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Shade

Monster Junkie
Xaren

http://www.enworld.org/showthread.php?t=106747&page=18&pp=30

Xaren
Small Outsider (Extraplanar, Earth)
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 20 ft. (4 squares), burrow 20 ft.
Armor Class: 25 (+1 size, +2 Dex, +12 natural), touch 13, flat-footed 23
Base Attack/Grapple: +5/+7
Attack: Bite +6 melee (2d8+2)
Full Attack: Bite +6 melee (2d8+2) and 3 claws +4 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Adamantine bite, devour enchantment
Special Qualities: All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, resistance to electricity 10, tremorsense 60 ft.
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 15, Dex 14, Con 15, Int 10, Wis 11, Cha 8
Skills: Hide +12, Intimidate +2, Knowledge (dungeoneering) +6, Listen +6, Move Silently +5, Search +6, Spot +8, Survival +6 (+8 following tracks or underground)
Feats: Combat Reflexes, Improved Sunder (B), Multiattack
Environment: Elemental Plane of Earth
Organization: Solitary, pair, or cluster (3–5)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral
Advancement: 4–6 HD (Small); 7–14 HD (Medium); 15–21 HD (Large); 22–45 HD (Huge)
Level Adjustment: -

The wide body of this odd creature appears to be constituted of shiny pebbles. A large mouth tops its head, while three arms, eyes, and short legs are symmetrically positioned around it.

Xaren are closely related to xorn, being slightly smaller with shinier hides. Hailing from the Elemental Plane of Earth, they occasionally venture to the Material Plane to feed or when summoned by spellcasters.

Xaren feed on metal, preferring iron, copper, silver, gold and electrum. If refined metal objects cannot be found, they will dine on ore.

Xaren and xorn generally are indifferent to one another and rarely cooperate. They are often hunted by dao, who view xaren as a threat to their riches. As a result, dao do not enslave xaren.

Xaren are about 3 feet tall and wide and weigh about 120 pounds.

Xaren speak Common and Terran.

A xaren can be summoned with a summon nature's ally X spell.

COMBAT

Like xorns, xaren eat metal and only attack other creatures to acquire metal goods they carry. Xaren can smell metal up to 20 feet away, and if the metal is magically enhanced, the range doubles.

Like xorn, a xaren’s favorite mode of attack is to lie in ambush beneath a stony surface. A cluster of xaren will often send a single member to negotiate for food while the remainder position themselves for a surprise attack.

Adamantine Bite (Ex): A xaren's bite attack counts as adamantine for the purposes of overcoming damage reduction and hardness.

All-Around Vision (Ex): A xaren's symmetrically placed eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. A xaren can’t be flanked.

Devour Enchantment (Su): When a xaren destroys a magic weapon with a sunder attempt, it devours it. The xaren immediately gains 1 point of Constitution per point of enchantment bonus of the weapon (including bonuses due to weapon properties such as keen or flaming). The xaren loses these points of Constitution at the rate of one per hour.

Earth Glide (Ex): A xaren can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing xaren flings the xaren back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Originally appeared in Monster Manual II (1983).
 
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Shade

Monster Junkie
Plumazotl, Greater

http://www.enworld.org/showthread.php?t=73266&page=18&pp=30

Plumazotl, Greater
Medium Magical Beast
Hit Dice: 6d10 (33 hp)
Initiative: +3
Speed: 25 ft. (5 squares), fly 120 ft. (good)
Armor Class: 17 (+3 Dex, +4 x), touch x, flat-footed x
Base Attack/Grapple: +6/+6
Attack: Bite +6 melee (1d6)
Full Attack: Bite +6 melee (1d6) and 2 claws +1 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pluma magic
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., low-light vision, spell resistance 11, vulnerability to fire
Saves: Fort +5, Ref +8, Will +5
Abilities: Str 11, Dex 17, Con 10, Int 14, Wis 16, Cha 17
Skills: Concentration +9, Knowledge (arcana) +7, Listen +15, Spellcraft +8, Spot +15
Feats: Alertness, Spell Focus (abjuration), Spell Penetration
Environment: Any
Organization: Solitary or mated pair
Challenge Rating: 8
Treasure: See text
Alignment: Always good
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: -

What appeared to be a man-sized bird is actually just a patchwork cluster of brightly-colored feathers in the shape of a bird.

Plumazotls are living creations of pluma magic, a type of magic native to Maztica. Created by a powerful plumaweaver who was destroyed by the gods for his audacity, these creatures still inhabit remote parts of Maztica.

Plumazotls prefer to live solitary existences, far from civilization. However, they are unafraid of most humanoids, and enjoy short conversations with them. If given feathers or other tokens of pluma magic, a plumazotl happily offers any information to the best of its ability. Plumazotl lairs are safe, peaceful places filled with color and music through the power of pluma magic.

Mating between greater plumazotl involves a dazzling ritual in which they pluck feathers from each other, then form these into small images of birds or humanoids, and finally infuse them with pluma magic. The resulting creature is a lesser plumazotl. A pair usually produces only one or two offspring before parting ways.

Plumazotl feed solely by adding feathers and other items of pluma magic to their bodies, growing larger and eventually metamorphosisizing into greater plumazotl.

A greater plumazotl is 5 to 10 feet long and weighs 4 to 8 pounds. Although they most commonly take the shape of birds, some plumazotls have been known to take on humanoid forms (this has no effect on game statistics).

Plumazotls speak Payit and other languages native to their regions. Their voices are musical.

COMBAT

Plumazotl prefer to avoid combat, but will defend themselves with bites, claws, and pluma magic.

Consume Magic (Su): A greater plumazotl advances in hit dice by absorbing magic items into its body. The magic item to be consumed must have feathers or be associated with feathers, such as a feather token or a magic arrow. For every 200 gp of magic items that the greater plumazotl consumes, it gains one hit die (to a maximum of 18 Hit Dice).

Additionally, a greater plumazotl can consume the feathers from magical beasts and outsiders. The greater plumazotl gains 1 Hit Die for every 5 HD the original creature possessed. A greater plumazotl may only gain this benefit from a specific creature once, even if additional feathers are consumed.

Once a greater plumazotl reaches 18 Hit Dice, it can continue to consume feathers, but gains no additional benefits.

Pluma Magic: A greater plumazotl casts spells as a sorcerer of a level equal to its Hit Dice +2. It may cast spells from the Air, Animal, Magic, and Water domains as arcane spells. Pluma magic can only reproduce spells of up to 6th-level. For spells with material components, the plumazotl instead substitutes a feather of equal value (price based on rarity).

Spell Resistance (Ex): A greater plumazotl has spell resistance equal to 5 + Hit Dice.

Originally appeared in Maztica Campaign Setting (1991).
 
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Shade

Monster Junkie
Grave Watcher

http://www.enworld.org/showthread.php?t=211853&page=9

Grave Watcher
Medium Aberration (Extraplanar)
Hit Dice: 5d8+10 (50 hp)
Initiative: +5
Speed: 50 ft. (10 squares)
Armor Class: 22 (+5 Dex, +7 deflection), touch 22, flat-footed 17
Base Attack/Grapple: +3/+0
Attack: Tentacle +8 melee (1d8 electricity)
Full Attack: Tentacle +8 melee (1d8 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Electricity damage, mesmerizing lights
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., fast healing 2, hearty, immunity to electricity and mind-affecting spells and abilities, join, split, negative energy affinity, tentacle growth
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 5, Dex 20, Con 15, Int 16, Wis 12, Cha 15
Skills: Diplomacy +4, Knowledge (the planes) +11, Listen +9, Search +11, Sense Motive +9, Spot +9, Survival +1 (+3 following tracks, +3 on other planes)
Feats: Ability Focus (mesmerizing lights), Weapon Finesse
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 5
Treasure: Half standard
Alignment: Always neutral
Advancement: 6-16 HD (Medium)
Level Adjustment: -

Hundreds of tiny, pulsating lights hover above the gravesite like a ballet of fireflies.

Hailing from the Negative Energy Plane, a grave watcher on the Material Plane seeks out a gravesite or tomb and guards it with its life. A grave watcher consists of thousands of small particles of negative energy. Although it appears as nothing more than hundreds of tiny, pulsating lights, these are just residual bursts of energy surrounding its true form, a roughly-humanoid shaped, pitch black creature with one or more tentacles.

When a grave watcher encounters another of its kind, the two merge to form a larger grave watcher. Grave watchers reproduce by splitting into smaller creatures of their kind, but what prompts them to do so remains a mystery.

Grave watchers have no interest in collecting treasure, but fiercely guard any treasure associated with the gravesite they guard. This treasure may have grown from the incidental remains of prior trespassers.

A grave watcher stands 5 to 6 feet tall and weighs 100 to 125 pounds. The lights of a grave watcher are all the same color, but between individuals, this color can vary from white to rose to emerald green and shades in between.

Grave watchers cannot speak, but they understand all spoken languages.

A grave watcher is treated as an outsider for purposes of planar ally and planar binding spells.

COMBAT

Grave watchers lash out with their tentacles at any creature that trespasses upon or threatens harm to its chosen gravesite. Its tentacles release a jolt of electricity that can surge to adjacent creatures.

Electricity Damage (Su): The touch of a grave watcher's tentacle deals 1d8 points of electricity damage. Additionally, it deals 1d4 points of electricity damage to all creatures adjacent to the target that are wearing metal armor or wielding metal weapons.

Hearty (Ex): When fully healed, a grave watcher always has the maximum number (8+ Con modifier) of hit points per HD.

Join (Ex): Two fully healed grave watchers may join into a single grave watcher with HD equal to the sum of the original grave watchers' HD. This process takes 4 rounds, during which the grave watcher may take no other actions.

Mesmerizing Lights (Su): A grave watcher continually projects hundreds of tiny, pulsating lights, which are residual bursts of energy. These lights project illumination equivalent to a torch, and provide concealment (20% miss chance) for the grave watcher. These burst of energy also grant the grave watcher a deflection bonus to its Armor Class equal to 5 plus its Charisma modifier (already included in the statistics above). Any creature viewing the grave watcher must succeed on a DC 16 Will save or become fascinated for 2d4 rounds. This is a mind-affecting compulsion ability. A creature that successfully saves cannot be affected again by the same grave watcher's mesmerizing lights for 24 hours. The save DC is Charisma-based.

Negative Energy Affinity (Ex): The grave watcher is affected by cure spells and inflict spells as if it were an undead creature.

Split (Ex): A full healed grave watcher of 10 or more HD can split into two grave watchers. The two new grave watchers may have any combination of HD that totals to the HD of the original grave watcher, but each must have at least 5 HD. Each new grave watcher has maximum hit points for its Hit Dice. This process takes 4 rounds, during which the grave watcher may take no other actions.

Tentacle Growth (Ex): A grave watcher has as one tentacle for each HD that it possessed over 4. However, these tentacles disintegrate and reform as the grave watcher loses and regains hit points. For each 8+Con bonus (10 for an average grave watcher) hp below maximum the grave watcher possesses, the grave watcher loses one tentacle. The tentacle regrows when the grave watcher regains hp.

Originally appeared in Polyhedron Magazine #76 (1992).
 
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Shade

Monster Junkie
Dragonet, Blue

http://www.enworld.org/showthread.php?t=220714&page=4

Dragonet, Blue
Large Dragon
Hit Dice: 5d12+15 (47 hp)
Initiative: +0
Speed: 30 ft. (6 squares), fly 50 ft. (good)
Armor Class: 17 (+7 natural), touch 10, flat-footed 17
Base Attack/Grapple: +5/+8
Attack: Bite +8 melee (1d6+3) or tail slap +8 melee (2d4+4)
Full Attack: Bite +8 melee (1d6+3) and 2 claws +6 melee (1d4+1) or tail slap +8 melee (2d4+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, constrict 2d4+4, improved grab, rake 1d4+1, venomous blood
Special Qualities: Darkvision 60 ft., fire tolerance, immunity to paralysis and sleep, low-light vision, scent
Saves: Fort +7, Ref +4, Will +5
Abilities: Str 17, Dex 10, Con 17, Int 10, Wis 12, Cha 13
Skills: Intimidate +9, Listen +9, Search +8, Sense Motive +9, Spot +9, Survival +9 (+11 following tracks)
Feats: Multiattack, Track
Environment: Temperate or cold mountains and hills
Organization: Solitary, pair, or family (mated pair plus 14 young)
Challenge Rating: 4
Treasure: Double standard
Alignment: Usually neutral
Advancement: 6-15 HD (Large)
Level Adjustment: +4

This sleek, blue-scaled dragon is nearly twelve feet long.

Blue dragonets are often mistaken for blue dragons, a fact that many unscrupulous merchants use to their financial gain when selling dragonet eggs or hatchlings. Beyond the physical similarities, blue dragonets are quite different from blue dragons. They breathe fire and resist its effects, possess venomous blood, and are generally not evil.

When true dragons are not present, blue dragonets are often among the top predators in their natural environment.

Generally solitary, blue dragonets mate during the spring and live together. The female lays a clutch of exactly fourteen eggs, which hatch in late spring. The mate pair remains together until late summer, when the young have reached maturity. Hatchlings begin with 1 Hit Die and gain an additional Hit Die each month thereafter.

Blue dragonets are 12 feet long and weigh 1,500 pounds. Scales vary in hue, but are always blue.

Blue dragonets speak Draconic.

Combat

A blue dragonet prefers to grab an opponent with its tail and then rake with its rear legs.

Breath Weapon (Su): Once every 1d4 rounds, 20-foot cone, 1d12 fire (Reflex DC 15 half). The save DC is Constitution-based.

Fire Tolerance (Ex): If a blue dragonet is exposed to any effect that deals fire damage and normally allows it to attempt a save for half damage, it takes no damage on a successful saving throw and only half damage on a failed save.

Constrict (Ex): A blue dragonet deals 2d4+4 points of damage with a successful grapple check.

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

Rake (Ex): Attack bonus +6 melee, damage 1d4+1.

Venomous Blood (Ex): A blue dragonet’s blood is poisonous. A creature that makes a successful attack with a slashing or piercing weapon (including natural weapons) against a blue dragonet must succeed on a DC 15 Reflex save or be exposed to poison from the dragonet's splashing blood. The save DC is Constitution-based.

Blue Dragonet Blood: Contact, Fort Save DC 15, primary damage 1d4 Con, secondary damage 1d4 Con.

Training a Blue Dragonet

Although intelligent, a blue dragonet requires training before it can bear a rider in combat. A blue dragonet can be trained as if it were a magical beast. To be trained, a blue dragonet must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly blue dragonet requires six weeks of work and a DC 25 Handle Animal check. Riding a blue dragonet requires an exotic saddle. A blue dragonet can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Blue dragonet eggs are worth 3,000 gp apiece on the open market, while young are worth 5,000 gp each. Professional trainers charge 1,500 gp to rear or train a blue dragonet.

Carrying Capacity: A light load for a blue dragonet is up to 172 pounds; a medium load, 173-346 pounds; and a heavy load, 347-520 pounds.

Originally appeared in Dragon Magazine #248 (1998).
 
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Shade

Monster Junkie
Jakar

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

Jakar
Medium Humanoid (Shapechanger)
Hit Dice: 18d8+54 (135 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 25 (+1 Dex, +5 natural, +9 +4 dragonhide breastplate), touch 11, flat-footed 24
Base Attack/Grapple: +13/+15
Attack: +3 quarterstaff +18 melee (1d6+6)
Full Attack: +3 quarterstaff +18/+13/+8 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Enhanced alternate form
Special Qualities: Immunity to poison, nature sense, resist nature's lure, resistance to electricty 10 and fire 10, speak with animals, spell-like abilities, timeless body, trackless step, wild empathy, woodland stride
Saves: Fort +14, Ref +7, Will +15
Abilities: Str 15, Con 16, Dex 13, Int 18, Wis 18, Cha 11
Skills: Diplomacy +18, Handle Animal +22, Heal +22, Knowledge (nature) +24, Listen +22, Ride +0, Spot +22, Survival +22 (+24 in aboveground natural environments)
Feats: Animal Affinity, Blind-Fight, Combat Expertise, Dodge, Mobility, Multiattack (B), Track, Whirlwind Attack
Environment: Any
Organization: Solitary
Challenge Rating: 19
Treasure: Standard
Alignment: Always neutral
Advancement: -
Level Adjustment: -

A bird alights on the ground nearby. Suddenly, it takes the form of a dark-haired human man. A collar of chain mail rings his next. Just as quickly as he took the form of a man, he shifts again into the form of a tiger.

The jakar (ye-kare), whose name translates to "changer", was once a human druid of great power named Jakar Whitewing. Jakar preferred animals to humans, often remaining in wildshape for as long as possible. When the archmage Jason Krimeah came to the druid's home in the Valley of the Mage, they initially fought but later became friends. In exchange for Jakar's promise to defend the valley from intruders, Krimeah fashioned a magical chainmail collar which allowed Jakar to remain in animal form far longer than he could ever achieve through wild shape.

For the past three decades, the jakar has defended the Valley of the Mage, living among the animals as his whims lead him. In a given form, he tends to live like a typical animal of that form, eating the same diet and making similar lairs. Thus the jakar's treasure is spread out among various locales, such as a bird's nest high on a mountain peak or within a deep bear-infested cavern.

Although the jakar is currently unique, rumors persist that Krimeah created more than one collar, and may gift others with these powers in the future.

In its natural form, the jakar is 6 feet tall and weighs 200 pounds. His age is unknown.

The jakar speaks Aquan, Auran, Common, Druidic, Sylvan, and Terran.

COMBAT

The jakar generally takes a form that seems best-suited to a given battle, switching to other forms to adapt to its opponents tactics. The jakar enjoys emulating the mannerisms of the form it takes, thus toying with its prey if in the form of great cat, or drowning its prey in crocodile form.

Enhanced Alternate Form (Su): The jakar can assume the form of any animal, elemental, humanoid, or plant of Tiny to Huge size. In addition to the usual alternate form special ability, the jakar gains a +5 enhancement bonus to natural armor compared to its new form; all gear that the jakar is wearing also changes shape to match the jakar's new form and remains functional; and all the jakar's natural weapons have a +1 enhancement bonus, as if affected by a permanent greater magic fang spell. The jakar can remain in a form until it chooses to assume a new one. A change in form cannot be dispelled, but the jakar reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Nature Sense (Ex): The jakar has a +2 bonus on Knowledge (nature) and Survival checks.

Resist Nature’s Lure (Ex): The jakar gains a +4 bonus on saving throws against the spell-like abilities of fey.

Speak with Animals (Su): The jakar can continuously speak with animals (as the spell).

Spell-Like Abilities: At will--detect animals or plants, purify food and drink. Caster level 18th.

Timeless Body (Ex): The jakar no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place. Bonuses still accrue, and the jakar still dies of old age when his time is up.

Trackless Step (Ex): The jakar leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature.

Woodland Stride (Ex): The jakar may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect him.

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

Monster Junkie
Zombire

http://www.enworld.org/showthread.php?t=78935&page=22&pp=30

Zombire

This zombielike being moves with an unexpected speed and agility. Its eyes burn with intense pinpoints of light.

A zombire is a special undead that arises only from a creature that possesses a bloodline.

When slain, a zombire moulders into a pile of flesh and bone.

Zombires speak any languages they knew in life in a raspy, spiteful voice.

"Zombire" is a template that can be added to any humanoid or monstrous humanoid creature that possesses a bloodline (referred to hereafter as the "base creature").

A zombire 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.

Armor Class: A zombire has a +3 natural armor bonus or the base creature’s natural armor bonus, whichever is better.

Attack: A zombire has a slam attack that it can use once per round. If the base creature can use weapons, the zombire retains this ability. A creature with natural weapons retains those natural weapons. A zombire fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A zombire armed with a weapon uses its slam or a weapon, as it desires.

Full Attack: A zombire fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).

Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombire’s size. (Use the base creature’s slam damage if it’s better.)

Fine 1d2
Diminutive 1d3
Tiny 1d4
Small 1d6
Medium 1d8
Large 2d6
Huge 2d8
Gargantuan 4d6
Colossal 6d6

Special Attacks: A zombire retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 zombire's HD + zombire's Cha modifier unless otherwise noted.

Command Undead (Su): A zombire can rebuke or command undead as a cleric of a level equal to the zombire's Hit Dice.

Create Spawn (Su): Any humanoid or monstrous humanoid slain by a zombire becomes a zombie in 1d4 rounds. Zombie spawn are under the command of the zombire that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a zombire instead become free-willed zombires.

Paralysis (Su): Any creature damaged by a zombire's slam attack must make a Fortitude save or be paralyzed for 2d6 rounds. The save DC is Charisma-based.

Special Qualities: A zombire retains all the base creature’s special qualities and gains those described below.

Damage Reduction (Su): A zombire's undead body is tough, giving the creature damage reduction 10/silver and slashing.

Gaseous Form (Su): As a standard action, a zombire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Immunities (Ex): Zombires have immunity to cold and mind-affecting attacks.

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

Unholy Toughness (Ex): A zombire gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.

Abilities: Adjust from the base creature as follows: Str +4, Int +2, Cha +4. As undead creatures, zombires have no Constitution score.

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

Sample Zombire

Zombire, 5th-Level Human Fighter/1st-Level Demon Bloodline (major)
Medium Undead (Augmented Humanoid)
Hit Dice: 5d12+20 (52 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
AC: 17 (+1 Dex, +3 natural, +3 +1 leather armor), touch 11, flat-footed 16
Base Attack/Grapple: +5/+9
Attack: Slam +10 melee (1d8+5 plus paralysis) or +1 scimitar +11 melee (1d6+8/18-20)
Full Attack: Slam +10 melee (1d8+5 plus paralysis) and +1 scimitar +6 melee (1d6+8/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Command undead, create spawn, paralysis
Special Qualities: Damage reduction 10/silver and slashing, darkvision 60 ft., demon affinity, immunity to cold and mind-affecting attacks, resistance to electricity 5, +2 turn resistance, undead traits
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 21, Dex 13, Con -, Int 14, Wis 8, Cha 18
Skills: Climb +13, Jump +13, Move Silently +3, Swim +13
Feats: Cleave, Dodge, Mobility, Power Attack (B), Spring Attack, Weapon Focus (scimitar)(B), Weapon Specialization (scimitar)(B)
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4

Command Undead (Su): This zombire can rebuke or command undead as a 6th-level cleric.

Create Spawn (Su): Any humanoid or monstrous humanoid slain by a zombire becomes a zombie in 1d4 rounds. Zombie spawn are under the command of the zombire that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a zombire instead become free-willed zombires.

Demon Affinity (Ex): Because of its bloodline, this zombire gains a +2 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with demons.

Gaseous Form (Su): As a standard action, a zombire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Paralysis (Su): Any creature damaged by this zombire's slam attack must make a DC 16 Fortitude save or be paralyzed for 2d6 rounds. The save DC is Charisma-based.

Unholy Toughness (Ex): A zombire gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.

Originally appeared in Dungeon #59 (1996).
 
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Shade

Monster Junkie
Greater Vampire (templates)

http://www.enworld.org/showthread.php?t=199651&page=18&pp=30

Greater Vampire (templates)

Creating a Vampire Lord

"Vampire lord" is an acquired template that can be added to any vampire that has existed for 999 years of unlife (referred to hereafter as the base creature). A vampire lord uses all the base creature's statistics and abilities except as noted here. This template does not alter the creature's type.

Creating a Vampire Arch-Lord

"Vampire arch-lord" is an acquired template that can be added to any vampire lord that has existed in that state for 999 years of unlife (referred to hereafter as the base creature). A vampire lord uses all the base creature's statistics and abilities except as noted here. This template does not alter the creature's type.

Creating a Vampire Princeling

"Vampire princeling" is an acquired template that can be added to any vampire arch-lord that has existed for 999 years of unlife (referred to hereafter as the base creature). A vampire lord uses all the base creature's statistics and abilities except as noted here. This template does not alter the creature's type.

Creating a Vampire Prince

"Vampire prince" is an acquired template that can be added to any vampire princeling that has existed for 999 years of unlife (referred to hereafter as the base creature). A vampire lord uses all the base creature's statistics and abilities except as noted here. This template does not alter the creature's type.

Creating a Vampire Arch-Prince

"Vampire arch-prince" is an acquired template that can be added to any vampire prince that has existed for 999 years of unlife (referred to hereafter as the base creature). A vampire lord uses all the base creature's statistics and abilities except as noted here. This template does not alter the creature's type.

Special Attacks: A greater vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.

Infections Breath (Su): Once per minute, a greater vampire can breath a 30-foot cone of noxious vapor. Creatures within the area must succeed on a Fortitude save or be inflicted with mindfire (or another disease of the DM's choice) and be nauseated for 1d4 rounds. The breath weapon lingers for 24 hours thereafter, and any creature entering its area must make a Fortitude save. A creature who successfully saves is immune to the effects of this greater vampire's infectious breath for 24 hours. The save DC is Charisma-based.

Madenning Countenance (Su): A humanoid within 60 feet with 1 Hit Die or less that views a greater vampire's true form must attempt a Will save. Failure indicates the creature's mind is shattered, leaving it permanently insane (as the insanity spell). A creature that makes the save is immune to that particular greater vampire's maddening countenance for 24 hours. This is a mind-affecting ability. The save DC is Charisma-based.

Rapid Blood Drain (Ex): A greater vampire can rapidly suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Strength, Dexterity, and Constitution drain each round the pin is maintained. On each such successful attack, the greater vampire gains 5 temporary hit points.

This rapid blood drain may cause additional effects. The victim is allowed a Fortitude save against these additional effects (the save DC is Charisma-based). These effects are cumulative and stack (where possible) for the greater types of vampires. For example, a victim that fails a save against an arch-prince's rapid blood drain would be dazed, exhausted staggered, and nauseated (but not fatigued, since exhausted is a greater form of fatigue).

Lord: dazed for 1 round
Arch-lord: fatigued
Princeling: exhausted
Prince: staggered for 1d6 rounds
Arch-Prince: nauseated for 1d6 rounds

Spell-Like Abilities: At will--hold portal, knock; 5/day--deep slumber. Caster level xth. The save DCs are Charisma-based.

Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same vampire’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. In addition, the stench spoils food and water, along with magical liquids (such as potions) that fail a Will save. This ability does not affect holy water. The save DCs are Charisma-based.

Special Qualities: A greater vampire retains all the special qualities of the base creature and gains those described below.

Alternate Form (Su): A greater vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a swift action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)

Improved Turn Resistance (Ex): An arch-lord or older greater vampire has +6 turn resistance (rather than the usual +4). Additionally, a prince cannot be commanded (but can still be rebuked or turned), while an arch-prince cannot be rebuked (but can still be turned).

Lifesense (Su): A greater vampire continually detects the presence of living creatures within 15 feet. This functions similarly to a detect undead spell, except that it detects living creatures instead of undead, and the greater vampire is never stunned if a living creature has more than twice its Hit Dice. Lifesense is always active.

Reduced Vampire Weaknesses: Princelings and older greater vampires lose the traditional vulnerability to garlic and mirrors. In fact, any mirror presented to such a greater vampire immediately cracks and becomes useless. Princes do not recoil from holy symbols presented by evil characters, and arch-princes only recoil from holy symbols presented by good-aligned characters.

Supernatural Scent (Su): A greater vampire can notice the presence of creatures within 180 feet. This ability allows the vampire instantly to determine race, gender, and the presence of armor and weapons. If the greater vampire concentrates for a round, it can detect magic auras with its supernatural scent (as the first round of the detect magic spell) and alignment auras (as the first round of detect chaos, evil, good, and law spells).

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a greater vampire at a distance of 15 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. A character may calm a panicked animal with a DC X Handle Animal check if the animal is trained. However, even a trained animal panics if brought within 10 feet.

Lord: Damage reduction 10/magic and silver, fast healing 6
Arch-lord: Damage reduction 15/magic and silver, fast healing 7
Princeling: Damage reduction 15/magic and silver, fast healing 8
Prince: Damage reduction 20/magic and silver, fast healing 9
Arch-Prince: Damage reduction 20/magic and silver, fast healing 10

Abilities: Increase from the base creature as follows:
Lord: Str +8
Arch-lord: Str +10
Princeling: Str +14
Prince: Str +18
Arch-Prince: Str +24

Sample Greater Vampires

Originally appeared in Imagine Magazine #22 (1985).
 
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Monster Junkie
Echidna, Giant

http://www.enworld.org/showthread.php?t=199555&page=6

Echidna, Giant (Spiny Anteater)
Large Animal
Hit Dice: 9d8+27 (67 hp)
Initiative: +0
Speed: 30 ft. (6 squares), burrow 30 ft.
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (1d6+5)
Full Attack: Bite +10 melee (1d6+5) and 2 claws +5 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Chew, drag, tongue sweep
Special Qualities: Low-light vision, improved burrowing, scent, temperature regulation
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 20, Dex 11, Con 17, Int 2, Wis 11, Cha 8
Skills: Climb +9, Listen +4, Spot +4, Survival +4*
Feats: Ability Focus (tongue sweep), Endurance, Great Fortitude, Track
Environment: Temperate or cold land
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: -

This large creature is covered in spines. It somewhat resembles both a giant porcupine and an anteater. It has an elongated slender snout and a tiny, toothless mouth from which a long tongue flickers. Its limbs are short and strong, ending in large claws.

Also known as a spiny anteater, a giant echidna is an egg-laying mammal that resembles a spiky ball. The wander with a rolling, waddling gait in search of ants and other insects. They use their powerful claws to tear into trees, termite nests, and other insect-rich structures, then slurp up large amounts of this prey with their sticky tongues.

Thanks to their powerful claws, echidnas are swift burrowers, and can dig through substances as strong as iron. Their spines connect to special muscles, giving giant echidnas great control over their spines, which assists them in climbing.

Because their bodies are exceptionally tolerant to cold, giant echidnas range across a large variety of environments. They are equally likely to be active during day or night.

A giant echidna is 10 feet long and weighs 100 pounds. It has a lifespan of 50 years or more.

COMBAT

A giant echidna uses its tongue sweep to gather up prey, then drags it to its mouth to chew. Although generally non-aggressive except to insects, a giant echidna will defend itself if threatened.

Chew (Ex): Each round, a giant echidna deals 3d6+5 points of bludgeoning and piercing damage to any opponent held in its mouth. A giant echidna cannot use its bite attack in any round in which it chews.

Drag (Ex): Any creature damaged by the spiny anteater's tongue sweep becomes stuck to the tongue. The giant echidna drags stuck opponents 5 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 21 Escape Artist check or a DC 21 Strength check. The check DCs are Constitution-based and include a +4 racial bonus. The tongue has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking an anteater's tongue does not provoke an attack of opportunity. If the tongue is currently attached to a target, the anteater takes a -4 penalty on its opposed attack roll to resist the sunder attempt. Severing the tongue deals 5 hp of damage to the anteater.

Once a stuck opponent reaches the giant echidna's space, the echidna may make a grapple attempt as a free action without provoking an attack of opportunity. If it succeeds, it establishes a hold and can chew. The echidna may hold only one opponent at a time. The others remain stuck to its tongue (unless they escape as detailed above) but are not dragged closer.

A giant echidna cannot use its bite attack in any round in which it drags an opponent.

Improved Burrowing (Ex): A giant echidna may use its burrow speed to travel through wood and even metal. Additionally, a giant echidna's claw attacks ignore the first 5 points of hardness.

Temperature Regulation (Ex): An echidna's lukewarm blood and embedded spines allow it to better tolerate cold temperatures, but also makes it more vulnerable to heat. A giant echidna need not make a Fortitude save to avoid nonlethal damage in cold temperatures. However, it suffers a -4 penalty on Fortitude saves to avoid nonlethal damage in hot temperatures (see Heat Dangers in the DMG).

Tongue Sweep (Ex): The giant spiny anteater attacks by sweeping with its tongue as a standard action. The sweep affects a half-circle with a radius of 20 feet, extending from an intersection on the edge of the anteater's space in any direction. Creatures within the swept area are affected if they are one or more size categories smaller than the anteater. Affected creatures must make a DC 19 Reflex save or become stuck to the tongue (see Drag below). The save DC is Constitution-based.

Skills: A giant echidna has a +4 racial bonus on Climb checks due to its ability to the special muscles to which its spines are attached. *Giant echidnas have a +4 racial bonus on Survival checks when tracking by scent.

Originally appeared in Dragon Magazine #186 (1992).
 
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Monster Junkie
Wriggly, Giant

http://www.enworld.org/showthread.php?t=224622

Wriggly, Giant
Medium Ooze (Aquatic)
Hit Dice: 1d10+3 (8 hp)
Initiative: –2
Speed: 5 ft. (1 square), swim 5 ft.
Armor Class: 8 (–2 Dex), touch 8, flat-footed 8
Base Attack/Grapple: +0/+1
Attack: Slam +1 melee (1d4+1 plus 1d4 acid)
Full Attack: Slam +1 melee (1d4+1 plus 1d4 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid
Special Qualities: Amphibious, bioluminscence, blindsight 60 ft., ooze traits
Saves: Fort +3, Ref –2, Will –5
Abilities: Str 12, Dex 7, Con 16, Int —, Wis 1, Cha 1
Skills: Swim +9
Feats: —
Environment: Any underground
Organization: Solitary or clump (2-10)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Medium), 4-5 HD (Large)
Level Adjustment: -

A brightly-colored blob of orange goo hangs from the pipe, slowly elongating to form a head-like pseudopod. Its body glows with faint orange illumination, and a sweet, sickly smell hangs in the air near it.

Wrigglies arise from an accumulation of magical substances in pipes and sewers over a long period of time. Tiny wrigglies form and accumulate as wriggly swarms, while others grow much larger and become giant wrigglies.

A giant wriggly can grow to a diameter of up to 10 feet and a thickness of about 6 inches. A typical specimen weighs about 700 pounds.

COMBAT

A giant wriggly strikes like a snake, slamming opponents with its body.

Acid (Ex): A giant wriggly secretes a digestive acid that quickly dissolves organic material, but not metal or stone. Any melee hit deals acid damage. Non-metallic armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 13 Reflex save. A wooden weapon that strikes a giant wriggly also dissolves immediately unless it succeeds on a DC 13 Reflex save. The save DCs are Constitution-based.

The ooze’s acidic touch deals 13 points of damage per round to leather or wooden objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Amphibious (Ex): Although aquatic, a giant wriggly can survive indefinitely on land.

Bioluminescence (Ex): A giant wriggly gives off light equal to a torch.

Death Throes (Ex): When slain, sweet, sticky sap sprays out of a giant wriggly's body, covering all adjacent creatures unless they succeed on a DC 13 Reflex save. This sap is considered a strong scent for purposes of creatures with the scent ability. Additionally, it is so attractive to insects and other pests that all creatures of the vermin type are considered to have the scent ability in relation to the victim. This sap loses its potency in 24 hours. It cannot be washed off, and even alcohol cannot remove it. Only universal solvent is known to remove it before it wears off naturally. The save DC is Constitution-based.

Skills: A giant wriggly 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 Imagine Magazine #15 (1984).
 
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Monster Junkie
Wriggly Swarm

http://www.enworld.org/showthread.php?t=224622

Wriggly Swarm
Large Ooze (Aquatic, Swarm of Fine creatures)
Hit Dice: 4d10+8 (30 hp)
Initiative: +1
Speed: 5 ft. (1 square), swim 5 ft.
Armor Class: 19 (+8 size, +1 Dex), touch 19, flat-footed 18
Base Attack/Grapple: +3/-
Attack: Swarm (1d6 plus 1d4 acid)
Full Attack: Swarm (1d6 plus 1d4 acid)
Space/Reach: 10 ft./0 ft.
Special Attacks: Acid, distraction
Special Qualities: Amphibious, bioluminscence, blindsight 60 ft., immune to weapon damage, ooze traits, swarm traits
Saves: Fort +3, Ref +2, Will –4
Abilities: Str 1, Dex 13, Con 14, Int —, Wis 1, Cha 1
Skills: Swim +3
Feats: —
Environment: Any underground
Organization: Solitary or blob (2-4 swarms)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Numerous blobs of brightly-colored orange goo hang from the pipe like droplets of water. Their bodies glow with faint orange illumination, and a sweet, sickly smell hangs in the air near them.

Wrigglies arise from an accumulation of magical substances in pipes and sewers over a long period of time. Tiny wrigglies form and accumulate as wriggly swarms, while others grow much larger and become giant wrigglies.

Individual wrigglies are 2 to 3 inches long.

COMBAT

A wriggly swarm seeks to surround and attack any organic prey it encounters. The swarm deals 1d6 points of damage plus 1d4 points of acid damage to any creature whose space it occupies at the end of its move.

Acid (Ex): A wriggly swarm secretes a digestive acid that quickly dissolves organic material, but not metal or stone. Any successful swarm attack also deals acid damage. Non-metallic armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 14 Reflex save. The save DCs are Constitution-based.

The wriggly swarm's acidic touch deals 14 points of damage per round to leather or wooden objects, but the swarm must remain in contact with the object for 1 full round to deal this damage.

Amphibious (Ex): Although aquatic, a wriggly swarm can survive indefinitely on land.

Bioluminescence (Ex): A wriggly swarm gives off light equal to a torch. When reduced to fewer than half its maximum hit points, the illumination diminishes to that of a candle.

Distraction (Ex): Any living creature vulnerable to the wriggly swarm's damage who notices the swarm and begins its turn with a swarm in its square is nauseated for 1 round; a DC 14 Fortitude save negates the effect. The save DC is Constitution-based.

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

Originally appeared in Imagine Magazine #15 (1984).
 
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Monster Junkie
Debbi

http://www.enworld.org/showthread.php?t=224671

Debbi
Small Magical Beast
Hit Dice: 1d10+2 (7 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +1/-1
Attack: Club +4 melee (1d4+2) or rock +4 ranged (1d3+2)
Full Attack: Club +4 melee (1d4+2) or rock +4 ranged (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rock throwing, stamp
Special Qualities: Darkvision 60 ft., immunity to fear, low-light vision
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 14, Dex 15, Con 15, Int 6, Wis 13, Cha 12
Skills: Climb +11, Intimidate +10, Listen +4, Spot +4
Feats: Alertness
Environment: Temperate and warm desert
Organization: Solitary or pack (2-8)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral evil
Advancement: 2-5 HD (Small); 6-9 HD (Medium)
Level Adjustment: +2

This hairy creature is about the size of a small dog. Its snout, head, and jaws are hyenalike, while its large ears and nimble body more closely resemble a baboon. It grimaces to reveal sharp fangs while waving a club in its small hands.

Debbi are hateful, selfish, barbaric desert scavengers with a supernatural ability to inspire fear. Cruel and merciless, debbi drive other creatures from watering holes. They sometimes harass campsites at dawn and dusk, frightening mounts while rummaging through packs for anything they can eat. While pillaging, they usually destroy as much as possible with destructive glee. Debbi value nothing that they cannot consume, but can be bribed with food.

Debbi packs follow a strict hierarchy, with the strong mercilessly abusing the weaker members. Mothers must maintain a constant vigil to prevent their young from being mistreated by the elders.

Debbi are filthy creatures, dirtying their homes with refuse, offal, and uneaten kills. As a result, an oasis or watering hole visited by debbi is often polluted with deadly intestinal parasites. Anyone drinking from such water risks contracting an ingested form of filth fever.

The hides of debbi have been known to sell for as much as 200 gp, while their hair is sometimes incorporated into magic items which incorporate fear effects.

A debbi stands 2 feet tall and weighs 35 pounds.

Debbi do not speak, but understand Common.

COMBAT

Debbi are generally cowardly, preferring to flee rather than fight if faced with superior opposition. A group of debbi generally tries to use its fearful stamp ability to panick foes and create havoc among groups. They fight with crude clubs in melee, and often flee up trees to harass spellcasters with a barrage of distracting thrown rocks. Although frightening when displayed, debbi fangs are not effective in combat.

Rock Throwing (Ex): The range increment is 10 feet for a debbi's thrown rocks, and the maximum range is 50 feet.

Stamp (Su): When a debbi stamps its feet in a special rhythm, it calls upon a primitive magical energy. All creatures within a 60-foot spread must succeed on a DC 11 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same debbi's stamp for 24 hours. The save DC is Charisma-based.

If three or more debbi stamp simultaneously, the save DC increases by +1 per two additional debbis after the first, as long as the affected creature is within the overlapping area of all participating debbi's stamp area.

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

Originally appeared in Monstrous Compendium 13 (1992).
 
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Monster Junkie
Daggoran

http://www.enworld.org/showthread.php?t=224671

Daggoran
Medium Magical Beast (Psionic)
Hit Dice: 4d10+8 (30 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 13 (+3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +4/+6
Attack: Bite +6 melee (2d6+3)
Full Attack: Bite +6 melee (2d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ballistic attack, detonate, psi-like abilities
Special Qualities: Darkvision 60 ft., detect psionics, low-light vision
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 14, Dex 10, Con 15, Int 4, Wis 11, Cha 13
Skills: Survival +7
Feats: Mental Leap (B), Rapid Metabolism, Track
Environment: Warm deserts
Organization: Solitary or pack (2-8)
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: -

This creature resembles a very large frog, with golden skin. A green crystalline growth juts between its shoulders, and its green eyes have yellow pupils.

Pack hunters of the Athasian deserts, daggorans prey on rodents and other small animals. Thri-kreen consider daggoran flesh a delicacy, and have nearly hunted these creatures to extinction.

Daggorans live in packs, similar to those of wolves. The strongest daggoran always serves as the leader, and is only replaced if a conteder defeats it in a fight to the death. The loser of such a content becomes a meal for the rest of the pack.

A daggoran is 4 to 6 feet long and weighs 100 to 150 pounds.

Daggorans speak speak Common slowly with a very thick accent.


COMBAT

When prey is spotted, a daggoran opens with its detonate ability, hoping to down the target with shrapnel from the blast. In melee, daggoran packs attack like wolves, working together to bring down larger prey.

Ballistic Attack (Ps): Three times a day, a daggoran may psionically hurl a small (up to 1 pound in weight) object at an enemy up to 40 feet away, as the power telekinetic thrust, except as follows. The daggoran makes a ranged attack (applying its Charisma modifier to the attack roll instead of its Dexterity modifier) and deals 1d6 points of damage if successful. This is equivalent to a 2nd-level power. Manifester level 4th.

Detect Psionics (Su): Daggorans continuously detect psionics (as the power), except that the range is 300 feet.

Detonate (Ps): Three times per day, a daggoran can detonate the crystalline growth on its back. This is similar to the hail of crystals power, except any creature or object struck by the ball of crystal takes 2d4 points of bludgeoning damage, and anyone within 20 feet of the explosion takes 3d4 points of slashing damage. This is the equivalent of a 2rd-level power. Manifester level 3rd.

Psi-Like Abilities: 3/day—-control body (DC 15), inertial barrier. Manifester level 4th. The save DCs are Charisma-based.

Skills: Daggorans have a +6 racial bonus on Jump checks.

Originally appeared in Dark Sun: Shattered Lands Rule Book (1993).
 
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Monster Junkie
Dragonet, Common

http://www.enworld.org/showthread.php?t=220714&page=4

Dragonet, Common
Medium Dragon
Hit Dice: 3d12+12 (31 hp)
Initiative: +3
Speed: 50 ft. (10 squares), fly 60 ft. (poor)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +3/+5
Attack: Bite +8 melee (1d6+3)
Full Attack: Bite +8 melee (1d6+3) and 2 claws +6 melee (1d4+1) and 2 wings +6 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Incendiary spittle
Special Qualities: Darkvision 60 ft., immunity to acid, paralysis, and sleep, low-light vision, scent
Saves: Fort +7, Ref +6, Will +3
Abilities: Str 15, Dex 16, Con 18, Int 1, Wis 10, Cha 9
Skills: Listen +3, Spot +3
Feats: Flyby Attack, Multiattack
Environment: Temperate forests, hills, marshes, or plains
Organization: Solitary, pair, family (mated pair plus 1-2 young), or flight (2-20)
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral
Advancement: 4-6 HD (Medium); 7-10 HD (Large)
Level Adjustment: -

This six-foot-long dragon has a serpentine body.

Common dragonets are rumored to be the ancestors of most of the true and lesser dragons. They were once far more common (hence their name), roaming the skies in huge flocks. They have since diminished due to the predations of other creatures, aggressive hunting by humanoids for their hides and incendiary saliva, and the destruction of their eggs by rodents and other beasts.

Once every decade, a female dragonet lays a clutch of 2-5 eggs. Common dragonets fiercely defend their young, and unlike many other dragons, groups of common dragonets will help defend the lairs and young of others of their kind. Unfortunately, they are easily distracted and give chase to interlopers, often leaving their eggs and young undefended against other opportunistic creatures.

The spittle from a common dragonet can be collected and used as a splash weapon. Treat a vial of dragonet spittle as a vial of acid, unless it strikes an open flame. In that case, it explodes as alchemists' fire. Enough spittle to fill four vials may be extracted from a slain dragonet.

A single dragonet hide can make hide armor for a Small humanoid or the hides of two can make hide armor for a single Medium humanoid. As usual, this dragonhide armor is masterwork and costs twice as much as usual masterwork armor. The armor itself is immune to acid. With an additional DC 25 Craft (armorsmithing) check, common-dragonet-hide armor grants resistance to acid 5 to the wearer as an Extraordinary ability. (See "Dragoncraft" items in the Draconomicon for more details as well as more information on the types of armor that can be created from a Medium dragon hide.)

Common dragonets are 6 feet long and weigh 100 to 150 pounds. Females have dull green scales, while males are reddish-brown with orange patches. Common dragonets have a lifespan of up to 200 years.

Combat

Common dragonets are aggressive predators and will generally attack anything of their own size or smaller. They generally open an attack with their incendiary spittle, then follow-up with melee attacks until they can spit again.

Incendiary Spittle (Su): Once every 1d4 rounds, a common dragonet may a glob of corrosive, incendiary spittle at a single opponent. The dragonet must succeed on a ranged touch attack (to a maximum range of 30 feet with no range increments). The spittle deals 2d10 points of acid damage. The victim must also succeed on a DC 15 Reflex save or be permanently blinded. Additionally, if the save fails, one piece of the victim's equipment is at risk from the acid, suffering the same acid damage as the victim; use the rules for determining damage to equipment (see Items Affected by Magical Attacks in the DMG/PHB).

The spittle is extremely flammable. A victim carrying an open flame (such as a torch, a flaming weapon, or under the effects of a fire shield spell) must succeed on a DC 15 Reflex save or the spittle ignites in a fiery explosion, dealing 1d8 points of fire damage to the victim and all adjacent creatures and objects. The save DC is Constitution-based.

Originally appeared in Dragon Magazine #158 (1990).
 
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Monster Junkie
Giant, Sea, Lesser

http://www.enworld.org/showthread.php?t=219404&page=4&pp=30

Giant, Sea, Lesser
Large Giant (Aquatic)
Hit Dice: 12d8+48 (102 hp)
Initiative: +0
Speed: 30 ft. (6 squares), swim 80 ft.
Armor Class: 17 (–1 size, +6 natural, +2 leather armor) touch 9, flat-footed 17
Base Attack/Grapple: +9/+23
Attack: Slam +18 melee (1d6+10) or trident +18 melee (2d6+10) or heavy underwater crossbow +8 ranged (2d8/19-20) or net +8 ranged (entangle) or rock +8 ranged (2d6+10)
Full Attack: 2 slams +18 melee (1d6+10) or trident +18 melee (2d6+10) or heavy underwater crossbow +8 ranged (2d8/19-20) or net +8 ranged (entangle) or rock +8 ranged (2d6+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+15, rock throwing
Special Qualities: Air dependent, blindsight 120 ft., immunity to poison, low-light vision, resistance to cold 20 and force 20, rock catching, water temperature tolerance
Saves: Fort +12, Ref +4, Will +6
Abilities: Str 31, Dex 11, Con 19, Int 12, Wis 15, Cha 13
Skills: Climb +19, Craft (any one) +10, Intimidate +10, Jump +19, Spot +11, Swim +18
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Power Attack
Environment: Any aquatic (coastal)
Organization: Solitary or pair
Challenge Rating: 9
Treasure: Standard
Alignment: Often neutral good
Advancement: By character class
Level Adjustment: +6

This light green-skinned humanoid towers nearly fifteen feet tall. Its hands and feet are webbed, and it carries a massive trident. Its green hair is long, but it has no other hair on its body.

Lesser sea giants are amphibious members of giantkind. They are generally friendlly, and often come to the aid of humanoids in peril at sea. These giants lair on small islands or in coastal grottoes.

Lesser sea giants often take Craft (armorsmithing) or Craft (weaponsmithing), creating specially-designed crossbows for underwater combat (see below) or fashioning leather armor from the hides of sea creatures.

An adult male is about 15 feet tall and weighs about 2,800 pounds. Skin coloration is dependent on environment, ranging from light green in tropical oceans to light blue in polar seas. Lesser sea giants can live to be 300 years old.

A lesser sea giant's bag usually contains 1d4+1 throwing rocks, large sea shells, coins, and the giant's personal wealth. The contents are usually wet and briny.

Lesser sea giants speak Giant and Common.

Combat

Although capable of dealing great damage with their slams, lesser sea giants are just as likely to employ manufactured weapons such as tridents, nets, and specially-designed undersea crossbows.

Air Dependent (Ex): A lesser sea giant can survive underwater for 10 minutes per two points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master’s Guide).

Rend (Ex): If a lesser sea giant hits with both slam attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+15 points of damage.

Rock Catching (Ex): A sea giant can catch Small, Medium, or Large rocks (or projectiles of similar shape).

Once per round, a sea giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The sea giant must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex): The range increment is 120 feet for a sea giant’s thrown rocks.

Water Pressure Tolerance (Ex): Sea giants take no damage from water pressure at depths of less than 1 mile (see Water Dangers in the Dungeon Master's Guide).

Underwater Crossbow: Sea giants use specially designed crossbows that are not subject to the normal -2 penalty on ranged attack rolls for every five feet of distance underwater. Additionally, range increment for these crossbows is unaffected in aquatic environs.

Skills: A sea giant 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.

Lesser Sea Giant Society

Lesser sea giants prefer a solitary existence, although they occasionally pair up, mating for life.

Lesser Sea Giant Characters
A lesser sea giant cleric has access to two of the following domains: Good, Travel, Water, and Weather.

Originally appeared in Dragon Magazine #101 (1985).
 
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Shade

Monster Junkie
Child of Maalpherus

http://www.enworld.org/showthread.php?t=66584&page=24&pp=30

Child of Maalpherus
Medium Undead
Hit Dice: 4d12+3 (29 hp)
Initiative: -1
Speed: 30 ft. (6 squares; can't run)
Armor Class: 11 (-1 Dex, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple: +2/+5
Attack: Slam +3 melee (1d8+1 plus disease) or hooked mace +3 melee (1d10+1)
Full Attack: Slam +3 melee (1d8+1 plus disease) or hooked mace +3 melee (1d10+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., fast healing 10, trials of Maalpherus, +2 turn resistance, undead traits, vulnerability to acid, fire, and force effects, vulnerability to holy water
Saves: Fort +1, Ref +0, Will +4
Abilities: Str 12, Dex 8, Con —, Int —, Wis 10, Cha 11
Skills: —
Feats: Exotic Weapon Profiicency (hooked mace)(B), Toughness (B)
Environment: Any
Organization: Solitary or mob (2-8)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 5-6 HD (Medium); 7-8 HD (Large)
Level Adjustment: -

This shambling corpse is heavily decomposed. Large chunks of flesh and hair appear to have sloughed off, and its hands and feet are missing digits. The stench of rot is nearly overpowering.

The Children of Maalpherus are variant zombies created by the priesthood of Maalpherus, a god of disease and plague. These undead are often fashioned from the corpses of those who angered the deity. Large specimens represent ogres, minotaurs, and other larger races who angered the deity.

Children of Maalpherus are most likely to be encountered in areas festering with disease, such as fetid swamps and dank sewers.

A Child of Maalpherus is 5 to 6 feet tall and weighs 100 to 150 pounds.

Children of Maalpherus cannot speak.

A Child of Maalpherus can be created with a create undead spell cast by an 12th-level spellcaster or by certain powerful magical curses or diseases.

COMBAT

Children of Maalpherus fight much like any other zombie, shambling forth to pummel foes with a fist or weapon.

Disease (Ex): Slimy doom -- slam, Fortitude DC 12, incubation period 1 day, damage 1d4 Con (when damaged, a character must succeed on a second Fortitude saving throw or one point is Con drain instead). The save DC is Cha-based.

Single Actions Only (Ex): Children of Maalpherus have poor reflexes and can perform only a single move action or attack action each round. A Child of Maalpherus can move up to its speed and attack in the same round, but only if it attempts a charge.

Trials of Maalpherus (Su): Maalpherus dictates that only the strongest of his followers should survive, permitting his priests to only use healing on themselves. This mantra has carried over into the Children of Maalpherus. As a result, a Child of Maalpherus only gains half the healing benefit of inflict spells. A contagion spell heals a Child of Maalpherus of 3d8 hit points.

Vulnerability to Holy Water (Ex): Children of Maalpherus take half again as much (+50%) damage from holy water. (Note that holy water deals 2d4 points of damage to undead.)

Hooked Mace: The favored weapon of Maalpherus and his followers, this exotic weapon resembles a heavy mace with a hooked spike that resembles a claw. It deals 1d10 points of bludgeoning and slashing damage. Priests of Maalpherus treat this as a martial weapon.

Originally appeared in Dungeon Magazine #57 (1996).
 
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Shade

Monster Junkie
Scavenger Spirit

http://www.enworld.org/showthread.php?t=211853&page=10

Scavenger Spirit
Medium Undead (Incorporeal)
Hit Dice: 4d12 (26 hp)
Initiative: +4
Speed: Fly 40 ft. (perfect)(8 squares)
Armor Class: 17 (+4 Dex, +3 deflection), touch 17, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Incorporeal touch +6 (1d6 plus paralysis)
Full Attack: Incorporeal touch +6 (1d6 plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mutable manifestation, paralysis, sneak attack +1d6, spell-like abilities
Special Qualities: Damage reduction 5/silver, darkvision 60 ft., dig, evasion, immunity to cold, incorporeal pickpocket, incorporeal traits, +4 turn resistance, undead traits, unnatural aura
Saves: Fort +1, Ref +5, Will +4
Abilities: Str 12, Dex 19, Con —, Int 5, Wis 10, Cha 16
Skills: Sleight of Hand +22
Feats: Ability Focus (paralysis), Skill Focus (Sleight of Hand)
Environment: Any
Organization: Solitary or guild (2-4)
Challenge Rating: 4
Treasure: Double standard
Alignment: Always non-good
Advancement: 5-7 HD (Medium), 8-12 HD (Large)
Level Adjustment: -

A ghostlike wolf pads forth, its body shimmering and insubstantial. Suddenly, it takes the form of a thin human in roguish garb, its body equally immaterial.

Scavenger spririts arise from the spirits of tomb-raiders, graverobbers, and other looters of the dead. They are cursed to eternally covet treasure, which they hoard on the Ethereal Plane (see the "Ghostly Equipment" section of the ghost monster entry in the MM or SRD; the only difference is that a scavenger spirit's equipment does not have a material counterpart).

Although not bound to the site of their deaths, scavenger spririts generally remain in the area unless the opportunities for theft begin to dwindle.

A scavenger spirit is 5 to 6 feet tall and weightless.

Scavenger spririts speak a single language they knew in life (usually Common).

COMBAT

Scavenger spririts are concerned only with treasure. Unlike many undead, they do not hate the living and wish them harm, but will attack without remorse if that presents the best option to acquire treasure. They generally use their suggestion ability to compel passersby to pick up loot, at which point the scavenger spirits are free to steal from them. A group of scavenger spirits uses the dig ability to unearth tombs and coffins to afford adventurers access to more treasure, and therefore, more loot for the scavenger spirits to steal.

Dig (Su): Three times per day, a group of two or more scavenger spirits can supernaturally unearth coffins or clear the way to buried tombs. This functions as a move earth spell, with the following differences. Each round that the scavenger spirits maintain concentration, they can move a 10-foot cube of earth, and they may maintain concentration for as many rounds as their combined hit dice. Unlike the move earth spell, the scavenger spirits' dig ability may form tunnels. Caster level 4th. This is the equivalent of an 3rd-level spell.

Incorporeal Pickpocket (Su): A manifested scavenger spirit may make Sleight of Hand checks to manipulate material objects in the possession of a living creature (for example, using Sleight of Hand to pick a character's pocket). This ability does not affect unattended, unclaimed objects, such as goods left in a tomb. If the scavenger spirit succeeds in taking control of the object, the object becomes incorporeal, like the scavenger spirit, and the scavenger spirit may carry it to the Ethereal Plane when its manifestation ends. A scavenger spirit performing a Sleight of Hand check manipulates objects as if it were a corporeal creature of its size and Strength (Medium and Str 12 for an average unadvanced scavenger spirit).

Mutable Manifestation (Su): A scavenger spirit dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a scavenger spirit manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested scavenger spirit can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested scavenger spirit can pass through solid objects at will, and its own attacks pass through armor. A manifested scavenger spirit always moves silently. A manifested scavenger spirit can strike with its touch attack or with a ghost touch weapon. A manifested scavenger spirit remains partially on the Ethereal Plane, where is it not incorporeal. A manifested scavenger spirit can be attacked by opponents on either the Material Plane or the Ethereal Plane. Incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane. A scavenger spirit has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

In addition, a scavenger spirit may take on many appearances. Usually, they appear as they did in life, but a manifested scavenger spirit may choose to take the form of any Medium creature. This grants them a +10 bonus to Disguise checks to appear as (an incorporeal version of) any particular creature.

Paralysis (Su): A creature touched by a scavenger spirit must make a DC 17 Fortitude save or be paralyzed for 1d6 rounds. The save DC is Charisma-based.

Spell-Like Abilities: 1/minute--suggestion (DC 16). Caster level 4th. The save DC is Charisma-based.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a scavenger spirit at a distance of 60 feet. They will not willingly approach nearer than that and become frightened if forced to do so; they remain frightened as long as they are within that range.

Skills: Scavenger spirits have a +8 racial bonus on Sleight of Hand checks.

Originally appeared in Polyhedron Magazine #76 (1992).
 
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Shade

Monster Junkie
Silat, Young

http://www.enworld.org/showthread.php?t=224671

Silat, Young
Large Monstrous Humanoid (Shapechanger)
Hit Dice: 7d8+21 (52 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +7/+15
Attack: Claw +10 melee (1d6+4)
Full Attack: 2 claws +10 melee (1d6+4) and bite +5 melee (1d10+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Diminished change shape, powerful bite
Special Qualities: Damage reduction 5/cold iron, darkvision 60 ft., fast healing 1, immunity to poison and mind-influencing spells and abilites, low-light vision
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 19, Dex 10, Con 17, Int 12, Wis 10, Cha 15
Skills: Bluff +10, Diplomacy +4, Disguise +8 (+10 acting)*, Intimidate +6, Knowledge (any) +7, Listen +6, Spot +6
Feats: Alertness, Blind-Fight, Persuasive
Environment: Any
Organization: Solitary or family (1-4 plus 1-4 ogre magi and 1 adult silat)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic
Advancement: 8 HD (Large) or by character class
Level Adjustment: -

This giant female humanoid stands nearly ten feet tall. Her skin is pale green, and her long hair is a slightly darker green. Ramlike horns curl from each side of her head, and her teeth and nails appear to be of yellowed ivory. The rags she wears barely covers her bent, wrinkled body.

Silats are a race of hags that roam the wilderness and cities of Zakhara in search of food. Powerful shapeshifters, they can move nearly unnoticed through humanoid society. Silats are solitary, nocturnal hunters that cover all spectrums of alignment. Neutral and good silats eat animal flesh. The more evil among them use their abilities to attract victims, for they prefer humanoid flesh. These evil silats often pose as helpless old women or flirtatious maidens.

Silats can be extremely helpful to those approaching them in the proper manner, which varies by individual For some silats, a polite salutation will suffice, while others require the performance of minor chores on the silat's behalf. The more eccentric silats only help visitors who perform the exact opposite of what was requested.

Silats propagate their species by mating with ogre magi. Male offspring of such a union are ogre magi, while the female offspring are silats. Silats form family units in the wilderness, consisting of an adult or matriarch silat with 1-4 ogre magi sons and 1-4 young silat daughters.

Young silats are those that have lived less than a century. Their shapeshifting powers have not fully matured, leaving their monstrous feet visible in the forms they assume.

A young silat stands 10 feet tall and weighs 400 pounds. Skin coloration ranges from pale green to pale blue, with hair of the same color but a darker hue. Silats can live over 500 years.

Silats speak Common and Giant.

COMBAT

Silats attack with their daggerlike claws and vicious bite.

Diminished Change Shape (Su): A young silat can assume the shape of any Medium or Large humanoid, monstrous humanoid, or giant three times per day. This works exactly as the Change Shape special ability, except that the young silat cannot transform the appearance of her feet. The young silat therefore only gains a bonus of +6 to Disguise checks when using this ability to disguise itself.

Powerful Bite (Ex): A silat's bite is always a secondary attack, yet the powerful muscles in its jaws allow it to apply 1.5 times its Strength modifier to damage rolls with its bite.

Originally appeared in Monstrous Compendium 13 (1992).
 
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Shade

Monster Junkie
Silat, Adult

http://www.enworld.org/showthread.php?t=224671

Silat, Adult
Large Monstrous Humanoid (Shapechanger)
Hit Dice: 9d8+27 (67 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 20 (-1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple: +9/+17
Attack: Claw +12 melee (1d6+4)
Full Attack: 2 claws +12 melee (1d6+4) and bite +10 melee (1d10+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Change shape, powerful bite
Special Qualities: Damage reduction 10/cold iron, darkvision 60 ft., fast healing 3, immunity to poison and mind-influencing spells and abilites, low-light vision, spell resistance 18
Saves: Fort +6, Ref +6, Will +7
Abilities: Str 19, Dex 10, Con 17, Int 14, Wis 12, Cha 19
Skills: Bluff +14, Diplomacy +6, Disguise +12 (+14 acting)*, Intimidate +10, Knowledge (any two) +10, Listen +8, Spot +8
Feats: Alertness, Blind-Fight, Multiattack, Persuasive
Environment: Any
Organization: Solitary or family (1-4 plus 1-4 ogre magi and 1 adult silat)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic
Advancement: 10-11 HD (Large) or by character class
Level Adjustment: -

This giant female humanoid stands over twice the height of a human. Her skin is pale green, and her long hair is a slightly darker green. Ramlike horns curl from each side of her head, and her teeth and nails appear to be of yellowed ivory. The rags she wears barely covers her bent, wrinkled body.

Silats are a race of hags that roam the wilderness and cities of Zakhara in search of food. Powerful shapeshifters, they can move nearly unnoticed through humanoid society. Silats are solitary, nocturnal hunters that cover all spectrums of alignment. Neutral and good silats eat animal flesh. The more evil among them use their abilities to attract victims, for they prefer humanoid flesh. These evil silats often pose as helpless old women or flirtatious maidens.

Silats can be extremely helpful to those approaching them in the proper manner, which varies by individual For some silats, a polite salutation will suffice, while others require the performance of minor chores on the silat's behalf. The more eccentric silats only help visitors who perform the exact opposite of what was requested.

Silats propagate their species by mating with ogre magi. Male offspring of such a union are ogre magi, while the female offspring are silats. Silats form family units in the wilderness, consisting of an adult or matriarch silat with 1-4 ogre magi sons and 1-4 young silat daughters.

Adult silats are those that have lived over a century and up to 500 years.

An adult silat stands 12 to 15 feet tall and weighs 500 or more pounds. Skin coloration ranges from pale green to pale blue, with hair of the same color but a darker hue. Silats can live over 500 years.

Silats speak Common and Giant.

COMBAT

Silats attack with their daggerlike claws and vicious bite.

Change Shape (Su): An adult silat can assume the shape of any Medium or Large humanoid, monstrous humanoid, or giant. In another form, the silat loses its natural attacks. A silat can remain in its one form until it chooses to assume a new one. A change in form cannot be dispelled, but a silat reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Powerful Bite (Ex): A silat's bite is always a secondary attack, yet the powerful muscles in its jaws allow it to apply 1.5 times its Strength modifier to damage rolls with its bite.

Spell-Like Abilities: 3/day--baleful polymorph (DC 19). Caster level 9th. The save DC is Charisma-based.

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

Originally appeared in Monstrous Compendium 13 (1992).
 
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Shade

Monster Junkie
Silat, Matriarch

http://www.enworld.org/showthread.php?t=224671

Silat, Matriarch
Huge Monstrous Humanoid (Shapechanger)
Hit Dice: 12d8+60 (114 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 21 (-2 size, -1 Dex, +14 natural), touch 7, flat-footed 21
Base Attack/Grapple: +12/+28
Attack: Claw +18 melee (1d8+8)
Full Attack: 2 claws +18 melee (1d8+8) and bite +16 melee (2d8+12)
Space/Reach: 15 ft./15 ft.
Special Attacks: Change shape, powerful bite
Special Qualities: Damage reduction 10/cold iron, darkvision 60 ft., fast healing 5, immunity to poison and mind-influencing spells and abilites, low-light vision, spell resistance 21
Saves: Fort +9, Ref +7, Will +10
Abilities: Str 27, Dex 8, Con 21, Int 16, Wis 14, Cha 23
Skills: Bluff +19, Concentration +16, Diplomacy +8, Disguise +17 (+19 acting)*, Intimidate +15, Knowledge (any one) +14, Listen +12, Spot +12
Feats: Alertness, Blind-Fight, Multiattack, Persuasive, Power Attack
Environment: Any
Organization: Solitary or family (1-4 plus 1-4 ogre magi and 1 adult silat)
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic
Advancement: 13-18 HD (Huge) or by character class
Level Adjustment: -

This giant female humanoid stands over twice the height of a human. Her skin is pale green, and her long hair is a slightly darker green. Ramlike horns curl from each side of her head, and her teeth and nails appear to be of yellowed ivory. The rags she wears barely covers her bent, wrinkled body.

Silats are a race of hags that roam the wilderness and cities of Zakhara in search of food. Powerful shapeshifters, they can move nearly unnoticed through humanoid society. Silats are solitary, nocturnal hunters that cover all spectrums of alignment. Neutral and good silats eat animal flesh. The more evil among them use their abilities to attract victims, for they prefer humanoid flesh. These evil silats often pose as helpless old women or flirtatious maidens.

Silats can be extremely helpful to those approaching them in the proper manner, which varies by individual For some silats, a polite salutation will suffice, while others require the performance of minor chores on the silat's behalf. The more eccentric silats only help visitors who perform the exact opposite of what was requested.

Silats propagate their species by mating with ogre magi. Male offspring of such a union are ogre magi, while the female offspring are silats. Silats form family units in the wilderness, consisting of an adult or matriarch silat with 1-4 ogre magi sons and 1-4 young silat daughters.

Silats that have lived over 500 years are revered as matriarchs, and gain additional powers.

A silat matriarch stands 17 to 20 feet tall and weighs 800 pounds. Skin coloration ranges from pale green to pale blue, with hair of the same color but a darker hue. Silats can live over 500 years.

Silats speak Common and Giant.

COMBAT

Silats attack with their daggerlike claws and vicious bite. A matriarch also commands powerful spell-like abilities to polymorph creatures and objects.

Change Shape (Su): A silat matriarch can assume the shape of any Medium, Large, or Huge humanoid, monstrous humanoid, or giant. In another form, the silat loses its natural attacks. A silat can remain in its one form until it chooses to assume a new one. A change in form cannot be dispelled, but a silat reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Powerful Bite (Ex): A silat's bite is always a secondary attack, yet the powerful muscles in its jaws allow it to apply 1.5 times its Strength modifier to damage rolls with its bite.

Spell-Like Abilities: At will--baleful polymorph (DC 21). 3/day--polymorph any object (objects only, DC 24). Caster level 12th. The save DC is Charisma-based.

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

Originally appeared in Monstrous Compendium 13 (1992).
 
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Shade

Monster Junkie
Snake, Messenger

http://www.enworld.org/showthread.php?t=225350

Snake, Messenger
Tiny Magical Beast
Hit Dice: 3d10 (16 hp)
Initiative: +4
Speed: 15 ft. (4 squares), fly 60 ft. (good), climb 15 ft., swim 15 ft.
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +3/+29
Attack: Bite +9 melee (1d6-4 plus poison)
Full Attack: Bite +9 melee (1d6-4 plus poison)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Blending scales, darkvision 60 ft., locate recipient, low-light vision, perfect messenger, scent, spell resistance 9, strong flier
Saves: Fort +3, Ref +7, Will +1
Abilities: Str 3, Dex 19, Con 11, Int 14, Wis 12, Cha 12
Skills: Balance +12, Climb +12, Hide +24, Listen +11, Move Silently +20, Spot +11, Swim +4
Feats: Endurance, Stealthy, Weapon Finesse (B)
Environment: Any
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 4-6 HD (Tiny), 7-8 HD (Small)
Level Adjustment: -

A snake flies through the air on parrotlike, light green wings. Its jade green scales appear metallic, although their coloration rapidly shifts to resemble the clouds above it.

Messenger snakes were bred by Zhentish wizards to serve a function similar to carrier pigeons. Given the ability to accurately locate the intended recipient, as well as the ability to determine truth when a codeword is given, make them extremely competent in their roles.

Messenger snakes are often tasked with carrying a scroll in their coils, but they can also remember and recall with perfect clarity a verbal message. Occasionally they are tasked to deliver small magic items (such as potions or rings), spell components, or even small bags of coins or gems.

Messenger snakes eat plants, insects, and small rodents. Their eggs fetch up to 1,000 gp on the open market, while hatchlings may command up to 2,500 gp.

A messenger snake is 2 feet long and weighs 5 pounds. It lives up to 40 years.

Messenger snakes speak their own language, but never do so when creatures of any other race are close enough to hear them.

COMBAT

Messenger snakes were bred for delivering messages, not for battle. However, their bites carry a paralyitic venom, buying the snake time to escape from would-be predators and those who would stop the delivery of their messages.

Blending Scales (Ex): A messenger snake's coloration shifts and changes to match its environs, granting it continuous concealment (20% miss chance).

Locate Recipient (Su): So long as the messenger snake and the intended recipient of its message are within 100 miles, the messenger snake knows in which direction its recipient can be found and how far away he or she is.

Perfect Messenger (Ex): A messenger snake may perfectly recall a message of up to 100 words, which it will deliver only to its intended recipient. Any attempts (magically or otherwise) to coerce the snake to repeat the message for anyone else automatically fails. The snake repeats the language in the same language as spoken by the sender, even if it cannot understand the language itself. It speaks in a soft, hissing voice.

Poison (Ex): Bite -- Fort DC 11, initial damage 1 Con, secondary damage paralysis for 1d4 hours. The save DC is Constitution-based.

Spell-Like Abilities: At will--discern lies (DC 15). Caster level 3rd. The save DC is Charisma-based.

Strong Flier (Ex): Messenger snakes are exceedingly strong flyers and can cover vast distances quickly. Its overland flying speeds are 12.5 miles per hour at a normal pace, and 25 miles per hour as part of a hustle. It can travel 200 miles per 8-hour day when flying at a hustle. Messenger snakes do not tire as quickly as other creatures. If a messenger snake attempts a hustle or a forced march, check for nonlethal damage once every 2 hours instead of every hour.

Skills: Messenger snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance, Climb, and Move Silently checks. A messenger snake can always choose to take 10 on a Climb check, even if rushed or threatened. Messenger snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A messenger 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.

Carrying Capacity: A light load for a messenger snake is up to 5 pounds; a medium load, 6–10 pounds; and a heavy load, 11–15 pounds. A messenger snake can drag 75 pounds.

Messenger Snakes in the Forgotten Realms

Messenger snakes are found wherever the Zhentarim are found. Because of their association with the Zhents, many other nations shoot messenger snakes on sight. The Zhentarim are concerned about the rumors of messenger snakes developing their own language, fearing that the creatures may soon become too intelligent to willingly serve them.

Originally appeared in Ruins of Zhentil Keep (1995).
 
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