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Shade

Monster Junkie
Segben

http://www.enworld.org/showthread.php?t=199651&page=14&pp=30

Segben
Small Magical Beast
Hit Dice: 5d10+5 (32 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+0
Attack: Bite +4 melee (1d4-1 plus death bite)
Full Attack: Bite +4 melee (1d4-1 plus death bite) and two hooves -1 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Charnel stench, death bite
Special Qualities: Corpse scent, darkvision 60 ft., low-light vision, vulnerability to daylight
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 8, Dex 13, Con 12, Int 4, Wis 11, Cha 12
Skills: Hide +7, Move Silently +7, Survival +4
Feats: Stealthy, Track
Environment: Any forests
Organization: Solitary or lurk (2-3)
Challenge Rating: 3
Treasure: None
Alignment: Usually chaotic evil
Advancement: 6-10 HD (Small); 11-15 HD (Medium)
Level Adjustment: -

This hornless goat has large ears and eerie, glowing eyes. A charnel stench surrounds it.

Segbens are creatures of the night that feed upon death. They prefer to feed on fresh corpses, and can smell them from up to a mile away. Since sunlight is harmful to segbens, these creatures hide in dark recesses in forests during the day, venturing forth at dusk to feed. Occasionally a segben will hide beneath the house of a terminally ill humanoid, waiting for death to claim it and provide the segben with the freshest possible corpse.

A segben is 3 feet tall at the shoulder and weighs 150 to 300 pounds.

COMBAT

A segben generally choose flight over fight, but lashes out with is small forehooves and bites if cornered. It will bite the shadow of an opponent if possible, consuming the victim's life force while reducing the risk to itself.

Charnel Stench (Ex): Anyone within five feet of a segben must make a DC 13 Fortitude saving throw or be nauseated for 20-80 minutes. The save DC is Constitution-based.

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

Death Bite (Su): Anyone bitten by a segben must make a DC 13 Fortitude saving throw or die. Alternately, a segben may bite the victim's shadow (resolve as a melee touch attack) to instead deal 1 point of Constitution damage on a failed save. The touch attack does not deal hit point damage. The save DC is Constitution-based.

Vulnerability to Daylight (Ex): Exposing a segben to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape.

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

Monster Junkie
Dinosaur, Pentaceratops

http://www.enworld.org/showthread.php?t=67093&page=14&pp=30

Dinosaur, Pentaceratops
Huge Animal
Hit Dice: 12d8+60 (114 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 (–2 size, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +9/+25
Attack: Gore +15 melee (2d8+12)
Full Attack: Gore +15 melee (2d8+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Frightful presence, trample 2d12+12
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +8, Will +7
Abilities: Str 26, Dex 11, Con 21, Int 1, Wis 12, Cha 7
Skills: Intimidate +6, Listen +9, Spot +10
Feats: Alertness, Endurance, Great Fortitude, Iron Will, Run
Environment: Temperate plains
Organization: Solitary, pair, or herd (5–12)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 13–32 HD (Huge); 33–36 HD (Gargantuan)
Level Adjustment: -

Five horns protrude from the massive bony crest on this large dinosaur. Two great horns protrude from its forehead, a smaller from its nose, and the remaining pair from its cheeks.

A relative of the triceratops, the pentaceratops has two additional "horns", which are actually just its cheekbones. Its name means "five-horned face". Although it is herbivorous, the pentaceratops becomes aggressive when threatened.

A pentaceratops has a body about 27 feet long and weighs about 13,000 pounds.

COMBAT

A pentaceratops attempts to frighten away would-be predators with its mere presence and the eyelike patterns that form on its frills. If still harassed, it simply tramples smaller creatures and lashes out with its larger horns against bigger threats.

Frightful Presence (Ex): A pentaceratops can inspire terror by charging or attacking. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the pentaceratops. A potentially affected creature that succeeds on a DC 14 Will save remains immune to that pentaceratops's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Pentaceratops ignore the frightful presence of other pentaceratops. Frightful presence is a mind-affecting fear effect. The save DC is Charisma-based.

Trample (Ex): Reflex half DC 24. The save DC is Strength-based.

Skills: A pentaceratops has a +8 racial bonus on Intimidate checks due to the eyelike patterns on its frill.

Originally appeared in Monstrous Compendium Volume Three: Forgotten Realms Appendix (1989).
 
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Shade

Monster Junkie
Troll Mutate Matriarch

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

Troll Mutate Matriarch
Large Aberration
Hit Dice: 6d8+24 (51 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+12
Attack: Claw +7 melee (1d4+4)
Full Attack: 2 claws +7 melee (1d4+4) and 2 bites +5 melee (1d8+2) and tail +5 melee (1d6+6 plus stun)
Space/Reach: 10 ft./10 ft.
Special Attacks: Mutations, psi-like abilities, rend 2d4+6, severed limb attack, stun, superior two-weapon fighting
Special Qualities: Darkvision 90 ft., impeded fortification, low-light vision, mutations, regeneration 5, scent
Saves: Fort +6, Ref +4, Will +6
Abilities: Str 18, Dex 14, Con 19, Int 5, Wis 13, Cha 16
Skills: Concentration +10, Listen +3, Spot +6
Feats: Alertness, Multiattack, Psionic Fist
Environment: Any mountains and underground
Organization: Solitary or tribe (matriarch plus 4-24 troll mutates)
Challenge Rating: 6
Treasure: Double standard
Alignment: Usually chaotic evil
Advancement: 7-9 HD (Large), 10-12 HD (Huge) or by character class
Level Adjustment: -

This tall, thin humanoid has two heads. Its long, gangly arms end in sharp claws. Its mottled gray-green hide is rubbery, and its dark hair is thick and ropy. A .

The troll mutate matriarch rules a tribe of troll mutates with an iron claw. Unlike most troll mutates, the queen has only two arms, but has two heads and a tentacle-like tail.

The queen preserves her position by killing all female troll mutates in the tribe and confiscating all treasure the mutates aquire.

A troll mutate matriarch stands 9 feet tall and weighs 550 pounds. Her rubbery hide is mottled green and gray, and her hair is iron gray.

Troll mutate matriarchs speak Giant.

COMBAT

A matriarch mixes psi-like abilities with her multiple melee attacks to deadly effect.

Impeded Fortification (Ex): A troll mutate's odd combination of alien anatomy and fragility protects it from critical hits, but at a cost. A troll mutate has a 25% chance to ignore the extra damage dealt by any critical hit or sneak attack, but any successful critical hit or sneak attack causes one of its arms to be torn from its body. The arm, however, continues to attack.

Mutation (Ex): A mutate matriarch always begins with the tail and head mutations. Each time she benefits from her regeneration ability, there is a 20% chance that she gains an additional mutation. For every two additional mutations, increase the CR of the troll mutate matriarch by 1.

Troll Mutation Table
1d12 - Appendage
1 - Arm (claw 1d4+Str)
2 - Ear (+2 bonus on Listen and Balance checks and a -1 penalty on saves vs. sonic attacks)
3 - Leg (5-foot increase to base land speed)
4 - Tail (whip 1d6+1-1/2 Str)
5 - Eye (all-around vision, see below)
6 - Nose (keen scent, see below)
7 - Tentacle (constrict 1d4+Str)
8 - Internal organ (moderate fortification [75% chance to negate critical hit])
9 - Mouth (bite 1d8+Str)
10 - Wings (Fly 20 ft., clumsy maneuverability)
11 - Pincer (claw 1d3+1/2 Str)
12 - Head (superior two weapon fighting, see below)

All-Around Vision (Ex): A troll mutate with an extra eye may look in any direction, providing a +4 racial bonus on Spot and Search checks. A troll mutate with this ability can’t be flanked.

Keen Scent (Ex): A troll mutate with an extra nose can notice creatures by scent in a 180-foot radius and detect blood at ranges of up to a mile.

Rend (Ex): If a troll mutate hits with two or more claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d4+6 points of damage.

Regeneration (Ex): Fire and acid deal normal damage to a troll mutate. If a troll mutate loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Psi-Like Abilities: 3/day—defensive precognition (+2 insight bonus*), mind thrust (6d10, DC 16*); 1/day—inertial armor (+6 armor bonus*), prevenom (DC 16). Manifester level 6th. The save DCs are Charisma-based.

*Includes augmentation for the matriarch's manifester level.

Severed Limb Attack (Ex): If one of a troll mutate's arms is severed (such as via the impeded fortification ability, above), the arm attacks the troll mutate's enemies with its usual attack bonus and damage, although it takes penalties for attacking while prone. The severed arm acts on the troll mutate's initiative and remains animate for 2d4 rounds if it is not reattached to the troll mutate.

Stun (Ex): A creature struck by the matriarch's tail attack must succeed on a DC 17 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.

Superior Two-Weapon Fighting (Ex): A troll mutate matriarch does not take a penalty on attack or damage rolls for attacking with two weapons.

Originally appeared in Gates of Firestorm Peak (1999) and later in Monstrous Compendium Annual Volume Four (1998).
 
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Shade

Monster Junkie
Gargoyle, Spouter

http://www.enworld.org/showthread.php?t=199555&page=2

Gargoyle, Spouter
Small Monstrous Humanoid (Earth)
Hit Dice: 5d8+25 (47 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+4
Attack: Arm-spike +9 melee (1d4+3)
Full Attack: 2 arm-spikes +9 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spout acid
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., freeze, immunity to acid
Saves: Fort +6, Ref +5, Will +4
Abilities: Str 17, Dex 12, Con 20, Int 6, Wis 11, Cha 7
Skills: Hide +9*, Listen +5, Spot +5
Feats: Climb +11, Point Blank Shot, Precise Shot
Environment: Any
Organization: Solitary or group (3–6)
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral evil
Advancement: 6-8 HD (Small), 9-12 (Medium)
Level Adjustment: +6

A statue resembling an ugly imp or goblin is perched above the door. Its mouth gapes hideously, and its forearms bear two rows of spikes.

Spouter gargoyles are fierce predators that easily disguise themselves as statues. Due to their natural camouflage and natural instinct to act as sentries, spouter gargoyles are often employed as guardians above doorways or other entrances to structures. They are unreliable guardians, as they have a mean streak and occasionally attack even their masters or others who have been permitted entry.

Spouters are mostly solitary, but occasionally form small groups for mutual defense of a territory. In such an arrangement, they treat each other as equals and none assume a leadership role.

Like most gargoyles, spouters require no food, water, or air, but often eat their fallen foes out of fondness for inflicting pain. They leave their mark on their environment, pitting structures and stonework with their acid.

A spouter gargoyle stands 3 feet tall and weighs 150 pounds.

Spouters speak Common and Terran.

COMBAT

A spouter gargoyle attempts to spout acid from higher position on any creatures that come beneath it, unless specifically granted passage from their master (if any). They follow this attack by gliding down on their tiny wings, then beating opponents with their spiked arms, which deal piercing damage.

A spouter gargoyle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Freeze (Ex): A spouter gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the spouter is really alive.

Gliding: A spouter gargoyle can use its wings to glide, negating any damage from a fall of any height and allowing travel 20 feet horizontally for every 5 feet of descent. A spouter gargoyle glides at a speed of 40 feet (poor maneuverability).

Spout Acid (Ex): A spouter gargoyle can spit a stream of acid as a ranged touch attack with a maximum range of 60 feet. This deals 2d12 points of acid damage. Alternatively, it can breathe a 5-foot cone of acid that deals 2d20 points of acid damage (Reflex DC 17 half). The save DC is Constitution-based.

Skills: Spouter gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a spouter is concealed against a background of stone. Spouter gargoyles have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

Originally appeared in Dragon Magazine #223 (1995).
 
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Shade

Monster Junkie
Grist (True Gargoyle)

http://www.enworld.org/showthread.php?t=199555&page=2

Grist
Large Construct (Earth)
Hit Dice: 8d10+30 (74 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 30 ft. (good), climb 20 ft.
Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Base Attack/Grapple: +6/+18
Attack: Claw +13 melee (1d8+8)
Full Attack: 2 claws +13 melee (1d8+8) and bite +11 melee (1d10+4) and tail slap +11 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Darkvision 60 ft., immunity to cold and fire, low-light vision, mineral healing
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 26, Dex 12, Con -, Int 3, Wis 11, Cha 11
Skills: Climb +16, Hide +2*, Listen +6, Spot +6
Feats: Ability Focus (fear), Multiattack, Power Attack
Environment: Any
Organization: Solitary or group (2–8)
Challenge Rating: 6
Treasure: Standard coins; standard goods (gems and jewelery only); no items
Alignment: Always neutral
Advancement: 9-21 HD (Large); 23-24 HD (Huge)
Level Adjustment: -

This stony gargoyle stands twice the height of a man.

Grists are stony constructs crafted in the image of gargoyles. The first grists were crafted by a spellcaster seeking to create his vision of a gargoyle as it should be. Like true gargoyles, grists are able to appear as statues and easily perch on buildings and structures.

Grists do not collect treasure of their own, but they consume rocks and minerals found on their victims (including coins, gems, and jewelry). Upon their destruction, grists crumble into a pile of rocks, and these digested valuables may be found amidst the rubble.

A grist is 12 feet tall and weighs one to three tons due to its dense, rocky composition.

Grists cannot speak nor make any vocal noise, but they understand commands given in any language.

COMBAT

A grist follows its master's abilities to the best of its abilities. Left to its own devices, a grist will try to attack from the air, focusing all its attack on a single target until it drops.

A grist's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fear (Su): Once every 10 minutes, a grist can project a 60-foot grayish cone from its eyes that inspires fear (as the spell, Will DC 16). The save DC is Charisma-based.

Flight (Su): A grist can supernatually fly at a speed of 30 feet with good maneuverability. This also grants it a permanent feather fall effect (as the spell) with personal range.

Improved Grab (Ex): To use this ability, a grist must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. A grist can carry 612 pounds as a light load (and thus still fly).

Mineral Healing (Ex): A grist attached to stone, whether a natural rock or a stone building, may draw minerals from the stone to heal 1 hit point of damage per hour. The grist may not take any actions during that hour, or else it does not heal.

Statue (Su): A grist can assume statue form, as the statue spell, at will.

Skills: Grists have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a grist is concealed against a background of stone. Grists have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened

Construction
A grist's body is chiseled from a single block of hard stone, such as granite, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 500 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.

CL 8th; Craft Construct, fear, fly, geas/quest, stone shape, caster must be at least 8th level; Price 20,000 gp; Cost 10,500 gp + 780 XP.

Variant: Four-Armed Grists

A grist is occasionally crafted with an extra pair of arms. This grants the grist two additional claw attacks, as well as the following special ability:

Rend (Ex): If a four-armed grist hits with two or more claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+9 points of damage.

Four-armed grists are CR 7.

Originally appeared in WG12 - Vale of the Mage (1990).
 
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Shade

Monster Junkie
Mantabungal

http://www.enworld.org/showthread.php?t=199651&page=15&pp=30

Mantabungal
Large Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +4/+13
Attack: Gore +8 melee (1d10+5)
Full Attack: Gore +8 melee (1d10+5) or two hooves +8 melee (1d4+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Alacrity
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 21, Dex 10, Con 16, Int 2, Wis 11, Cha 4
Skills: Listen +3, Spot +4
Feats: Cleave, Power Attack
Environment: Any forests
Organization: Solitary or herd (2-6)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Level Adjustment: -

This large, bovine creature has a shaggy coat. It lacks horns, but two pairs of boarlike tusks jut from its jaws, one pointing upward and the other downward.

Mantabungals are vicious arboreal carnivores. They are often mistaken for Filipino demons, such as the agta, due to their almost supernatural ferocity.

A mantabungal stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weigh 1,800 to 2,400 pounds.

COMBAT

A mantabungal is extremely aggressive, attacking anything it spots. It fights ferociously and with alarming alacrity, able to gore multiple opponents with its wicked tusks.

Alacrity (Su): When making a full attack action, a mantabungal may make one extra gore attack.

Ferocity (Ex): A mantabungal is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

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

Monster Junkie
Gargoyle, Archer

http://www.enworld.org/showthread.php?t=219604&page=2

Gargoyle, Archer
Small Monstrous Humanoid (Earth)
Hit Dice: 4d8+20 (38 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/+1
Attack: Stonebow +8 ranged (1d10)
Full Attack: Stonebow +8 ranged (1d10) or +6/+6 ranged with Rapid Shot
Space/Reach: 5 ft./5 ft.
Special Attacks: Stonebow
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., freeze
Saves: Fort +6, Ref +7, Will +4
Abilities: Str 12, Dex 17, Con 20, Int 6, Wis 11, Cha 7
Skills: Climb +9, Hide +11*, Listen +5, Spot +5
Feats: Point Blank Shot, Rapid Shot
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually chaotic evil
Advancement: 5–6 HD (Medium); 7–12 HD (Large)
Level Adjustment: +5

A statue resembling a friendly cherub turns its stubby stone bow in your direction.

Archer gargoyles are solitary hunters. They are malicious and merciless, firing at anything that comes within range. Like normal gargoyles, they need not eat, drink, or sleep, so they often leave their kills lying about to rot.

Archer gargoyles occasionally can be persuaded to act as guardians, and usually only the most vile individuals hire these cruel creatures. When acting as guardians, archer gargoyles generally take up a position within a fountain or upon a ledge.

Most archer gargoyles resemble cheerful cherubs, while larger varieties resemble fierce female warriors.

An archer gargoyle stands 4 feet tall and weighs 200 pounds.

Archer gargoyles speak Common and Terran.

COMBAT

Archer gargoyles revel in mayhem and bloodshed, shooting at any creatures that come within range of their stonebows.

An archer gargoyle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Freeze (Ex): An archer gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the archer gargoyle is really alive.

Stonebow (Su): The archer gargoyle's stonebow is a part of its body, and thus cannot be sundered, disarmed, or otherwise separated from the gargoyle. The stonebow cannot be recovered and used by other creatures upon the gargoyle's death. The stonebow fires arrows of force to a maximum range of 360 feet with no range increments, deals 1d10 points of force damage on a successful hit, threatens a critical on a natural 20, and deals triple damage on a successful critical hit. The stonebow creates its own ammunition and can generate as many arrows per round as the archer gargoyle can make attacks. It counts as a shortbow for purposes of feats and other effects. Since this is a natural weapon, the archer gargoyle does not draw attacks of opportunity when making ranged attacks in melee.

Skills: Archer gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when an archer gargoyle is concealed against a background of stone. Archer gargoyles have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

Originally appeared in Dragon Magazine #223 (1995).
 
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Shade

Monster Junkie
Gargoyle of the Tors

http://www.enworld.org/showthread.php?t=73265&page=13&pp=30

Gargoyle of the Tors
Medium Monstrous Humanoid (Earth)
Hit Dice: 4d8+19 (37 hp)
Initiative: +1
Speed: 40 ft. (8 squares), fly 60 ft. (average)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+5
Attack: Claw +5 melee (1d3+1)
Full Attack: 2 claws +5 melee (1d3+1) and bite +3 melee (1d6) and gore +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., detachable wings, freeze
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 13, Dex 12, Con 16, Int 6, Wis 11, Cha 5
Skills: Hide +6*, Listen +4, Spot +4
Feats: Multiattack, Toughness
Environment: Any
Organization: Solitary, pair, wing (5–16), or tribe (50-185)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral
Advancement: 5–6 HD (Medium); 7–12 HD (Large)
Level Adjustment: +5

This winged humanoid seems to be made of stone. Despite its grotesque features, it does not appear hostile.

Tor gargoyles are an offshoot of the standard gargoyle race. The main physical difference is is the ability to detach and reattach their wings. This is possible via a special joint. A tor gargoyle grows several pairs of wings throughout its life, and can regrow lost wings over the course of several years. Young tor gargoyles cannot remove their wings, for ligaments hold the wings to their body until maturity.

The ability to remove their wings allows tor gargoyles to move about more easily when not airborne. This also allows for greater comfort during sleep and easier mating. A tor gargoyle can fly without its wings, but it becomes an incredibly clumsy flier.

Tor gargoyles also differ from their more common kin in temperament and outlook. Tor gargoyles are peaceful vegetarians, only attacking small animals when no other food is available. Tor gargoyles get along well with humanoid races, but can grow annoying, as they often beg for food.

The origin of tor gargoyles is unknown. Whether the result of natural mutation or the product of magical experimentation, tor gargoyles appear to be headed for extinction.

A tor gargoyle stands 6 feet tall and weighs 500 pounds.

Tor gargoyles speak Common and Terran.

COMBAT

Tor gargoyles only attack if provoked. They are more prone to flight than fight.

A tor gargoyle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Detachable Wings (Ex): A tor gargoyle's wings attach to its body via a special joint. It may detach its wings as a free action, and reattach them as a full-round action. A tor gargoyle can fly with its wings detached, but its maneuverability is reduced to clumsy.

An opponent can make sunder attempts against a tor gargoyle’s detachable wings as if they were weapons. A tor gargoyle’s wings have 12 hit points. Severing a tor gargoyle’s wing deals damage to the gargoyle equal to half the wing's full normal hit points. A tor gargoyle regrows severed wings in 1d4 years.

Tor gargoyles may attach the wings from another tor gargoyle, but detached wings are useless to any other creatures.

Freeze (Ex): A tor gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.

Skills: Tor gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a tor gargoyle is concealed against a background of stone.

Originally appeared in WG9: Gargoyle (1989).
 
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Shade

Monster Junkie
Ker

http://www.enworld.org/showthread.php?t=213696&page=2&pp=30

Ker
Medium Undead (Extraplanar)
Hit Dice: 9d12 (58 hp)
Initiative: +4
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 19 (+4 Dex, +5 natural), touch 14, flat-footed 15
Base Attack/Grapple: +4/+7
Attack: Scourge of keres +8 melee (1d8+4)
Full Attack: Scourge of keres +8/+8/+8 melee (1d8+4)
Space/Reach: 5 ft./5 ft. (15 ft. with xcourge of keres)
Special Attacks: Scourge of keres
Special Qualities: Alternate form, damage reduction 10/magic, darkvision 60 ft., resistance to elecricity 20, +4 turn resistance
Saves: Fort +3, Ref +7, Will +8
Abilities: Str 16, Dex 18, Con —, Int 13, Wis 14, Cha 15
Skills: Hide +16, Knowledge (religion) +5, Listen +7, Move Silently +16, Search +11, Spot +7, Survival +14 (+16 following tracks)
Feats: Ability Focus (scourge of keres), Combat Expertise, Improved Disarm, Improved Trip, Track (B)
Environment: Any
Organization: Solitary or trio
Challenge Rating: 6
Treasure: None
Alignment: Always evil
Advancement: 10-18 HD (Medium); 19-27 HD (Large)
Level Adjustment: -

This creature resembles a black-winged humanoid dressed in a blood-stained robe. Its mouth is full of fangs and its hands bear long, pointed nails. It carries a barbed whip.

Malignant undead who seek vengeance upon the living, keres are often sent as retribution by the gods. They travel the mortal world spreading misfortune, disease, old age, and death. An element of fate exists in most keres attacks. In Greek mythology, their name means "bane, evil, death", and they are rumored to have been released from Pandora's Box.

Although keres are not harmed by sunlight, they prefer to avoid it, hiding in gnat form until dusk.

A ker is 5 to 6 feet tall and weighs 100 to 150 pounds.

Keres usually retain memories, superstitions, culture, and languages from their previous lives.

COMBAT

Keres stalk their prey nocturnally in gnat form, awaiting an opportune moment to strike. They then assume their humanoid form and lash out with their deadly scourges.

Alternate Form (Su): A ker can assume the shape of a gnat as a standard action. While in its alternate form, the ker loses its attacks, but it gains a fly speed of 50 feet (perfect). A ker remains in one form until it chooses to take the other form. A change in form cannot be dispelled, nor does a ker revert to any particular form when killed. A true seeing spell reveals both forms simultaneously.

Scourge of Keres (Su): Each ker wields a barbed whip, through which it can utilize several supernatural powers. This weapon functions in all ways as a whip, except it deals 1d8 points of lethal damage and is can damage creatures with any amount of natural armor. In the hands of a non-ker, the scourge functions only as a masterwork weapon. In the hands of a ker, it is treated as a +1 weapon and allows the ker to utilize additional powers.

First, the ker may make three attacks with the ker as a full attack action. It may make no other attacks in a round, regardless of the number of attacks it would normally be granted due to base attack bonus, feats, or spells (such as haste).

The first successful hit against a single target requires the victim to succeed on a DC 18 Will save or suffer bad luck for 3d10 minutes. This bad luck imparts a -1d4 luck penalty on attack rolls, saving throws, skill checks, and ability checks.

The second successful hit against a single target prematurely ages the victim unless it succeeds on a DC 18 Fortitude save. This imposes a -4 penalty to Strength, Dexterity, and Constitution, and causes the victim's hair to turn white, skin to wrinkle, and posture to stoop. This effect lasts for 1 year our until the victim receives a remove curse spell.

A third successful hit against a single target inflicts a supernatural disease upon the victim known as ker blight (Fortitude DC 18, incubation period 1 minute; damage 1d6 Con and 1d6 Cha). Unlike normal diseases, ker blight continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Ker blight is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with ker blight must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate ker blight, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the ker blight can be magically cured as any normal disease.

An afflicted creature who dies of ker blight shrivels away into dust that blows away into nothing at the first wind.

The save DCs for all effects are Charisma-based.

Originally appeared in Dragon Magazine #210 (1994).
 
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Monster Junkie
Headless Horseman

Headless Horseman

The sound of hooves heralds the arrival of a mounted warrior shrouded in mist. As it comes closer, it becomes evident that the horse in no longer living, and the rider is missing its head.

A headless horseman arises from the remains of cavalrymen, cavaliers, and other mounted warriors who died as a result of violence. Most often they arise from death from decapitation. Headless horseman often retain a sense of purpose in undeath, completing quests, guarding locations or objects, or patrolling roadways.

"Headless horseman" is a template that can be added to any humanoid or monstrous humanoid creature with the Mounted Combat feat (referred to hereafter as the "base creature").

A headless horseman uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Special Attacks: A headless horseman retains all the special attacks of the base creature and gains the following attack.

Fear Aura (Su): The appearance of headless horseman is terrifying. Creatures within 60 feet of a headless horseman that look at it must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the headless horseman's level. A creature that successfully saves cannot be affected again by the same headless horseman's aura for 24 hours. The save DC is Charisma-based.

Special Qualities: A headless horseman retains all the special qualities of the base creature and gains immunity to cold and the special qualities described below.

Damage Reduction (Su): A headless horseman's body is tough, giving the creature damage reduction 10/magic and silver. A headless horseman's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Mount: Upon arising as an undead, the headless horseman is granted a special mount (see below). Should the mount be destroyed, 24 hours later the headless horseman can create another mount through a special ceremony that requires one minute and the skeletal remains of a heavy warhorse.

Turn Resistance (Ex): A headless horseman has +2 turn resistance.

Abilities: Adjust from the base creature as follows: Str +4, Dex +2, Wis +2, Cha +4. As undead creatures, headless horsemen have no Constitution score.

Skills: Headless horsemen gain a +8 racial bonus on Ride checks.

Feats: Headless horsemen gain Ride-by Attack, Spirited Charge, and Trample as bonus feats, assuming the base creature meets the prerequisites and doesn’t already have these feats.

Challenge Rating: Same as the base creature +2.
Alignment: Usually lawful evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +4.

Horseman's Mount

Horseman's Mount
Large Undead
Hit Dice: 4d12 (26 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 13 (–1 size, +2 Dex, +2 natural), touch 11, flat-footed 11
Base Attack/Grapple: +2/+10
Attack: Hoof +5 melee (1d6+4)
Full Attack: 2 hooves +5 melee (1d6+4) and bite +0 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Damage reduction 5/magic and silver, darkvision 60 ft., immunity to cold, unnatural aura
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 18, Dex 15, Con -, Int -, Wis 10, Cha 1
Skills: -
Feats: Improved Initiative (B)
Alignment: Always neutral

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a headless horseman's mount at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Sample Headless Horseman

Headless Horseman, 5th-Level Human Fighter
Medium Undead (Augmented Humanoid)
Hit Dice: 5d12 (32 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
AC: 19 (+1 Dex, +8 masterwork full plate), touch 11, flat-footed 18
Base Attack/Grapple: +5/+11
Attack: +1 greatsword +11 melee (2d6+8/19-20) or masterwork heavy lance +10 melee (1d8+6/x3)
Full Attack: +1 greatsword +11 melee (2d6+8/19-20) or masterwork heavy lance +10 melee (1d8+6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura (DC 15)
Special Qualities: Damage reduction 10/magic and silver, darkvision 60 ft., mount, +2 turn resistance, undead traits
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 18, Dex 18, Con -, Int 10, Wis 10, Cha 17
Skills: Handle Animal +8, Intimidate +6, Ride +17
Feats: Cleave, Mounted Combat (B), Power Attack, Ride-by Attack (B), Spirited Charge (B), Trample (B), Weapon Focus (greatsword), Weapon Specialization (greatsword)
Environment: Any land
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +4

Originally appeared in Imagine Magazine #23 (1985).
 
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Monster Junkie
Ornitholestes

http://www.enworld.org/showthread.php?t=67093&page=15&pp=30

Dinosaur, Ornitholestes
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +4
Speed: 60 ft. (12 squares)
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (2d4+1)
Full Attack: Bite +2 melee (2d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent, sprint, uncanny dodge
Saves: Fort +4, Ref +7, Will +2
Abilities: Str 12, Dex 19, Con 12, Int 2, Wis 14, Cha 11
Skills: Balance +8, Hide +9, Jump +13
Feats: Run
Environment: Any plains
Organization: Solitary, pair, or herd (3–12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: -

This bipedal dinosaur has a small head with a crested nose. It tucks its forearms close to its body and runs swiftly after a low-flying bird, its long tail trailing behind it. As it draws close to its prey, it opens a mouth filled with sharp, conical teeth.

The ornitholestes, or "bird robber", is a swift, bipedal theropod. Its name derives from its ability to snatch birds out of the air. In addition to birds, ornitholestes feed on eggs, lizards, small mammals, and even carrion.

Its forearms end in strong hands with two long clawed fingers and one short one. Although it doesn't attack with these claws, it can use them to grasp prey as it feeds.

An ornitholestes is about 7 feet long and weighs about 25 pounds.

COMBAT

An ornitholestes chases down small, low-flying birds and snatches them out of the air with its jaws.

Improved Grab (Ex): To use this ability, an ornitholestes must hit a Medium or smaller with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Sprint (Ex): Once per hour, an ornitholestes can move ten times its normal speed (600 feet) when it makes a charge.

Skills: An ornitholestes has a +4 racial bonus on Balance checks.

Originally appeared in Monstrous Compendium Volume Three: Forgotten Realms Appendix (1989).
 
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Monster Junkie
Gargoyle, Stone Lion

http://www.enworld.org/showthread.php?t=219604&page=3

Gargoyle, Stone Lion
Medium Magical Beast (Earth)
Hit Dice: 8d10+32 (76 hp)
Initiative: +4
Speed: 60 ft. (12 squares), climb 20 ft.
Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +8/+12
Attack: Claw +12 melee (1d8+4)
Full Attack: 2 claws +12 melee (1d8+4) and bite +10 melee (1d10+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, roar
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., freeze, jump down, scent
Saves: Fort +10, Ref +10, Will +2
Abilities: Str 18, Dex 18, Con 18, Int 7, Wis 11, Cha 13
Skills: Balance +8, Climb +12, Hide +11*, Listen +7, Move Silently +10, Sense Motive +8, Spot +7
Feats: Ability Focus (roar), Alertness, Multiattack
Environment: Any
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral good
Advancement: 9-11 HD (Medium); 12-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

The statue of a small lion perched on a high ledge suddenly springs to life.

Stone lion gargoyles are kind guardians and protectors of the natural world. They are quick to form friendships with other creatures, and often serve good-aligned spellcasters as pets or companions.

A stone lion gargoyle is 7 feet long and weighs 500 pounds.

Stone lion gargoyles speak Common and Terran.

COMBAT

A stone lion relies on its speed and agility as much as its physical power. It often releases a great roar and leaps down from higher ground upon any who would do harm to its master, friends, or designated protected area.

A stone lion gargoyle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Freeze (Ex): A stone lion gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the stone lion gargoyle is really alive.

Jump Down (Ex): If a stone lion intentionally jumps from a height and succeeds on DC 15 Jump check, it takes falling damage as if it had dropped 20 fewer feet than it actually did.

Pounce (Ex): If a stone lion gargoyle charges a foe, it can make a full attack.

Roar (Su): Every 3 rounds, a stone lion gargoyle may unleash a frightening roar. When a stone lion roars, all creatures within a 300-foot spread must succeed on a DC 17 Will save or become frightened for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves is immune to the same stone lion’s roar for 24 hours. The save DC is Charisma-based.

Skills: Stone lion gargoyles have a +2 racial bonus on Listen and Spot checks, a +4 racial bonus on Balance, Hide, and Move Silently checks, and a +8 racial bonus on Sense Motive checks. *The Hide bonus increases by +8 when a stone lion gargoyle is concealed against a background of stone. Stone lion gargoyles have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

Originally appeared in Dragon Magazine #223 (1995).
 
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Monster Junkie
Dragonet, Mole Dragon

http://www.enworld.org/showthread.php?t=220714

Dragonet, Mole Dragon
Medium Dragon
Hit Dice: 5d12+20 (52 hp)
Initiative: +2
Speed: 30 ft. (6 squares), burrow 30 ft.
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +5/+8
Attack: Bite +8 melee (2d4+5)
Full Attack: Bite +8 melee (2d4+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, locking jaws, spells, spell-like abilities, summon earth creatures
Special Qualities: Darkvision 60 ft., dig, immunity to paralysis and sleep, low-light vision, scent, spell resistance 9, telepathic link
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 17, Dex 15, Con 19, Int 14, Wis 12, Cha 16
Skills: Bluff +11, Concentration +12, Diplomacy +7, Disguise +3 (+5 acting), Intimidate +10, Knowledge (arcana) +10, Listen +9, Sense Motive +9, Spellcraft +12, Spot +9, Survival +4*
Feats: Power Attack, Track
Environment: Any hills and underground
Organization: Solitary or pair
Challenge Rating: 4
Treasure: No coins, double goods (gems only), no items
Alignment: Usually neutral evil
Advancement: 6-10 HD (Medium)
Level Adjustment: +5

This wingless dragon superficially resembles a badger, with a thick body, short tail, and huge front claws. Its skin resembles rough natural stone flecked with glittering chips of mica, and dotted here or there with gemstones of various colors.

Mole dragons lair in deep subterranean areas, and can only tolerate being aboveground for a few hours. These dour dragonets occasionally ally with duergar or derro, although these associations rarely last long. Even more rarely, a mole dragon may bond with a powerful evil spellcaster as a familiar.

Solitary by nature, mole dragons meet others of their kind only by chance, and if of opposite sexes, may mate. The female lays eggs in a dead-end tunnel, seals it off, then leaves the hatchlings to fend for themselves.

Mole dragons subsist almost entirely on precious metals, resulting in deep emnity with dwarves and other races that rely on mining.

A mole dragon's body is 5 feet long, with an additional 2-1/2 foot tail. It weighs 200 pounds. Scale coloration varies from dark blue to deep purple to black, with a lighter underbelly. They have a lifespan of 41-50 years. As they age, mole dragons' hide become encrusted with gemstones.

Mole dragons speak Draconic and Undercommon.

A mole dragon can be acquired as a familiar by a 9th-level arcane spellcaster with the Improved Familiar feat.

Combat

Sadistic and cruel, mole dragons enjoy inflicting pain. A mole dragon enjoys nothing more than to lock its powerful jaws on a victim, biting until the victim succumbs to the pain.

Dig (Su): Three times per day, a mole dragon can dig through soil as a standard action. This functions as a move earth spell, with the following differences. Each round that the mole dragon maintains concentration, it can move a 10-foot cube of earth, and it may maintain concentration for as many rounds as it has hit dice. Unlike the move earth spell, the mole dragon's dig ability may form tunnels. Caster level 5th. This is the equivalent of an 3rd-level spell.

Improved Grab (Ex): To use this ability, a mole dragon must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Locking Jaws (Ex): A mole dragon that successfully gets a hold on an opponent with its improved grab ability locks its jaws on the victim with great tenacity, granting it an additional +4 bonus on grapple checks as long as the hold is maintained. This attack deals bite damage each round until the victim breaks free, the mole dragon is slain, or the victim dies.

Spell-Like Abilities: At will--stone shape; 3/day--passwall, wall of stone (DC 18). Caster level 5th. The save DCs are Charisma-based.

Spells: A mole dragon casts spells as a 4th-level sorcerer and can also cast cleric spells and those from the Earth, Protection, and War domains as arcane spells.

Typical Sorcerer Spells Known (6/7/4): 0—acid splash (+7 ranged touch), detect magic, mage hand, ray of frost (+7 ranged touch), resistance, touch of fatigue (+8 melee touch, DC 13); 1st—magic missile, sanctuary (DC 14), true strike; 2nd—scorching ray (+7 ranged touch).

Summon Earth Creatures (Sp): Once per day, a mole dragon can automatically summon up to 4 Hit Dice of elementals or outsiders with the earth subtype (most often Small earth elementals, earth mephits, sandlings, or sandmen). This ability is the equivalent of a 4th-level spell.

Once per week, a mole dragon can automatically summon up to 8 Hit Dice of elementals or outsiders with the earth subtype (most often a Large earth elemental). This ability is the equivalent of a 6th-level spell.

Telepathic Link (Su): A mole dragon familiar can communicate telepathically with its master to a range of 300 feet.

Skills: *A mole dragon has a +4 racial bonus on Survival checks when tracking by scent.

Originally appeared in Dragon Magazine #272 (2000).
 
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Monster Junkie
Scryxull

http://www.enworld.org/showthread.php?t=73265&page=14&pp=30

Scryxull
Large Undead
Hit Dice: 4d12 (26 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/+7
Attack: Bite +2 melee (1d8+1 plus 1d3 Str) or anesthetizing spittle +3 ranged touch
Full Attack: Bite +2 melee (1d8+1 plus 1d3 Str) or anesthetizing spittle +3 ranged touch
Space/Reach: 10 ft./5 ft.
Special Attacks: Anesthetic spittle, frightful presence, Strength damage
Special Qualities: Darkvision 60 ft., undead traits
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 12, Dex 15, Con -, Int -, Wis 10, Cha 11
Skills: -
Feats: -
Environment: Any
Organization: Solitary or slither (2-6)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large), 9-12 HD (Huge)
Level Adjustment: -

This 20-foot-long serpent appears to be covered in dust. As it moves closer, it becomes apparent that the dust is actually a crusty layer of dead skin. Its lifeless eyes are a solid, dull black.

A scryxull, or "zombie snake", are undead serpents created to guard evil temples, dungeons, or the labs of evil spellcasters.

A scryxull is 15 to 20 feet long and weighs 20 to 30 pounds. All have solid black eyes, which maintain a sheen for up to six months, after which they dry out and become dull. Eventually. the eyes drop out, leaving only hollow sockets.

A spellcaster of 12th or higher level can create a scryxull by casting create undead on the corpse of a serpent of at least Large size.

COMBAT

A scryxull attacks anything it can sense, unless otherwise ordered by its master. It has no sense of self-preservation, fighting to its own destruction. A scryxull always attempts to bite first, striking swiftly like a cobra. If injured or otherwise prevented from biting its target, a scryxull spits an oily glob of dust.

Anesthetic Spittle (Su): A scryxull can fire a oily glob of paralyzing dust at an opponent as a ranged touch attack. A creature struck by the spittle must make a DC 12 Fortitude save or immediately suffer a -2 penalty to Dexterity and suffer a 20% chance to fail to cast spells with a verbal component, as if deafened. Every round thereafter for the next minute, the victim must make a DC 12 Fortitude save or take a cumulative -2 penalty to Dexterity and a -10ft penalty to move speed. A successful save prevents damage done that round, but does not end the effect. When a creature's Dexterity is reduced to 0, it is considered paralyzed. At the end of the duration of the effect, all penalties are removed. A remove paralysis spell or washing the victim in holy water (as a standard action) removes the effect. The save DC is Charisma-based.

Frightful Presence (Su): When a scryxull attacks, it exudes an aura of fear to a radius of 30 feet. All creatures in this area must make a DC 12 Will save or be shaken for 4d6 rounds. Creatures with fewer than 2 HD are panicked instead of shaken if they fail this save. A creature that succeeds on this save is immune to that scryxull's frightful presence for 24 hours. The save DC is Charisma-based.

Originally appeared in WGA1: Falcon's Revenge (1990).
 
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Monster Junkie
Dinosaur, Therizinosaurus

http://www.enworld.org/showthread.php?t=67093&page=14&pp=30

Dinosaur, Therizinosaurus
Huge Animal
Hit Dice: 15d8+120 (187 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 18 (–2 size, +1 Dex, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +11/+25
Attack: Claw +17 melee (2d8+8/19-20/x4)
Full Attack: 2 claws +17 melee (2d8+8/19-20/x4) and bite +12 melee (1d4+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Augmented critical, rend 4d8+12
Special Qualities: Low-light vision, scent
Saves: Fort +19, Ref +10, Will +8
Abilities: Str 26, Dex 12, Con 26, Int 2, Wis 12, Cha 10
Skills: Jump +12, Listen +10, Spot +10
Feats: Awesome Blow, Endurance, Great Fortitude, Improved Bull Rush, Iron Will, Power Attack
Environment: Warm forest, hills, plains or marsh
Organization: Solitary, pair, or flock (3-6)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 17-32 HD (Huge), 33-48 HD (Gargantuan)
Level Adjustment: -

This dinosaur vaguely resembles a tyrannosaur. However, its arms are long and apelike, ending in three razor-sharp claws. It has a long neck and a disproportionately small head, with both teeth and a beak. A downy coat covers its entire body.

The therizinosaurus is a bizarre omnivorous dinosaur that, while relatively docile, is dangerous when provoked.

Therizinosaurus eats mostly fruit, leaves and insects (tearing open termite mounds with its massive claws), but is not averse to scavenging. It will also eat the meat of anything it slays in defense.

Therizinosaurus is 33 to 40 feet long and weighs 3 to 6 tons. Unlike most dinosaurs, it has a semi-erect posture instead of holding itself parallel to the ground.

COMBAT

Therizinosaurus, when riled, attacks with its massive claws, tearing at its opponents flesh until it dies. The kills of a therizinosaurus tend to be messy, a fact which makes them avoided by all intelligent inhabitants of their territory.

Augmented Critical (Ex): The claws of a therizinosaurus are very thin and razor sharp. It threatens a critical hit with its claws on a natural attack roll of 19-20. On a successful critical hit, the claw attacks deal quadruple damage.

Rend (Ex): If a therizinosaurus hits with both claw attacks, it latches on and tears its opponent’s flesh. This attack automatically deals an additional 4d8+12 points of damage.

Originally appeared in Dragon Magazine #55 (1981).
 
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Monster Junkie
Snake, Saw-Edged Scaled

http://www.enworld.org/showthread.php?t=67093&page=14&pp=30

Snake, Saw-Edged Scaled
Large Animal
Hit Dice: 6d8+6 (33 hp)
Initiative: +7
Speed: 30 ft. (6 squares), climb 20 ft., swim 20 ft.
Armor Class: 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+15
Attack: Bite +10 melee (1d4+10)
Full Attack: Bite +10 melee (1d4+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 1d4+10, impaling constriction, improved grab
Special Qualities: Scent
Saves: Fort +6, Ref +8, Will +3
Abilities: Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +18, Hide +6, Listen +8, Spot +8
Feats: Improved Initiative, Endurance, Skill Focus (Hide)
Environment: Warm forests
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-11 HD (Large); 12–16 HD (Huge); 17–33 HD (Gargantuan)
Level Adjustment: -

A thick-bodied, jet-black snake, over three times as long as a man, slithers into view. Its raised scales have sawlike edges.

Saw-edged scaled snakes are constrictor snakes with specialized scales that can be raised to aid in locomotion and to help kill prey. They behave like other constrictor snakes in all other ways.

A saw-edged scaled snake is 20 feet long and weighs about X pounds.

COMBAT

A saw-edged scaled snake attempts to grab and constrict prey, raising its scales before striking in order to more swiftly slay its victims.

Constrict (Ex): On a successful grapple check, a saw-edged scaled snake deals 1d4+10 points of damage.

Impaling Constriction (Ex): One half of a saw-edged scaled snake's constrict damage is piercing while the other half is bludgeoning. The sawlike scales are double-barbed, so they cannot be removed easily without harming the victim further. A scale can be removed safely with a DC 20 Heal check as a standard action; otherwise, removing a scale deals 1d6 points of damage. The snake can relax its scales and remove them without dealing damage to its victim, if it so chooses. A slain saw-edged scaled snake's muscles remain taut, so removing it requires a successful grapple check as if it were alive, and removing the scales without harming the victim requires a Heal check as listed above.

Improved Grab (Ex): To use this ability, a saw-edged scaled snake 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.

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake 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 appeared in Dragon Magazine #115 (1986).
 
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Monster Junkie
Lich's Blood

http://www.enworld.org/showthread.php?t=219404&page=2&pp=30

Lich's Blood
Medium Ooze
Hit Dice: 4d10+12 (34 hp)
Initiative: +2
Speed: 10 ft. (2 squares), climb 10 ft.
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: +3/+4
Attack: Slam +4 melee (1d4+1)
Full Attack: Slam +4 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, spell-stealing suffocation
Special Qualities: Arcane sight, blindsight 60 ft., damage reduction 10/-, immunity to magic, magic dependency, ooze traits, regeneration 5
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 12, Dex 15, Con 17, Int 16, Wis 11, Cha 14
Skills: Climb +9, Hide +9, Knowledge (arcana) +10, Move Silently +9, Spellcraft +10, Spot +8, Survival +7
Feats: Stealthy, Track
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral evil
Advancement: 5-8 HD (Medium), 9-12 HD (Large)
Level Adjustment: -

What appears to be a pool of blood slowly moves of its own accord along the ceiling, defying gravity with its movement.

Lich's blood is not, as its name implies, the blood of a lich. Rather, it is an ooze that was created by a necromancer in a vile experiment. The ooze killed its master and escaped, seeking vengeance on other practitioners of the arcane arts and their creations. It soon discovered that it could create more of its kind by consuming arcane energy, splitting asexually like an amoeba, and since then the numbers of lich's blood have multiplied greatly.

Lich's blood crave magic like most creatures crave food and water. A single permanent magic item can provide a lifetime of sustenance to a lich's blood, but its innate thirst for vengeance leads lich's blood to attack any arcane spellcaster it encounters, and hunt for them when none are present.

Sunlight is mildly painful to a lich's blood, though it causes it no real harm, but as a result, it prefers dark, subterranean areas.

Lich's blood is 5 feet in diameter and weighs 20 pounds.

Although intelligent, lich's blood cannot speak.

COMBAT

Lich's blood ignore all creatures other than arcane spellcasters. Although it can strike out with slam attacks if a non-spellcaster stands in its way, it always takes the first opportunity to envelop and suffocate an arcane spellcaster, draining away magic in the process.

Arcane Sight (Su): A lich's blood continuously sees magic as if under the effects of an arcane sight spell.

Immunity to Magic (Ex): A lich's blood is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. Dispel magic or greater dispel magic cast on a lich's blood does 1d6 hp of normal damage per caster level, and antimagic field destroys a lich's blood (on a failed Fort save).

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

Magic Dependency (Su): A lich's blood survives by eating magic. It can gain constant nutrition by coating a permanent magic item and feeding off the constant magic emanations, but lich's bloods prefer arcane spellcasters to all other forms of food. A lich's blood that does not feed on magic for 6 days dies.

Regeneration (Ex): Fire and acid deal normal damage to a lich's blood.

Spell-stealing Suffocation (Su): On a successful grapple check against an arcane spellcaster, a lich's blood streams into its victims orifices, coating its nostrils and lungs and making it impossible to breathe (see the DMG for suffocation rules). Each round, the victim must make a DC 15 Will save or lose its highest level prepared spell or spell slot. When the victim has no remaining spells or spell slots, the lich's blood remains for five more rounds, dealing a negative level each round on a failed save (if the victim is still alive). The save DC is Constitution-based.

Once a lich's blood has coated a spellcaster, the victim may escape by making two successful grapple or Escape Artist checks (as if to escape a pin). A dispel evil or freedom of movement spell cast on the victim also immediately causes the lich's blood to retract. Any weapon attacks directed at the lich's blood while it is coating a victim deal half of their damage to the victim instead.

Skills: Lich's blood has a +8 racial bonus on Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.

Originally appeared in Dragon Magazine #238 (1997).
 
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Shade

Monster Junkie
Kaluk

http://www.enworld.org/showthread.php?t=219604&page=3

Kaluk
Large Outsider (Chaotic, Evil, Native, Spirit)
Hit Dice: 11d8+33 (82 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 23 (-1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: +11/+22
Attack: Gore +17 melee (2d6+7)
Full Attack: Gore +17 melee (2d6+7) and 2 slams +15 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, nauseating aura, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to mind-influencing abilities, monetary healing, speak with animals
Saves: Fort +13, Ref +10, Will +12
Abilities: Str 25, Dex 10, Con 16, Int 10, Wis 15, Cha 19
Skills: Appraise +14, Bluff +18, Concentration +17, Diplomacy +6, Disguise +4 (+6 acting), Intimidate +20, Jump +25, Listen +16, Spot +16, Survival +16
Feats: Ability Focus (breath weapon), Multiattack, Power Attack, Track
Environment: Temperate hills and forests
Organization: Solitary
Challenge Rating: 10
Treasure: Standard coins; Standard goods; no items (except Cloak of resistance +3)
Alignment: Always chaotic evil
Advancement: 12-22 HD (Large); 23-33 HD (Huge)
Level Adjustment: -

The creature resembles a thin, bipedal elephant, nearly 9 feet tall. Its belly is huge and distended. A pair of crimson tusks curve outward five feet from its mouth. Its arms are those of a muscular human, although its fingers are blunt and stubby. A pair of bulging violet eyes with black pupils peer out above its trunk, and its ears resemble those of a hare. It wears a sparkling cape of golden scales that reaches the ground.

A kaluk is a greater spirit, a manifestation of avarice. Motivated by an insatiable lust for wealth, it spends its time hunting humans for their possessions. When a victim is located, a kaluk demands that it surrender all wealth or suffer its wrath. Kaluks are only interested in coins, gems, jewelery, and precious metals. Magic items do not interest them, unless they are made of valuable materials or encrusted with gems. Kaluks eat all treasure they acquire, which is digested immediately, except for a small reserve they keep for their monetary healing ability. A slain kaluk's interior holds no treasure.

Kaluks do not establish lairs, constantly on the move in search of wealth. They tend to prowl near human settlements, threatening lone travelers or small groups who are outside the protection of the settlement, but do not venture within, for fear of retaliation by large numbers.

Kaluks are asexual, and cannot reproduce through normal means. Instead, when a kaluk nears the end of its life (at about 500 years), it seeks out a particularly greedy human, places it in temporal stasis, and takes it to a secluded wooded area. The kaluk then performs a day-long ritual of chanting and dancing, after which it removes its tusks and attaches them to the victim's head. The human then transforms into a new kaluk, while the original kaluk's aged flesh crumbles from its body, leaving only a pile of blackened bones. The new kaluk then buries the bones in a deep grave dug with its tusks.

The arm or leg bone of a kaluk can be transformed into a +2 club by bathing the bone in the heart's blood of the beast. Only one such club can be created per kaluk in this manner.

A kaluk is 9 feet tall and weighs 800 pounds.

A kaluk speaks Common and often knows regional languages of its territory.

COMBAT

Kaluks desire wealth, and do whatever it takes to get it. If combat is the best approach, then a kaluk will fight with unbridled fury.

A kaluk's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Additionally, a kaluk's tusks are treated as magical weapons for the purpose of overcoming damage reduction.

Breath Weapon (Su): A kaluk may use a breath weapon three times per day as a standard action, and it must wait 1d4 rounds between uses. A kaluk's breath weapon is a 30-foot cone of scalding mist. Creatures within the cone take 10d6 points of fire damage (Reflex DC 18 half). The save DC is Constitution-based.

Monetary Healing (Su): Kaluks heal damage by consuming valuables, such as coins, gems or art objects. Consuming one item, three gems or ten coins is a full round action that provokes attacks of oppurtunity, and the kaluk heals 1 point of damage for every 10 gp the consumed items are worth. If already at its normal full hit point total, the kaluk can gain up to 10 temporary hit points from its monetary healing ability.

Nauseating Aura (Su): Three times per day as a standard action, a kaluk can exude a noxious cloud of gas in a 10-foot radius centered on itself, which moves with the kaluk and disperses in 5 rounds. Any creature within the cloud (except for a kaluk), must make a DC 18 Fortitude save or become nauseated for as long as it remains in the cloud and 1d6 rounds afterwards. A successful save means that the creature is immune to the nauseating aura of that kaluk for 24 hours. The save DC is Constitution-based.

Speak with Animals (Su): A kaluk continually speaks with animals (as the spell).

Spell-Like Abilities: At will--detect thoughts (DC 16), see invisibility; 3/day--suggestion (DC 17); 1/month--temporal stasis (DC 22). Caster level 11th. The save DCs are Charisma-based.

Originally appeared in Monstrous Compendium Kara-Tur Appendix (1990).
 
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Shade

Monster Junkie
Ka

http://www.enworld.org/showthread.php?t=213696&page=2&pp=30

Ka
Medium Undead
Hit Dice: 17d12 (110 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
AC: 23 (+2 Dex, +11 natural), touch 12, flat-footed 21
Base Attack/Grapple: +8/+17
Attack: Slam +17 melee (1d6+13/19-20 plus mummy rot)
Full Attack: Slam +17 melee (1d6+13/19-20 plus mummy rot)
Space/Reach: 5 ft./5 ft.
Special Attacks: Despair, ka's curse
Special Qualities: Damage reduction 5/–, darkvision 60 ft., immunity to electricity, resistance to fire 10, +4 turn resistance, undead traits, vulnerability to fire
Saves: Fort +5, Ref +7, Will +12
Abilities: Str 28, Dex 14, Con -, Int 16, Wis 15, Cha 19
Skills: Concentration +20, Diplomacy +8, Knowledge (history) +23, Knowledge (nobility and royalty) +23, Listen +22, Search +23, Sense Motive +22, Spot +22, Survival +2 (+4 following tracks)
Feats: Ability Focus (ka's curse), Cleave, Combat Expertise, Improved Critical (slam), Improved Trip, Power Attack
Environment: Any
Organization: Solitary or court (2–12)
Challenge Rating: 15
Treasure: Double standard
Alignment: Usually lawful neutral
Advancement: 17–34 HD (Medium); 35–51 HD (Large)
Level Adjustment: -

The garments worn by this mummified creature are of the finest quality. The pungent aroma of spices masks the smell of decay it surely bears.

A ka is akin to a mummy, although it always arises from the remains of a noble, king, or pharoah. It perseveres in undeath to guard its tomb, attacking only when the treasures it guards are threatened.

Kas are not necessarily evil, and those who were kind or just rulers retain an affinity for members of their own race, nation, or culture. Visitors who make no attempt to pilfer a ka's treasures may be rewarded with the ka's great knowledge, although an offering to show reverence increases the likelihood of the ka's reward. Such an offering can range from something as simple as food to more elaborate treasures. The ka will generally answer only yes-or-no questions that draw upon its extensive knowledge of history and its realm.

Since nobles are most often buried alone, kas are generally a solitary encounter. Occasionally, a group of nobles may be buried together to discourage tomb raiders, and kas found in such circumstances generally cooperate with one another.

Most kas are 5 to 6 feet tall and weigh about 120 pounds. They are indistinguishable from normal mummies, except they often are garbed in the fineries of nobility.

Kas speak speak Common, Infernal, Draconic and regional tongues.

COMBAT

Ka's are confident in battle, pummeling foes with their curse-imposing slams. If the battle begins to turn against it, a ka may use its phase door ability to make hit-and-run attacks, or may fragment its spirit to attack with multiple stone golems.

Carve Symbol (Sp): As a full-round action, a ka may carve a special symbol on a surface. This functions as a symbol of fear, symbol of pain, or symbol of persuasion spell (ka's choice at time of carving). Caster level 17th. Save DCs are 14 + spell level.

Despair (Su): At the mere sight of a ka, the viewer must succeed on a DC 22 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same ka's despair ability for 24 hours. The save DC is Charisma-based.

Fragment Spirit (Su): A ka may fragment its spirit to inhabit stone statues within its tomb. These statues function as stone golems. While inhabiting a statue, the ka loses all its special attacks and special qualities but gains all the special abilities of the stone golems. If a ka is reduced to 0 hit points in its normal form, it can live on in these statues eternally unless they too are destroyed.

A ka may inhabit two stone golems. For each 2 additional Hit Dice, it may inhabit an additional stone golem. Thus, a 21 HD ka can fragment its spirit to inhabit 4 stone golems.

Ka's Curse (Su): With a successful slam attack, a ka imparts a powerful curse. The victim must succeed on a DC 24 Will save or suffer a random effect. The save DC is Charisma-based.

To eliminate a ka's curse, the curse must be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell).

Curse Effects (1d8)
1. Ill Luck: The victim takes a -2 luck penalty to all ability checks, skill checks, saving throws, and attack rolls.
2. Withering Touch: The ka chooses to wither either the arms or the legs of the victim. Withered legs force a subject to fall prone while at the same time reducing the subject's land speed to 5 feet. Withered arms make it impossible for the subject to use objects or cast spells with somatic components.
3. Disfigurement: The victim is horribly scarred and suffers a -4 competence penalty on all Charisma-based skill checks.
4. Mutation: The victim's limbs take on characteristics of a different type of limb (for example, an elbow transforms into a knee, an so forth), imposing a -4 competence penalty on all Dexterity-based skill checks.
5. Death Wish: The victim inexplicably moves into attacks, suffering a -2 profane penalty to AC.
6. Dimwittedness: The victim's mind becomes incredibly slow and foggy, so the victim sufers a -4 insight penalty on all Intelligence checks and Intelligence-based skill checks.
7. Plagued by Vermin: The victim is constantly assaulted by tiny, biting and stinging insects. Spellcasting or concentrating on spells requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check. Additionally, creatures of the vermin type gain a +2 bonus on skill checks against the victim, and always attempt to attack the victim before any others in an encounter.
8. Shrinking: The victim is instantly reduced (as the reduce person spell).

Spell-Like Abilities: At will--phase door; 3/day--greater command (DC 19). Caster level 17th. The save DC is Charisma-based.

Originally appeared in Dragon Magazine #198 (1993).
 
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Shade

Monster Junkie
Revenant-Magna

http://www.enworld.org/showthread.php?t=199651&page=17&pp=30

Revenant-Magna
Medium Undead
Hit Dice: 10d12 (65 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 20 (+10 natural), touch 10, flat-footed 20
Base Attack/Grapple: +5/+10
Attack: Slam +11 melee (2d6+5 plus cowering strike)
Full Attack: 2 slams +11 melee (2d6+5 plus cowering strike)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cowering strike, maddening glare
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., fast healing 3, find the guilty, immune to acid, cold, electricity, and polymorph, turn immunity
Saves: Fort +3, Ref +3, Will +9
Abilities: Str 20, Dex 11, Con -, Int 15, Wis 14, Cha 15
Skills: Diplomacy +4, Hide +13, Jump +13, Listen +15, Move Silently +13, Search +15, Sense Motive +15, Spot +15, Survival +2 (+4 following tracks)
Feats: Ability Focus (maddening glare), Iron Will, Power Attack, Weapon Focus (slam)
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually lawful evil
Advancement: By character classs
Level Adjustment: -

The creature resembles a decaying, ravaged humanoid, with lifeless eyes. Its body is stretched and emaciated, as if it were pulled by unnatural force into its current shape.

Revenant-magnas arise from innocent victims too weak to defend themselves against a violent demise. They most often arise from children and elderly. Like typical revenants, they exist only for revenge against their killers. However, their thirst for vengeance is so strong that should their killer die at the hands of another, the cannot rest until their killer's killer is slain by their own hands. This can lead to a chain of events resulting in the revenant-magna attacking someone they never met in life with unholy fury.

A revenant-magna is x feet tall and weighs x pounds. Like typical revenants, its lifeless eyes blaze with unnatural light when it faces the target of its vengeance.

Once a revenant-magna slays the target of its vengeance, it crumbles into a pile of dust.

Revenant-magnas speak any languages they knew in life (usually Common).

COMBAT

Revenant-magnas ignore any creature other than the target of their vengeance, unless someone gets in their way. Their vengeance-fueled madness is so strong that anyone who sees them risks going slightly mad.

Cowering Strike (Su): If a revenant-magna hits with a slam attack, the victim must succeed on a DC 17 Will saving throw or cower for 1d4 rounds. The save DC is Charisma-based.

Find the Guilty (Ex): So long as the revenant-magna and its killer are on the same plane of existence, the revenant-magna knows in which direction its killer can be found and how far away he or she is. Depending on the magical abilities of the base creature, this extraordinary sense may even be made to work across planar boundaries. The revenant-magna's thirst for revenge is so strong that should its killer be slain, its find the guilty ability extends to its killer's killer (and so on, should that creature be slain, until this chain of vengeance can be completed).

Maddening Glare (Su): The first time a revenant-magna confronts the target of its vengeance, the latter must make a DC 19 Will save or take 1d4 points of Wisdom damage and be confused as the spell for 2d4 rounds. The save DC is Charisma-based.

Originally appeared in Dragon Magazine #210 (1994).
 
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