoughts), Overchannel, Talented
Environment: Underground
Organization: Solitary or stand (2-6)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment: -

A greyish-pink, slime-covered thing resembling a tree grows from the floor. Seven limbs end in what appears to be large, dripping brains.

Creations of the illithids, braintrees are a hybrid of plant and animal matter designed to provide nourishment for neothelids.

A typical braintree stands 16 feet tall. A braintree understands Undercommon, but cannot speak (although it can communicate telepathically).

COMBAT

Completely immobile, a braintree lacks melee attacks, but can defend itself with its psionic powers.

Psionics: A braintree manifests powers as a 7th-level psychic warrior. A braintree knows one power for each brain it possesses. If it loses a brain, randomly determine the power lost.

Typical powers known:
1st--dissipating touch, empty mind, inertial armor
2nd--body adjustment, dissolving touch, id insinuation, read thoughts, thought shield
3rd--mental barrier, psionic blast

Originally appeared in Dungeon Magazine #81 (2000).
 
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Shade

Monster Junkie
Dowagu

http://www.enworld.org/showthread.php?t=73266&page=15&pp=30

Dowagu
Large Undead
Hit Dice: 12d12 (78 hp)
Initiative: +8
Speed: 50 ft. (10 squares), fly 90 ft. (good)
Armor Class: 22 (-1 size, +4 Dex, +9 natural), touch 13, flat-footed 18
Base Attack/Grapple: +6/+17
Attack: Scimitar +12 melee (1d8+7/18-20)
Full Attack: Scimitar +12/+7 melee (1d8+7/18-20) and flail +12 melee (2d6+3) and battleaxe +12 melee (2d6+3/x3) and shortspear +12 melee (1d8+3) and tail +11 melee (1d10+3 plus chilling touch)
Space/Reach: 10 ft./10 ft.
Special Attacks: Chilling touch, constrict 1d10+3, frightful presence, improved grab, spell-like abilities, stamp of Tan Chin
Special Qualities: Aura of silence, darkvision 60 ft., invisible in darkness, invulnerable in darkness, undead traits
Saves: Fort +4, Ref +8, Will +11
Abilities: Str 25, Dex 19, Con -, Int 16, Wis 16, Cha 21
Skills: Concentration +15, Hide +15, Knowledge (religion) +18, Listen +18, Search +18, Spot +18, Survival +18 (+20 following tracks)
Feats: Improved Initiative, Multiattack, Multiweapon Fighting, Track, Weapon Focus (tail)
Environment: Any
Organization: Solitary or group (2-6)
Challenge Rating: 11
Treasure: None (except weapons)
Alignment: Always lawful evil
Advancement: 12-36 HD (Large)
Level Adjustment: -

Barely visibile in the shadows, the creature resembles a 12-foot-long serpent topped with a four-armed humanoid torso and huge, batlike wings. Its face is horrific, with two long, upward curving horns jutting from its forehead and a pair of wicked tusks of the same length protruding from its upper jaw. It is utterly black, except for its beady-blue eyes. Each of its four arms wields a different type of weapon.

Created by a unique undead known as the Raja Ambuchar Devayam, the dowagu usually travel alone carrying out the Raja's orders. Only six dowagu exist at any given time, and should one be destroyed, the Raja replaces it as soon as possible. Their main duty is to wander the world and mark favorable targets with a dark tattoo know as the Stamp of Tan Chin. Marked victims become undead upon their death and march to join the Raja's army.

Dowagu prefer dark, desolate, arid environments, but can exist nearly anywhere. They avoid sunlight for it robs them of their greatest advantages.

A dowagu is 12 feet long and weighs about 2,400 pounds.

A dowagu speaks Common, Infernal, and Undercommon.

COMBAT

Dowagu are frightful adversaries, wielding four weapons simultaneously with great skill. They are capable of draining the strength from foes with their chililng tails, leaving only lifeless husks behind.

Aura of Silence (Su): A dowagu is continuously surrounded by a silence effect to a 5-foot-radius. This functions as the silence spell, but cannot be dispelled.

Chilling Touch (Su): A touch from a dowagu disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful DC 21 Fortitude saving throw. A creature reduced to Strength 0 by a dowagu dies. This is a negative energy effect. The save DC is Charisma-based.

Creatures hitting a dowagu with natural weapons or unarmed attacks are affected by chilling touch as though hit by the dowagu's attack.

Constrict (Ex): A dowagu deals 1d10+3 points of damage with a successful grapple check against a creature one or more size categories smaller than itself. Creatures constricted by a dowagu are also exposed to its chilling touch.

Frightful Presence (Su): A dowagu can unsettle foes with its mere presence. The ability takes effect automatically whenever the dowagu attacks, charges, or flies overhead. Creatures within a radius of 60 feet are subject to the effect if they have fewer HD than the dowagu. A potentially affected creature that succeeds on a DC 21 Will save remains immune to that dowagu's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 5d6 rounds and those with 5 or more HD become shaken for 5d6 rounds. Dowagu ignore the frightful presence of other dowagu.

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

Invisible in Darkness (Ex): In areas of shadowy illumination, a dowagu receives double the normal benefits of concealment (40% miss chance). In areas of darkness, a dowagu is treated as if it were invisible.

Invulnerable in Darkness (Su): In areas of darkness or shadowy illumination, a dowagu is treated as incorporeal for purposes of attacks and effects that target it. Spells and effects with the light descriptor, as well as weapons that generate light or with the brililant energy property, affect the dowagu normally.

Spell-Like Abilities: At will--deeper darkness. A dowagu may also use color spray, disguise self, silent image, and ventriloquism in any combination up to four times per day. For example, a dowagu could use each ability once per day, use color spray 2/day and silent image 2/day, or use ventriloquism 4/day. Caster level 10th.

Stamp of Tan Chin (Su): As a full round action, a dowagu may place a dark tattoo upon a helpless creature. This mark cannot be removed through anything short of divine intervention or the destruction of the dowagu's master, the Raja Ambuchar Devayam. Attempts to conceal the mark always fail--it is clearly visible even through armor, clothing, and makeup. Even spells, such as shapechange or alter self, cannot conceal the mark. The victim still gains the benefits of these spells, but the mark is always present in their current form. Upon the marked victim's death, it becomes a zombie (or greater undead, at the DMs discretion) under the control of the Raja Ambuchar Devayam. The new undead will immediately seek out the Raja to receive orders.

Feats: In combination with its natural abilities, a dowagu's Multiweapon Fighting feat allows it to attack with all its arms at no penalty.

Originally appeared in FRA3: Blood Charge (1990).
 
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Shade

Monster Junkie
Shike

http://www.enworld.org/showthread.php?t=78935&page=18&pp=30

Shike
Diminutive Fey (Swarm)
Hit Dice: 3d6 (10 hp)
Initiative: +6
Speed: 15 ft. (3 squares), fly 60 ft. (perfect)
Armor Class: 20 (+4 size, +2 Dex, +4 natural), touch 16, flat-footed 18
Base Attack/Grapple: +1/-
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, wounding
Special Qualities: Immune to weapon damage, low-light vision, swarm traits
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 3, Dex 15, Con 10, Int 9, Wis 14, Cha 11
Skills: Disguise +6*, Hide +22, Listen +8, Move Silently +10, Spot +8
Feats: Improved Initiative, Stealthy
Environment: Any forests
Organization: Solitary, band (2–4 swarms), or army (11–20 swarms)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: -

What at first appeared to be a swarm of beetles is in fact a cluster of tiny faeries. Each is covered in a shell of silvery chitin, which resembles a suit of full plate armor. Their heads are topped with broad crests that give the appearance of crested helm. Their beetlelike wings beat rapidly from beneath hinged plates in their shells.

Shikes are malevolent fey who hate all non-evil fey and attack them on sight. They occasionally ally with other evil sylvan creatures, such as spriggans, to cause greater harm to their good-aligned cousins.

An individual shike stands about 4 inches tall.

Shikes speak Sylvan.

COMBAT

Shikes ram adversaries with their razor-sharp head crests, leaving pools of blood in their wake.

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

Wounding (Ex): Any living creature damaged by a shike swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Skills: A shike swarm has a +10 racial bonus on Disguise checks to impersonate a swarm of beetles.

Originally appeared in Dungeon Magazine #76 (1999).
 
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