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Creature Catalog new 3.5 conversions

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Monster Junkie
Wirchler

http://www.enworld.org/showthread.php?t=66479&page=38&pp=30

Wirchler
Small Outsider (Evil, Extraplanar, Fire, Psionic)
Hit Dice: 6d8+6 (33 hp)
Initiative: +7
Speed: Fly 50 ft. (perfect)(10 squares)
Armor Class: 21 (+1 size, +7 Dex, +3 natural), touch 18, flat-footed 14
Base Attack/Grapple: +6/+2
Attack: Claw +7 melee (1d6)
Full Attack: 2 claws +7 melee (1d6) and bite +5 melee (2d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psi-like abilities, wirching
Special Qualities: Craft firegem, darkvision 60 ft., flight, immunity to acid and fire, vulnerability to cold
Saves: Fort +6, Ref +12, Will +7
Abilities: Str 10, Dex 24, Con 13, Int 8, Wis 11, Cha 21
Skills: Autohypnosis +11, Concentration +10, Knowledge (arcana) +8, Knowledge (the planes) +8, Psicraft +8, Spot +9, Tumble +16
Feats: Ability Focus (wirching), Iron Will, Multiattack
Environment: Bleak Eternity of Gehenna
Organization: Solitary or wirching (2-10)
Challenge Rating: 4 (6 with firegem)
Treasure: No coins; standard goods (fire opals only); no items (unless firegem, see below)
Alignment: Always lawful or neutral evil
Advancement: 7-18 HD (Small)
Level Adjustment: -

A disembodied mouth filled with long, protruding teeth flits about in the air. A pair of long and scrawny hair-covered arms protrude from its cheeks.

Wirchlers are foul denizens that inhabit the fiery portions of Gehenna. Named for the sound created when the gnash their teeth (which sounds like "wiiiirrrrccchhhhh"), they thrive on inflicting pain and savor the dying screams of their victims. They are known to trade firegems (see below) to night hags for larvae to torture.

A wirchler is about 4 feet in diameter and weighs 15 pounds.

Wirchlers speak Abyssal and Infernal.

A wirchler can be summoned via a summon monster IV spell.

COMBAT

If encountered in a group, four wirchlers generally begin wirching, while any remaining wirchlers use their mind thrust powers on unaffected creatures.

Craft Firegem (Su): A wirchler can create a firegem (see below) as though it had the necessary feats and prerequisite spells or other requirements.

Flight (Ex): A wirchler's body is naturally buoyant. This buoyancy allows it to fly at a speed of 50 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

Psi-Like Abilities: At will—-mental barrier, mind thrust (6d10, DC 18*); 3/day-—intellect fortress. Manifester level 6th. The save DCs are Charisma-based.

*Includes augmentation for the wirchler's manifester level.

Wirching (Su): To use this ability, four or more wirchlers rub their teeth together, resulting in their namesake sound. After a full round of wirching, all creatures within 60 feet of any wirchler currently wirching must succeed on a DC 20 Will save or fall to the ground screaming and writhing for as long as the wirching continues. Affected creatures are considered to be helpless. Even with a successful save, a creature must save each round it remains in the area. For each hour of continuous exposure to wirching, an affected creature suffers 1 point of damage. For every three hours of exposure, a victim suffers one point of Intelligence drain. Every four hours a victim suffers one point of Wisdom drain, and every five hours one point of Charisma drain.

At least four wirchlers will continue to wirch until all victims are dead. If damaged, a wirchler must succeed on a Concentration check (DC equals damage dealt) to continue wirching. Evil outsiders are immune to this ability. This is a sonic, mind-affecting ability. The save DC is Charisma-based.

FIREGEM

Wirchlers possess the ability to create a wondrous item known as a firegem from fire opals. The creation of these items is time-consuming, and wirchlers often trade firegems with night hags for larvae, so there is only a 30% chance that a wirchler will possess a firegem. Summoned wirchlers never carry firegems.

Firegem: This woundrous item resembles a fire opal. Upon utterance of a command word, the crystal emits one of the following fire effects.

  • One command word causes the gem to shoot a cone of flames, as the burning hands spell. This use of the gem expends 2 charges.
  • Another command word causes the firegem to release a fireball (as the spell). This use of the gem expends 5 charges.
  • The third command word wards an item touched with a fire trap (as the spell). This use expends 5 charges.

A newly created firegem has 50 charges. When all its charges are expended, the gem becomes nonmagical. Moderate evocation; CL 6th; Craft Wondrous Item, burning hands, fireball, fire trap; Price 13,000 gp.

Greater firegems are rumored to exist. These firegems reportedly function as gems of seeing as long as at least 1 charge remains. Additionally, they can release all remaining charges to to create an incendiary cloud that lasts for a number of rounds equal to half the remaining charges.

Originally appeared in Dragon Magazine #47 (1981).
 
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Shade

Monster Junkie
Martian, High

http://www.enworld.org/showthread.php?t=211853&page=5&pp=30

Martian, High
1st-Level Warrior
Medium Humanoid (Martian)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 50 ft. (good)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +1/+0
Attack: Scimitar +1 melee (1d6/18-20) or longbow +2 ranged (1d8/x3)
Full Attack: Scimitar +1 melee (1d6/18-20) and scimitar +1 melee (1d6/18-20) or longbow +2 ranged (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Flight, high martian traits, multidextrous
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 13, Dex 13, Con 13, Int 12, Wis 9, Cha 8
Skills: Climb +4, Intimidate +3, Jump +4
Feats: Multiweapon Fighting
Environment: Any mountains
Organization: Solitary, patrol (2-8), clan (30-50 plus 10 3rd level barbarians), or monarchy (5-10 clans plus 1 8th level barbarian king)
Treasure: Standard
Alignment: Usually neutral evil
Challenge Rating: 1/2
Advancement: By character class
Level Adjustment: +2

This creature is basically humanoid, with a winglike membrane extending from its back to both arms. Its hands and feet are identical, ending in three toelike digits each. Thick black hair covers its head, back, and shoulders. It wears only a loincloth.

Savage, mountain-dwelling raiders, high martians are the original humanoid race of their world. Their society consists of a number of families forming larger clans, which in turn join with other clans to follow a single monarch. This monarch is usually a warrior-king who has bested all other warriors to rise to his position of leadership.

High martians fly via a special lifting gland within their bodies. Their winglike membranes are used only for balance and manueverability. When a high martian dies, its lifting gland loses is properties, and thus cannot be used by another creature.

Although they are raiders, high martians occasionally trade with other cultures on their homeworld. Monarchs generally employ inerpreters when dealing with other cultures.

A typical high martian stands around 6 feet tall and weighs 120 pounds.

High martians speak their own language and most are intelligent enough to pick up at least one additional language.

The high martian warrior presented here had the following ability scores before racial adjustments: Str 10, Dex 13, Con 11, Int 12, Wis 9, Cha 8.

Combat

High martians prefer to attack in flight, utilizing fly-by attacks and higher altitude to their advantage. They are a slave-taking race, so they rarely kill their victims.

Flight (Ex): A high martian possesses a lifting gland that allows it to fly at a speed of 50 feet with good maneuverability. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

Multidextrous (Ex): A high martian's hands and feet are three-toed, and it can use them equally well. It may wield a weapon in each hand or foot, and can wield a two-handed weapon in either both hands or both feet (but not one hand and one foot). In combination with its natural abilities, a high martian's Multiweapon Fighting feat allows it to attack with all its limbs at no penalty.

High Martians As Characters

Most high martians are warriors, and most leaders are barbarians. High martian clerics worship Ares. A high martian cleric has access to two of the following domains: Chaos, Evil, Strength, War.

High martian characters possess the following racial traits.

  • +2 Constitution.
  • Medium size.
  • A high martian's base land speed is 30 feet.
  • Special Qualities (See Above): Flight, multidextrous.
  • Automatic Languages: High Martian. Bonus Languages: Common, Draconic, Koline.
  • Favored Class: Barbarian.
  • Level adjustment +2.

Canal Martians

Canal martians dwell in canal cities. Their once-great civilization is now in decline. Canal martians are taller than high martians (about 7 feet tall) and their skin is lighter in coloration. They lack the lifting gland and grasping feet of their high cousins. Canal martians dress in a manner similar to ancient Egyptian civilizations.

Canal martian characters possess the following racial traits.

  • +2 Constitution.
  • Medium size.
  • A high martian's base land speed is 30 feet.
  • Automatic Languages: High Martian. Bonus Languages: Common, Draconic, High Oenotrian, Parhooni, Koline, Umbran.
  • Favored Class: Fighter.
  • Level adjustment +0.

Hill Martians

Hill martians are similar to canal martians, but they live in the wilderness and frontiers, and dress in primitive clothing. Hill martians have darker skin and their bodies are covered in black, brown, or deep red hair.

Hill martian characters possess the same racial traits as canal martians, except their favored class is ranger.

Originally appeared in Polyhedron Magazine #74 (1992).
 
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Shade

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

Tikbalang
Medium Fey
Hit Dice: 12d6+48 (90 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 40 ft. (perfect)
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: +6/+13
Attack: Bite +13 melee (1d8+7)
Full Attack: Bite +13 melee (1d8+7) and 2 claws +11 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Change shape, deadly vanishing, great roar, immolation, labyrinthine thicket, rake 2d4+3, spell-like abilities
Special Qualities: Damage reduction 10/cold iron, flight, immolate, low-light vision, spell resistance 10, sunlight vulnerability, talisman
Saves: Fort +8, Ref +10, Will +9
Abilities: Str 24, Dex 15, Con 19, Int 12, Wis 12, Cha 17
Skills: Balance +4, Bluff +20, Concentration +19, Diplomacy +5, Disguise +18 (+20 acting)*, Intimidate +20, Jump +19, Knowledge (religion) +5, Listen +15, Spot +15, Tumble +9
Feats: Ability Focus (Great Roar), Multiattack, Persuasive, Power Attack, Quicken Spell-Like Ability (invisibility)
Environment: Any forests
Organization: Solitary
Challenge Rating: 9
Treasure: Standard coins, triple goods, double items
Alignment: Always chaotic evil
Advancement: 13-24 HD (Large); 25-36 HD (Huge)
Level Adjustment: -

This tall, gaunt humanoid has the head of a horse, its maw filled with fangs and its equine legs ending in talons. A mane of straight black hair falls to its shoulders.

The tikbalang (also known as the binangunan or tulung), is an evil fey that dwells in bamboo thickets. It belongs to a group of fey often referred to as a Filipino demons.

Bird calls can indicate the presence of a tikbalang. If the calls are distant, the tikbalang is close, for the birds avoid the beast.

Tikbalangs covet religious paraphenalia, and will often demand holy symbpls and similiar items as payment from villages they oppress.

A tikbalang is 6-7 feet tall and weighs 300 pounds.

Tikbalangs speak Abyssal, Common, and Sylvan.

COMBAT

A tikbalang would rather mislead victims and force them into its labyrinthine thicket than enter combat. If forced into melee, a tikbalang assumes its natural form and activates its immolation ability, mixing in its great roar and spell-like abilities with its formidable melee attacks.

Change Shape (Su): A tikbalang can assume the shape of any Small or Medium humanoid. In humanoid form, the tikbalang loses its natural attacks and its great roar ability. A tikbalang can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a tikbalang reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Deadly Vanishing (Su): When a tikbalang uses its greater teleport ability, a cloud of dust and falling stones appears in a 10-foot-radius centered on a square it exits. This cloud lasts for 1 round and deals 1d6 points of bludgeoning damage. The dust obscures vision, giving concealment (20% miss chance) to creatures within it.

Flight (Su): A tikbalang can walk on air at will, allowing it to effectively fly at a speed of 40 feet with perfect maneuverability. This also grants it a permanent feather fall effect (as the spell) with personal range.

Great Roar (Su): Once per minute, a tikbalang can emit a frightful roar. All creatures that can hear the tikbalang must succeed on a DC 21 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.

Immolation (Su): As a swift action, a tikbalang can wreathe its body in flames. Anyone grappling the tikbalang takes 3d6 points of fire damage each round. This effect continues until the tikbalang ends it as a free action.

Labyrinthine Thicket (Su): A tikbalang can trap a subject in a mental maze; if the subject fails a DC 19 Will save, it perceives its surroundings as a maze. Each round on its turn, the subject can take a full round action to make a DC 20 Intelligence check to discern the correct appearance of its surroundings. If the subject fails all its Intelligence checks, this effect ends after 10 minutes. The save DC is Charisma-based.

Rake (Ex): Attack bonus +13 melee, damage 2d4+3.

Spell-Like Abilities: At will--greater teleport, invisibility (self only); 1/day--blindness/deafness (DC 15), contagion (DC 17), insanity (DC 20). Caster level 12th.

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

Talisman (Su): A tikbalang bears a talisman that is the source of its strength. If taken or otherwise obtained from the tikbalang, the tikbalang suffers 1d8 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 +8 enhancement bonus to Strength for 24 hours.

Skills: *When using its change shape ability, a tikbalang gets an additional +10 circumstance bonus on Disguise checks.

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

Monster Junkie
Centaur, Nomadic

http://www.enworld.org/showthread.php?t=73266&page=16&pp=30

Centaur, Nomadic
Large Monstrous Humanoid
Hit Dice: 6d8+12 (39 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +6/+14
Attack: Longsword +9 melee (2d6+6/19–20) or lance +9 melee (2d6+6/x3) or composite shortbow (+4 Str bonus) +8 ranged (1d6+4/x3)
Full Attack: Longsword +9 melee (2d6+6/19–20) and 2 hooves +5 melee (1d4+2); or lance +9 melee (2d6+6/19–20) and 2 hooves +5 melee (1d4+2); or composite shortbow (+4 Str bonus) +8 ranged (1d6+4/x3)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft.
Saves: Fort +4, Ref +7, Will +6
Abilities: Str 18, Dex 14, Con 15, Int 10, Wis 13, Cha 11
Skills: Hide +4, Listen +4, Move Silently +4, Spot +4, Survival +8
Feats: Point Blank Shot, Precise Shot, Shot on the Run (B), Weapon Focus (shortbow)
Environment: Temperate plains
Organization:: Solitary, hunting party (5–8), clan (11–30 plus 30% noncombatants plus 1 leader of 2nd–5th level), or tribe (20–360 plus 30% noncombatants plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th–9th level)
Challenge Rating: 4
Treasure: No coins; no goods; standard items (see text for communal treasure)
Alignment: Usually neutral, often lawful
Advancement: By character class
Level Adjustment: +2

The creature bears the torso and upper portions of a human, and the lower portions of a horse. Both its horse portion and torso are covered in a coat of shaggy hair. Its face sports a long, thin beard and mustache, and its dirty gray hair hangs in long braids. It carries a fine shortbow.

Nomadic centaurs roam the steppes and plains. Hardier than their sylvan cousins, nomadic centaurs live harsh lives with bleak outlooks. Aloof and proud, they roam the steppes in loose tribes. The tribes gather only to avenge the destruction of a clan or to mourn the passing of a Learned One.

One of the greatest honor a nomadic centaur can bestow or receive is the title "Learned One". This honor is bestowed upon someone who has performed a great deed or shown exceptional skill and wisdom. Centaurs who receive this honor often rise to positions of leadership or other respected positions. This honor can be bestowed upon non-centaurs, but to qualify, the beneficiary must have performed heroic actions to benefit the centaurs. The title is not noted in any way, through symbol nor writ, but is spread throughout centaur culture through verbal news of the deeds. The honor can be revoked, should the recipient lose the respect of the centaurs.

A nomadic centaur is about 7 feet tall and weighs about 2,100 pounds.

Nomadic centaurs speak Common.

Combat

Once enemies are spotted, nomadic centaurs often charge, whooping and hollering to try to frighten the opposition. If the foes appear weak, the centaurs follow through with the charge. If the adversaries seem strong, the centaurs break the charge and open fire with their bows. As masters of the bow, nomadic centaurs prefer to attack at range, sidestepping charges from the opposition. Nomadic centaurs feel no shame in retreating, and falling back is considered an honorable tactic.

Nomadic Centaurs As Characters

A nomadic centaur's favored class is ranger. Nomadic centaur clerics worship Skerrit and can choose any two of the following domains: Animal, Healing, Plant, Sun.

Nomadic centaurs characters possess the following racial traits.

  • +8 Strength, +4 Dexterity, +4 Constitution, +2 Wisdom.
  • Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/5 feet.
  • A nomadic centaur's base land speed is 60 feet.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: A nomadic centaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
  • Racial Skills: A nomadic centaur's monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier). Its class skills are Hide, Listen, Move Silently, Spot, and Survival. A nomadic centaur has a +4 racial bonus on Survival checks.
  • Racial Feats: A nomadic centaur's monstrous humanoid levels give it three feats. It also gains Shot on the Run as a bonus feat.
  • Weapon Proficiency: Nomadic centaurs are automatically proficient with the longbow, composite longbow, shortbow, and composite shortbow.
  • +4 natural armor bonus.
  • Automatic Languages: Common. Bonus Languages: Gnoll, Gobling, Halfling, Orc, Sylvan.
  • Favored Class: Ranger.
  • Level adjustment +2.

Originally appeared in The Horde Campaign Setting (1990).
 
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Shade

Monster Junkie
Dorvesh

http://www.enworld.org/showthread.php?t=69690&page=37&pp=30

Dorvesh
Large Monstrous Humanoid
Hit Dice: 4d8+12 (30 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+12
Attack: Longsword +8 melee (2d6+6/19–20) or light crossbow +5 ranged (2d6/19-20)
Full Attack: Longsword +8 melee (2d6+6/19–20) and 2 hooves +2 melee (1d6+2); or light crossbow +5 ranged (2d6/19-20)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., dorvesh traits
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 18, Dex 14, Con 17, Int 8, Wis 13, Cha 9
Skills: Appraise +0 (+2 stone or metal items), Craft (blacksmithing) +1 (+3 stone or metal items), Listen +2, Profession (miner) +3, Spot +2
Feats: Great Fortitude, Weapon Focus (longsword)
Environment: Temperate hills or mountains
Organization:: Solitary, company (2–12), troop (8–18 plus 1 leader of 2nd–5th level), or clan(80–120 plus 20% noncombatants plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th–9th level)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +2

The upper half of this creature's body appears to be a muscular dwarf, with earthy brown skin, long braided hair, and a long black beard. Its lower body is that of a donkey, covered in coarse black hair. It wears a mail vest and carries a shield and sword.

Dorvesh are to dwarves as centaurs are to humans. Stubborn, tenacious, and xenophobic, but not warlike, they live self-sufficient lives in well-constructed, but temporary, small towns built around shallow mines. Like dwarves, they are skilled metalworkers, but their creations lack the decoration of dwarvencraft items.

Dorvesh cultivate mushrooms and tubers to supplement their diets.

A dorvesh is about 5 feet tall and weighs about 1,500 pounds. The coarse hair on hair their donkey portions varies from light brown to black, while their humanoid hair and beards can range in the same hues as those of dwarves. They live 150 to 200 years on average.

Dorvesh speak Dwarven.

Combat

Normally peaceful, dorvesh prefer to avoid conflict. If drawn into battle, however, they are disci;lined and well-organized, and fight with clever strategies and tactics.

Dorvesh As Characters

A dorvesh's favored class is fighter. Dorvesh clerics worship the same deities as dwarves.

Dorvesh characters possess the following racial traits.

  • +8 Strength, +4 Dexterity, +6 Constitution, –2 Intelligence, +2 Wisdom, –2 Charisma.
  • Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/5 feet.
  • A dorvesh's base land speed is 50 feet. However, dorveshes can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: A dorvesh begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
  • Racial Skills: A dorvesh's monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Appraise, Craft (blacksmithing), Listen, Profession (miner), and Spot.
  • Racial Feats: A dorvesh's monstrous humanoid levels give it two feats.
  • Stonecunning: This ability grants a dorvesh 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 dorvesh who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dorvesh can use the Search skill to find stonework traps as a rogue can. A dorvesh can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
  • +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
  • +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
  • +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.
  • +3 natural armor bonus.
  • Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon.
  • Favored Class: Fighter.
  • Level adjustment +2.

Originally appeared in Monstrous Compendium Annual Volume Two (1995).
 
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Shade

Monster Junkie
http://www.enworld.org/showthread.php?t=216619

Lizardfolk, Varanid
Medium Humanoid (Reptilian)
Hit Dice: 2d8 (9 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d3+1) or two-bladed sword +2 melee (1d8+1/19-20) or javelin +1 ranged (1d6+1)
Full Attack: 2 claws +2 melee (1d3+1) and bite -3 melee (1d4) and tail -3 melee (1d4+1); or two-bladed sword +0 melee (1d8+1/19-20) and two-bladed sword +0 melee (1d8/19-20) and bite -3 melee (1d4) and tail -3 melee (1d4+1); or javelin +1 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Ambidextrous
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 13, Dex 12, Con 11, Int 11, Wis 10, Cha 6
Skills: Balance +6, Craft (trapmaking) +1, Hide +4, Jump +10, Move Silently +4, Swim +6
Feats: Exotic Weapon Proficiency (two-bladed sword), Two-Weapon Fighting
Environment: Any temperate or tropical
Organization: Solitary, hunting party (1-6), war party (8-15 plus one 3rd-level lasher [fighter]) or tribe (100-150 adults plus 20% noncombatant young plus one 3rd-level lasher per 10 adults plus one 5th-level commander per 30 adults plus 1-4 3rd-level acolytes [clerics] plus one 5th-level shaman [cleric] plus one 7th-level sshistak [fighter])
Challenge Rating: 1
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

The reptilian humanoid resembles an upright komodo dragon.

Varanids are warlike, harsh, and emotionless lizardfolk. They make their homes on tropical islands, deep jungles, or wide savannas. Tribes construct villages of huts around easy-to-defend natural locations.

Varanid culture values strength, skill, and proving oneself in battle. The best warriors rise to positions of leadership, with the greatest warrior becoming the sshistak (warrior-king). They do not tolerate failure, and consider all other creatures to be their prey. Although they will occasionally work as assassins or mercenaries for other races, they never serve as bodyguards or defenders.

Although they live for war, when not in battle they are generally peaceful and rarely fight among their own kind. They spend their time outside of combat swimming, spear fishing, working on the huts, or simply sunning themselves on rocks.

Varanids love weaponry, and quickly learn to use even the most exotic of weaponry. They rarely don armor, and never use shields, which they consider tools for the weak.

Varanids will eat anything that bleeds, but prefer fish, birds, and eggs.

A varanid is usually 6 to 7 feet tall with a 3 to 4 foot long tail. A varanid can weigh from 200 to 250 pounds.

Varanids speak Draconic.

Combat

Wily and cunning, varanids prefer to use guerrila tactics. They often lie in ambush or set snares and traps, then use hit-and-run and terror tactics to decimate the opposition.

Ambidextrous (Ex): A varanid treats all off-hand weapons as light weapons for the purposes of determining penalties when fighting with two weapons.

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

Varanids As Characters
Most varanids are warriors, and most leaders are fighters. Varanid clerics are known as acolytes, and the greatest among them are called shamans. They worship a pantheon of reptilian gods. A varanid cleric has access to two of the following domains: Scalykind, Strength, Trickery, War.

Varanid characters possess the following racial traits.

  • +2 Strength, +2 Dexterity, -4 Charisma.
  • Medium size.
  • A varanid's base land speed is 40 feet.
  • Racial Hit Dice: A varanid begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
  • Racial Skills: A varanid's humanoid levels give it skill points equal to 5 x ?(2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Varanids have a +4 racial bonus on Balance, Jump, and Swim checks.
  • Racial Feats: A varanid's humanoid levels give it one feat. A varanid also gains one Exotic Weapon Proficiency feat as a bonus feat.
  • Weapon and Armor Proficiency: A varanid is automatically proficient with simple weapons and shields.
  • +3 natural armor bonus.
  • Natural Weapons: 2 claws (1d3), bite (1d4), and tail (1d4 + 1-1/2 Str modifier).
  • Special Qualities (see above): Ambidextrous.
  • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
  • Favored Class: Fighter.
  • Level adjustment +1.

Originally appeared in Dragon Magazine #268 (2000).
 
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Shade

Monster Junkie
Ghazneth, Merendil the Bloody

http://www.enworld.org/showthread.php?t=66479&page=36&pp=30

Ghazneth, Merendil the Bloody
Medium Outsider (Evil, Ghazneth, Native)
Hit Dice: 12d8+72 (126 hp)
Initiative: +5
Speed: 60 ft. (12 squares), fly 90 ft. (average)
Armor Class: 24 (+5 Dex, +8 natural), touch 15, flat-footed 18
Base Attack/Grapple: +12/+17
Attack: Claw +17 melee (1d4+5) or short sword +17 melee (1d6+5/19-20)
Full Attack: 2 claws +17 melee (1d4+5) and bite +17 melee (1d6+2) or short sword +17/+12/+7 melee (1d6+5/19-20) and bite +17 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Expend magic, impaling ambush
Special Qualities: Absorb magic, damage reduction 10/cold iron, darkvision 60 ft., expend magic, rejuvenation
Saves: Fort +14, Ref +13, Will +10
Abilities: Str 21, Dex 21, Con 22, Int 14, Wis 14, Cha 23
Skills: Bluff +18, Concentration +16, Diplomacy +27, Disguise +16 (+18 acting), Gather Information +8, Intimidate +25, Knowledge (arcana) +12, Knowledge (history) +12, Knowledge (local) +12, Knowledge (nobility and royalty) +12, Listen +12, Sense Motive +12, Spellcraft +14 (+16 scrolls), Spot +12, Use Magic Device +16 (+18 scrolls)
Feats: Hover, Improved Multiattack, Multiattack, Persuasive, Power Attack
Environment: Cormyr and surrounding lands
Organization: Solitary or band (Merendil and 1-5 other ghazneths)
Challenge Rating: 12
Treasure: 1/10 coins, double goods, double items
Alignment: Lawful evil
Advancement: -
Level Adjustment: -

The creature blends features of an insect with those of humanoid woman, with hideous results. She has a tiny waist and wings like those of a wasp, while her thin folded limbs resemble those of a praying mantis. White eyes blaze from her handsome face, and her long hair is smoky black, despite seeming to be about 60 years old.

Known as the Scourge of War, Merendil the Bloody was the matriarch of a powerful Cormyrean noble house. After a failed assassination attempt on Prince Azoun I, Merendil fled the city and became a ghazneth.

Merendil is 5 feet tall and weighs 90 pounds.

Merendil speaks Common and Chondathan.

COMBAT

Merendil loves combat and prefers her fights bloody. She always strikes to kill, favoring attacks with the greatest level of lethality. She often carries a short sword or scimitar, combining the steel with her own deadly natural attacks.

Absorb Magic (Su): A ghazneth can ready an action to absorb spells or spell-like abilities as a rod of absorption, although the ghazneth is stunned for one round for each level that it absorbs. In addition, a ghazneth can absorb charges from charged magical items, absorbing one charge per round of contact. A charge grants as many levels as appropriate to the effect (for example, a charge from a wand of magic missile gives 1 level, but a charge from a wand of fireball gives 3 levels). Charges of non-spell effects grant one level for every two caster levels of the effect (rounded up). The charges are forever lost to the magic item, as if they had been used normally.

Ghazneths may also spend one hour to discharge a permanent magical item (or one with daily charges) completely, rendering it a mundane item. Ther ability requires continuous contact. The ghazneth gains 10 spell levels per spell level of each effect of the magic item (or 1/2 the caster level of the effect, rounded up).

A ghazneth may store one level for each year of its age. At approximately 994 years of age, Merendil can hold up to 994 levels.

Expend Magic (Su): Merendil may expend stored magic to utilize the following powers.

Bloodlust (Su): All creatures within 99 yards of Merendil must make a DC 22 Will save every round or attack another creature (toward which they have an Indifferent or worse attitude) within their sight. This ability drains one stored magic level per hour. This is a mind-affecting compulsion effect. The save DC is Charisma-based.

Detect Magic (Su): Merendil continuously detects all magic (as the detect magic spell) within 99 miles. This ability drains one stored magic level per day.

Fast Healing (Su): Merendil may expend one stored magic level to gain fast healing 9 for 10 minutes.

Incite Murder (Su): Compel a single individual to (attempt to) murder one specified creature. The target of this ability may resist the compulsion with a DC 22 Will save; otherwise, the compulsion lasts for 24 hours. This is a mind-affecting compulsion effect. The save DC is Charisma-based.

Incite Riot (Su): Cause all creatures within 99 feet to begin rioting and looting the nearest community. This is a mind-affecting compulsion effect that lasts for 24 hours or until the mob can be calmed by some means. Each creature may make a DC 22 Will save to resist the compulsion. The save DC is Charisma-based.

Impaling Ambush (Ex): If Merendil successfully hits an opponent that is denied its Dexterity bonus with both a weapon and a claw attack, she may choose to automatically succeed on her bite attack and deals maximum damage with all three attacks. Merendil may not make iterative attacks in the same round she chooses to use this ability.

Rejuvenation (Su): Ghazneths are not destroyed through simple combat: When a ghazneth is reduced to 0 hp, it immediately heals as many hit points as possible through its remaining magic levels. If it has no magic levels remaining, the ghazneth lies dormant for 2d10 hours and then absorbs a level of magic directly from the Weave, at which point it heals itself. Even the most powerful spells are usually only temporary solutions. Typically, there is a unique means to destroy a given ghazneth. The exact means varies and may require a good deal of research to discover (a DC 15 + ghazneth's CR Knowledge (hertory) check).

Originally appeared in Dragon Magazine Annual #4 (1999).
 
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Shade

Monster Junkie
Demon Lord, Ilsidahur

http://www.enworld.org/showthread.php?t=69718&page=44&pp=30

Demon Lord, Ilsidahur
Large Outsider (Chaotic, Extraplanar, Evil, Tanar'ri)
Hit Dice: 29d8+261 (391 hp)
Initiative: +9
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 41 (-1 size, +5 Dex, +27 natural), touch 14, flat-footed 36
Base Attack/Grapple: +29/+46
Attack: Claw +41 melee (1d8+13)
Full Attack: 2 claws +41 melee (1d8+13) and bite +39 melee (1d8+6) and tail +39 melee (1d4+6) and headbutt +39 melee (1d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Abduction, aura of simian command, aura of simian undeath, piercing scream, pounce, spell-like abilities, summon tanar'ri
Special Qualities: Damage reduction 20/cold iron, epic, and good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, fire 10, spell resistance 36, telepathy 300 ft., tanar'ri traits
Saves: Fort +25, Ref +21, Will +22
Abilities: Str 36, Dex 21, Con 29, Int 20, Wis 22, Cha 23
Skills: Balance +41, Bluff +38, Climb +45, Concentration +41, Diplomacy +10, Disguise +6 (+10 acting), Hide +37, Intimidate +42, Jump +63, Knowledge (nature) +37, Knowledge (the planes) +37, Listen +38, Move Silently +37, Spot +38, Survival +6 (+10 in aboveground natural environments, +10 following Tracks), Tumble +41
Feats: Combat Expertise, Dodge, Improved Initiative, Mobility, Multiattack, Power Attack, Quicken Spell-Like Ability (telekinesis)*, Run, Spring Attack, Whirlwind Attack
*If you are using Fiendish Codex I, replace with Dark Speech.
Environment: Infinite Layers of the Abyss
Organization: Solitary or Ilsidahur plus 2d4 bar-lguras
Challenge Rating: 23
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: -
Level Adjustment: -

This powerfully muscled ape bears the spiral horns of a ram, burning red eyes, jutting fangs, and a hairless, ratlike tail. Its rusty red and matted with filth.

Ilsidahur the Howling King rules the Guttering Grove, the 90th layer of the Abyss. He is the lord of the bar-lguras, and is also venerated by many simian creatures. This feral fiend guards the landward approach to Gaping Maw, and has an uneasy alliance with Demogorgon.

Ilsidahur is also famous for his meddling in affairs on the Material Plane, where he spreads chaos to this day.

Ilsidahur stands 8 feet tall and weighs 700 pounds.

Ilsidahur speaks Abyssal, Celestial, and Draconic.

COMBAT

Like bar-lguras, Ilsidahur enjoys striking from ambush, utilizing his telekinetic spell-like abilities to great effect. Once he strikes, Ilsidahur usually releases a piercing scream and attacks with a feral and savage fury.

Ilsidahur's natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Abduction (Su): Unlike most tanar'ri, Ilsidahur can use greater teleport to transport other creatures. He can bring up to one Large or two Medium or smaller creatures with him each time he teleports. He can teleport unwilling targets as well, although an unwilling victim can attempt a DC 30 Will save to resist being transported. The save DC is Charisma-based.

Aura of Simian Command (Su): All simian creatures feel a strange bond of attraction to Ilsidahur. Before such a creature takes any hostile action against Ilsidahur, it must attempt a DC 30 Will save. Failure indicates that the creature's action fails and is wasted. This aura extends to a radius of 120 feet. The save DC is Charisma-based.

Aura of Simian Undeath (Su): All ape, monkey, and other simian corpses within x feet of Ilsidahur arise as skeletons or zombies under Ilsidahur's command. Ilsidahur can command up to 60 HD of undead in this manner.

Piercing Scream (Su): Once every 1d4 rounds as a standard action, Ilsidahur can emit a piercing scream. All creatures within one mile that can hear Ilsidahur must succeed on a DC 30 Will save or be panicked for 2d6 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.

Pounce (Ex): If Ilsidahur charges a foe, he can make a full attack.

Spell-Like Abilities: At will—astral projection, blasphemy, deeper darkness, desecrate, detect good, detect law, entangle (DC 17), greater dispel magic, greater teleport (self plus 50 pounds of objects only), plane shift, shapechange, telekinesis (DC 21), unhallow, unholy aura (DC 24), unholy blight (DC 20); 3/day—plant growth, symbol of pain (DC 21), wall of thorns; 1/day—permanent image (DC 22), telekinetic sphere (DC 24). Caster level 21st. The save DCs are Charisma-based.

Summon Tanar'ri (Sp): Once per day, Ilsidahur can automatically summon 1d4 bar-lguras (or 1d4 babau if you aren't using Fiendish Codex I), or summon 1d2 nalfeshnees with a 75% chance of success. This ability is the equivalent of a 9th-level spell.

True Seeing (Su): Ilsidahur has a continuous true seeing ability, as the spell (caster level 20th).

Skills: Ilsidahur has a +4 racial bonus on Hide checks and a +10 racial bonus on Jump checks.

Originally appeared in Dragon Magazine #13 (1978).
 
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Shade

Monster Junkie
Lizardfolk, Agrutha

http://www.enworld.org/showthread.php?t=216619

Lizardfolk, Agrutha
Medium Humanoid (Reptilian)
Hit Dice: 4d8+8 (26 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+5 (+9 opposed)
Attack: Claw +5 melee (1d4+2) or spear +5 melee (1d6+1) or spear +3 ranged (2d6+3/x3)
Full Attack: 2 claws +5 melee (1d4+2) and bite +3 melee (1d6+1) and tail slap +3 melee (1d10+3); or spear +5 melee (2d6+3/x3) and bite +3 melee (1d6+1) and tail slap +3 melee (1d10+3); or spear +3 ranged (2d6+3/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, sprint
Special Qualities: Hold breath, powerful build
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 15, Dex 10, Con 15, Int 7, Wis 10, Cha 6
Skills: Balance +5, Hide +2, Jump +1, Survival +2, Swim +11
Feats: Multiattack, Power Attack
Environment: Temperate swamps
Organization: Solitary, pair, gang (2–7), tribe (8–20 plus 50% noncombatants plus 1 alpha leader of 3rd–6th level and 1 shaman of 1st-2nd level), or mixed tribe (1-8 agrutha plus 30–60 lizardfolk plus 2 lizardfolk lieutenants of 3rd–6th level and 1 lizardfolk leader of 4th–10th level)
Challenge Rating: 2
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +3

This hulking humanoid looks like a cross between a brutish human and a lizard. It has thick scales, apelike arms, stubby legs, a lashing tail, and a tooth-filled snout.

Agrutha are bigger and more brutish than typical lizardfold. They wear no clothing or armor, and only carry what they need. They lair in the deepest marshes and swamps, hunting any creatures in the area. These fierce carnivores will even eat humanoids, but avoid attacking settlements unless goaded by their allies.

Agrutha females lay a clutch of 2-3 eggs annually and hide them in a muddy hole lined with reeds and branches. The females guard the nests while the males hunt for them, and fiercely defend the nests.

Agrutha often share territory with common lizardfolk, and sometimes the tribes mingle, with the agrutha serving as hunters, protectors, or even berserker shock troops.

An agrutha is usually 7 to 8 feet tall with a 3 to 4 foot long tail. An agrutha can weigh from 300 to 400 pounds.

Agruthas speak Draconic.

Combat

Agrutha hunt like alligators, submerging themselves in muddy water with only their eyes above the surface. When prey approaches, they strike swiftly. When enraged, they bellow loudly in battle.

Hold Breath: An agrutha can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Pounce (Ex): If an agrutha charges a foe, it can make a full attack.

Powerful Build (Ex): The physical stature of agruthas lets them function in many ways as if they were one size category larger. Whenever an agrutha is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the agrutha is treated as one size larger if doing so is advantageous to him. An agrutha is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. An agrutha can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Sprint (Ex): Once per hour, an agrutha can move three times its normal speed (60 feet) when it makes a charge.

Skills: Because of their tails, agruthas have a +4 racial bonus on Jump, Swim, and Balance checks. An agrutha 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.

Agruthas As Characters
Most agrutha leaders are barbarians. The alpha leader is always the highest-level barbarian in the tribe. Agrutha clerics (shamans) worship Semuanya. A lizardfolk cleric has access to two of the following domains: Animal, Plant, Scalykind, or Water.

Agrutha characters possess the following racial traits.

  • +4 Strength, +4 Constitution, -4 Intelligence, -4 Charisma.
  • Medium size.
  • An agrutha's base land speed is 20 feet. It also possesses a swim speed of 30 feet.
  • Racial Hit Dice: An agrutha begins with four levels of humanoid, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +4, and Will +1.
  • Racial Skills: An agrutha's humanoid levels give it skill points equal to 7 x ?(2 + Int modifier, minimum 1). Its class skills are Balance, Hide, Jump, Survival, and Swim. Agruthas have a +4 racial bonus on Balance and Jump checks, and a +8 racial bonus on Swim checks due to their swim speed.
  • Racial Feats: An agrutha's humanoid levels give it two feats.
  • Weapon and Armor Proficiency: An agrutha is automatically proficient with simple weapons and shields.
  • +5 natural armor bonus.
  • Natural Weapons: 2 claws (1d4), bite (1d6), and tail slap (1d10 + 1-1/2 Str modifier).
  • Special Attacks (see above): Pounce, sprint.
  • Special Qualities (see above): Hold breath, powerful build.
  • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
  • Favored Class: Barbarian.
  • Level adjustment +3.

Originally appeared in Dragon Magazine #268 (2000).
 
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Shade

Monster Junkie
Lizardfolk, Venusian

http://www.enworld.org/showthread.php?t=211853&page=7

Lizardfolk, Venusian
Medium Humanoid (Reptilian)
Hit Dice: 2d8+2 (11 hp)
Initiative: +0
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 13 (+3 natural) or 17 (+3 natural, +4 reed armor), touch 10, flat-footed 13 or 17
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d6+1) or club +2 melee (1d6+1) or javelin +1 ranged (1d6+1)
Full Attack: Bite +2 melee (1d6+1); or club +2 melee (1d6+1) and bite -3 melee (1d6); or javelin +1 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Absorb air
Saves: Fort +1, Ref +3, Will +0
Abilities: Str 13, Dex 10, Con 13, Int 7, Wis 10, Cha 10
Skills: Balance +5, Jump +6 (+14 with increased speed), Survival +2, Swim +10
Feats: Track
Environment: Temperate marshes or aquatic
Organization: Gang (2–3), family (2–12 plus 50% noncombatants plus 1 leader of 3rd–6th level), or clan (30–60 plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level)
Challenge Rating: 1
Treasure: No coins; no goods; standard items
Alignment: Often neutral
Advancement: By character class
Level Adjustment: +1

This reptilian humanoid has webbed, three-toed feet. Its hands end in three fingers and an opposable thumb. It wears armor and bears weaponry seemingly fashioned from reeds.

Venusian lizardfolk inhabitat vast swamps upon the planet Venus. Most are hunter-gatherers who wander the swamps in small family units or larger clans, but some have begun to adopt primitive agriculture and build villages. The latter are far more rare.

Venusian lizardfolk craft weapons and armor from a reed-like plant called the oma jolima, found only on their homeworld. They eagerly trade these items, as well as stonework, for metal items (particularly tools) and even firearms from colonists and explorers from other worlds.

A Venusian lizardfolk stands 5 to 6 feet tall with dark green or gray-brown scales, and a lighter underbelly. Its tail is used for balance and is 3 to 4 feet long. A Venusian lizardfolk can weigh from 125 to 200 pounds.

Venusian lizardfolk speak Draconic.

Combat

Venusian lizardfolk prefer to fight in water, as their ability to absorb large quantities of oxygen through the skin of their underbellies allows them to lie submerged in ambush for long intervals. Venusian lizardfolk generally arm themselves with various spears, clubs, maces, and axes formed from the oma jolima plant.

Absorb Air (Ex): A Venusian lizardfolk can hold its breath for a number of minutes equal to four times its Constitution score before it risks drowning.

Increased Speed (Ex): A Venusian lizardfolk can increase its base movement speed to 50 ft. by dropping to all fours. It can maintain this increased speed for a number of rounds equal to its Constitution score. After that, it must succeed at a Constitution check (DC 10) each round to maintain its pace. The DC increases by 1 for each check made. When the check fails, the Venusian lizardfolk cannot use this ability for 10 rounds and cannot move any faster than its base speed (30 feet). It may run in either mode using the normal rules for running.

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

Venusian Lizardfolk As Characters
Most Venusian lizardfolk leaders are rangers. Venusian lizardfolk clerics (shamans) worship Semuanya. A Venusian lizardfolk cleric has access to two of the following domains: Animal, Plant, Scalykind, or Water.

Venusian lizardfolk characters possess the following racial traits.

  • +2 Strength, +2 Constitution, –2 Intelligence.
  • Medium size.
  • A Venusian lizardfolk’s base land speed is 30 feet. It also possesses a swim speed of 30 feet.
  • Racial Hit Dice: A Venusian lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
  • Racial Skills: A Venusian lizardfolk’s humanoid levels give it skill points equal to 5 x ?(2 + Int modifier, minimum 1). Its class skills are Balance, Jump, Survival, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.
  • Racial Feats: A Venusian lizardfolk’s humanoid levels give it one feat.
  • Weapon and Armor Proficiency: A Venusian lizardfolk is automatically proficient with simple weapons and shields.
  • +3 natural armor bonus.
  • Natural Weapons: Bite (1d6).
  • Special Qualities (see above): Absorb air, increased speed.
  • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
  • Favored Class: Ranger.
  • Level adjustment +1.

Reed Armor: Venusian lizard men form armor from a reedlike plant native to their homeworld. This light armor grants a +4 armor bonus, +4 Max Dex bonus, no check penalty, and a 10% chance of arcane spell failure.

Originally appeared in Polyhedron Magazine #74 (1992).
 
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Shade

Monster Junkie
Centaur-kin, Gnoat

http://www.enworld.org/showthread.php?t=69690&page=37&pp=30

Centaur-kin, Gnoat
Medium Monstrous Humanoid
Hit Dice: 3d8+3 (16 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+3 Dex, +1 natural, +1 armor), touch 13, flat-footed 12
Base Attack/Grapple: +3/+2
Attack: Spear +2 melee (1d8-1/x3) or rear hooves +2 melee (1d6-1) or shortbow +6 ranged (1d6/x3)
Full Attack: Spear +2 melee (1d8-1/x3) or rear hooves +2 melee (1d6-1) or shortbow +6 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., gnoat traits
Saves: Fort +2, Ref +6, Will +4
Abilities: Str 8, Dex 16, Con 13, Int 10, Wis 13, Cha 11
Skills: Craft (woodworking) +4, Diplomacy +4, Listen +3, Profession (weaver) +3, Sense Motive +5, Spellcraft +2, Survival +3
Feats: Dodge, Negotiator
Environment: Temperate or warm hills or mountains
Organization:: Solitary, entourage (3–12 plus 1 3rd-level illusionist), troop (8–18 plus 1 leader of 2nd–5th level), or clan(100–300 plus 10% noncombatants plus 1-4 1st- to 3rd-level illusionists and 1 chief of 5th-level)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +2

This upper body of this creature looks like a brown-skinned gnome, with short gray hair and neatly-trimmed beard. Its hindquarters are those of a mountain goat with a shaggy gray coat. Its eyes are a deep cobalt blue, and it hooves are black. It wears a patchwork jacket of a myriad of colors, a hat, and carved wooden jewelry.

Gnoats make their homes in cave systems of lower foothills of high moutain ranges, hunting and farming thoughout the warm months in order to stockpile supplies for the winter. During the winter, the gnoats retreat deeper into the mountain caverns, where they turn their attention to their art and magic. Gnoats excel at woodcarving and sculpting stone, and trade their creations with other races for metal, pottery, and cloth. They do not travel far to seek out other races with which to trade, but gladly welcome traveling merchants into their homes after determining that they are not threats. These merchants often become lifelong friends of the gnoats, and visit each spring to trade for the gnoats' winter creations.

Gnoats live in clans of 100 to 300 individuals. Clans are led by a chief, who wears the most elaborately decorated cap and jacket and sports a shield bearing the clan's emblem. He is accompanied by the clan's illuisionists, who dress in stark contrast to the chief, in plain leather tunics and black leather skull caps.

Gnoats are known for their patchwork jackets, which are strongly constructed, conferring the same bonuses and penalties as padded armor. They tend to augment their appearance with wooden pendants and bracelets.

A gnoat is about 5 feet tall and weighs 250-350 pounds. The gnome portions of its body range from tan to deep chestnut skin. Its hair coloration matches that of its goat portion, which is brown, black, or gray. The underside of the hindquarters is usually white or cream-colored. Eye color is nearly always blue, from light and cool to deep cobalt. A rare few have green or brown eyes.

Gnoats speak Common and Gnome.

Combat

Gnoats are not generally violent, but if drawn into battle, they arm themselves with spears, clubs, and shortbows. A gnoat can deliver a kick with its rear hooves, but usually does so only if unarmed.

Gnoats As Characters

A gnoat's favored class is wizard (illusionist). Gnoat clerics worship the same deities as gnomes.

Gnoat characters possess the following racial traits.

  • -2 Strength, +6 Dexterity, +2 Constitution, +2 Wisdom.
  • Medium size.
  • Space/Reach: 5 feet/5 feet.
  • A gnoat's base land speed is 40 feet.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: A gnoat begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3.
  • Racial Skills: A gnoat's monstrous humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Craft (woodworking), Diplomacy, Profession (weaver), Sense Motive, Spellcraft, and Survival.
  • Racial Feats: A gnoat's monstrous humanoid levels give it two feats.
  • Weapon Familiarity: Gnoats may treat gnome hooked hammers as martial weapons rather than exotic weapons.
  • +2 racial bonus on saving throws against illusions.
  • Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnoats. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
  • +1 racial bonus on attack rolls against kobolds 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 Listen checks.
  • +2 racial bonus on Craft (woodworking) checks.
  • +1 natural armor bonus.
  • Natural Weapons: Rear hooves (1d6).
  • Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnoat with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnoat's Cha modifier + spell level.
  • Automatic Languages: Common, Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc.
  • Favored Class: Wizard (illusionist).
  • Level adjustment +2.

Originally appeared in Monstrous Compendium Annual Volume Two (1995).
 
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Monster Junkie
Centaur-kin, Ha'pony

http://www.enworld.org/showthread.php?t=69690&page=37&pp=30

Centaur-kin, Ha'pony
Medium Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +4
Speed: 30 ft. (8 squares)
Armor Class: 17 (+4 Dex, +3 studded leather), touch 14, flat-footed 13
Base Attack/Grapple: +2/+1
Attack: Short sword +1 melee (1d6-1/19-20 or shortbow +7 ranged (1d6/x3) or sling +7 ranged (1d4-1)
Full Attack: Short sword +1 melee (1d6-1/19-20 or shortbow +7 ranged (1d6/x3) or sling +7 ranged (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., ha'pony traits
Saves: Fort +2, Ref +8, Will +5
Abilities: Str 8, Dex 18, Con 13, Int 8, Wis 13, Cha 11
Skills: Climb +0, Jump +1, Listen +4, Move Silently +6, Spot +2, Survival +2 (includes -1 check penalty)
Feats: Point Blank Shot
Environment: Any temperate
Organization:: Solitary, patrol (2-8), or village (80-150 plus 15% noncombatants plus one 2nd-level mayor)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +2

The upper body of a halfling sits atop a pony's hindquarters. The halfling skin appears tan and weathered, while the pony coat is chestnut colored. Its dark brown hair and tail are braided with ribbons of varying colors. It wears a brightly colored shirt and studded leather armor and carries a shortbow.

Ha'ponies are cheerful, peaceful relatives of the centaur and halfling. Ha'ponies form small villages close to nature, where they farm, hunt, and engage in craftmaking. They live in small families within the village. Although wary of outsiders, they are friendly and hospitable once their trust has been gained.

Each village maintians a militia with 20 to 30 members who wear studded leather armor and carry short swords, slings, and shortbows. The statistics block above indicates a typical member of the militia. The mayor of a ha'pony village is often a piebald ha'pony with one or two levels in a character class, often rogue. The mayor generally wears a chain shirt and carries a masterwork shortbow and short sword. Although the mayor holds an important position in the community, all important decisions are made by "The Circle of Oak", a council of elders. The Circle may remove a mayor from office should they deem it necessary.

Ha'ponies subsist mainly on fruit, but supplement this diet with breads, cereals, and game birds. They are renown for their breads, and each community has its own specialty bread.

Children are not born often to ha'ponies, but they are well-cared for by their family and community.

A ha'pony is 4-1/2 to 5 feet tall and weighs 630 to 700 pounds. Hair coloration varies from sandy to dark brown, while the coat of the pony portion ranges from various brown hues to gray or even piebald. Ha'ponies live up to 120 years.

Ha'ponies speak Common and Halfling.

Combat

Although peaceful, ha'ponies will fiercely defend their homes. Their skill with the sling and shortbow is legendary.

Ha'ponies As Characters

A ha'pony's favored class is rogue. Ha'pony clerics worship the same deities as halflings.

Ha'pony characters possess the following racial traits.

  • -2 Strength, +8 Dexterity, +2 Constitution, -2 Intelligence, +2 Wisdom.
  • Medium size.
  • Space/Reach: 5 feet/5 feet.
  • A ha'pony's base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: A ha'pony begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +2, and Will +2.
  • Racial Skills: A ha'pony's monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Jump, Listen, Move Silently, Spot, abd Survival.
  • Racial Feats: A ha'pony's monstrous humanoid levels give it one feat.
  • +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
  • +1 racial bonus on all saving throws.
  • +2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general.
  • +1 racial bonus on attack rolls with thrown weapons, shortbows, and slings.
  • Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc.
  • Favored Class: Rogue.
  • Level adjustment +2.

Originally appeared in Monstrous Compendium Annual Volume Two (1995).
 
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Monster Junkie
Aswang

http://www.enworld.org/showthread.php?t=199651&page=12&pp=30

Aswang
Medium Monstrous Humanoid (Shapechanger)
Hit Dice: 5d8 (22 hp)
Initiative: +3
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +5/+5
Attack: Claw +5 melee (1d3)
Full Attack: 2 claws +5 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Anesthetize, blood drain, change shape, create spawn
Special Qualities: Aswang weaknesses, corpse scent, darkvision 60 ft., vulnerable to acid
Saves: Fort +1, Ref +7, Will +5
Abilities: Str 10, Dex 16, Con 11, Int 12, Wis 13, Cha 15
Skills: Craft (woodcarving) +9, Hide +5, Move Silently +5, Spot +9, Survival +9
Feats: Stealthy, Track
Environment: Any urban
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually chaotic evil
Advancement: 6-15 HD (Medium) or by character class
Level Adjustment: -

This horrific creature resembles a haglike woman with talon-like fingernails. A long, threadlike tongue lolls from its mouth.

The aswang (also known as the mangalok or boroka) lives among humans during the day, pretending to be an ordinary woman. When night falls, the aswang assumes her true form, that of a haglike monster with a long, thread-thin tongue. She may also take the form of a human-headed avian, a form she uses to fly atop homes to stalk prey.

The aswang feeds on the blood of the living or from fresh corpses. She has the ability to smell death within a mile. An aswang feeds by extending her long, sharp tongue, piercing the jugular vein of a dead or sleeping victim. Once she has gorged herself, her swollen body appears as if she were late in a pregnancy.

Male aswangs, known as iqui, are far more rare. If an aswang mates with a human, female offspring become aswangs, while male offspring remain human. It is unknown how iqui come to be.

An aswang is 5 to 6 feet tall and weighs from 125 to 200 pounds.

Aswangs speak Common.

COMBAT

An aswang's first instinct is flight. If forced to fight, it relies on its nails or talons.

Anesthetize (Ex): A victim of an aswang's Blood Drain ability must succeed on a DC 12 Wisdom check to notice the attack. Since aswangs generally attack sleeping victims, this Wisdom check is usually made with a -10 penalty. Each round of blood drain entitles the creature to another Wisdom check to notice the aswang, with a cumulative +2 bonus on the check per round after the first. Characters who have some means of detecting the aswang notice the attack immediately. The check DC is Constitution-based.

Blood Drain (Ex): An aswang in birdlike form may insert its tongue into a sleeping or helpless victim and drain blood, dealing 1 point of Constitution damage per round that its tongue is attached. Once the aswang has dealt 1/2 its Constitution score (5 for a typical aswang) points of Constitution damage, it detaches and flies off to digest the meal. While digesting, which takes one day per point of Constitution drained, the aswang appears to be pregnant. If its victim dies, the aswang will replace the corpse with a likeness carved from a tree trunk.

Change Shape (Su): An aswang can assume the form of any humanoid female. In addition, an aswang can take the form of a Medium birdlike creature with a woman's face and a long, tube-like tongue. The aswang may use its talon attacks in its natural form or its birdlike form but not in humanoid form. An aswang may use its flight speed only in birdlike form.

Corpse Scent (Ex): An aswang can notice undead creatures by scent in a 180-foot radius and detect fresh corpses (dead less than a week) up to a mile.

Create Spawn (Su): With a kiss, an aswang may transform one willing female human into an aswang. The new aswang is not under the control of its creator. Additionally, an aswang may lace food or drink with her saliva. A human female who ingests this saliva must succeed on a DC 12 Fortitude save or transform into an aswang on the following night. The save DC is Constitution-based.

Aswang Weaknesses

Repelling an Aswang: Aswangs cannot tolerate the strong odor of vinegar and some other spices and will not enter an area laced with these substances. Similarly, they recoil from salt. These things don’t harm the aswang—they merely keep it at bay. A recoiling aswang must stay at least 5 feet away from a creature holding a handful of salt or spice, and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding an aswang at bay takes a standard action. If an opponent throws a handful or flask of salt or spice as a grenade-like weapon, the aswang must move at least 5 feet away from where it lands on its next action.

Balbal

A forest-dwelling relative of the aswang, a balbal always appears as a gaunt humanoid with loose skin. It cannot change shape, but can glide by gathering up the loose folds of its skin in a manner similar to a flying squirrel. The balbal uses its thick, strong tongue to pull a corpse through the roof of a home, which it then carries off to the forest to devour.

A balbal shares the same statistics as an aswang, except as follows:

Medium Monstrous Humanoid
Speed: 30 ft. (6 squares)
Base Attack/Grapple: +5/+9
Attack: Claw +9 melee (1d3+4)
Full Attack: 2 claws +9 melee (1d3+4)
Special Attacks: Anesthetize, blood drain, create spawn
Special Qualities: Aswang weaknesses, corpse scent, darkvision 60 ft., gliding, vulnerable to acid
Abilities: Str 18, Dex 16, Con 11, Int 12, Wis 13, Cha 15
Environment: Any forest

Gliding: A balbal can use its loose skin to glide, negating any damage from a fall of any height and allowing travel 20 feet horizontally for every 5 feet of descent. A balbal glides at a speed of 60 feet (poor maneuverability). A balbal can glide while carrying a light or medium load (up to 200 lbs.).

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

Monster Junkie
Phase Jelly

http://www.enworld.org/showthread.php?t=211853&page=7

Phase Jelly
Medium Ooze
Hit Dice: 4d10+20 (42 hp)
Initiative: +0
Speed: 10 ft. (2 squares), burrow 5 ft.
Armor Class: 12 (+2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +3/+5
Attack: Tentacle +4 melee (1d2+2 plus paralysis)
Full Attack: 10 tentacles +4 melee (1d2+2 plus paralysis)
Space/Reach: 5 ft./5 ft. (15 ft. with tentacles)
Special Attacks: Envelop into earth, paralysis
Special Qualities: Blindsight 60 ft., damage reduction 5/piercing or slashing, earth glide, immunity to acid, ooze traits, stunned by electricity
Saves: Fort +6, Ref +1, Will –4
Abilities: Str 15, Dex 10, Con 20, Int 1, Wis 1, Cha 1
Skills: Hide +9, Move Silently +6
Feats: Stealthy, Weapon Focus (tentacle)
Environment: Any underground
Organization: Solitary
Challenge Rating: 3
Treasure: Standard coins; standard goods (gems and metal goods only); standard items (metal only)
Alignment: Always neutral
Advancement: 5–8 HD (Medium); 9–12 HD (Large)
Level Adjustment: -

A dark blob of foul-smelling slime oozes forth seemingly from within the stone floor. Tentacles begin to form in its mass, lashing out.

Like many oozes, phase jellies are found in dark subterranean environs, predating upon living things and other organic matter in its territory. Although phase jellies will indiscriminately consume any organic matter, they are particularly fond of the taste of drow.

A phase jelly can grow to a diameter of about 7 feet and a thickness of about 3 inches, but can compress its body to fit into cracks as small as 1 inch wide. A typical specimen weighs about 2,800 pounds.

COMBAT

A phase jelly prefers to stealthily approach potential prey via earth glide, then use its envelop into earth ability to trap its victim.

Earth Glide (Ex): A phase jelly can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth, earthquake, stone to flesh, or transmute rock to mud spell cast on an area containing a burrowing phase jelly forces the jelly to surface, stunning the creature for 1 round unless it succeeds on a Fortitude save. A passwall or phase door spell cast on an area containing a burrowing phase jelly kills the jelly instantly unless it succeeds on a Fortitude save.

Envelop into Earth (Su): A phase jelly using its earth glide ability may attempt to phase the feet of a single creature into the stone. If the jelly ends its turn in the same square as the same Medium or smaller creature for three consecutive rounds, that creature's feet become phased into the stone (a DC 17 Reflex save negates; the save DC is Constitution-based). The victim is checked (unable to move) and takes a -4 penalty to AC (as if pinned). In addition, the victim takes 8 points of damage per round from the phase jelly's acid. The victim remains phased until the jelly decides to release it, is killed, or is forced out of the stone (see Earth Glide, above).

Paralysis (Ex): Those hit by a phase jelly's tentacle attack must succeed on a DC 17 Fortitude save or be paralyzed for 2d4 rounds. The save DC is Constitution-based.

Stunned by Electricity (Ex): An electrical attack stuns a phase jelly for 1d10 rounds (no saving throw).

Skills: A phase jelly has a +4 racial bonus on Hide checks.

Originally appeared in Polyhedron Magazine #67 (1992).
 
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Monster Junkie
Lizardfolk, Brute Crocodilian

http://www.enworld.org/showthread.php?t=216619

Lizardfolk, Brute Crocodilian
Large Humanoid (Reptilian)
Hit Dice: 5d8+20 (42 hp)
Initiative: +0
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +3/+13
Attack: Claw +8 melee (1d6+6) or halberd +8 melee (2d8+9/x3)
Full Attack: 2 claws +8 melee (1d6+6) and bite +6 melee (1d8+3) and tail slap +6 melee (1d12+9); or halberd +8 melee (2d8+9/x3) and bite +6 melee (1d8+3) and tail slap +6 melee (1d12+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Hold breath
Saves: Fort +5, Ref +4, Will +0
Abilities: Str 22, Dex 10, Con 19, Int 7, Wis 8, Cha 6
Skills: Balance +5, Jump +13, Swim +17
Feats: Multiattack, Power Attack
Environment: Temperate swamps
Organization: Solitary or tribe (2-7 plus 1-4 giant crocodiles)
Challenge Rating: 3
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +2

This crocodilian humanoid is feral and muscular, towering over 8 feet tall. It wields a savage halberd in its beefy arms, and its thick tail strikes the ground as it eyes you.

Crocodilians are an offshoot of the lizardfolk race, more closely resembling crocodiles than lizards. Two types of crocodilians exist: brutes and masters. Brute crocodilians are big and ferocious, while master crocodilians are smaller and craftier.

Brute crocodilians can be found in any habitats where crocodiles reside, and often share territory with them. They build huts from mud and straw, or simply live in the water like their crocodile brethren. Strict carnivores, they are skilled and merciless hunters and vigilantly guard their hunting grounds.

Despite forming villages and sharing hunting grounds, brute crocodilians are not close to one another, and fights for dominance erupt frequently. Females lay a single clutch of eggs annually during the wet season.

Although strong and savage, brute crocodilians are just as likely to strike up a conversation with other humanoids as they are to attack. They see themselves as equal to other humanoid races, not superior, and enjoy trading goods and information.

A brute crocodilian stands 8 feet tall on average and can measure up to 15 feet from its snout to the tip of its tail. A brute crocodilian can weigh up to 400 pounds.

Brute crocodilians speak Draconic.

Combat

Brute crocodilians are savage, ferocious combatants, preferring two-handed weapons to take advantage of their great strength.

Hold Breath: A brute crocodilian can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Skills: Because of their tails, brute crocodilians have a +4 racial bonus on Balance and Jump checks. A brute crocodilian 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.

Brute Crocodilians As Characters
Most brute crocodilian leaders are barbarians. Brute crocodilian clerics (shamans) worship Semuanya. A brute crocodilian cleric has access to two of the following domains: Animal, Plant, Scalykind, or Water.

Brute crocodilian characters possess the following racial traits.

  • +12 Strength, +8 Constitution, -4 Intelligence, -2 Wisdom, -4 Charisma.
  • Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • A brute crocodilian's land speed is 20 feet. It also possesses a swim speed of 30 feet.
  • Racial Hit Dice: A brute crocodilian begins with five levels of humanoid, which provide 5d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +4, and Will +1.
  • Racial Skills: A brute crocodilian's humanoid levels give it skill points equal to 8 x ?(2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Brute crocodilians have a +4 racial bonus on Balance and Jump checks, and a +8 racial bonus on Swim checks due to their swim speed.
  • Racial Feats: A brute crocodilian's humanoid levels give it two feats.
  • Weapon and Armor Proficiency: A brute crocodilian is automatically proficient with simple weapons and shields.
  • +7 natural armor bonus.
  • Natural Weapons: 2 claws (1d6), bite (1d8), and tail slap (1d12 + 1-1/2 Str modifier).
  • Special Qualities (see above): Hold breath.
  • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
  • Favored Class: Barbarian.
  • Level adjustment +2.

Originally appeared in Dragon Magazine #268 (2000).
 
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Monster Junkie
Gibberling, Brood

http://www.enworld.org/showthread.php?t=69690&page=39&pp=30

Gibberling, Brood
Small Monstrous Humanoid (Extraplanar)
Hit Dice: 4d8+4 (22 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 12 (+1 size, +1 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+3
Attack: Bite +8 melee (1d4+4)
Full Attack: Bite +8 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Gibber, gibberslug, spit gibberslug
Special Qualities: Darkvision 60 ft.
Saves: Fort +2, Ref +4, Will +7
Abilities: Str 17, Dex 10, Con 13, Int 12, Wis 12, Cha 15
Skills: Balance +2, Intimidate +4, Jump +5, Listen +5, Knowledge (the planes) +3, Spot +5, Tumble +7
Feats: Ability Focus (gibberslug), Iron Will
Environment: Far Realm
Organization: Solitary, slugfest (1-4), or clan (1 brood gibberling plus 20-100 gibberlings)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic neutral
Advancement: 5-12 HD (Small)
Level Adjustment: -

This pale, twisted humanoid has filthy black mane and eyes that flicker with malignant cunning. Its flesh undulates as if tiny creatures skitter beneath its surface, leaving a sickening trail of sloly receding protrusions.

Brood gibberlings are the progenitors of gibberlings. These deformed entities of the Far Realm occasionally slip through areas where that alien realm makes contact with the multiverse.

These beings transform humanoids into gibberlings, then mentally control tribes of these creatures, often sending them to aid or battle tribes under the control of another of their kind. They use deception or intimidation to lure gibberlings from other tribes to their own.

Brood gibberlings rarely venture far from areas tainted by the Far Realm, as it is believed that the mortal world is harmful to their alien bodies. Their true appearances are unknown, but doubtful resemble the forms they take on the Material Plane.

A brood gibberling is about 3 feet tall and weighs 30 to 35 pounds.

Brood gibberlings speak no recognizable language, but appear to be able to communicate with others of their kind via their gibbering.

COMBAT

Brood gibberlings use their gibberling minions as shields, while attempting to convert other beings into more of these pathetic creatures. They gibber, jabber, scream, howl, and chitter throughout the battle.

Gibber (Ex): A brood gibberling's continual insane muttering and shrieking can unnerve creatures with fewer than 4 HD, requiring them to make a DC 14 Will save or be shaken. Creatures with 4 or more HD do not have to make a Will save, but all Concentration checks by creatures who can hear the brood gibberling within 200 feet suffer a -2 penalty. Note that in most circumstances, a brood gibberling's gibbering prevents it from achieving surprise. The save DC is Charisma-based.

Gibberslug (Ex): On a successful bite attack, a brood gibberling may attempt to insert a gibberslug into the victim. The victim must succeed on a DC 15 Reflex save. Success indicates that the gibberslug falls off the victim and quickly perishes. If the save fails, the slug enters the wound. Each round thereafter the target takes 1d4 points of damage as the slug bores its way toward the brain (Fort DC 15 halves the damage). The save DC is Constitution-based.

A gibberslug will reach a creature's brain in 1d6+5 rounds, at which point the host automatically falls into a coma, subject to alien nightmares which ravage its mind. After 1d20+4 hours, the gibberslug completely digests the hosts brain and body from within, and a fully grown gibberling emerges from the husk. Although the gibberling slightly resembles the victim, it retains no memory of its former life and immediately attacks any non-gibberlings it finds. The newly-formed gibberling follows all mental commands of the brood gibberling that created it.

In the round following entry, fire can be applied to the gibberslug's point of entry to kill the gibberslug, but this also deals 1d4 points of fire damage to the host. Before it reaches the brain, a gibberslug can be destroyed with a remove disease, heal, or similar effect, or by ingesting a special form of mushroom called Darkscape that grows in regions tainted by the Far Realm. Once the gibberslug has reached the brain, no form of ressurection will work on the body, although a wish or a miracle spell can restore the victim to life and its original form, destroying the gibberslug.

Spit Gibberslug (Ex): Once ever 1d4 rounds, a brood gibberling can spit a gibberslug at a target. This requires a ranged attack and has a range increment of 10 feet. On a successful hit, the victim must make a saving throw as normal for the gibberslug ability (see above).

Originally appeared in Gates of Firestorm Peak (1999) and later in Monstrous Compendium Annual Volume Four (1998).
 
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Monster Junkie
Spirit Leopard

http://www.enworld.org/showthread.php?t=78935&page=20&pp=30

Spirit Leopard
Large Outsider (Evil, Extraplanar)
Hit Dice: 15d8+60 (127 hp)
Initiative: +9
Speed: 50 ft. (10 squares), climb 20 ft.
Armor Class: 22 (-1 size, +5 Dex, +8 natural), touch 14, flat-footed 17
Base Attack/Grapple: +15/+26
Attack: Bite +21 melee (2d8+7/18-20/x3)
Full Attack: Bite +21 melee (2d8+7/18-20/x3) and 2 claws +21 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, blasting roar, energy drain, improved grab, pounce, rake, spell-like abilities
Special Qualities: Damage reduction 15/magic, darkvision 120 ft., low-light vision, see invisibility, spell resistance 20
Saves: Fort +13, Ref +14, Will +11
Abilities: Str 24, Dex 21, Con 19, Int 14, Wis 15, Cha 17
Skills: Balance +25, Climb +15, Concentration +22, Hide +25, Jump +43, Listen +20, Knowledge (religion) +20, Move Silently +29, Spot +20, Survival +20, Tumble +25
Feats: Improved Initiative, Improved Multiattack, Multiattack, Power Attack, Stealthy, Track
Environment: Kazhak's Realm
Organization: Solitary
Challenge Rating: 15
Treasure: none
Alignment: Always neutral evil
Advancement: 16-24 HD (Large); 25-35 HD (Huge); 36-45 HD (Gargantuan)
Level Adjustment: -

This massive leopard is larger than a dire bear. Its fangs are those of a sabertooth tiger, and its eyes gleam with otherworldly intelligence.

Spirit leopards are servants of Kazhak, a lawful evil deity that resides on an alternate Material Plane. Kazhak's portfolio includes power, wealth, and secrecy, and his symbol is a spotted leopard. As his favored servants, spirit leopards are often send on missions to worlds where Kazhak is venerated, often to assist his faithful or punish nonbelievers.

A spirit leopard is over 12 feet long and weighs as much as 13,000 pounds.

Spirit leopards speak Infernal.

COMBAT

A spirit leopard takes advantage of its great speed and agility to pounce on foes from great distances and heights. Its intelligence allows it to make effective tactical use of its varied special attacks.

Augmented Critical (Ex): The spirit leopard's bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit. On a natural attack roll of 20 with its bite attack, the spirit leopard may also use its energy drain attack.

Blasting Roar (Su): Once every five rounds, a spirit leopard can unleash a targeted roar at one opponent within 120 feet. The victim must succeed on a DC 21 Will save or be stunned for three rounds. This is a sonic effect. The save DC is Constitution-based.

Energy Drain (Su): On a natural attack roll of 20 with its bite attack, the spirit leopard's bite also bestows one negative level. The DC is 20 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the spirt leopard gains 5 temporary hit points.

Improved Grab (Ex): To use this ability, a spirit leopard 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. Additionally, it deals automatic bite damage each round it maintains the hold.

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

Rake (Ex): Attack bonus +21 melee, damage 1d6+3.

See Invisibility (Su): A spirit leopard continuously uses see invisibility as the spell (caster level 15th).

Spell-Like Abilities: At will--deeper darkness, dispel magic, fear (DC 17), suggestion (DC 16). Caster level 15th. The save DCs are Charisma-based.

Skills: Spirit leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Spirit leopards have a +8 racial bonus on Balance and Climb checks. A spirit leopard can always choose to take 10 on a Climb check, even if rushed or threatened.

Originally appeared in Dungeon Magazine #22 (1990).
 
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Shade

Monster Junkie
Demon Lord, Sch'theraqpasstt

http://www.enworld.org/showthread.php?t=69718&page=44&pp=30

Demon Lord, Sch'theraqpasstt
Gargantuan Outsider (Chaotic, Extraplanar, Evil, Obyrith)
Hit Dice: 25d8+275 (387 hp)
Initiative: +5
Speed: 30 ft. (6 squares), fly 90 ft. (average)
Armor Class: 44 (-4 size, +1 Dex, +9 deflection, +28 natural), touch 16, flat-footed 43
Base Attack/Grapple: +25/+49
Attack: Bite +33 melee (2d8+12 plus insanity venom)
Full Attack: Bite +33 melee (2d8+12 plus insanity venom) and 2 tail slaps +31 melee (4d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict, corrosive touch, endless coils, form of madness, improved grab, insane rage, insanity venom, spell-like abilities
Special Qualities: Chameleon power, damage reduction 20/cold iron, epic, and good, darkvision 60 ft., detect poison, immunity to poison and mind-affecting spells and abilities, indestructible immortality, resistance to acid 10, cold 10, electricity 10, and fire 10, spell resistance 37, telepathy 100 ft., true seeing
Saves: Fort +25, Ref +19, Will +22
Abilities: Str 35, Dex 13, Con 33, Int 30, Wis 27, Cha 28
Skills: Balance +5, Bluff +37, Climb +40, Concentration +39, Diplomacy +17, Disguise +9 (+13 acting), Hide +17, Intimidate +41, Jump +16, Knowledge (history) +38, Knowledge (nature) +38, Knowledge (religion) +38, Knowledge (the planes) +38, Listen +38, Move Silently +29, Search +38, Sense Motive +36, Spellcraft +38 (+42 scrolls), Spot +38, Survival +8 (+12 in aboveground natural environments, +12 on other planes, +12 following tracks), Swim +40, Tumble +29, Use Magic Device +37 (+41 scrolls)
Feats: Alertness (B), Blind-Fight (B), Cleave*, Combat Expertise, Dodge, Epic Reflexes, Flyby Attack, Improved Initiative, Mobility, Multiattack, Power Attack
*If you are using Fiendish Codex I, replace with Dark Speech.
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 24
Treasure: None
Alignment: Always chaotic evil
Advancement: -
Level Adjustment: -

A massive ebony serpent, over sixty feet long, flits through the sky in an erratic pattern on large, leathery wings.

Sch'theraqpasstt (schikthere-AUK-past) was a deity who created the yuan-ti race. Seeking power beyond even that of a god, Sch'theraqpasstt attempted to merge with the 111th layer of the Abyss, which he called home. The results were disastrous, shattering Sch'theraqpasstt's mind and leaving him a shadow of his former self.

Sch'theraqpasstt now randomly travels the planes, rarely staying in any one place for long. The only guarantee in his travels, Sch'theraqpasstt always visits the Material Plane during the yuan-ti unholy festival know as the Night of Venom. He is at his most lucid during the ceremony.

Sch'theraqpasstt still calls the 111th layer of the Abyss home. Known as "the Mind of Evil", this region is inhospitable even by that deadly plane's standards, for magic does not function in the whirling chaos of this layer. The only way to truly destroy Sch'theraqpasstt is to destroy the Mind of Evil.

It is said that the yuan-ti continually seek and gather magic items and arcana of various sorts in hopes of restoring their fallen deity to godhood.

Sch'theraqpasstt is 60 feet long and weighs 30,000 pounds.

Sch'theraqpasstt speaks Abyssal, Celestial, and Draconic.

COMBAT

Sch'theraqpasstt prefers to rely on his form of madness to render the opposition nearly helpless, then follows up with his natural attacks, seeking to capture as many foes in his coil as possible. Should his insane rage take effect, he simply bites, pummels, and constricts foes until all opposition is dead.

Sch'theraqpasstt's natural weapons, as well as any weapons he wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Chameleon Power (Sp): Sch'theraqpasstt can psionically change the coloration of himself and his equipment to match his surroundings, gaining a +10 circumstance bonus on Hide checks.

Constrict (Ex): Sch'theraqpasstt deals 4d6+18 points of damage with a successful grapple check. The constricted creature must succeed on a DC 34 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

Corrosive Touch (Sp): Sch'theraqpasstt has the psionic ability to exude acid from his body, dealing 10d6 points of acid damage to the next creature he touches, including a creature hit by his natural attacks. If Sch'theraqpasstt is grappling or pinning a foe when he uses this power, his grasp deals 15d6 points of acid damage. The acid becomes inert when it leaves Sch'theraqpasstt's body. Yuan-ti are immune to its effects.

Detect Poison (Sp): Sch'theraqpasstt has the psionic ability to detect poison as the spell (caster level 21st).

Endless Coils (Ex): Sch'theraqpasstt can transfer a held opponent to its coils with a successful grapple check. He may grapple up to 1 Huge, 2 Large, 4 Medium, or 6 Small or smaller creatures with no penalty, and may employ his constrict ability against all foes held in his coils.

Form of Madness (Su): Any creature within 120 feet that observes Sch'theraqpasstt must attempt a DC 31 Will save. Failure indicates that the creature is struck dumb by insanity of the obyrith lord's form. The victim's Intelligence, Wisdom, and Charisma scores are reduced to 1. This effect is permanent until removed by heal, limited wish, miracle, or wish. This is a mind-affecting ability that does not affect chaotic evil outsiders or yuan-ti. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, Sch'theraqpasstt must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.

Indestructible Immortality (Su): If Sch'theraqpasstt dies, his psyche returns to the 111th layer of the Abyss, where it reforms after 111 days. If Sch'theraqpasstt is slain on his home plane, he is dead forever.

Insane Rage (Su): Each round in combat, there is a 10% chance that Sch'theraqpasstt gives in to his insanity. This functions as the barbarian's rage ability, except that the rage does not end until Sch'theraqpasstt or all his foes are dead or otherwise rendered unable to fight. Sch'theraqpasstt is not winded after his rage ends.

Insanity Venom (Ex): A creature hit by Sch'theraqpasstt's bite attack must succeed on a DC 33 Will save or be rendered permanently insane (as the insanity spell). This is not traditional poison, and as such immunity to poison and spells or effects that protect against poison have no effect. Only a heal, limited wish, wish, or miracle can remove this insanity, and doing so requires a DC 32 caster level check to succeed. The save DC is Constitution-based.

Spell-Like Abilities: At will—astral projection, chaos hammer (DC 23), cloak of chaos (DC 27), deeper darkness, desecrate, detect good, detect law, fear (DC 23), greater dispel magic, greater teleport, plane shift, shapechange, telekinesis (DC 24), unhallow, unholy blight (DC 23), word of chaos (DC 26); 3/day—baleful polymorph (DC 24), suggestion (DC 22), symbol of insanity (DC 27); 1/day—blasphemy (DC 26), unholy aura (DC 27). Caster level 21st. The save DCs are Charisma-based.

True Seeing (Su): Sch'theraqpasstt has a continuous true seeing ability, as the spell (caster level 21st).

Originally appeared in Dragon Magazine #151 (1989).
 
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Shade

Monster Junkie
Manni

http://www.enworld.org/showthread.php?t=73266&page=17&pp=30

Manni
Medium Humanoid (Manni)
Hit Dice: 3d8 (13 hp)
Initiative: +3
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +2/+2
Attack: Bite +2 melee (1d6) or spear +5 ranged (1d8/x3)
Full Attack: Bite +2 melee (1d6) and spear -3 melee (1d8/x3) or spear +5 ranged (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Wing buffet
Special Qualities: Low-light vision
Saves: Fort +1, Ref +6, Will +1
Abilities: Str 10, Dex 17, Con 11, Int 6, Wis 11, Cha 7
Skills: Hide +7, Listen +2, Move Silently +5, Spot +2
Feats: Ability Focus (wing buffet), Stealthy
Environment: Temperate forests and plains
Organization: Solitary, flight (2-6), or flock (10-30 plus 25% noncombatants)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +2

The creature looks like a vaguely humanoid raven. It is completely covered in black feathers. Its legs are birdlike, but its long wings end in three-fingered appendanges, within which it wields a spear.

Manni are avian humanoids that haunt bleak and wasted steppes. Their fondness for death and decay leads them to lurk near gravesites and ruins. Manni are also called kara, which means "black ones", a moniker that applies both to their dark feathers and their dark souls.

Manni are scavengers, preferring to eat the kills of other creatures rather than risking their own well-being. If fresh kills are scarce, manni will dig up graves and burial sites or even eat their own dead. Manni are usually filthy and foul-smelling due to their dietary choices.

Manni congregate in flocks, making simple domes huts of woven grass and branches to serve as their nests, situating them in a sheltered stand of woods or a hollow. They camouflage these huts with branches, grass, dead leaves, and moss. Only one-fourth of a flock includes adult males, although females are regarded equally in manni society.

Manni fear other humanoids, and have nothing but contempt for "wingless ones". These cowardly creatures are hunted by other nomadic humanoids that share their lands, and manni feathers are often used as decorations by such tribes.

A manni stands 4 to 5 feet tall with a wingspan of 5 feet. A manni weighs from 60 to 75 pounds.

Manni speak their own language, a series of clacks and whistles. Manni can learn other languages, but their beaks are unable to form the words to speak them.

Combat

Cowardly by nature, manni prefer to avoid combat. If hungry enough, manni ambush at the most advantageous opportunity, attempting to overwhelm prey with their numbers. They also build snares and traps, and prefer to attack lone prey that has wandered away from its allies.

Wing Buffet (Ex): As a standard action, a flying manni can buffet an opponent within melee reach with its wings. This attack deals 1d2 hp of damage, and the opponent must make a DC 13 Fortitude save or be dazed for one round. The save DC is Strength-based.

Originally appeared in Dragon Magazine #163 (1990).
 
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Shade

Monster Junkie
Lizardfolk, Master Crocodilian

http://www.enworld.org/showthread.php?t=216619

Lizardfolk, Master Crocodilian
Medium Humanoid (Reptilian)
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +2/+3
Attack: Claw +3 melee (1d4+1) or shortspear +3 melee (1d6+1) or shortspear +2 ranged(1d6+1)
Full Attack: 2 claws +3 melee (1d4+1) and bite -2 melee (1d8); or shortspear +3 melee (1d6+1) and bite -2 melee (1d8) or shortspear +2 ranged(1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Hold breath
Saves: Fort +2, Ref +3, Will +4
Abilities: Str 13, Dex 10, Con 13, Int 13, Wis 13, Cha 10
Skills: Balance +5, Bluff +2, Intimidate +2, Jump +6, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (religion) +8, Swim +10
Feats: Iron Will, Persuasive
Environment: Temperate swamps or urban
Organization: Solitary, sect (2-7), or tribe (2-7 master crocodilians plus 7-21 brutes)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 4-9 HD (Medium) or by character class
Level Adjustment: +3

This crocodilian humanoid stands over 6 feet tall.

Crocodilians are an offshoot of the lizardfolk race, more closely resembling crocodiles than lizards. Two types of crocodilians exist: brutes and masters. Brute crocodilians are big and ferocious, while master crocodilians are smaller and craftier.

Master crocodilians are smaller and far more cruel than their brute cousins. They maliciously kill and eat other humanoids, taking great pleasure in the suffering.

Master crocodilians often make their lairs in secluded areas within cities of other humanoid races, such as in hidden temples or sewers. They are also found within tribes of brute crocodilians, whom they find easy to manipulate with their greater intellect and spellcasting affinity. Due to their worship of Anubis and Set, they sometimes ally with mummies, jackalweres, and spirit nagas. Master crocodilians maintain a sacrificial pit filled with normal or giant crocodiles in the depths of their lairs.

A master crocodilian is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is shorter than most lizardfolk, only 2 to 3 feet long. A master crocodilian can weigh from 200 to 250 pounds.

Master crocodilians speak Draconic. Although they are intelligent enough to learn other languages, they never learn those of other humanoid races, whose speech they consider nothing more than the bleating of sheep. They will most likely learn Abyssal or Infernal should they study another language.

Combat

In combat, master crocodilians rely on spellcasting, manipulation, and the protection of their minions.

Hold Breath: A master crocodilian can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Spells: A master crocodilian can cast divine spells as a 5th-level cleric (5/4+1/2+1/1+1; save DC 11 + spell level), from the cleric list and from two of the following domains: Air, Darkness, Evil, Hatred, Magic, Repose, Scalykind. A typical spell list: 0--create water, detect magic, detect poison, read magic, resistance; 1st--bane, divine favor, magic fang*, obscuring mist, sanctuary; 2nd--animal trance*, death knell, hold person; 3rd--bestow curse, blacklight*.
*Domain spell. Domains: Darkness (Free Blind-Fight feat), Scalykind (rebuke or command reptilian creatures and snakes 3/day).

Skills: Because of their tails, master crocodilians have a +4 racial bonus on Balance and Jump checks. A master crocodilian 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.

Master Crocodilians As Characters
Most master crocodilians are clerics, worshiping Set or Anubis. Levels of cleric stack with a master crocodilian's innate ability to cast spells, so a 2nd-level cleric master crocodilian casts spells as a 7th-level cleric. Most high priests have at least two leves of cleric and are often advanced a few HD as well. A master crocodilian cleric has access to two of the following domains: Air, Darkness, Evil, Hatred, Magic, Repose, Scalykind.

Master crocodilian characters possess the following racial traits.

  • +2 Strength, +2 Constitution, +2 Intelligence, +2 Wisdom.
  • Medium size.
  • A master crocodilian's land speed is 30 feet. It also possesses a swim speed of 30 feet.
  • Racial Hit Dice: A master crocodilian begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
  • Racial Skills: A master crocodilian's humanoid levels give it skill points equal to 6 x ?(2 + Int modifier, minimum 1). Its class skills are Balance, Jump, Knowledge (arcana), Knowledge (history), Knowledge (religion), and Swim. Master crocodilians have a +4 racial bonus on Balance and Jump checks, and a +8 racial bonus on Swim checks due to their swim speed. Master crocodilians also have a +2 racial bonus on Knowledge (arcana), (history), and (religion) checks.
  • Racial Feats: A master crocodilian's humanoid levels give it two feats.
  • Weapon and Armor Proficiency: A master crocodilian is automatically proficient with simple weapons and shields.
  • +5 natural armor bonus.
  • Natural Weapons: 2 claws (1d4) and bite (1d8).
  • Special Attacks (see above): Spells.
  • Special Qualities (see above): Hold breath.
  • Automatic Languages: Draconic. Bonus Languages: Abyssal, Aquan, Infernal.
  • Favored Class: Cleric.
  • Level adjustment +3.

Originally appeared in Dragon Magazine #268 (2000).
 
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