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Shade

Monster Junkie
Leech Toad

http://www.enworld.org/showthread.php?t=201507&page=2&pp=40

Leech Toad
Diminutive Magical Beast
Hit Dice: ¼d10 (2 hp)
Initiative: +1
Speed: 5 ft. (1 square)
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +0/–5
Attack: Bite -1 melee (1d3-5 plus attach)
Full Attack: Bite -1 melee (1d3-5 plus attach)
Space/Reach: 1 ft./0 ft.
Special Attacks: Attach, blood drain, paralyzing gaze
Special Qualities: Amphibious, darkvision 60 ft., low-light vision
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 1, Dex 12, Con 11, Int 5, Wis 14, Cha 10
Skills: Hide +21*, Jump +1, Listen +4, Spot +4
Feats: Alertness
Environment: Temperate marshes
Organization: Swarm (10–100)
Challenge Rating: 1/10
Treasure: None
Alignment: Always neutral
Advancement: x
Level Adjustment: -

A sudden splash draws your attention. Along the marsh, you notice several pitch-black toads with small horns protruding from their heads. Their brightly glowing red eyes bear horizontal pupils, and their gaze seems to hold you in place.

Also known as "bloodeyes," "stirgetoads," or "shadow toads", leech toads are predatory anurans with a paralytic gaze and blood-sucking bite.

Leech toads are nocturnal, hiding in hllow stumps, piles of leaves, the shadows of trees, or the burrows of other creatures during the day. These pack hunters prefer to attack larger prey, so the entire pack can feed upon the same victim.

Leech toads have their own simple language, a series of high-pitched chirps used to alert each other of their position and the location of prey.

Cooked leech toad meat is tasty, but the dangers in hunting them makes it a rare delicacy. Dried leech toad blood and eye fluids is often prized in special inks for scribing mind-affecting spells, while soaking wooden wands in their blood is rumored to increase the potency of magic items holding such spells.

A leech toad is between 6 inches and 1 foot in length, and weighs less than a pound.

COMBAT

Leech toads are pack hunters. They use stealth to encircle prey, then one attempts to paralyze the victim with its gaze. If the prey is paralyzed, the rest of the pack leap upon it and begin draining blood until they've had their fill. If the prey resists, other toads attempt paralysis until the prey succumbs.

Attach (Ex): If a leech toad hits with a bite attack, it latches onto the opponent’s body. An attached leech toad is effectively grappling its prey. The leech toad loses its Dexterity bonus to AC and has an AC of 14, but holds on with great tenacity. Leech toads have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached leech toad can be struck with a weapon or grappled itself. To remove an attached leech toad through grappling, the opponent must achieve a pin against the leech toad.

Blood Drain (Ex): A leech toad drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the leech toad's appetite has been sated, the leech toad detaches and seeks a new target.

Paralyzing Gaze (Su): Paralysis for 2 rounds, 30 feet, Fortitude DC 10 negates. The save DC is Charisma-based. A creature that successfully saves is immune to the paralyzing gaze of that leech toad for 24 hours.

Skills: A leech toad has a +12 racial bonus on Jump checks, and uses its Dexterity modifier rather than its Strength modifier on Jump checks. A leech toad’s coloration gives it a +4 racial bonus on Hide checks. *In areas of darkness or shadowy illumination, this bonus to Hide checks improves to +12.

Originally appeared in Dragon Magazine #247 (1998).
 
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Shade

Monster Junkie
Giant Zakharan Rat

http://www.enworld.org/showthread.php?t=73328&page=9

Giant Zakharan Rat
Medium Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+5
Attack: Bite +5 melee (1d6+3 plus disease)
Full Attack: Bite +5 melee (1d6+3 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 14, Dex 15, Con 14, Int 1, Wis 12, Cha 4
Skills: Climb +10, Hide +3, Listen +5, Move Silently +4, Spot +5, Swim +10
Feats: Alertness, Track
Environment: Any underground
Organization: Solitary or pack (2–12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5–12 HD (Medium)
Level Adjustment: -

The rat before you is over four feet long. Its brown fur is filthy and its deep red eyes peer menacingly toward you.

Although they are larger than most dire rats, giant Zakharan rats more closely resemble normal rats. Like their lesser cousins, Zakharan rats are fast, filthy, and ferocious.

Giant Zakharan rats prefer subterranean areas, forming small groups and finding caverns with tight openings in which to make their lairs. These rats will feed on living or dead flesh with equal tenacity.

Unlike many rats, giant Zakharan rats do not fear fire, and readily approach those who try to keep them at bay with torches or campfires.

A giant Zakharan rat is 4-7 feet long and weighs over 50 pounds.

Combat

Disease (Ex): Filth fever—bite, Fortitude DC 14, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Skills: Giant Zakharan rats have a +8 racial bonus on Swim checks. Giant Zakharan rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Giant Zakharan rats use their Dexterity modifier for Climb and Swim checks.

Originally found in Al-Qadim: The Genie's Curse (1994).
 
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Shade

Monster Junkie
http://www.enworld.org/showpost.php?p=3807768&postcount=1090

Kna
Large Monstrous Humanoid (Aquatic)
Hit Dice: 7d8+28 (59 hp)
Initiative: +0
Speed: 10 ft. (2 squares), swim 50 ft.
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +7/+19
Attack: Spear +15 melee (2d6+12/x3) or claw +14 melee (1d6+8) or kna crossbow +7 ranged (2d6/19-20)
Full Attack: Spear +15/+10 melee (2d6+12/x3) or 2 claws +14 melee (1d6+8) and bite +9 melee (1d8+4) or kna crossbow +7/+2 ranged (2d6/19-20)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Damage reduction 10/slashing or piercing, darkvision 60 ft., low-light vision, resistance to fire 5
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 27, Dex 11, Con 19, Int 11, Wis 13, Cha 14
Skills: Bluff +6, Diplomacy +4, Listen +5, Sense Motive +7, Spot +5, Swim +20
Feats: Negotiator, Point Blank Shot, Weapon Focus (spear)
Environment: Any aquatic
Organization: Pirate band (2-20 plus 2 mashers), trading caravan (2-20 plus 50% noncombatants plus 4 mashers), family (4-16 plus 50% noncombatants plus 1 masher), or tribe (10-100 plus 50% noncombatants plus 2-8 mashers plus 2-12 domesticated sea creatures)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral good
Advancement: 8-14 HD (Large), 15-21 (Huge) or by character class
Level Adjustment: +4

This fishlike humanoid towers over ten feet tall. Its skin is orange and scaly, and its hands are clawed. The creature's head sports a large fin on the backside and bulging eyes. It has a fishlike tail in place of legs.

Knas (NAHs) are aquatic humanoids that live only in saltwater oceans. Although many are peaceful traders, other tribes are vicious pirates.

Knas reproduce similar to fish, laying an annual clutch of 3d6 eggs, usually in the autumn. Kna children reach maturity in six months, learning everything they need to know for survival from a pair of appointed guardians.

Knas construct large barge-like platforms from the light internal shells of giant squid that float 20 to 30 feet above the sea bed. They decorate them with bright shells and colored stones, with each tribe using its own distinctive decorative pattern.

Many knas live as peaceful traders, dealing with other sea races and surface races living near the ocean shore. They sometimes use sea elves or other aquatic races that can survive out of water as intermediates when trading with land dwellers.

Some tribes, called the uyagh in their own tongue, have turned to piracy as a result of land-dweller intrusion into their territory. The victims of raids from privateers and unscrupulous alchemists (who consider kna blood a useful magical ingredient for water-themed spells and items), these kna launch retaliatory attacks against surface vessels. The uyagh might spare a ship's crew, but always slaughter them if any kna were killed during the attack. Knas take no prisoners, turning spared survivors loose to fend for themselves. Although the other kna tribes disapprove of the uyagh's piracy, they do not raise arms against them.

Knas tame sea creatures, such as hippocampi, narwhals, sea lions, whales, and dolphins, for use as watch animals and beasts of burden. Uyagh use larger sea creatures to help tow surface vessels onto reefs, particularly mashers (see Dungeon # 141).

Knas hunt aquatic predators such sharks and rays. Knas are bitter foes of the kopru, competing for the same food supply and habitat.

A kna stands 10 to 12 feet tall and weighs from 1,200 to 1,500 pounds.

Knas speak Common and their own spoken language. They have also developed a silent language using hand gestures and body motion to convey simple messages, known as Kna Silentspeak.

COMBAT

Knas usually fight with bone spears and crossbows specially-designed for underwater combat.

As aquatic creatures, kna are subject to the normal rules for drowning when out of the water.

Kna Crossbow: A kna uses a specially designed crossbow that is not subject to the normal -2 penalty on ranged attack rolls for every five feet of distance underwater. Additionally, its range increment is unaffected in aquatic environs. Kna crossbows are always masterwork quality and are often sumptuously decorated.

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

Feats: Uyagh tribe members usually take Persuasive rather than Negotiator.

Kna as Characters

Kna characters possess the following racial traits.
  • A kna has the aquatic subtype.
  • +16 Strength, +8 Constitution, +2 Wisdom, +4 Charisma.
  • Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • A kna's base land speed is 10 feet. It also has a swim speed of 50 feet.
  • Darkvision 60 ft. and low-light vision.
  • Racial Hit Dice: A kna begins with seven levels of monstrous humanoid, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
  • Racial Skills: A kna's monstrous humanoid levels give it skill points equal to 10 x (2 + Int modifier). Its class skills are Bluff, Diplomacy, Listen, Sense Motive , Spot, and Swim.
  • Racial Feats: A kna's monstrous humanoid levels give it three feats.
  • +6 natural armor bonus.
  • Special Qualities (see above): Damage reduction 10/slashing or piercing, resistance to fire 5
  • Weapon and Armor Proficiency: A kna is automatically proficient with simple weapons, light and medium armor, and shields.
  • Automatic Languages: Common, Kna, Kna Silentspeak. Bonus Languages: Aquan, Elven, Giant, Sahuagin
  • Favored Class: Rogue.
  • Level adjustment +4.

Originally found in DMR2 Creature Catalog and MC Mystara Appendix.
 
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Shade

Monster Junkie
Monkey (Greater Spirit)

http://www.enworld.org/newreply.php?do=newreply&noquote=1&p=3852348

Monkey (Greater Spirit)
Medium Outsider (Chaotic, Good, Native)
Hit Dice: 20d8+100 (190 hp)
Initiative: +13
Speed: 40 ft. (8 squares), fly 60 ft. (perfect)
Armor Class: 42 (+9 Dex, +9 Int, +7 deflection, +7 natural), touch 35, flat-footed 28
Base Attack/Grapple: +20/+25
Attack: +3 keen merciful katana +29 melee (1d10+10/17-20)
Full Attack: +3 keen merciful katana +29/+29/+29/+24/+19/+14 melee (1d10+10/17-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Change shape, flurry of blades, master of magic
Special Qualities: Damage reduction 20/epic, darkvision 60 ft., fast healing 5, intellectual defense, omniscient, spell resistance 28
Saves: Fort +19, Ref +21, Will +18
Abilities: Str 20, Dex 28, Con 20, Int 29, Wis 19, Cha 25
Skills: Appraise +26, Balance +32, Bluff +30, Climb +28, Concentration +28, Diplomacy +34, Disguise +30 (+32 acting)*, Gather Information +30, Intimidate +32, Jump +34, Knowledge (Religion) +32, Listen +19, Perform (dance, song, wind instruments) +30, Sense Motive +27, Spellcraft +32, Spot +22, Tumble +22
Feats: Dodge, Great Fortitude, Improved Initiative, Iron Will, Mobility, Quicken Spell-Like Ability (shadow conjuration), Spring Attack
Environment: Any
Organization: Solitary
Challenge Rating: 21
Treasure: Triple standard
Alignment: Chaotic good
Advancement: -
Level Adjustment: -

The being before you stands five and a half feet tall. He appears to be a human, dressed in extraordinary finery. However, his face is that of a monkey, and he regards you with a confident smirk.

Monkey was originally an official of the Celestial Beureaucracy, but he was banished to the Material Plane for his relentless mischief and tricks. Ever the trickster, Monkey has no remorse for his actions, and would willingly commit them again if given the opportunity.

Monkey views his new home as a tiny island in the greater sea of the Multiverse. He treats the other inhabitants of the Material Plane as his children, taking a fatherly interest in their affairs. He has become a folk hero of many societies, standing up for peasants and other "little folk" against corrupt governments and tyrannical leaders.

Although powerful and extremely knowledgable, Monkey lacks common sense, and can be boastful and taunting. He is also an outrageous liar.

Monkey carries little treasure, but his near-omniscient knowledge of the Multiverse is his greatest gift. For those who aid him, Monkey may answer one to three questions on any subject other than the activities of deific beings.

Although Monkey has no need to eat or drink, he enjoys fine food and wine in large quantities.

Monkey stands 5 foot 6 inches tall and weighs 150 pounds.

COMBAT

Monkey cannot be forced into battle--his mastery of magic allows him to always find an escape. However, he often accepts or initiates combat with evil opponents, using his flurry of blades and mastery of magic to slay them. Against nonevil opponents, he fights only to embarrass or humiliate.

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

Flurry of Blades (Ex): Monkey has mastered a fighting style combining various martial arts. Monkey may make a greater flurry of blows as an 11th-level monk, granting him two extra attacks at his full base attack bonus when making a full attack. He may treat a katana or wakizashi as a special monk weapon, allowing him to perform a flurry of blows with it. When using weapons as part of a flurry of blades, Monkey applies his Strength bonus (not Str bonus x 1-1/2 or x 1/2) to his damage rolls for all successful attacks, whether he wields a weapon in one or both hands.

Holy Grace (Ex): Due to his celestial origins, Monkey gains a deflection bonus to his Armor Class equal to his Charisma modifier.

Intellectual Defense (Ex): Due to his incredible knowledge of fighting styles, Monkey applies his Intelligence modifier as an additional bonus to his Armor Class. He loses the benefits of this ability when flat-footed.

Master of Magic (Sp): At will, Monkey may use any arcane or divine spell from any spell list as a spell-like ability, with the following exceptions: limited wish, miracle, wish, spells that allow planar travel, and conjuration spells with the calling or summoning descriptors. The saving throw DC for such abilities is 17 + spell level (10 + spell level + Monkey's Charisma bonus).

Omniscient (Su): Monkey automatically succeeds on any Knowledge check except those involving the direct intervention of beings of divine rank 0 or higher.

Rejuvenation (Su): Monkey cannot truly be killed. If his physical form is destroyed (for example, he is reduced to 0 hp or less), he reforms with maximum hp at the following dawn.

Skills: *When using his change shape ability, Monkey gains a +10 circumstance bonus on Disguise checks.

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

Monster Junkie
Rock Totem (template)

http://www.enworld.org/showthread.php?t=199651&page=4&pp=40

Rock Totem (template)

"Rock totem" is an inherited template that can be applied to any animal (referred to hereafter as the "base creature"). A rock totem uses all the base creature's statistics and special abilities except as noted here

Size and Type: The creature's type changes to construct. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Change all current and future Hit Dice to d10s. As a construct, the rock totem may gain bonus hit points based on its size.

Armor Class: The base creature’s natural armor bonus improves by +4.

Special Qualities: A rock totem retains the special qualities of the base creature, and also gains the following qualities.

Damage reduction 10/magic

Detect Poison (Su): A rock totem continually detects poison (as the spell), to a range of 60 feet.

Immunity to Magic (Su): A rock totem 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.

Passwall and transmute rock to mud destroy rock totems. The rock totem is allowed a save against the spell's level (DC = 10 + spell level + caster's relative ability score modifier).

Stone to flesh reduces the natural armor bonus of the rock totem to that of the base creature (on a failed save). This reduction to natural armor is permanent unless reversed by a flesh to stone effect.

Spell-Like Abilities: 1/week - neutralize poison (DC 14 + rock totem's Cha modifier). Caster level equals rock totem's Hit Dice. The save DC is Charisma-based.

Telepathic Link (Su): By concentrating as a standard action, the druid creator can see through the eyes of his or her rock totems if they are within 20 ft.

Ability Scores: Increase the creature's Intelligence and Wisdom scores to 9 (unless already better). As a construct, a rock totem has no Constitution score.

Feats: A rock totem gains Improved Natural Attack as a bonus feat for all its natural attacks.

Languages: Rock totems gain the ability to speak Common and Druidic.

Challenge Rating: +3

Construction
A rock totem’s body is chiseled from a single block of hard stone, such as granite, with a minimum weight based on the base creature's size (see below). The stone may be of any quality, and thus costs are negligible. However, two gems (worth 50 gp each for Fine or Diminutive rock totems, 1,000 gp each for Tiny or Small rock totems, or 5,000 gp each for Medium or larger rock totems) are needed for the creature's eyes. Assembling the body requires a DC 20 Craft (sculpting) check or a DC 20 Craft (stonemasonry) check.

CL 9th; Craft Construct, awaken, commune with nature, detect poison, reincarnate, stone shape, caster must be at least 9th level; Price 40,000 gp; Cost 25,000 gp + 1,600 XP.

Creature Size/Weight of Stone Block Needed/Price/Cost
Fine: 1 lb. Price 1,562 gp; Cost 731 gp + 62 XP.
Diminutive: 10 lbs. Price 3,125 gp; Cost 1,512 gp + 125 XP.
Tiny: 100 lbs. Price 6,250 gp; Cost 2,125 gp + 250 XP.
Small: 500 lbs. Price 12,500 gp; Cost 5,250 gp + 500 XP.
Medium: 1,000 lbs. Price 25,000 gp; Cost 7,500 gp + 1,000 XP.
Large: 3,000 lbs. Price 50,000 gp; Cost 20,000 gp + 2,000 XP.
Huge: 10,000 lbs. Price 100,000 gp; Cost 45,000 gp + 5,000 XP.
Gargantuan: 50,000 lbs. Price 200,000 gp; Cost 95,000 gp + 8,000 XP.
Colossal: 100,000 lbs. Price 400,000 gp; Cost 195,000 gp + 16,000 XP.

SAMPLE ROCK TOTEM

Rock Totem Polar Bear
Large Construct
Hit Dice: 8d10+30 (74 hp)
Initiative: +1
Speed: 40 ft. (8 squares), swim 30 ft.
Armor Class: 19 (–1 size, +1 Dex, +9 natural), touch 10, flat-footed 18
Base Attack/Grapple: +6/+18
Attack: Claw +13 (2d6+8)
Full Attack: 2 claws +13 melee (2d6+8) and bite +8 melee (3d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., detect poison, immunity to magic, low-light vision, scent, spell-like abilities, telepathic link
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 27, Dex 13, Con -, Int 9, Wis 12, Cha 6
Skills: Hide –2*, Listen +5, Spot +7, Swim +16
Feats: Endurance, Improved Natural Attack (bite, claw)(B), Run, Track
Environment: Cold plains
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 9–12 HD (Large)
Level Adjustment: --

This sample rock totem uses a polar bear as the base creature.

Rock totem polar bears speak Common and Druidic.

Combat

A rock totem polar bear attacks mainly by tearing at opponents with its claws.

Detect Poison (Su): A rock totem continually detects poison (as the spell), to a range of 60 feet.

Immunity to Magic (Su): A rock totem 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.

Passwall and transmute rock to mud destroy rock totems (no save?).

Stone to flesh reduces the natural armor bonus of the rock totem to that of the base creature (on a failed save). This reduction to natural armor is permanent unless reversed by a flesh to stone effect.

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

Spell-Like Abilities: 1/week - neutralize poison (DC 12). Caster level 8th.

Telepathic Link (Su): By concentrating as a standard action, the druid creator can see through the eyes of his or her rock totems if they are within 20 ft.

Skills: A polar bear 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.

*A polar bear’s white coat bestows a +12 racial bonus on Hide checks in snowy areas.

Originally found in Imagine Magazine #19 (1984).
 
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Shade

Monster Junkie
Tether Beast

http://www.enworld.org/showthread.php?p=3852427#post3852427

Tether Beast
Huge Magical Beast (Extraplanar)
Hit Dice: 10d10+10 (65 hp)
Initiative: +1
Speed: 40 ft. (8 squares), climb 15 ft.
Armor Class: 22 (–2 size, +1 Dex, +13 natural), touch 9, flat-footed 21
Base Attack/Grapple: +10/+24
Attack: Bite +14 melee (2d4+6)
Full Attack: Bite +14 melee (2d4+6) and 4 claws +9 melee (2d6+3)
Space/Reach: 15 ft./10 ft. (15 ft. with claws)
Special Attacks: Improved grab, rake 1d4+4, swallow whole, time mist
Special Qualities: Can’t be tripped, darkvision 60 ft., immunity to electricity, low-light vision, scent, spell resistance 15
Saves: Fort +11, Ref +8, Will +5
Abilities: Str 22, Dex 13, Con 19, Int 11, Wis 14, Cha 12
Skills: Climb +14, Hide +3, Listen +6, Move Silently +4, Spot +6, Survival +6, Use Magic Device +6
Feats: Alertness, Cleave, Power Attack, Track
Environment: Demiplane of Time/Temporal Energy Plane
Organization:: Solitary, pair or family (3)
Challenge Rating: 9
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 11–13 HD (Huge); 14–30 HD (Gargantuan)
Level Adjustment: -

This creature's long, snakelike body is covered with iridescent scales that give way to a smooth, black underbelly. Eight legs are unevenly spaced along its body. Its reptilian head sports a long snout filled with daggerlike teeth.

Tether beasts are among the top predators of the Demiplane of Time (or Temporal Energy Plane, depending on which your campaign uses.) These creatures are nomadic, often traveling in mated pairs or with a single child in tow (6 HD, Medium). They feed on any creature they encounter, whether eating its flesh or the dusty remains of those who succumb to time mist. They can even sustain themselves for a time on concentrated bits of temporal energy on their home plane. Tether beasts are tenacious hunters, tracking prey until either the trail is lost or the victim is caught.

A tether beast constantly crawls along numerous silver cables that cross the plane. It is believed that these are the temporal lifelines of the various creatures in the Multiverse. Folk tales suggest that if a tether beast bites a creature's lifeline, that being will feel a chill akin to having someone walk across their grave.

A tether beast has several hidden pouches within its underbelly in which it stores treasure. A tether beast's claws are capable of fine manipulation, so larger valuable items or magic items are often carried in a claw. Magic items can be utilized with its Use Magic Device skill. Obviously, a claw carrying treasure or a magic item cannot be used to make claw attacks.

A tether beast is about 20 feet long and weighs 2,000 to 2,500 pounds.

Tether beasts speak Common.

Combat

Tether beasts attack from ambush whenever possible. They are vicious and enjoy inflicting pain, so they rarely pass up the opportunity to fight. If a tether beast ever feels it has lost the upper hand, it uses its time mist against the opponent that seems the deadliest.

If grappling with the tether beast, an opponent may make an opposed Strength check to force one of the beast's four lifeline claws away from the lifeline. Whether or not this check is successful, the only result is that the tether beast turns on that creature with every attack, including an extra claw attack from the limb that the victim just freed.

Improved Grab (Ex): To use this ability, a tether beast must hit a creature of any size 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 it establishes a hold and can attempt to swallow the opponent in the following round.

Rake (Ex): Six claws, attack bonus +15 melee, damage 1d4+4.

Swallow Whole (Ex): A tether beast can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check. A tether beast that swallows an opponent can use its Cleave feat to bite and grab another opponent.

A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tether beast's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A tether beast's gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Time Mist (Su): Once per minute, a tether beast can breathe forth a puff of mist at a single target within 30 feet. The tether beast must succeed on a ranged touch attack (no range increment). This mist contains the essence of the Demiplane of Time. If the attack succeeds, the target must make a DC 19 Fort save or age instantly to death, crumbling to a pile of dust. Even with a successful save, the target still ages 20 years. The effects of time mist can only be reversed with a wish or miracle. The save DC is Constitution-based.

Skills: Tether beasts 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 Chronomancer and Monstrous Compendium Annual 3.
 
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Shade

Monster Junkie
Spined Toad

http://www.enworld.org/showthread.php?t=201507&page=3

Spined Toad
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–6
Attack: Bite +4 melee (1d4-2)
Full Attack: Bite +4 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, spines
Saves: Fort +2, Ref +5, Will +0
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 10, Cha 5
Skills: Hide +7, Jump +9, Listen +2, Spot +2, Swim +11
Feats: Weapon Finesse
Environment: Any land
Organization: Solitary or family (2–4)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Medium)
Level Adjustment: -

This odd creature combines the features of both a hedgehog and a dog-sized toad. Its tan body is covered in short spines, except for its white underbelly.

Spined toads lope along with an awkward gait. Although they are mighty leapers, they rarely do so in forests, as their spines stick to trees. These creatures have a playful streak, and sometimes curl up in a ball and roll downhill for fun. The occasional skewered small creatures which can later be consumed provide a fringe benefit to these forays.

Spined toads prey on most insects and animals smaller than themselves. Although primarily land-based hunters, they will enter lakes and ponds to hunt water fowl.

Although few other animals prey on these well-defended toads, lizardfolk tribes gather them for use as projectile weapons, or use their spined skin to make hide armor. A spined toad can be hurled as an improvised thrown weapon, dealing 2d4 points of piercing damage to the target on a successful hit. The toad suffers 1d6 points of damage per 10 feet thrown and must succeed on a DC 15 Fortitude save or be stunned for 1 round. A spined toad may only be hurled by a creature of a larger size category.

A suit of leather armor crafted from spined toad skin is considered to already possess armor spikes at no additional cost. Similarly, a spiked shield can be created by stretching the skin of a spined toad across an existing shield at no additional cost. The skin of a single Small spined toad can cover one small shield or buckler. It takes the hides of two toads to cover a large shield and 6 skins to produce a suit of leather armor for a Medium creature.

Spined toads range from 2 to 6 feet in length, and weigh 6 to 100 pounds. Coloration varies from tan to dark brown, with much lighter (or even white) underbellies.

COMBAT

If threatened, a spined toad curls up into a ball, offering nothing but spines to its would-be attackers.

Spines (Ex): Any creature touching a spined toad, including striking it with handheld weapons or natural weapons, attempting to grapple it, or making a touch attack against it, takes 2d4 points of piercing and slashing damage from the toad's spines. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

Skills: A spined toad has a +8 racial bonus on Swim checks and a +12 racial bonus on Jump checks, and uses its Dexterity modifier rather than its Strength modifier on Jump and Swim checks.

Originally appeared in Dragon Magazine #247 (1998).
 
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Shade

Monster Junkie
Copper Automaton

http://www.enworld.org/showthread.php?t=73328&page=9

Copper Automaton
Medium Construct
Hit Dice: 6d10+20 (53 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 17 (+7 natural), touch 10, flat-footed 17
Base Attack/Grapple: +4/+6
Attack: Slam +6 melee (1d6+2) or scimitar +6 melee (1d6+1/18-20)
Full Attack: 2 slams +6 melee (1d6+2) or 2 scimitars +4 melee (1d6+1/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Clockwork balance, heat
Special Qualities: Construct traits, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 15, Dex 10, Con -, Int 5, Wis 11, Cha 1
Skills: Listen +2, Spot +11
Feats: Alertness, Improved Sunder, Power Attack, Two Weapon Fighting (B)
Environment: Any land and underground
Organization: Solitary, pair, or gang (3-18)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: -

This statue of copper, iron, and bronze resembles an armored human sentry. The metal shows patches of corrosion. The clicks and whirs of multiple gears and levers can be hear as it moves. Its eyes stare blankly.

Copper automatons are clockwork constructs crafted to serve as laborers or sentries. Although they are slow, their bodies are limber and well-articulated. Laborer automatons are often found in smithies, construction projects, and water works. Since they never tire and can work in unhospitable climes, copper automatons can quickly build desert palaces, jungle clearings, or mountian gardens. Many copper automatons are created as guardians for spellcaster's abodes and treasure troves.

Legends tell that the secrets of copper automaton creations were granted to human spellcasters by the efreet, who intended to use these automatons as sleeper agents for an eventual conquest of the human lands. To date, this plan has not come to fruition.

Athough most copper automatons are sculpted to resemble armored warriors, they can be crafted in a variety of shapes and sizes. Some automatons resemble nobles, peasants, or even monstrous humanoids. Creators sometimes embellish automatons with silver or golden inlays.

A copper automaton stands 6 feet tall and weighs 500 pounds.

COMBAT

Copper automatons pummel foes with their fists or weapons, generally focusing their attacks on a single opponent. Their fists and weapons become searing hot within two or three rounds, allowing them to deal painful wounds.

Clockwork Balance (Ex): Copper automatons treat any one-handed simple or martial weapon as light, for purposes of determining two-handed fighting penalties.

Heated Strike (Ex): On the second round of combat, a copper automaton's fists become heated, glowing a cherry red color. Thereafter, all slam attacks deal an additional 1d6 points of fire damage. If the copper automaton is wielding a weapon, the weapon becomes heated on the third round of combat. Thereafter, all weapon attacks deal an additional 1d6 points of fire damage. This additional heat damage remains until the end of the encounter.

Immunity to Magic (Ex): A copper automaton is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A cold effect suppresses the copper automaton's heated strike ability for 1d6 rounds, with no saving throw.

A fire effect restores the heated strike ability, if suppressed, and cures 1 point of damage for each 3 points of damage it would otherwise deal. The copper automaton does not get a saving throw against fire effects.

CONSTRUCTION

A copper automaton is crafted from 500 pounds of magma, copper ore, iron gears, and lead counterweights, and requires a 1,000 gp diamond as the focus for its magical heat channels. In addition, the blood of a salamander or fire snake is needed to provide the magical heat. The costs of these ingredients can vary widely, assuming they can even be found. Assembling the body requires a DC 15 Craft (metalworking) check.

CL 9th; Craft Construct, cat's grace, grease, heat metal, caster must be at least 9th level; Price 10,000 gp; Cost 4,500 gp + 400 XP.

Originally appeared in MC13 (1992).
 
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Shade

Monster Junkie
Awtawmatawn

http://www.enworld.org/showthread.php?p=3863145#post3863145

Awtawmatawn
Gargantuan Construct
Hit Dice: 40d10+120 (187 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 29 (–4 size, –2 Dex, +25 natural), touch 4, flat-footed 29
Base Attack/Grapple: +30/+60
Attack: Slam +44 melee (5d8+17/19-20 plus 1d6 on a critical hit)
Full Attack: 2 slams +44 melee (5d8+17/19-20 plus 1d6 on a critical hit)
Space/Reach: 20 ft./20 ft.
Special Attacks: Fear aura, slow, spell-like abilities
Special Qualities: Construct traits, damage reduction 10/adamantine and good, darkvision 60 ft., immunity to magic, low-light vision, rejuvenation, see in darkness
Saves: Fort +13, Ref +11, Will +19
Abilities: Str 45, Dex 7, Con —, Int 14, Wis 18, Cha 22
Skills: Bluff +24, Climb +28, Concentration +17, Diplomacy +10, Disguise +6 (+8 acting), Intimidate +26, Listen +21, Search +19, Sense Motive +22, Spot +21, Survival +4 (+6 following tracks)
Feats: Cleave, Dire Charge, Epic Toughness (x2), Great Cleave, Improved Critical (slam), Improved Initiative, Improved Natural Attack (slam), Improved Sunder, Iron Will, Overwhelming Critical (slam), Power Attack, Superior Initiative, Weapon Focus (slam)
Environment: Any
Organization: Solitary or gang (2–4)
Challenge Rating: 23
Treasure: None
Alignment: Lawful evil
Advancement: -
Level Adjustment: -

This massive stone construct towers over 30 feet tall.

The Awtawmatawn is a side effect of an attempt to create a massive stone golem. During the final steps of the creation process, a magical mishap occurred, fusing the essence of a possessing horned devil with the statue. The cornugon, Rotbite, retained most of its fiendish powers while gaining the immunities and sheer brute strength of the gigantic construct. Its first action was to slaughter its creator and all the residents of his school of magic.

The Awtawmatawn stands 30 feet tall and weighs 30,000 pounds.

COMBAT

The Awtawmatawn, like its controlling fiendish spirit, is a bold combatant, battling against overwhelming odds and singling out the most powerful foes to eliminate quickly.

The Awtawmatawn's natural weapons are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Fear Aura (Su): The awtawmatawn can radiate a 30-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 36 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves cannot be affected again by the same horned devil’s aura for 24 hours. Devils are immune to the aura. The save DC is Charisma-based.

Immunity to Magic (Ex): The awtawmatawn is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A transmute rock to mud spell slows the awtawmatawn (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.

A stone to flesh spell does not actually change the awtawmatawn's structure but negates its damage reduction and immunity to magic for 1 full round.

Rejuvenation (Su): It is very difficult to destroy the awtawmawtawn due to its possession by Rotbite. If it is reduced to 0 hp, the awtawmawtawn breaks into many (Large) pieces but is not destroyed completely. Due to their animating spirit, these pieces detect as overwhelming evil to a detect evil spell. If the pieces are ever reassembled, the awtawmawtawn returns to life with full hit points. The only way to destroy the awtawmawtawn permanently is to reduce it to 0 hp and then use a wish or miracle spell to destroy the animating presence of Rotbite.

See in Darkness (Su): The awtawmatawn can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Slow (Su): The awtawmatawn can use a slow effect, as the spell, as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a DC 30 Will save to negate. The save DC is Constitution-based.

Spell-Like Abilities: At will—dispel chaos (DC 21), dispel good (DC 21), magic circle against good, greater teleport (self plus 50 pounds of objects only); persistent image (DC 21) 3/day—fireball (DC 19), lightning bolt (DC 19), wall of fire (treat as maximized). Caster level 15th. The save DCs are Charisma-based.

Originally appeared in DQ1 - The Shattered Statue.
 
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Shade

Monster Junkie
Giant Angler Fish

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

Giant Angler Fish
Large Animal (Aquatic)
Hit Dice: 8d8+16 (52 hp)
Initiative: +2
Speed: Swim 30 ft. (6 squares)
Armor Class: 12 (-1 size, +2 Dex, +1 natural), touch 11, flat-footed 11
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (1d8+7)
Full Attack: Bite +10 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, seizing maw
Special Qualities: Low-light vision
Saves: Fort +8, Ref +8, Will +2
Abilities: Str 20, Dex 14, Con 15, Int 1, Wis 10, Cha 2
Skills: Hide +20, Listen +2, Spot +2, Swim +13
Feats: Alertness, Blind-Fight, Skill Focus (Hide)
Environment: Any aquatic
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

The light in the dark water comes closer, revealing all too late that it is connected to a lure dangling above a large maw with wicked, backward-curving teeth. The rest of the eight-foot-long fish is nearly invisible in the dark water.

Giant angler fishes are predators of some of the deepest and darkest reaches of oceans. Using a modified dorsal fin, called an illicium, they create a biological fising line that ends in a bioluminscent lure. This light serves to draw prey closer to the fish's deadly maw.

The females are the hunters of the species, while the smaller male clings like a lamprey to his mate's body, parasitically feeding off her. This arrangement ensures that a mated pair is never separated.

Although its flesh is edible, its taste is not good enough to make it the target of fishermen.

A typical giant angler fish is 8 feet long and weighs 400 pounds.

COMBAT

A giant angler fish uses its bioluminscent lure to draw prey near, then makes a seizing bite attack. Once prey is caught in its mouth, its backward-curving teeth hold it there until the prey can be digested or falls into small enough pieces to wash into the gullet.

Improved Grab (Ex): To use this ability, an angler fish must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and immediately traps the victim in its seizing maw.

Seizing Maw (Ex): Once the angler fish has successfully grappled an opponent, it automatically holds the victim in its mouth to slowly digest it. Each round that the victim spends in the angler fish's mouth, it takes automatic bite damage and 1d8 points of acid damage. To escape the hold, the victim must succeed on either a grapple check or an Escape Artist check opposed by the angler fish's grapple check. If the victim successfully escapes, it immediately takes maximum bite damage as it tears itself free of the angler fish's backward-curving teeth. An angler fish can hold a creature up to one size category lareger than itself within its mouth in this manner.

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

The bioluminescent illicium of an angler fish not only attracts prey, but also draws the attention away from the less visible rest of the creature. This grants the angler fish a +8 racial bonus on Hide checks.

Variant Angler Fish

Some angler fishes have functional hooks at the end of their illiciums, which they can use to snare prey. Such angler fishes have the following additional ability, which increases the CR of the creature by 1:

Lure Snare (Ex): The angler fish may make a melee touch attack with its hooked lure. This attack deals 1d4 points of piercing damage, and the target must succeed on a DC 19 Reflex save or become stuck to the lure, allowing the angler fish to make a bite attack as a free action to grab the victim. The save DC is Strength-based.

Originally appeared in Monstrous Compendium Annual 4.
 
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