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Shade

Monster Junkie
Prowler

http://www.enworld.org/showthread.php?p=3627080#post3627080

Prowler
Large Magical Beast
Hit Dice: 14d10+28 (105 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat- footed 17
Base Attack/Grapple: +14/+20
Attack: Tail slap +16 melee (1d8+3)
Full Attack: Tail slap +16 melee (1d8+3) and bite +10 melee (1d8+1)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 1d8+3, implant, improved grab, mindwiping domination gaze
Special Qualities: Darkvision 60 ft, spell resistance 20
Saves: Fort +11, Ref +11, Will +8
Abilities: Str 14, Dex 15, Con 14, Int 14, Wis 15, Cha 16
Skills: Climb +17, Hide +11, Listen +19, Move Silently +11, Spot +19
Feats: Ability Focus (gaze), Improved Initiative, Iron Will, Stealthy, Weapon Focus (tail slap)
Environment: Underground
Organization: Solitary or hatchery (2-12 dominated creatures)
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral evil
Advancement: 15-28 HD (Large); 29-42 HD (Huge)
Level Adjustment: -

This large, serpentine creature is over 9 feet long. A dozen brown tentacles wriggle from its mouth, like a cluster of worms bursting through a hole. Eerie red eyes the size of saucers turn your way.

Prowlers are evil, underground denizens that seek to dominate other creatures to serve as hosts for their progeny. The most intelligent among them form hatcheries in large caverns consisting of large numbers of dominated creatures. These dominated beings are utilized as both hosts and guardians for the prowler's eggs.

A prowler ranges from 9 to 16 feet in length, and weighs about 1,500 pounds.

A prowler understands Undercommon, but cannot speak due to its mouth structure. Prowlers communicate with one another via a form of sign language using their mouth tentacles.

COMBAT

A prowler seeks to dominate as many foes as possible with its gaze. It usually only makes melee attacks against those who prove resistant to its gaze. It quickly seeks to grab such opponents in its coils and crush the life out of them.

Constrict (Ex): A prowler deals automatic tail damage with a successful grapple check.

Implant (Ex): A prowler that succeeds in making a melee touch attack with the brown tentacles that line her mouth against an immobilized foe can inject 1d8 eggs into the opponent's body. This process deals 1 point of damage per egg to the host. The eggs gestate in 2d4 days before hatching into larval prowlers that begin eating their host at an alarming rate, inflicting 1 point of damage per larvae each round until they are removed or the host dies. One minute after a host is killed in this fashion, the larvae emerge. A remove disease spell rids the victims of the eggs and larvae, as does cutting them out with a DC 20 Heal check. Each attempt at this Heal check deals 1d4 points of damage to the patient, regardless of whether it succeeds or not.

Prowlers may only make bite attacks against dominated, incapacitated, pinned, or otherwise helpless foes. In the round they make the attack they are considered to be grappling their victim and lose their Dexterity bonus to AC.

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

Mindwiping Domination Gaze (Su): As the feeblemind and dominate monster spells; at will; DC 22; caster level 15th. The save DC is Charisma-based.

Mindwiping domination gaze has a range of 30 feet. Those targeted by the prowler's gaze must succeed on two saving throws, one for feeblemind and the other for dominate monster.

Originally appeared in Dragon Magazine #7 and later in Dragon Magazine #37.
 
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Shade

Monster Junkie
Manotaur

http://www.enworld.org/showthread.php?t=73265&page=7

Manotaur
Large Monstrous Humanoid
Hit Dice: 13d8+39 (97 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
Armor Class: 16 (–1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +13/+23
Attack: Gore +18 melee (1d10+6) or greataxe +18 melee (3d6+9/x3)
Full Attack: Gore +18 melee (1d10+6) and 2 hooves +16 melee (1d8+3) or greataxe +18/+13/+8 melee (3d6+9/x3) and 2 hooves +16 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Devastating charge 3d10+9
Special Qualities: Darkvision 60 ft., forest maze, natural cunning, naturally mounted, scent
Saves: Fort +7, Ref +9, Will +9
Abilities: Str 22, Dex 12, Con 17, Int 10, Wis 13, Cha 12
Skills: Hide +4*, Intimidate +6, Listen +11, Move Silently +4*, Search +8, Spot +11, Survival +6*
Feats: Alertness, Multiattack, Power Attack, Ride-By Attack, Track
Environment: Temperate forests
Organization:: Solitary, pair (manotaur and noncombatant colt), unicorn-hunting party (2), wickedness (manotaur plus 1-2 ogres, 1-4 Large monstrous spiders, and 2-12 orcs)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class (favored class: barbarian)
Level Adjustment: +4

Breaking through the treeline charges a creature with a bull's body and a torso akin to minotaur. From its head protrude a pair of sharp horns, while a thick mane falls over its shoulders. It clutches a wicked greataxe.

Manotaurs are wicked, cruel cousins of the minotaur. They create natural labyrinths within their forest territories. While some are loners, others enlist orcs, ogres, and monstrous vermin to act as spies and guardians.

Sylvan creatures are the preferred prey of manotaurs, but they especially loathe unicorns. If a unicorn is sensed within its forest, a manotaur will abandon all other activities to hunt it down, even cooperating with other manotaurs.

Manotaurs delight in luring humanoids into its forest maze, scattering coins and gems to create a lure. A manotaur keeps a large tresure trove hidden in the heart of the forest, sometimes in hollow trees or beneath large stones.

Although their origins are unknown, some legends suggest that they are the offspring of a minotaur and a female human. Whether this is true or not, manotaurs now breed true. A manotaur colt is born with 2 Hit Dice. The father rears it, while the mother moves on. Once it reaches 5 HD, its father banishes forever from his woods, and will kill his offspring on sight should it return.

A typical manotaur is 7-8 feet tall and 10-12 feet long, and weighs approximately 2,500 pounds. It can live over 300 years.

Manotaurs speak Giant.

COMBAT

A manotaur prefers to make hit-and-run attacks, wearing down foes with its devastating charge. Against smaller or obviously weaker opponents, it will remain in melee, goring or slashing with its axe while pummeling with its hooves.

Devastating Charge (Ex): A manotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +18 attack bonus that deals 3d10+9 points of damage.

Additionally, if the manotaur succeeds on its attack, it can initiate a special bull rush attempt against the target. The bull rush uses its total bonus on damage rolls in place of its Strength modifier. The manotaur does not provoke an attack of opportunity with this bull rush, and cannot move forward with its opponent.

If the manotaur succeeds in pushing an opponent back 10 feet or more, it can reduce the distance pushed by 10 feet. In return, the foe falls prone in the square when he ends his movement. Note that by reducing the distance it pushes its opponent, the manotaur can have him fall prone in his current space.

Forest Maze (Ex): A manotaur can create a natural labyrinth in its home forest. To do so, the manotaur must spend at least a month pounding out these paths with their hooves. This maze may cover up to one square mile. Any creature entering this natural maze must succeed on a DC 25 Survival check or become lost (see Getting Lost in the <i>Dungeon Master's Guide</i>).

Natural Cunning (Ex): Although manotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Naturally Mounted (Ex): A manotaur is considered to be mounted when this is favorable to the manotaur, such as for the purposes of meeting feat prerequisites and determining the effects of feats and special abilities. It is considered to possess 10 ranks in the Ride skill and to have the Mounted Combat feat for the purposes of determining feat prerequisites.

Skills: Manotaurs have a +4 racial bonus on Search, Spot, and Listen checks. They gain a +8 bonus on Hide and Move Silently checks in forest terrain. It also has a +4 racial bonus on Survival checks when tracking by scent.
 
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Shade

Monster Junkie
Rain Linnorm

http://www.enworld.org/showthread.php?p=3630645#post3630645

Rain Linnorm
Huge Dragon
Hit Dice: 10d12+60 (125 hp)
Initiative: +0
Speed: 50 ft. (10 squares), fly 100 ft. (good), swim 30 ft.
Armor Class: 24 (-2 size, +16 natural), touch 8, flat-footed 24
Base Attack/Grapple: +10/+27
Attack: Bite +17 melee (2d6+9)
Full Attack: Bite +17 melee (2d6+9) and 2 claws +15 melee (2d8+4) and tail slap +15 melee (2d6+13)
Space/Reach: 15 ft./10 ft.
Special Attacks: Breath weapon, crush 2d8+13, spell-like abilities, spells
Special Qualities: Blindsense 60 ft., damage reduction 10/magic, immunity to disease, electricity, paralysis, and sleep, keen senses, regeneration 10, spell resistance 25, water breathing
Saves: Fort +13, Ref +7, Will +12
Abilities: Str 28, Dex 10, Con 23, Int 14, Wis 20, Cha 17
Skills: Bluff +16, Concentration +19, Diplomacy +7, Disguise +3 (+5 acting), Intimidate +10, Knowledge (arcana) +15, Listen +18, Search +12, Sense Motive +18, Spellcraft +9, Spot +18, Survival +5 (+7 following tracks), Swim +27
Feats: Flyby Attack, Multiattack, Quicken Spell-Like Ability (lightning bolt), Snatch
Environment: Any non-arid land
Organization: Solitary
Challenge Rating: 14
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Level Adjustment: -

Although it lacks wings and hind feet, this creature is clearly draconic. Its shiny, teardrop-shaped scales shift from blue to gray to green to white. The smell of a fresh lightning strike accompanies the creature.

Rain linnorms are among the most vain and haughty of the linnorms. They consider all other creatures to be beneath them, and each considers itself the better of others of its own kind. Rain linnorms determine social status based on comitting the most heinous atrocities and accumulating the greatest wealth.

The lairs or rain linnorms are hidden deep within hills frequently buffetted by rain and wind. They are incredibly secretive, and will quickly move to a new hoard if any other creature finds their lair and survives.

Rain linnorms speak Draconic and Abyssal.

COMBAT

Rain linnorms prefer to open combat with their powerful weather-related spells and spell-like abilities, demonstrating their power over nature. They quickly follow with their breath weapons and more magic. Rain linnorms dislike sullying their claws in melee.

Breath Weapon (Su): 90-foot line of caustic boiling water, once every 1d4 rounds; damage 9d6, half of which is acid and the other fire, Reflex DC 21 half. The save DC is Constitution-based.

Crush (Ex): A flying linnorm can land on opponents three or more sizes smaller than itself as a standard action, using its whole body to crush them. A crush attack affects as many creatures as can fit under the linnorm's body. Each creature in the affected area must succeed on a DC 21 Reflex save or be pinned, automatically taking 2d8+13 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if the linnorm chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round. The save DC is Strength-based.

Spells: A rain linnorm can cast divine spells as a 14th-level druid. They cannot swap out prepared spells to cast summon nature's ally spells.

Typical Druid Spells Prepared (6/6/6/5/4/3/3/2; save DC 13 + spell level):
0--create water, detect magic, flare, know direction, purify food and drink, resistance;
1st--endure elements, entangle, faerie fire, longstrider, obscuring mist, pass without trace;
2nd--barkskin, bull's strength, chill metal, flaming sphere, fog cloud, lesser restoration;
3rd--call lightning, greater magic fang, poison, protection from energy, sleet storm;
4th--blight, control water, flame strike, ice storm;
5th--death ward, insect plague, stoneskin;
6th--find the path, greater dispel magic, summon nature's ally VI;
7th--creeping doom, heal.

Spell-Like Abilities: At will -- control winds (DC 23); 3/day -- entangle (DC 19), plant growth, quench (DC 21), quickened lightning bolt (DC 21); 2/day -- call lightning (DC 21), create food and water, summon monster V (water elementals only); 1/day -- control weather, wind walk. Caster level 15th. The save DCs are Charisma-based.

Water Breathing (Ex): A rain linnorm can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

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

Originally appeared in Dragon #183 (1992) and MCA1.
 
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Shade

Monster Junkie
Amphicyon (Bear Dog)

http://www.enworld.org/showthread.php?t=67093&page=9

Amphicyon (Bear Dog)
Large Animal
Hit Dice: 7d8+28 (59 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+17
Attack: Claw +12 melee (1d8+8)
Full Attack: 2 claws +12 melee (1d8+8) and bite +7 melee (3d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Listen +5, Spot +7, Swim +12
Feats: Endurance, Improved Natural Attack (Bite), Run, Track
Environment: Temperate plains
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8-12 HD (Large), 13-16 HD (Huge)
Level Adjustment: -

This creature somewhat resembles a bear, but its tail is heavier, its neck thicker, and its mouth more wolflike than ursine. Its body is almost leonine.

Neither bears nor dogs, the amphicyon shares traits of both. Unlike its omnivorous cousins, an amphicyon is a powerful carnivore.

These massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial.

COMBAT

An amphicyon attempts to grab prey with its powerful claws and then sink its powerful jaws into the neck or ribcage to finish it off.

Trip (Ex): An amphicyon that hits with its bite attack can attempt to trip the opponent (+x check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the amphicyon.

Skills: An amphicyon has a +4 racial bonus on Swim checks.

Originally found in Dragon #167, "Back To the Age of Mammals", David Howery, 1991.
 
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Shade

Monster Junkie
Archer Frog

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

Archer Frog
Medium Animal
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+5
Attack: Tongue +5 ranged (1d8+3)
Full Attack: Tongue +5 ranged (1d8+3)
Space/Reach: 5 ft./5 ft. (15 ft. with tongue)
Special Attacks: Attach, drag, melt in mouth, tongue
Special Qualities: Low-light vision
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 17, Dex 15, Con 13, Int 1, Wis 10, Cha 10
Skills: Hide +12, Jump +5, Listen +2, Move Silently +6, Spot +2, Swim +11
Feats: Stealthy, Weapon Focus (tongue)
Environment: Temperate marsh
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium), 7-9 HD (Large)
Level Adjustment: -

This man-sized frog is mottled green and brown.

Archer frogs are solitary hunters. They prefer to hunt creatures of Small size or larger, as tinier creatures require greater precision to hit with their tongues.

The large throat-sac of an archer frog can create an extremely loud bellow, which is used in mating rituals.

Humanoids such as bullywugs, grippli, and lizardfolk occasionally domesticate archer frogs, training them as guards or mounts. The barbed tips of their tongues can be fashioned into spearheads and other weapon parts. Those who hunt archer frogs wait to strike until the frog has attached to prey, as it results in bonus prey for the hunter.

An archer frog is 6 feet long and weighs 220 pounds.

COMBAT

Archer frogs are ambush hunters, lying in wait until prey comes near and surprising it with a swift tongue attack. They prefer to strike at solitary prey, as they are nearly helpless once they've caught a target with their barbed tongues.

Attach (Ex): If an archer frog hits with a tongue attack, the tongue buries itself in its target, held in place by numerous barbs on the tongue's surface. Each round thereafter that a creature remains impaled by the tongue, it incurs a cumulative -1 circumstance penalty on attack rolls, saves, and skill checks. On the archer frog's turn in subsequent rounds, it attempts to drag its prey closer (see below).

A single attack with a slashing weapon against the tongue (made as an attempt to sunder a weapon) that deals at least 6 points of damage severs the tongue. Removing the barbed tongue (a full-round action) deals 3d4 points of damage to the victim, but if the character removing the tongue makes a successful Heal check (DC 20), this damage is reduced to 1d4 points.

Drag (Ex): After spearing a victim, an archer frog attempts to drag the victim closer on the archer frog's turn in each subsequent round. This activity resembles the bull rush maneuver, except that the archer frog drags its victim 10 feet closer +1 foot for each point by which its Strength check exceeds the victim's.

Melt in Mouth (Ex): Once the archer frog has dragged a speared victim to its space, it automatically holds the victim in its mouth. Each round that the victim spends in the frogs mouth, it takes 1d4 points of acid damage. To escape the hold, the victim must first either sever or remove the frog's tongue from itself (see above) and then succeed on either a grapple check or an Escape Artist check opposed by the frog's grapple check. An archer frog can hold a creature up to its own size category within its mouth in this manner.

Tongue (Ex): The archer frog's barbed tongue serves as its only weapon. It acts as a ranged weapon with a range of 20 feet (no range increment).

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

Originally found in Dragon #247 (1998).
 
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Shade

Monster Junkie
Eurypterid

http://www.enworld.org/showthread.p...514#post3607514

Eurypterid
Medium Vermin (Aquatic)
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: 10 ft. (2 squares), swim 20 ft.
Armor Class: 17 (+7 natural), touch 10, flat-footed 17
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (2d4+2)
Full Attack: 2 claws +4 melee (2d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 2d4+2, improved grab
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., water dependent
Saves: Fort +4, Ref +1, Will +1
Abilities: Str 15, Dex 11, Con 13, Int -, Wis 10, Cha 2
Skills: -
Feats: -
Environment: Any aquatic
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

A scorpion the size of a crocodile skitters across the ocean floor.

Also known as "sea scorpions", an eurypterid is an aquatic arthropod. They prey mainly on fish and other marine marine creatures, but have been known to attack humanoids on shorelines, dragging them beneath the surface.

COMBAT

An eurypterid uses its tremorsense to locate prey in the water, then moves in for the kill.

Constrict (Ex): An eurypterid deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, an eurypterid must hit with a claw 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 establishes a hold.

Tremorsense (Ex): An eurypterid can detect and pinpoint any creature in the water within 60 feet.

Water Dependent (Ex): Eurypterids can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master’s Guide).

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

Originally found in Dragon #176, 1991.
 
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Shade

Monster Junkie
Amphitere

http://www.enworld.org/showthread.php?p=3656710#post3656710

Amphitere
Large Magical Beast
Hit Dice: 5d10+5 (32 hp)
Initiative: +5
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +5/+13
Attack: Bite +8 melee (1d4+4) or tongue +8 melee (1d4+2 plus poison)
Full Attack: Bite +8 melee (1d4+4) or tongue +8 melee (1d4+2 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 1d4+6, improved grab, poison
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 19, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: Balance +4, Climb +5, Hide +1, Listen +5, Spot +5
Feats: Alertness, Improved Initiative
Environment: Any temperate or warm land
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: -

This larger constrictor snake flies through the air with undersized membranous wings that don't appear large enough to support it. Its large eyes are surrounded by rings, and two tongues flicker out of its mouth, one forked and one with an arrowlike tip. Its tail ends in an arrow-shaped stinger.

Amphiteres are flying serpents found in most temperate or tropical regions.

Amphiteres are usually solitary, but they come together during a brief mating season. The female raises the young alone, abandoning them after six weeks. The strongest hatchlings move on to find their own territories, while the weakest generally starve and perish. When prey is especially bountiful, the number of amphiteres in a region can number up to 200 before they scatter. Such massed swarms are extremely deadly to local humanoid populations.

Hatchling amphiteres sell for 500 gp on the open market. They are often trained to serve as guardians, but due to their cowardice, are usually allowed to lurk among rafters and other ambush locations rather than out in the open.

A typical amphitere is about twelve feet long and weighs 25 pounds. Its coloration resembles other serpents native to its territory. Their wings can be either feathered or membranous, and some have arrow-shaped tail spikes (granting an additional secondary attack that deals 1d6+2 points of piercing damage).

COMBAT

Amphiteres are solitary, cowardly predators. They prefer to hunt lone creatures, preferably smaller, weaker ones. When the encounter other flying creatures such as griffons, hippogriffs, and giant eagles, amphiteres attempt to strike quickly and poison the adversary before it can retaliate.

Constrict (Ex): On a successful grapple check, an amphitere deals 1d4+6 points of damage.

Improved Grab (Ex): To use this ability, an amphitere 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 constrict.

Poison (Ex): Injury, tongue thrust, Fort DC 13 negates, initial damage 1d6 Con, secondary damage 2d4 Con. The save DC is Constitution-based.

Originally found in Dragon #248 (1998).
 
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Shade

Monster Junkie
Chak

http://www.enworld.org/showthread.php?p=3721026#post3721026

Chak
Large Magical Beast
Hit Dice: 5d10+15 (42 hp)
Initiative: +7
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+12
Attack: Bite +7 melee (1d6+4 plus poison) or lightwand +7 ranged (see text)
Full Attack: Bite +7 melee (1d6+4 plus poison) or lightwand +7 ranged (see text)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., ethereal jaunt, low-light vision
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 17, Dex 17, Con 16, Int 12, Wis 13, Cha 10
Skills: Appraise +9, Climb +11, Diplomacy +12, Sense Motive +11
Feats: Improved Initiative, Negotiator
Environment: Any
Organization: Solitary, Cluster (2-5), or Community (100 - 1,000)
Challenge Rating: 5
Treasure: Standard
Alignment: Any
Advancement: 6-9 (Large, Noble); 10-15 (Huge, King); see below
Level Adjustment: +5

This creature resembles a giant wolf spider, except with a larger head and variegated markings in white, gray, and blue over the legs and back. Its eight eyes are silver-white.

Chak are civilized relatives of phase spiders. These extraterrestrial merchants have an advanced society that spans several worlds. Each world's chak population is ruled by a king, and a single emperor rules the entire chak race from a distant world.

A typical chak is 8 feet long and weighs about 700 pounds.

Chak speak their own language and Common. Those with higher Intelligence scores often learn the languages of races with which they trade. Chak have picked up strange colloquial expressions from mimicing the languages of other beings.

COMBAT

Chak prefer diplomacy to combat. If battle is joined, they use their lightwands first and foremost, relying on their venomous bites only once enemies close in. Although they can freely enter the Ethereal Plane, chak find the realm cold and dangerous, so usually do so only as a last resort.

Ethereal Jaunt (Su): A chak can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th) except that the chak can take no equipment with him.

Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

Web (Ex): Chaks can create sheets of sticky webbing (up to X feet square). These webs are almost always spun in the chak's own residence not outside. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become entangled. An entangled creature can escape with a successful Escape Artist check (DC 13) or burst it with a Strength check (DC 17). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 12 hit points, and sheet webs have damage reduction 5/—. A chak can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

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

Lightwand: This weapon is crafted by adding a special control ring to a sunrod, which converts it into a deadly weapon. With the ring attached, a lightwand can fire a ray of light to a range of 60 feet with no range increment. A creature struck by this ray of light takes 2d8 points of damage. An undead creature takes 4d6 points of damage, and an undead creature particularly vulnerable to bright light takes 4d8 points of damage. A construct or inanimate object takes only 2d6 points of damage. A control ring can be used to generate 50 rays before it becomes powerless and must be replaced. A fully-charged control ring has a market price of 1,200 gp and can be applied to a normal sunrod.

Advanced Chak

A 6-9 HD chak is known as a noble chak. Noble chak are stronger and tougher than normal chak, gaining +4 Str and +2 natural armor.

King chak are the largest and toughest of their kind, possessing 10 or more Hit Dice. King chak are Huge, and gain an additional +4 natural armor in addition to that gained from the size increase. They also gain Improved Natural Attack (bite) as a bonus feat.

Originally found in I11: Needle.
 
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Shade

Monster Junkie
Magenta's Cat

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

Magenta's Cat
Tiny Magical Beast
Hit Dice: 1d10 (5 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +1/-11
Attack: Claw +5 melee (1d2–4)
Full Attack: 2 claws +5 melee (1d2–4) and bite +0 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Psionics
Special Qualities: Darkvision 60 ft., low-light vision, power pool, scent, uncanny dodge
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 14, Wis 12, Cha 18
Skills: Balance +10, Climb +6, Concentration +4, Disguise +4*, Hide +14*, Jump +10, Knowledge (psionics) +6, Listen +5, Move Silently +10, Psicraft +6, Spot +5
Feats: Improved Initiative, Weapon Finesse
Environment: Any urban
Organization: Solitary, family (1 Magenta's cat plus another cat or Magenta's cat and 3-5 noncombatant young), or pack (3-6)
Challenge Rating: 1
Treasure: None (standard goods in the form of a bejeweled collar if acting as a familiar)
Alignment: Always neutral
Advancement: -
Level Adjustment: —

The fur of this housecat is midnight-black. Its gaze seems to hint at an intelligence far greater than that of a typical pet.

Magenta's cats get their name from the wizard who led to their origin. Seeking to engender her familiar, a cat named Midnight, with psionic ability, Magenta inadvertently severed the bond between mistress and familiar. Midnight ran away, seeking other cats. She bred with standard cats, and passed along the psionic ability to a few. Several centuries later, the latent psionic power appears in one of every 1,000 kittens.

Today, Magenta's cats make their homes in urban environments, mimicking regular cats and attempting to conceal their psionic abilities and great intellect as long as possible. Aloof and conceited, Magenta's cats consider themselves superior to other sentient creatures.

Although they are usually solitary, groups of adult Magenta's cats occasionally gather to mate or exchange information. They may breed with other Magenta's cats or normal cats; regardless of the parents, litters are generally 3-5 kittens, each with a 10% chance of being a Magenta's cat.

A Magenta's cat can speak Common, Elven, and one other language.

A Magenta’s cat can be acquired as a familiar by a 7th-level arcane spellcaster with the Improved Familiar feat of any nonlawful or nonchaotic alignment. See page 200 of the DMG for more information.

COMBAT

A Magenta’s cat will generally try to escape combat, using its psi-like abilities to assist its escape.

Power Pool (Su): A Magenta's cat serving as a familiar can sacrfice a daily use of one of its per day psi-like abilities to grant its master a number of power points equivalent to the number of points normally needed to manifest this power. It may also sacrifice its at will body equilibrium ability, but doing so prevents it from using this ability for 24 hours. The cat's master can sacrifice some of his or her own power points to grant the Magenta's cat another use of one of its psi-like abilities. Doing so requires a number of power points equivalent to the number of power points normally needed to manifest the power.

For example, the Magenta's cat can sacrifice its daily use of cloud mind (a 2nd-level power) to grant its master 3 power points. Alternatively, its master can sacrifice 3 power points to grant the Magenta's cat another daily use of cloud mind, or 5 points to grant another use of body adjustment.

Psi-Like Abilities: At will - body equilibrium; 1/day - body adjustment, cloud mind, matter agitation. Manifester level 7th. The save DCs are Charisma-based.

Speak with Felines (Su): A Magenta's cat can communicate with any feline creature, as if using a speak with animals spell. This ability cannot be dispelled.

Skills: Magenta's cats have a +4 racial bonus on Climb, Hide, Listen, Move Silently, and Spot checks and a +8 racial bonus on Jump checks. They have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of darkness or shadowy illumination, the Hide bonus rises to +8. *A Magenta's cat has a +8 racial bonus on Disguise checks made to impersonate a typical housecat.

Originally appeared in Dragon Magazine #58 (1982).
 
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Shade

Monster Junkie
Gebbeth

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

Gebbeth
Medium Outsider (Evil, Extraplanar, Incorporeal)
Hit Dice: 8d8+24 (60 hp)
Initiative: +4
Speed: Fly 60 ft. (perfect)(12 squares)
Armor Class: 20 (+4 Dex, +6 deflection), touch 20, flat-footed 16
Base Attack/Grapple: +8/-
Attack: Incorporeal touch +12 melee (possession)
Full Attack: Incorporeal touch +12 melee (possession)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ability drain, possession, unnerving fade
Special Qualities: Darkvision 60 ft., incorporeal traits
Saves: Fort +9, Ref +10, Will +10
Abilities: Str -, Dex 18, Con 16, Int 18, Wis 14, Cha 22
Skills: Bluff +17, Concentration +15, Diplomacy +10, Disguise +17 (+19 acting), Hide +9, Intimidate +13, Knowledge (arcana) +15, Knowledge (the planes) +15, Listen +13, Search +15, Sense Motive +13, Spellcraft +17 (+19 scrolls), Spot +13, Survival +2 (+4 on other planes, +4 following tracks), Use Magic Device +17 (+19 scrolls)
Feats: Ability Focus (possession), Flyby Attack, Iron Will
Environment: Any non-lawful evil-aligned plane
Organization: Solitary
Challenge Rating: 6
Treasure: None (or as victim)
Advancement: 9-24 HD (Medium)
Level Adjustment: -

The madman lunges at you, his face a rictus of pain from the wounds you've inflicted. Suddenly, all of his facial features blur and start to fade away...

The gebbeth is a malevolent outsider native to a nonlawful, evil plane, which enters the material plane only as a result of powerful, but misguided, magic. Any time a summoning spell or a spell used to create or animate undead is used, there is a chance that a gebbeth can be released, at which point it attempts to possess the mage who inadvertently summoned it. If that is not possible, the gebbeth will not hesitate to possess someone else in order to cause mayhem, though they often become obsessed with possessing their summoner.

In its incorporeal form, a gebbeth appears to be a shadow, but it is not undead.

COMBAT

Tactics.

Ability Drain (Su): A gebbeth in possession of a body has a touch attack, as well. The victim must make a DC 20 Will save or suffer 1 point of either Int or Con drain (gebbeth's choice). When either Int or Con is reduced to 0 by this drain, the victim dies. The save DC is Charisma-based.

Possession (Su): As a result of the gebbeth's incorporeal touch attack, the gebbeth can merge its body with a creature (as part of the attack action). This ability is similar to a magic jar spell (caster level 10th or the gebbeth’s Hit Dice, whichever is higher), except that it does not require a receptacle and as noted below. The target can resist the attack with a successful DC 22 Will save. A creature that successfully saves is immune to that same gebbeth’s possession for 24 hours. If the save fails, the gebbeth vanishes into the target’s body and takes control of it, losing the incorporeal subtype.

Unlike the magic jar spell, the gebbeth can use all the target's special abilities (Ex, Su, and Sp included) and can access the target's skills and feats. If the target is a spell caster, the gebbeth can use any spells that the victim has prepared at the time of possession; the gebbeth can also cast and prepare arcane spells as normal for the victim. If the body is reduced to 0hp, the possessed creature dies and the gebbeth becomes incorporeal again. In addition, the gebbeth can be forced out of the possessed creature by a successful dismissal or banishment spell or similar magic. The save DC is Charisma-based.

Unnerving Fade (Su): When in stress (as determined by the DM, for example when wounded), there is a 1 in 6 chance per round (cumulative) that the possessed creature's features will fade. At the end of three rounds, the face will be completely blank. Anyone observing this fading is affected as if by a doom spell (CL 3rd, DC 20). The gebbeth has no control over this ability. When the gebbeth is no longer under stress, or if it is driven from the possessed body, the facial appearance returns to normal over a three round period. The save DC is Charisma-based.

Originally appeared in IMAGINE magazine #23 (February 1985).
 
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