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Shade

Monster Junkie
Giant, Island

http://www.enworld.org/showthread.php?t=224671&page=7&pp=15

Giant, Island
Huge Giant
Hit Dice: 13d8+78 (160 hp)
Initiative: +1
Speed: 40 ft. (8 squares), swim 30 ft.
Armor Class: 21 (–2 size, +1 Dex, +12 natural) touch 9, flat-footed 20
Base Attack/Grapple: +9/+29
Attack: Slam +19 melee (1d6+12) or rock +8 ranged (2d8+12)
Full Attack: 2 slams +19 melee (1d6+12) or rock +8 ranged (2d8+12)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, rock catching
Saves: Fort +14, Ref +5, Will +4
Abilities: Str 35, Dex 13, Con 23, Int 8, Wis 10, Cha 14
Skills: Hide -2, Listen +5, Spot +5, Swim +20
Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Power Attack
Environment: Warm islands
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +4

This massive humanoid towers three times the height of a tall human. Little more than rags which may have once been a ship's sail cover its twisted, sky-blue body. Its single eye glares menacingly beneath a jutting ivory horn on its forehead.

Island giants are omnivorous, able to subsist on large amounts of seaweed or on the carcasses of beached whales. However, they prefer fresh meat, and consider a shipful of sailors a perfect meal.

Male island giants are infertile. They lead a solitary existence, hating all other creatures, even their own kind. They view smaller creatures as nothing more than food or sources of amusement. They are very imaginative in their brutality.

An adult male is about 18 feet tall and weighs about 8,000 pounds. Skin coloration ranges from slate gray to sky blue to tan. Although all are mostly humanoid and cyclopean, their characteristics vary, some with multiple horns, others with the hindquarters of beasts, yet others with reptilian tails, or even spiked spines. Island giants can live to be 1,000 years old.

An island giant's bag usually contains 1d4+1 throwing rocks, bits of food, pieces of ships, driftwood, and crude religious fetishes.

Island giants speak an odd dialect of Giant.

Combat

Island giants prefer to throw rocks until foes come within range, then pummel them with their powerful fists. Island giants are intelligent enough to try to gain a tactical advantage, attempting to ambush and trap ships, taking prisoners for later meals.

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

Once per round, an island 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 island 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 140 feet for an island giant’s thrown rocks.

Skills: An island 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.

Female Island Giants

Female island giants have identical statistics to males, but also have the power to assume the form of any humanoid or giant. They generally take on an attractive appearance to attract mates or lure prey.

Change Shape (Su): A female island giant can assume the shape of any giant or humanoid of Small to Huge size. An island giant can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but an island giant reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Skills: *When using its change shape ability, a female island giant gets a +10 circumstance bonus on Disguise checks.

Young Island Giants

Young island giants have the following statistics. They never take class levels, advancing by Hit Dice until becoming an adult island giant at 13 Hit Dice.

Medium Giant (Aquatic)
Hit Dice: 6d8+12 (39 hp)
Initiative: +3
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 20 (+3 Dex, +7 natural) touch 13, flat-footed 17
Base Attack/Grapple: +4/+8
Attack: Slam +8 melee (1d3+4)
Full Attack: 2 slams +8 melee (1d3+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Amphibious, low-light vision
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 19, Dex 17, Con 15, Int 8, Wis 10, Cha 14
Skills: Hide +6, Listen +3, Spot +3, Swim +12
Feats: Cleave, Great Cleave, Power Attack
Environment: Warm islands
Organization: Solitary or brood (2-12)
Challenge Rating: 4
Treasure: None
Alignment: Often chaotic evil
Advancement: 7-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: -

Island Giant Society

Island giants are extremely solitary. A female gives birth to a brood of 1d10+2 young on land. The young then struggle to the ocean quickly before falling prey to others of their kind or other predators. Their own mother will devour them if they tarry too long. As a result, only about one in every 50 young island giants reach adulthood. Males that meek it to land seek a remote location to establish a domain, while females search for potential mates.

Island Giant Characters

An island giant cleric has access to two of the following domains: Chaos, Strength, and Water.

Originally appeared in Land of Fate (1992).
 
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Shade

Monster Junkie
Bassnip

http://www.enworld.org/showthread.php?t=78935&page=48&pp=15

Bassnip
Tiny Animal (Aquatic)
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: Swim 50 ft. (10 squares)
Armor Class: 15 (+2 size, +3 Dex), touch 13, flat-footed 12
Base Attack/Grapple: +0/-10
Attack: Bite +5 melee (1d3-2/18-20/x3)
Full Attack: Bite +5 melee (1d3-2/18-20/x3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Augmented critical
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 7, Dex 16, Con 11, Int 1, Wis 12, Cha 2
Skills: Hide +12, Listen +3, Spot +3, Swim +9
Feats: Alertness, Weapon Finesse (B)
Environment: Temperate or warm aquatic
Organization: Solitary or school (10-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-4 HD (Tiny); 5-7 HD (Small)
Level Adjustment: -

This fish is over a foot long, with a pink troutlike body. Its most noticeable feature, however, is its horizontal, scissorlike jaws.

Bassnip are a strange breed of fish that, despite their fearsome jaws, subsist mostly on algae and other plants in the lake. However, if hungry enough, bassnip will attack larger creatures, snipping off small bits of flesh with surgical precision.

Bassnip flesh is extremely poisonous when eaten (Ingested, Fort DC 10, Initial damage 1d4 Con, secondary damage nauseated for 3 hours).

A bassnip is 1-1/2 feet long and weighs about 7 pounds.

COMBAT

Bassnips bite with their shearlike jaws with the finesse of a skilled surgeon.

Augmented Critical (Ex): A bassnip's bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit. Additionally, the victim must succeed on a DC 13 Fortitude save or take 1 point of Charisma drain due to the horrific scarring caused by the shearlike jaws. The save DC is Dexterity-based.

Skills: A bassnip 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 Dungeon Magazine #71 (1998).
 
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Shade

Monster Junkie
Ambuchar Devayam/Tan Chin

http://www.enworld.org/showthread.php?t=73266&page=42&pp=15

Ambuchar Devayam/Tan Chin
Medium Undead (Extraplanar, Incorporeal)
Hit Dice: 16d12 (104 hp)
Initiative: +4
Speed: Fly 30 ft. (6 squares)(perfect)
Armor Class: 23 (+4 Dex, +5 deflection, +4 profane), touch 23, flat-footed 19
Base Attack/Grapple: +8/-
Attack: Incorporeal touch +12 melee (1d10 plus energy drain plus frightful touch)
Full Attack: 2 incorporeal touches +12 melee (1d10 plus energy drain plus frightful touch)
Space/Reach: 5 ft./5 ft.
Special Attacks: Draining gaze, energy drain, frightful touch, possession, slaves of Tan Chin, spell-like abilities, stamp of Tan Chin
Special Qualities: Crystal phylactery, damage reduction 15/magic and silver, darkvision 60 ft., immunity to cold, incorporeal traits, +8 turn resistance, undead traits
Saves: Fort +5, Ref +9, Will +10
Abilities: Str -, Dex 18, Con -, Int 19, Wis 18, Cha 21
Skills: Bluff +24, Concentration +24, Diplomacy +7, Disguise +5 (+7 acting), Intimidate +26, Knowledge (arcana) +23, Knowledge (history) +23, Knowledge (the planes) +23, Spellcraft +25 (+27 scrolls), Survival +4 (+6 on other planes), Use Magic Device +24 (+26 scrolls)
Feats: Ability Focus (possession), Empower Spell-Like Ability, Greater Spell Penetration, Quicken Spell-Like Ability, Spell Penetration, 1 more
Environment: Solon (or unnamed home plane)
Organization: Solitary or Court (Ambuchar Devayam plus 2d6 dowagu and 4d4 5th-level necromancers and 20-30 HD of random undead)
Challenge Rating: 18
Treasure: Triple standard
Alignment: Lawful evil
Advancement: -
Level Adjustment: -

An unnerving chill surrounds a pair of disembodied golden eyes.

Ambuchar Devayam was once known as Tan Chin, a powerful necromance and the emperor of the Shou Lung region of Kara-Tur. He was a cruel ruler, and his people revolted and banished him from the land. Tan Chin ventured to the region of Solon and unconvered ancient Imaskari magic, which he combined with his own potent necromancy to become a unique undead entity upon his death. He then conqured Solon and took the name Ambuchar Devayam and made himself raja of Solon. He now seeks to reclaim Shou Lung through his ever-growing army of the undead.

Ambuchar Devayam spends most of his time in Solon in the Star Houses or the Ebony Temple, wherein his crystal phylactery resides. The Ebony Temple has portals to various unknown planes, and it is assumed that the unnamed plane upon which his essence resides can be reached there. It is said that acquiring four ebony artifacts of the Imaskari from these other planes, and tossing them into the Bottomless Pit of Fire in the Ebony Temple will destroy Ambuchar Devayam forever.

Ambuchar Devayam is 6 feet tall and weightless in his incorporeal state.

Ambuchar Devayam speaks Common, Infernal, and Undercommon.

COMBAT

Ambuchar Devayam feeds upon the life force of the living, and as such prefers to use his energy drain attack when possible. He often possesses other beings, and retains the use of his supernatural and spell-like abilities while in these hosts.

Crystal Phylactery (Su): The raja Ambuchar Devayam's soul is tied to the Material Plane through a phylactery, like a lich's, which is apparently made of crystal. If he is ever destroyed, his phylactery regenerates his incorporeal "body" in one hour. In addition, if the crystal phylactery is destroyed by normal means, it reforms itself in 24 hours. (If Ambuchar Devayam is destroyed while his crystal phylactery is destroyed, he does not reform until the phylactery does.) The phylactery should be considered an artifact, and the means of its permanent destruction should be determined by the DM.

Draining Gaze (Su): 1 point of Constitution drain, range 30 feet, Fortitude DC 23 negates. The save DC is Charisma-based.

Energy Drain (Su): Living creatures hit by Ambuchar Devayam's incorporeal touch attack gain one negative level. The DC is 23 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, Ambuchar Devayam gains 5 temporary hit points.

Frightful Strike (Su): Any creature struck by the incorporeal touch of Ambuchar Devayam must succeed on a DC 23 Will save or cower for 1d4 rounds. Even on a successful save, the victim must make a second DC 23 Will save or be panicked for 1d4 rounds. The save DCs are Charisma-based.

Possession (Su): Once per round, Ambuchar Devayam can attempt to merge his incorporeal body with a creature on the Material Plane. This ability functions as the magic jar spell, except that it does not require a receptacle and as outlined below. To use this ability, Ambuchar Devayam attempts to move into the creature's space; if the creature fails a DC 25 Will save, Ambuchar Devayam merges with the creature and takes possession of it. If the save succeeds, Ambuchar Devayam does not possess the creature and cannot move into its space, and the creature is immune to Ambuchar Devayam's possession for 1 hour. Attempting to possess a creature does not provoke attacks of opportunity.

While possessing a creature, Ambuchar Devayam keeps his Su and Sp abilities, including his gaze and touch attacks. In addition, each day that Ambuchar Devayam possesses a creature, the possessed creature suffers a negative level. These negative levels cannot be removed in any way while the creature is possessed, but they also do not result in actual level loss until the possession ends. However, as normal, a creature with as many negative levels as HD still dies.

Slaves of Tan Chin (Su): Any creature that has been marked with the Stamp of Tan Chin (either by a dowagu or Ambuchar Devayam himself) becomes a zombie (or greater undead, at the DM's discretion) immediately upon its death. The victim is now under the completely control of Ambuchar Devayam and will seek him out immediately to receive orders. Undead marked by the Stamp of Tan Chin are so completely controlled by Ambuchar Devayam that they may not be rebuked, commanded, or otherwise magically controlled by any other creature.

Spell-Like Abilities: Ambuchar Devayam may use any spell from the necromancy school as a spell-like ability. He may use each spell only once per day, but may apply his Empower Spell-Like Ability and Quicken Spell-Like Ability to up to three spell-like abilities each (caster level limits still apply). Caster level 20th. Save DCs are 15 + spell level.

Stamp of Tan Chin (Su): As a full round action, Ambuchar Devayam may place a dark tattoo upon a creature as long as he possesses some corporeal creature. This mark cannot be removed through anything short of divine intervention or the destruction of Ambuchar Devayam. Attempts to conceal the mark always fail--it is clearly visible even through armor, clothing, and makeup. Even spells, such as shapechange or alter self, cannot conceal the mark. The victim still gains the benefits of these spells, but the mark is always present in their current form.

Originally appeared in FRA3: Blood Charge (1990).
 
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Shade

Monster Junkie
Horag

http://www.enworld.org/showthread.php?t=224671&page=7&pp=15

Horag
Large Giant
Hit Dice: 8d8+24 (60 hp)
Initiative: -1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 18 (–1 size, -1 Dex, +7 natural, +3 hide armor) touch 8, flat-footed 18
Base Attack/Grapple: +6/+16
Attack: Greataxe +12 melee (3d6+9/x3) or slam +11 melee (1d4+6)
Full Attack: Greataxe +12/+7 melee (3d6+9/x3) or 2 slams +11 melee (1d4+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +9, Ref +1, Will +3
Abilities: Str 23, Dex 8, Con 17, Int 8, Wis 12, Cha 7
Skills: Climb +7, Jump +6, Listen +5, Spot +5 (includes armor check penalty)
Feats: Power Attack, Improved Sunder, Weapon Focus (greatsword)
Environment: Temperate hills
Organization: Solitary, mated pair (horag and ogre or hill giant mate), gang (horag plus 3–4 ogres or 2-5 hill giants), band (horag plus 5–8 ogres or 6–9 hill giants plus 35% noncombatants), hunting/raiding party (horag plus 6–9 hill giants plus 2–4 dire wolves), or tribe (horag plus 21–30 hill giants plus 35% noncombatants plus 12–30 dire wolves, 2–4 ogres, and 12–22 orcs)
Challenge Rating: 5
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +3

This hulking humanoid is larger than an ogre, with a stooped posture and long arms.

Horags are the result of a rare union between a large ogre and small hill giant. Almost all are born male. Although they breed true, they are so rare that they generally mate with ogres or hill giants, with the child always being an odd-looking member of the other parent's race.

Horags tend to dwell among the tribes of their parents. A few strike off on their own, lairing in a cave partially blocked by loose rubble and large stones, carefully concealed from outsiders. Although omnivorous, they prefer meat.

Horags occasionally serve as mercenaries alongside ogres or half-ogres, providing added muscle and slightly better tactical sense.

Adult horags stand 10 feet tall and weigh around 900 pounds. Their skin color ranges from dull yellow to deep ruddy brown, with brown or black eyes and hair. Horags can live to be 100 years old.

Horags speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.

Combat

Horags prefer melee combat, pummeling foes with their meaty fists or with greatclubs or greataxes. Among hill giants, horags serve as tacticians, but take a more prominent role as damage-soakers among their smaller ogre cousins.

Horags As Characters

Horag characters possess the following racial traits.
  • +12 Strength, –2 Dexterity, +6 Constitution, –2 Intelligence, +2 Wisdom, –4 Charisma.
  • Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • A horag's base land speed is 40 feet.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: A horag begins with eight levels of giant, which provide 8d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
  • Racial Skills: A horag's giant levels give it skill points equal to 11 x (2 + Int modifier, minimum 1). Its class skills are Climb, Jump, Listen, and Spot.
  • Racial Feats: A horag's giant levels give it three feats.
  • Weapon and Armor Proficiency: A horag is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
  • +7 natural armor bonus.
  • Automatic Languages: Common, Giant. Bonus Languages: Draconic, Dwarven, Goblin, Orc.
  • Favored Class: Barbarian.
  • Level adjustment +3.

Originally appeared in Against the Giants: The Liberation of Geoff (1999).
 
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Shade

Monster Junkie
Amebelodon

http://www.enworld.org/showthread.php?t=67093&page=38&pp=15

Amebelodon
Huge Animal
Hit Dice: 11d8+66 (115 hp)
Initiative: +0
Speed: 40 ft. (8 squares), swim 15 ft.
Armor Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +8/+27
Attack: Slam +17 melee (2d8+11)
Full Attack: Slam +17 melee (2d8+11) and 2 stamps +12 melee (2d6+5)
Space/Reach: 15 ft./10 ft.
Special Attacks: Toss muck, trample 2d12+16
Special Qualities: Low-light vision, marsh move, scent
Saves: Fort +13, Ref +7, Will +5
Abilities: Str 32, Dex 11, Con 23, Int 2, Wis 10, Cha 5
Skills: Listen +9, Spot +9, Swim +19
Feats: Alertness, Endurance, Improved Natural Attack (slam), Iron Will
Environment: Temperate swamps
Organization: Solitary, pair, or herd (3-6)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10-27 HD (Huge)
Level Adjustment: -

This gigantic elephantlike creature has two sets of tusks, the upper pair like those of a typical elephant, and the lower pair longer, straighter, and shovel-like.

The amebelodon is a proboscidean adapted to life in swamps and rivers. It uses its shovel-like tusks to scoop up water plants which make up the bulk of its diet or to scrape bark from trees.

An amebelodon stands 10 feet high at the shoulder and weighs over 4,000 pounds.

COMBAT

An amebelodon fights much like an elephant, although its tusks are not useful in battle.

Marsh Move (Ex): Amebelodons take no movement penalties for moving in marshes or mud.

Toss Muck (Ex): As a standard action, an amebelodon can toss a tuskful of muck at a target within 20 feet. This requires a ranged touch attack. The target is blinded until it takes a move action to wipe off the muck. This ability may only be used in muddy or marshy terrain.

Trample (Ex): Reflex half DC 25. The save DC is Strength-based.

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

Originally appeared in Dragon Magazine #137 (1988).
 
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Shade

Monster Junkie
Kookaburra

http://www.enworld.org/showthread.php?t=199555&page=18&pp=15

Kookaburra
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +4
Speed: 5 ft, fly 120 ft. (24 squares)(good), swim 10 ft.
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +6 melee (1d3-4)
Full Attack: Bite +6 melee (1d3-4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Laughter imitation, low-light vision
Saves: Fort +2, Ref +6, Will +2
Abilities: Str 3, Dex 18, Con 10, Int 2, Wis 14, Cha 7
Skills: Hide +12, Spot +6, Swim +4
Feats: Flyby Attack, Weapon Finesse (B)
Environment: Temperate forests and marshes
Organization: Solitary or family (2-12)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

This squat bird has a large beak and small talons. Its call sounds like human laughter.

Kookaburras are carnivores, preying mostly on lizards, snakes, insects, mice and raw meat. They are territorial, with families singing as a chorus to mark their territory.

Kookaburras live in loose family groups, with the young from a previous generation helping to raise the next generation.

A kookaburra is 1-1/2 feet long and weighs about 1 pound. Body coloration ranges from white to cream-colored, while wings range from blue to brown with similar coloration on the tail. Some specimens have dark stripes around their eyes, and some have spots on their wings.

A kookaburra familiar grants its master a +3 bonus on Bluff checks.

COMBAT

A kookaburra perches on a branch and waits patiently for prey to come near, then swoops down upon it.

Laughter Imitation (Ex): A kookaburra's call sounds like humanoid laughter. Listeners must succeed on a DC 10 Wisdom check to detect the ruse. A kookaburra does not intentionally use this ability to confuse humanoids, unless it has been taken as a familiar. The check DC is Constitution-based.

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

Originally appeared in Dragon Magazine #186 (1992).
 
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Shade

Monster Junkie
Ogre, Stonecrown

http://www.enworld.org/showthread.php?t=227195&page=1&pp=15

Ogre, Stonecrown
Large Giant
Hit Dice: 4d8+12 (30 hp)
Initiative: -1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft., climb 20 ft.
Armor Class: 16 (–1 size, –1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16
Base Attack/Grapple: +3/+14
Attack: Greataxe +10 melee (3d6+10/x3)
Full Attack: Greataxe +10 melee (3d6+10/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood frenzy
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +7, Ref +0, Will +1
Abilities: Str 25, Dex 8, Con 17, Int 9, Wis 10, Cha 7
Skills: Climb +6, Listen +3, Spot +3 (includes armor check penalty)
Feats: Power Attack, Weapon Focus (greataxe)
Environment: Temperate hills and mountains
Organization: Solitary, pair, gang (3–4), band (5–8), tribe (2-20 plus 1 leader of 1st level), or company (2-20 plus 1 leader of 1st level per 5 ogres and 1 captain of 2nd level)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +4

This fat, oversized humanoid stands over nine feet tall. Its greasy, filth-covered skin is covered in piercings, and it wears filthy animal hides. A rank odor, like a large volume of sour milk, surrounds the being.

Stonecrown ogres are a stronger, larger, and meaner variant of their more common cousins. When injured, they fly into a deadly blood frenzy, landing more frequent blows on foes and friends alike.

In the wild, stonecrown ogres form tribes, with leaders tending to possess superior armor such as chain shirts or breastplates. Others form mercenary companies, led by captains wearing superior armor and wielding stonecrown arbalests (see below).

Adult stonecrown ogres stand 9 to 10 feet tall and weigh 650 to 700 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.

Stonecrown ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common, Goblin, or Orc.

Combat

Stonecrown ogres are voracious hunters with little discipline and no great cunning, although those that train and fight together long enough can learn to control their battle frenzy to attack as a unit.

Blood Frenzy (Ex): If a stonecrown ogre takes damage from an attack, spell, trap, or any other source, it must make a successful Will save (DC 10 + points of damage suffered since its last action) at the start of its next action or enter a blood frenzy. While in a blood frenzy, the ogre
must attempt to attack the most recent creature or object to damage it; if that is not possible, it must attempt to attack the nearest creature instead. In addition, it gains a single extra attack each round at its highest bonus when making a full attack. The blood frenzy lasts until either the ogre or its opponent is dead, after which the stonecrown ogre is fatigued.

To end the frenzy before its duration expires, the stonecrown ogre may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues.

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

Stonecrown Arbalests

Stonecrown ogres craft special rock-hurling heavy crossbows. The 10-pound stones hurled from these arbalests are able to damage equipment as well as dealing damage.

Stonecrown Arbalest: Exotic ranged weapon, damage 2d8 bludgeoning, range increment 30 feet. A stonecrown arbalest threatens a critical hit on a roll of 20 and deals triple damage on a successful critical hit. A stonecrown arbalest may also be used to make ranged sunder attempts.

Stonecrown Ogres As Characters

Stonecrown ogres characters possess the following racial traits.
  • +14 Strength, –2 Dexterity, +6 Constitution, –2 Intelligence, –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 stonecrown ogre's base land speed is 40 feet. It also has a climb speed of 20 feet.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: A stonecrown ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
  • Racial Skills: A stonecrown ogre’s giant levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot.
  • Racial Feats: A stonecrown ogre’s giant levels give it two feats.
  • Weapon and Armor Proficiency: A stonecrown ogre is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
  • Weapon Familiarity: Stonecrown ogres may treat stonecrown arbalests as martial weapons rather than exotic weapons.
  • +5 natural armor bonus.
  • Special Attacks: Blood frenzy (see above).
  • Automatic Languages: Giant. Bonus Languages: Common, Goblin, Orc.
  • Favored Class: Barbarian.
  • Level adjustment +4.

New Feat

Controlled Frenzy [General, Fighter]
Prerequisite: Blood frenzy special attack.
Benefits: You may enter a blood frenzy without first taking damage.
Normal: Without this feat, you can only enter a blood frenzy after taking damage.

Originally appeared in Warlock of the Stonecrowns (1995).
 
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Shade

Monster Junkie
Hag, Mountain

http://www.enworld.org/showthread.php?t=199651&page=41&pp=15

Hag, Mountain
Medium Monstrous Humanoid
Hit Dice: 5d8+5 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17
Base Attack/Grapple: +5/+9
Attack: Claw +9 melee (1d4+4) or rusty dagger +9 melee (1d4+4/19-20 plus disease)
Full Attack: 2 claws +9 melee (1d4+4) or rusty dagger +9 melee (1d4+4/19-20 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hag's curse, horrific appearance, rusty dagger, spell-like abilities
Special Qualities: Darkvision 90 ft., immunity to disease and poison, +2 racial bonus on saving throws against mind-influencing spells and abilities, spell resistance 16
Saves: Fort +4, Ref +5, Will +5
Abilities: Str 19, Dex 12, Con 12, Int 12, Wis 13, Cha 14
Skills: Climb +12, Concentration +5, Craft (any one) +5, Hide +5, Knowledge (any one) +5, Listen +7, Spot +7
Feats: Alertness, Great Fortitude
Environment: Any mountains
Organization: Solitary or covey (3 hags of any kind plus 1–8 ogres and 1–4 evil giants)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: -

This creature looks like an old female human, with sickly brown flesh that is cracked and haggard. Its long, dirty hair resembles diseased roots.

Mountain hags are found in rocky wastes and forbidding mountains, lairing in caves where they hatch evil plots. They are as likely to be found in a hag covey as others of their kind.

A mountain hag is about the same height and weight as a female human.

Mountain hags speak Giant and Common.

COMBAT

Mountain hags usually remain in hiding until they can affect as many foes as possible with their horrific appearance, then lash out with their rusty daggers. They do not hesitate to use their spell-like abilities or potent curse if outclassed by adversaries.

Hag's Curse (Su): A mountain hag can bestow a terrible curse by touch. The victim must succeed on a DC 14 Fortitude save or take 1d4 points of Constitution damage and suffer a -2 penalty on saving throws vs. disease or poison. Additionally, the victim's natural healing rate is halved, and any time it takes damage it must succeed on a DC 14 Fortitude save or contract a random disease. The curse lasts for 30 days unless removed with a remove curse spell or similar magic. A mountain hag may only curse one individual at a given time. If it chooses to curse a second victim, the curse is immediately lifted from the first victim. The save DCs are Charisma-based.

Horrific Appearance (Su): The sight of a mountain hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a DC 14 Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim’s Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag’s horrific appearance for 24 hours. The save DC is Charisma-based.

Rusty Dagger (Ex): Every mountain hag wields a rusty dagger that transmits slimy doom (as an injury, rather than contact, disease) on a successful hit. If taken from the mountain hag or upon the hag's death, the rusty dagger quickly crumbles to dust.

Spell-Like Abilities: 3/day—darkness, ghoul touch (DC 14); 1/day—fly. Caster level 5th. The save DC is Charisma-based.

Skills: Mountain hags have a +4 racial bonus on Use Magic Device checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.

Originally appeared in Imagine Magazine #5 (1983).
 
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Shade

Monster Junkie
http://www.enworld.org/showthread.php?t=219404&page=12&pp=15

Bauh-Yin
Medium Outsider (Chaotic, Extraplanar, Spirit)
Hit Dice: 5d8+10 (32 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +5/+6
Attack: Claw +6 melee (1d6+1) or scimitar +6 melee (1d6+1/18-20)
Full Attack: 2 claws +6 melee (1d6+1) or scimitar +6 melee (1d6+1/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Change shape, incite riot, sneak attack +1d6, spell-like abilities, summon bauh-yin
Special Qualities: Aversion to water, darkvision 60 ft., immunity to cold, electricity, and fire, telepathy 60 ft.
Saves: Fort +5, Ref +6, Will +4
Abilities: Str 12, Dex 14, Con 14, Int 9, Wis 11, Cha 15
Skills: Balance +7, Bluff +10, Climb +13, Diplomacy +4, Disguise +2* (+4 acting), Gather Information +4, Hide +6, Intimidate +12, Jump +15, Knowledge (history) +7, Knowledge (local) +7, Move Silently +6, Tumble +12
Feats: Ability Focus (incite riot), Improved Initiative
Environment: Spirit World
Organization: Solitary or insurrection (2-6)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic neutral
Advancement: 6-15 HD (Medium) or by character class
Level Adjustment: +5

This white-robed human has the head of a panther.

Bauh-yin are spirits that were once the most devoted followers of the Black Leopard. Reborn in the Spirit World, they continue to serve the Black Leopard as his eyes and ears on the Material Plane.

The appearance of a bauh-yin is often considered a good omen among the impoverished, and an ill omen for those in positions of power, for the bauh-yin often incite riots and upheavals in their wake.

A bauh-yin is about the same height and weight as a tall, thin human. Although the majority of bauh-yin have the head of a jaguar, they can appear as lions or wildcats.

Bauh-yin are mute, but understand Common and Celestial and can communicate telepathically.

COMBAT

Bauh-yin are agile, crafty combatants. They have no hesitations to summon others of their kind, and are generally happy to answer the calls of their brethren.

Aversion to Water (Ex): Bauh-yin hate water, and will never willingly cross water if it can be avoided. A bauh-yin exposed to an effect that puts it in contact with water (such as a rainstorm created by a control weather spell) must succeed on a DC 22 Will save or it must stay at least 20 feet from the source of water; if already within 20 feet, it must immediatelly move away. A bauh-yin unable to move away, or one attacked by a water effect, is overcome with revulsion. This revulsion reduces the creature's Dexterity score by 4 points until the effect wears off or the subject is no longer within 20 feet of a source of water. This ability is otherwise similar to antipathy as the spell (caster level 16th).

Change Shape (Su): A bauh-yin can assume the shape of any feline creature of Diminutive to Large size. In feline form, the bauh-yin loses its natural attacks but retains its special abilities. A bauh-yin can remain in its feline form until it chooses to assume a new one. A change in form cannot be dispelled, but a bauh-yin reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Incite Riot (Su): Once per day, a bauh-yin can incite up to one creature per Hit Die to riot. Affected creatures must be within 25 ft. + 5 ft./Hit Die of the bauh-yin, and must succeed on DC 16 Will saves. A creature that fails its save attacks the nearest creature on its next turn, whether friend or foe. An affected creature attacks with whatever weapon is in hand, or with natural weapons. An unarmed creature attacks with an unarmed strike. An affected creature not already adjacent to another creature will move or (if possible) charge the nearest creature; if the nearest creature is not within range of a charge, the subject moves toward the nearest creature along the most efficient route. This is a mind-affecting, enchantment effect. The save DC is Charisma-based.

Spell-Like Abilities: At will--greater teleport; 3/day--scare (DC 14). Caster level 5th. The save DCs are Charisma-based.

Summon Bauh-yin (Sp): Once per day a bauh-yin can attempt to summon 1d4 bauh-yin with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.

Skills: Bauh-yin have a +4 racial bonus on Balance, Climb, Hide, Jump, and Move Silently checks.

*When using its change shape ability, a bauh-yin gets an additional +10 circumstance bonus on Disguise checks.

Bauh-yin in the Realms

In the Forgotten Realms, the bauh-yin are found in the T'u Lung province of Kara-Tur. They are normally only found in the drainage area of the Fenghsintzu river, where the Black Leopard Cult flourished thousands of years ago.

Originally appeared in OA5 - Mad Monkey vs. the Dragon Claw (1988).
 
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Shade

Monster Junkie
Silatic, Gold

http://www.enworld.org/showthread.php?t=224622&page=3

Silatic, Gold
Medium Ooze
Hit Dice: 9d10+54 (103 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 12, flat-footed 13
Base Attack/Grapple: +6/+10
Attack: Pseudopod +10 melee (1d6+4)
Full Attack: 3 pseudopods +10 melee (1d6+4)
Space/Reach: 5 ft./5 ft. (50 ft. with pseudopod)
Special Attacks: Alacrity, digest metal
Special Qualities: Blindsight 60 ft., damage reduction 10/magic, metalsense, ooze traits, resistance to acid 10 and fire 10, spell resistance 13, split
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 19, Dex 16, Con 22, Int 5, Wis 11, Cha 1
Skills: Climb +7, Hide +6, Move Silently +6
Feats: Cleave, Improved Initiative, Improved Sunder, Power Attack
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: See text
Alignment: Always neutral
Advancement: 10-18 HD (Medium); 19-27 HD (Large)
Level Adjustment: -

This shifting, quivering amorphous blob appears to consist of molten gold.

Silatics are metal-devouring oozes. They may be found anywhere, but since they need not breathe, they are often found floating through space. Outside the presence of gravity, silatics float gracefully, fanning their bodies in a fluid motion.

Several breeds of silatics are known to exist, each associated with a specific type of metal. A silatic eats only its associated metal, and possesses the ability to sense this same metal. Silatics may form a pair (or more, depending on type) of long, thin pseudopods that can stretch up to fifty feet. They generally feed with one pseudopod, reserving the other for defense.

When a gold silatic reaches 18 Hit Dice, it begins looking for an isolated spot in which it can split into smaller silatics.

Silatics do not hoard nor covet treasure, but up to 1d10 pounds per Hit Die of the associated metal may be recovered from a slain silatic.

A gold silatic can grow to a diameter of up to 6 feet and a thickness of about 6 inches. A typical specimen weighs about 400 pounds.

COMBAT

Silatics attack with their psuedopods, which possess incredible reach. They generally ignore other creatures, only defending themselves if bothered while feeding.

Alacrity (Su): When making a full attack action, a gold silatic may make one extra pseudopod attack.

Digest Metal (Ex): Three rounds after a silatic first comes into contact with metal, its psuedopods automatically secrete a digestive fluid that disolves metal as if it was acid. Silatic digestive fluid is targeted towards a specific metal, but is also damaging to any other types of metal. The liquid does not affect living beings or non metallic objects, but when it gets on the surface of living beings and non-metallic objects it will then start to digest metalic items that they later touch.

Any melee hit deals metal digestion damage, and the opponent’s armor dissolves and become useless immediately unless they succeed on DC 20 Reflex saves. A metal weapon that strikes a silatic that has secreted digestive fluid also disolves immediately unless it succeeds on a DC 20 Reflex save. The save DC is Constitution-based.

The silactic’s digestive touch deals 1 points of damage per round to unattended metal objects, but the ooze must remain in contact with the object for 3 full rounds to start dealing this damage. Once a silatic's digestive fluid has disolved a metal object the creature will spend the next 3 rounds reabsorbing the fluid, and the metal it contains. A silatic that is interupted while eating cannot detect its own digestive fluids, but if the digestive fluid disolves and absorbs metal, the silatic can detect the metal contained within the fluid.

Metalsense (Ex): A silatic ooze can sense the location and amount of its associated metal within a distance of 100 ft. This includes coins, armor, weapons and even other silatics of the same metal type. Like blindsense, opponents the silatic senses (for example, carrying gold coins or wearing iron armor) but can’t actually see still have total concealment against the silatic.

Split (Ex): A gold silatic of 18 or more Hit Dice may split into two gold silatics as a full round action, each with half as many HD (if the original had an odd number of HD, one of the "children" will have one more HD than the other). The two new oozes are mentally incapacitated and instinctively move away from each other (taking penalties on all other actions as if they are frightened) for five hours. After those five hours, if the two children are still close to each other, they will fight to the death.

Silatics and Spelljammer

If you are using the Spelljammer rules presented at www.spelljammer.org, make the following adjustments.
  • Add the Wildspace subtype.
  • Give it a Tactical Speed of 1.

Originally appeared in Monstrous Compedium Appendix 9 (1991).
 
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Shade

Monster Junkie
Dingonek

http://www.enworld.org/showthread.php?t=219404&page=15&pp=15

Dingonek
Large Magical Beast
Hit Dice: 8d10+40 (84 hp)
Initiative: +5
Speed: 30 ft. (6 squares), swim 30 ft., burrow 15 ft.
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +8/+19
Attack: Bite +14 melee (2d8+7) or tail slap +14 melee (2d8+10)
Full Attack: Bite +14 melee (2d8+7) and 2 claws +12 melee (2d6+3) and tail slap +12 melee (2d8+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Head butt, pounce, powerful charge, tail sweep
Special Qualities: Darkvision 60 ft., low-light vision, tremorsense 60 ft.
Saves: Fort +11, Ref +7, Will +3
Abilities: Str 24, Dex 13, Con 20, Int 2, Wis 12, Cha 6
Skills: Listen +7, Spot +6, Swim +15
Feats: Improved Initiative, Multiattack, Power Attack
Environment: Warm plains and forests (rivers)
Organization: Solitary or pair
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Large); 17-32 HD (Huge)
Level Adjustment: -

Larger and nearly as bulky as a hippo, this unusal creature bears the traits of many animals. Its head combines the features of a lioness and otter, but with long saberlike fangs. Its body is covered in the thick scales of an armadillo dotted with leopard-like spots. Its tail is long and thick, while its legs end in reptilian claws.

Dingoneks are among the most feared creatures in warm areas near water. More than a match for crocodiles and hippopatami, and with a temper to match the latter, these carnivores are fearless and fast. In fact, some local humanoids have coined the phrase "brave as a dingonek" to indicate stupidly fearless and aggressive behavior.

A dingonek is 15 feet long and weighs 4 to 5 tons.

COMBAT

Dingoneks prefer to charge prey, using its bulk as a massive ram. It is a swift burrower, know to dig a shallow hole to prepare an ambush or to burst into campsites or villages. Dingoneks are also strong swimmers, making escape difficult and direrting their attention the best tactic for survival.

Head Butt (Ex): When a dingonek charges, it may make a head butt attack at its full attack bonus which deals 2d10+7 points of bludgeoning damage. The victim must also succeed on a DC 21 Fortitude save or be stunned for 1d2 rounds. The save DC is Strength-based.

Pounce (Ex): If a dingonek charges a foe, it can make a full attack, including a head butt attack.

Powerful Charge (Ex): When a dingonek charges, its claw attacks deal 4d6+6 points of damage.

Tail Sweep (Ex): A dingonek can sweep with its tail 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 dingonek's space in any direction. Medium or smaller creatures within the swept area take automatic tail slap damage (DC 21 Reflex half). The save DC is Strength-based.

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

Originally appeared in Dragon Magazine #122 (1987).
 
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Shade

Monster Junkie
Megalosaurus

http://www.enworld.org/showthread.php?t=67093&page=39&pp=15

Megalosaurus
Huge Animal
Hit Dice: 10d8+40 (85 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (-2 size, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple: +7/+23
Attack: Claw +13 melee (2d6+8)
Full Attack: 2 claws +13 melee (2d6+8) and bite +11 melee (1d8+4 plus lacerate)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, lacerate
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +7, Will +5
Abilities: Str 26, Dex 10, Con 19, Int 2, Wis 15, Cha 11
Skills: Listen +13, Spot +12
Feats: Alertness, Multiattack, Run, Track
Environment: Warm and temperate forests and plains
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment: -

This large bipedal reptile is obviously a predator, as indicated by its long jaws and knife-like teeth. Its arms are powerfully muscled and bear three claws. Small studs of bone run in lines on either side of its back.

Megalosaurs are savage predators that specialize in hunting sauropods and other massive dinosaurs.

A megalosaurus usually grows to 30 feet in length, and many weigh over two tons. They are usually pack hunters, specializing in sauropods, especially old, young, infirm or wounded ones. Lone megalosaurs are not unknown, however, but they feed mainly on iguanodons and similar species.

COMBAT

Megalosaurs hunt not by speed or stealth but by sheer persistence. A pack will overwhelm a potential target, biting it multiple times with one or two grabbing hold to slow they prey down. After a few successful attacks, the pack retreats, waiting for their victim to bleed to death before moving in to feast.

Improved Grab (Ex): In order to use this ability, a megalosaurus must hit with a claw attack. If it hits, it can make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it deals automatic bite damage each round.

Lacerate (Ex): The bites of a megalosaurus leave deep, bleeding wounds. Any creature injured by a megalosaurus’ bite attack takes an additional 1 point of damage each round from the bleeding until the wound is bound (Heal check DC 15) or the target dies. This damage stacks from multiple attacks; for example, a creature bitten three times by a megalosaurus bleeds for 3 points of damage each round.

Skills: A megalosaurus receives a +2 racial bonus on all Listen and Spot checks.

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

Monster Junkie
Dinosaur, Brachiosaurus

http://www.enworld.org/showthread.php?t=67093&page=39&pp=15

Dinosaur, Brachiosaurus
Colossal Animal
Hit Dice: 28d8+282 (408 hp)
Initiative: -2
Speed: 40 ft. (8 squares)
Armor Class: 15 (-8 size, -2 Dex, +15 natural), touch 0, flat-footed 15
Base Attack/Grapple: +21/+52
Attack: Stamp +28 melee (5d8+15/19-20)
Full Attack: 2 stamps +28 melee (5d8+15/19-20)
Space/Reach: 50 ft./40 ft.
Special Attacks: Trample 10d8+22
Special Qualities: Damage reduction 6/- (from Damage Reduction feats), low-light vision, scent
Saves: Fort +27, Ref +14, Will +13
Abilities: Str 40, Dex 7, Con 29, Int 1, Wis 14, Cha 12
Skills: Listen +15, Spot +27
Feats: Alertness, Damage Reduction (x2), Diehard, Endurance, Epic Toughness, Great Fortitude, Improved Critical (stamp), Iron Will, Skill Focus (Spot)
Environment: Warm and temperate forests and hills
Organization: Solitary, pair or pod (5-20)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 29-56 HD (Colossal); 57-84 HD (Colossal+)
Level Adjustment: -

This incredibly tall quadruped has a huge, almost erect neck, a short tail, a very broad chest, thin legs and a short head with a flat snout and a high crest.

Although the seismosaurus might be longer and heavier, the brachiosaurus is the tallest of all the dinosaurs. The largest specimens (such as the sauroposeidon) reach Colossal+ size.

Brachiosaurs are almost 90 feet long and nearly 50 feet tall. They are slow and clumsy by even the standards of the sauropods, but their long legs and neck allow it to reach the tallest branches. They are herd organisms, and because of their size have no natural enemies.

COMBAT

A brachiosaurus is most likely to use its front claws for uprooting trees, but when attacked by something large enough to concern it (usually a rival brachiosaur), it can use them to deadly effect. Against most dangers, it simply walks over them.

The stamps of a brachiosaurus are considered to be bludgeoning and slashing weapons for the purposes of overcoming damage reduction.

Trample (Ex): A brachiosaurus can literally run over any creatures in its way that are of Gargantuan or smaller size. Creatures trampled must make a Reflex save (DC 39 half) or take 10d8+22 damage. The save DC is Strength-based.

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

Monster Junkie
Avenging Spirit

http://www.enworld.org/showthread.php?t=211853&page=24&pp=15

Avenging Spirit
Medium Deathless (Incorporeal)
Hit Dice: 10d12 (65 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 30 ft. (perfect)
Armor Class: 20 (+4 Dex, +4 deflection, +2 sacred), touch 20, flat-footed 16
Base Attack/Grapple: +5/-
Attack: Incorporeal touch +9 melee (1d6+4)
Full Attack: Incorporeal touch +9 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura, spell-like abilities, spells, stonebirds, water jet
Special Qualities: Damage reduction 10/evil, darkvision 60 ft., deathless traits, incorporeal traits, natural invisibility, +2 turn resistance
Saves: Fort +3, Ref +7, Will +10
Abilities: Str —, Dex 18, Con —, Int 14, Wis 18, Cha 19
Skills: Bluff +17, Concentration +17, Diplomacy +19, Disguise +4 (+6 acting), Gather Information +6, Intimidate +19, Knowledge (local) +15, Knowledge (religion) +15
Feats: Ability Focus (water jet), Negotiator, Spell Focus (evocation), Spell Penetration
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 9
Treasure: Half standard
Alignment: Always lawful good
Advancement: 11-20 HD (Medium)
Level Adjustment: -

A cascade of blond hair appears in the air before you, accompanied by a sad, sweet song.

Avenging spirits are the souls of innocents whose murders went unpunished. Forever bound to the site of their deaths, avenging spirits persevere to protect their loved ones and avenge their own deaths. Although not malicious (except to their killers or those who would harm their loved ones), avenging spirits enjoying teasing the living with illusions and other magic.

An avenging spirit is roughly human-sized and is weightless.

An avenging spirit speaks Common, Celestial, and any other languages known in life.

COMBAT

An avenging spirit generally uses detect thoughts and discern lies to judge a presumed enemy's motivations. If combat ensues, an avenging spirit uses its water jet liberally, accompanied by spells and spell-like abilities.

Deathbed Dependent (Su): Each avenging spirit is mystically bound to the location of its death and cannot stray more than 1,000 feet from it. If somehow forced to do so, an avenging spirit is instantly destroyed.

Fear Aura (Su): An avenging spirit can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 19 Will save or be affected as though by a fear spell (caster level 10th). A creature that successfully saves cannot be affected again by the same avenging spirit's aura for 24 hours. The save DC is Charisma-based.

Natural Invisibility (Su): This ability is constant, allowing an avenging spirit to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell. An avenging spirit can choose to become fully visible or even partially invisible (which provides only concealment), often making only its golden hair or disembodied eyes visible.

Spell-Like Abilities: At will—calm animals (DC 15), charm person (DC 15), detect evil, detect thoughts (DC 17), silent image (DC 15), speak with animals; 3/day—entangle (DC 15), minor image (DC 16), plant growth; 1/day—confusion (DC 18), heat metal (DC 16), summon nature's ally IV, sunbeam (DC 21). Caster level 10th. The save DCs are Charisma-based.

Spells: An avenging spirit can cast divine spells as a 10th-level cleric. An avenging spirit has access to two domains from its deity's list. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/4+1/4+1/3+1/3+1/2+1; save DC 14 + spell level, evocation spells 16 + spell level):
0th - cure minor wounds (x2), guidance, mending, resistance (x2);
1st - command, divine favor, doom, protection from evil*, remove fear;
2nd - aid*, cure moderate wounds, eagle's splendor, hold person, silence;
3rd - daylight, dispel magic, magic circle against chaos*, searing light;
4th - control water, cure critical wounds, discern lies, holy smite*;
5th - dispel evil*, flame strike, mark of justice;
*Domain spell. Domains: Good, Law.

Stonebirds (Sp): Once per day, an avenging spirit can call forth 2d10 birds of living stone. These birds remain for 1 hour or until destroyed. This is the equivalent of a 3rd-level spell. Stonebirds have the following statistics.

Stonebird: Diminuitive Construct; HD 1d10 (5 hp); Init +2; Spd 10 ft., fly 40 ft. (average); AC 17 (touch 16, flat-footed 15); Base Atk +0; Grp -17; Atk bite +0 melee (1d4); Full Atk bite +0 melee (1d4); Space/Reach: 1 ft./0 ft.; SA explode; SQ construct traits; AL N; SV Fort +0, Ref +2, Will +0; Str 10, Dex 15, Con -, Int -, Wis 11, Cha 1.
Explode (Su): A stonebird that successfully hits a target may be commanded to detonate, dealing an additional 1d4 points of piercing damage. This destroys the stonebird.

Water Jet (Su): As a standard action, an avenging spirit can create a tremendously powerful 30-foot line of water. Any creature in the area of the line takes 2d6 points of damage (Reflex DC 21 negates). A creature failing the saving throw must succeed on a Strength check or a Balance check (DC 10 + damage dealt) or be knocked prone by the force of the blast. The save DC is Charisma-based.

Originally appeared in Polyhedron #91 (1994).
 
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Shade

Monster Junkie
Silatic, Silver

http://www.enworld.org/showthread.php?t=224622&page=3

Silatic, Silver
Medium Ooze
Hit Dice: 7d10+42 (80 hp)
Initiative: +6
Speed: 15 ft. (3 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/+10
Attack: Pseudopod +10 melee (1d4+5)
Full Attack: 4 pseudopods +10 melee (1d4+5)
Space/Reach: 5 ft./5 ft. (25 ft. with pseudopod)
Special Attacks: digest metal
Special Qualities: Blindsight 60 ft., damage reduction 5/magic, metalsense, ooze traits, reflect spells, reflective spell resistance 12, resistance to cold 10, electricity 10, and fire 10, split
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 21, Dex 15, Con 22, Int 5, Wis 11, Cha 1
Skills: Climb +9, Hide +5, Move Silently +5
Feats: Improved Initiative, Improved Sunder, Power Attack
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: See text
Alignment: Always neutral
Advancement: 8-14 HD (Medium); 15-21 HD (Large)
Level Adjustment: -

This shifting, quivering amorphous blob appears to consist of liquid silver.

Silatics are metal-devouring oozes. They may be found anywhere, but since they need not breathe, they are often found floating through space. Outside the presence of gravity, silatics float gracefully, fanning their bodies in a fluid motion.

Several breeds of silatics are known to exist, each associated with a specific type of metal. A silatic eats only its associated metal, and possesses the ability to sense this same metal.

Silver silatics are so rare that, until recently, they were believed to be only legends. Unlike other silatics, silver silatics may form two pairs of long, thin pseudopods, but they can stretch only 25 feet. They generally feed with one pseudopod, reserving the other for defense.

When a silver silatic reaches 14 Hit Dice, it begins looking for an isolated spot in which it can split into smaller silatics.

Silatics do not hoard nor covet treasure, but up to 1d10 pounds per Hit Die of the associated metal may be recovered from a slain silatic.

A silver silatic can grow to a diameter of up to 6 feet and a thickness of about 6 inches. A typical specimen weighs about 200 pounds.

COMBAT

Silatics attack with their psuedopods, which possess incredible reach. They generally ignore other creatures, only defending themselves if bothered while feeding.

A silver silatic's natural attacks are treated as silver weapons for the purposes of overcoming damage reduction.

Digest Metal (Ex): Three rounds after a silatic first comes into contact with metal, its psuedopods automatically secrete a digestive fluid that disolves metal as if it was acid. Silatic digestive fluid is targeted towards a specific metal, but is also damaging to any other types of metal. The liquid does not affect living beings or non metallic objects, but when it gets on the surface of living beings and non-metallic objects it will then start to digest metalic items that they later touch.

Any melee hit deals metal digestion damage, and the opponent’s armor dissolves and become useless immediately unless they succeed on DC 19 Reflex saves. A metal weapon that strikes a silatic that has secreted digestive fluid also disolves immediately unless it succeeds on a DC 19 Reflex save. The save DC is Constitution-based.

The silactic’s digestive touch deals 1 points of damage per round to unattended metal objects, but the ooze must remain in contact with the object for 3 full rounds to start dealing this damage. Once a silatic's digestive fluid has disolved a metal object the creature will spend the next 3 rounds reabsorbing the fluid, and the metal it contains. A silatic that is interupted while eating cannot detect its own digestive fluids, but if the digestive fluid disolves and absorbs metal, the silatic can detect the metal contained within the fluid.

Disease (Ex): A creature struck by a silver silatic must succeed on a DC 19 Fortitude save or acquire a disease called argyria. The disease has an onset of 1 day. The victim's skin and eyes become sensistive to sunlight, and take on a silvery-grey shade that is easily noticed by anyone they meet. The victim is dazzled in bright sunlight or within the radius of a daylight spell, and suffers a -2 penalty to Concentration checks in these light conditions. The save DC is Constitution-based.

Metalsense (Ex): A silatic ooze can sense the location and amount of its associated metal within a distance of 100 ft. This includes coins, armor, weapons and even other silatics of the same metal type. Like blindsense, opponents the silatic senses (for example, carrying silver coins or carrying silver weapons) but can’t actually see still have total concealment against the silatic.

Reflective Spell Resistance (Su): A silver silatic has a special type of spell resistance that causes any targeted spell it successfully resists to bounce off and reflect back at the caster. The caster becomes either the spell's target or the point of origin for the spell's effect, as appropriate. In addition, silver silatics are immune to gaze attacks, and such an effect is reflected back to its origin.

Split (Ex): A silver silatic of 14 or more Hit Dice may split into two silver silatics as a full round action, each with half as many HD (if the original had an odd number of HD, one of the "children" will have one more HD than the other). The two new oozes are mentally incapacitated and instinctively move away from each other (taking penalties on all other actions as if they are frightened) for five hours. After those five hours, if the two children are still close to each other, they will fight to the death.

Silatics and Spelljammer

If you are using the Spelljammer rules presented at www.spelljammer.org, make the following adjustments.
  • Add the Wildspace subtype.
  • Give it a Tactical Speed of 1.

Originally mentioned in Monstrous Compedium Appendix 9 (1991).
 
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Shade

Monster Junkie
Giant, Ogre

http://www.enworld.org/showthread.php?t=227195&page=3

Giant, Ogre
Huge Giant
Hit Dice: 14d8+70 (133 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 17 (–2 size, +9 natural) touch 8, flat-footed 19
Base Attack/Grapple: +10/+29
Attack: Slam +19 melee (1d6+12) or rock +8 ranged (2d8+12)
Full Attack: 2 slams +19 melee (1d6+12) or rock +8 ranged (2d8+12)
Space/Reach: 15 ft./15 ft.
Special Attacks: Dual rock throwing
Special Qualities: Low-light vision, rock catching
Saves: Fort +14, Ref +4, Will +4
Abilities: Str 33, Dex 10, Con 21, Int 6, Wis 10, Cha 7
Skills: Climb +14, Jump +14, Listen +5, Spot +6
Feats: Awesome Blow, Improved Bull Rush, Point Blank Shot, Power Attack, Quick Draw
Environment: Any mountains and deserts
Organization: Solitary, family (1 male plus 1-3 wives and 1-6 children), or clan (2-6 males plus 3-12 females and 4-24 children)
Challenge Rating: 8
Treasure: Standard
Alignment: Often chaotic neutral
Advancement: By character class
Level Adjustment: +4

This massive humanoid towers over 20 feet tall. Bristling hair covers its umber body. Elephantine ears hang to its shoulder, while a pair of glistening tusks protrude from its jaws. A single bloodshot eyes surveys its surroundings.

Ogre giants are massive cousins of traditional ogres and ogre magi. They are generally savage and straighforward. They often serve as guardians for powerful sorcerers or ogre magi, in exchange for protection for their clans.

Although they are simple creatures, easily confused or deceived, they are aware of such limitations and are quick to anger once they become aware of such trickery. Ogre giants are easily confused by large crowds, and as such cannot serve among large forces or spend much time in cities. In such a high-pressure situation, an ogre giant is likely to go berserk, leaving a swath of destruction until the pressure is relieved.

An ogre giant stands about 20 feet tall and weighs about 8,500 pounds. Skin coloration ranges from tan to umber, fading to gray at old age. Ogre giants can live to be 500 years old.

An ogre giant's bag usually contains 4d6 throwing rocks, and an assortment of goat cheese, shears and wool.

Ogres giants speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.

Combat

Ogre giants use simple tactics, preferring to lob rocks until they run out of ammunition or enemies approach within range of their beefy fists.

Dual Rock Throwing (Ex): An ogre giant can throw rocks as other types of giants can. In addition, as a full round action, an ogre giant can throw two rocks (one per hand) with no attack penalty. The range increment is 120 feet for an ogre giant’s thrown rocks.

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

Once per round, an ogre 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 ogre giant must be ready for and aware of the attack in order to make a rock catching attempt.

Ogre Giant Society

Ogre giants form small clans, far from others of their kind. Clans consist of one male and up to three wives, along with their children and unmarried siblings. Young ogre giants have the statistics of a standard ogre. They are often mistaken for common ogres from a distance, but when seen up close their racial heriatage becomes apparent.

They do not take slaves, nor do they feed on the flesh of sentient creatures, and some ogre giant clans are even are known to trade with humanoids. Clans occasionally raise livestock, such as sheep, goats, or giant versions of these animals.

Ogre giants bury their own dead and those they have slain in rock cairns. They continually add to the mass of stones over the years, with the cairns eventually resembling small mountains. Ogre giants treat any descration of these cairns as the greatest form of sacrilege, a crime punishable by death.

Ogre Giant Characters

Ogre giant characters possess the following racial traits.
  • +22 Strength, +10 Constitution, –4 Intelligence, –4 Charisma.
  • Huge size. –2 penalty to Armor Class, –2 penalty on attack rolls, –8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters.
  • Space/Reach: 15 feet/15 feet.
  • An ogre giant’s base land speed is 30 feet.
  • Low-light vision.
  • Racial Hit Dice: An ogre giant begins with fourteen levels of giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +8, Ref +4, and Will +4.
  • Racial Skills: An ogre giant’s giant levels give it skill points equal to 17 x (2 + Int modifier). Its class skills are Climb, Jump, Listen, and Spot.
  • Racial Feats: An ogre giant’s giant levels give it five feats.
  • +9 natural armor bonus.
  • Special Attacks (see above): Dual rock throwing.
  • Special Qualities (see above): Rock catching.
  • Weapon and Armor Proficiency: An ogre giant is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
  • Automatic Languages: Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Orc, Goblin, Terran
  • Favored Class: Barbarian.
  • Level adjustment +4.

Originally appeared in Land of Fate (1992).
 
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Shade

Monster Junkie
Dinosaur, Camarasaurus

http://www.enworld.org/showthread.php?t=67093&page=39&pp=15

Dinosaur, Camarasaurus
Colossal Animal
Hit Dice: 18d8+129 (210 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 10 (-8 size, -1 Dex, +9 natural), touch 1, flat-footed 10
Base Attack/Grapple: +13/+39
Attack: Stamp +15 melee (4d6+10)
Full Attack: 2 stamps +15 melee (4d6+10)
Space/Reach: 40 ft./30 ft.
Special Attacks: Trample 6d6+15
Special Qualities: Low-light vision, scent
Saves: Fort +20, Ref +10, Will +10
Abilities: Str 30, Dex 9, Con 24, Int 1, Wis 14, Cha 7
Skills: Listen +14, Spot +15
Feats: Alertness, Diehard, Endurance, Great Fortitude, Iron Will, Toughness
Environment: Warm forests, hills and plains
Organization: Solitary, pair or pod (6-36)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 19-54 HD (Colossal)
Level Adjustment: -

This massive quadruped has a short box-like head atop a long neck, a stout but powerful tail and an elephantine hide.

The camarasaurs are one of the smaller and weaker types of sauropod.

Camarasaurs, while large (around 60 feet long and 20 tons), are dwarfed by most other sauropods, and they are small enough to be targeted by allosaur packs and other carnivorous dinosaurs. As such, they live and travel in large herds for protection. Their nearly horizontal backs and short necks allow them to browse short trees and saplings.

COMBAT

When attacked, camarasaurs are capable of using their powerful tails in defense, but are just as likely to run away.

The stamps of a camarasaurus are considered to be bludgeoning and slashing weapons for the purposes of overcoming damage reduction.

Trample (Ex): A camarasaurus can literally run over any creatures in its way that are of Gargantuan or smaller size. Creatures trampled must make a Reflex save (DC 29 half) or take 6d6+15 damage. The save DC is Strength based.

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

Monster Junkie
Wani

http://www.enworld.org/showthread.php?t=67093&page=39&pp=15

Wani
Gargantuan Magical Beast
Hit Dice: 25d10+150 (287 hp)
Initiative: +5
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 18 (–4 size, +1 Dex, +11 natural), touch 7, flat-footed 17
Base Attack/Grapple: +25/+49
Attack: Bite +33 melee (3d8+18) or tail slap +33 melee (3d6+18)
Full Attack: Bite +33 melee (3d8+18) and 2 claws +33 melee (3d6+12) or tail slap +33 melee (3d6+18)
Space/Reach: 20 ft./15 ft.
Special Attacks: Capsize, improved grab, swallow whole, wrecking tail
Special Qualities: Darkvision 60 ft., hold breath, low-light vision
Saves: Fort +20, Ref +15, Will +9
Abilities: Str 35, Dex 12, Con 23, Int 1, Wis 12, Cha 2
Skills: Hide +3*, Listen +3, Move Silently +11, Spot +3
Feats: Awesome Blow, Cleave, Dire Charge, Improved Bull Rush, Improved Initiative, Improved Multiattack, Multiattack, Power Attack, Snatch
Environment: Warm marshes
Organization: Solitary or colony (6–11)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 26-50 HD (Gargantuan); 50+ (Colossal)
Level Adjustment: -

This titanic crocodile is easily forty feet long.

Wani are enormous, crocodilian monstrosities rumored to have been created through magical tampering with crocodiles.

A wani is 40 to 55 feet long and weighs around 20 tons.

COMBAT

Wani attack similarly to crocodiles, lying submerged in water with only their eyes and nostrils above the surface. When prey approaches, they strike with incredible swiftness, grabbing prey and dragging it under or swallowing it whole. If their eggs are threatened, wani go on a rampage, cutting a swath of destruction through any structures that stand in their way.

Capsize (Ex): A submerged wani that surfaces under a boat or ship less than 30 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 30 to 80 feet long and a 20% chance to capsize one over 80 feet long.

Hold Breath (Ex): A wani can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Improved Grab (Ex): To use this ability, a wani must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the wani establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom, or can choose to swallow the opponent whole in the following round.

Swallow Whole (Ex): A wani can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 3d8+18 points of bludgeoning damage and 8 points of acid damage per round from the wani'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 Gargantuan wani's gizzard can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Wrecking Tail (Ex): A wani's tail slap attack ignores the first 10 points of hardness when attacking objects.

Skills: A wani 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 wani gains a +4 racial bonus on Hide checks when in the water. Further, a wani can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Young Wani

Wani reproduce in a manner similar to crocodiles. Upon hatching from their large eggs, young wani are fifteen feet long.

Young wani have the following statistics.

Large Magical Beast
Hit Dice: 5d10+25 (52 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +5/+17
Attack: Bite +6 melee (2d6+8) or tail slap +6 melee (3d6+8)
Full Attack: Bite +6 melee (2d6+8) or tail slap +6 melee (3d6+8)
Space/Reach: 10 ft./5 ft. (10 ft. with tail slap)
Special Attacks: Improved grab
Special Qualities: Hold breath, low-light vision
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 27, Dex 12, Con 21, Int 1, Wis 12, Cha 2
Skills: Hide +3*, Listen +5, Spot +5, Swim +16
Feats: Alertness, Skill Focus (Hide)
Environment: Warm marshes
Organization: Solitary or colony (6–11)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6 HD (Large); 7-24 HD (Huge)
Level Adjustment: -

Originally appeared in Dungeon Magazine #40 (1989).
 
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Shade

Monster Junkie
Questing Beast

http://www.enworld.org/showthread.php?t=106747&page=38&pp=15

Questing Beast
Large Dragon
Hit Dice: 10d12+80 (145 hp)
Initiative: +10
Speed: 50 ft. (10 squares)
Armor Class: 25 (–1 size, +10 Dex, +6 natural), touch 19, flat-footed 15
Base Attack/Grapple: +10/+24
Attack: Bite +19 melee (1d12+10) or tail slap +19 melee (1d10+15)
Full Attack: Bite +19 melee (1d12+10) and 2 claws +19 melee (1d8+5) and tail slap +19 melee (1d10+15)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks: Breath weapon, improved grab, rake, swallow whole
Special Qualities: Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, regeneration 15, spell resistance 20
Saves: Fort +15, Ref +17, Will +9
Abilities: Str 31, Dex 30, Con 26, Int 13, Wis 14, Cha 16
Skills: Balance +27, Hide +23, Intimidate +12, Jump +27, Listen +15, Move Silently +27, Spot +15
Feats: Cleave, Improved Multiattack, Multiattack, Power Attack
Environment: Any land
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Large), 21-30 HD (Huge)
Level Adjustment: -

This bizarre creature is over ten feet long. Its body resembles that of a leopard, its haunches those of a lion, its feet are those of a deer, and its neck and head those of a serpent. Its long serpentine tail ends in a spiked ball.

The original questing beast was created by a powerful sorceress to avenge the death of her lover, a giant slain by Sir Pellinore, one of the Knights of the Round Table. Its name comes from its unusual roar, which sounds like "thirty couple hounds questing."

While the original questing beast could only be slain by those of Pellinore's bloodline, the means to destroy other questing beasts include specific weapons or powerful magic.

A questing beast is 10 feet long and weighs 2 tons.

A questing beast cannot speak, but understands Common and Draconic.

COMBAT

A questing beast simply wanders the countryside, spreading death and destruction. Their preferred prey are canines, which they always attempt to swallow whole.

Breath Weapon (Su): 40-ft. cone, once every 1d4 rounds, 5d8 acid damage, Reflex DC 23 half. The save DC is Constitution-based.

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

Rake (Ex): Attack bonus +14 melee, damage 1d8+5.

Regeneration (Ex): No form of attack deals lethal damage to the questing beast. The questing beast regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the questing beast fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 145 hp). The questing beast is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.

The questing beast can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 145 hit points) and using a limited wish, wish or miracle spell to keep it dead. Legends claim that specific bloodlines and weapons can also deal lethal damage to the beast. If the questing beast loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Swallow Whole (Ex): The questing beast can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d12+10 points of bludgeoning damage and 8 points of acid damage per round from the questing beast's stomach. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

The questing beast's gizzard can hold 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents.

Skills: The questing beast has a +4 racial bonus on Balance, Hide, Jump, and Move Silently checks.

Originally appeared in Legends and Lore (1990).
 
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Shade

Monster Junkie
Koala

http://www.enworld.org/showthread.php?t=199555&page=19&pp=15

Koala
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +0
Speed: 10 ft. (2 squares), climb 10 ft.
Armor Class: 12 (+2 size), touch 12, flat-footed 12
Base Attack/Grapple: +0/-10
Attack: Claw +2 melee (1d4-2)
Full Attack: 2 claws +2 melee (1d4-2) and bite -3 melee (1d4-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent, +2 racial bonus on saves vs. poison
Saves: Fort +2, Ref +2, Will +1
Abilities: Str 7, Dex 11, Con 10, Int 2, Wis 12, Cha 7
Skills: Climb +8, Hide +10*, Listen +9, Move Silently +6
Feats: Stealthy, Weapon Finesse (B)
Environment: Temperate and warm forests
Organization: Solitary or colony (3-18)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 1-3 HD (Small)
Level Adjustment: -

Somewhat resembling a tiny bear, this creature has large tufted ears, long limbs, and thick, light grey fur speckled with white flecks. Patches of white fur line the inside of its ears, its chin, chest, neck, inside the front limbs. Its five-fingered paws include opposable thumbs and sharp claws.

Koalas are arboreal herbivores found nearly exclusively in the eucalypt trees upon which they feed. Sometimes referred to as "koala bears", "monkey bears", and "tree-bears" due to their appearance, koalas are actually marsupials more closely related to wombats. Koalas are generally nocturnal.

Although they have keen senses of hearing and smell, koalas do not have excellent vision, and as a result do not possess low-light vision.

A koala is 2 to 3 feet long and weighs 11-31 pounds. Fur coloration varies from light grey to brown. White patches are sometimes also found on the inside of the hind legs and on the rump. Koalas have been known to live to 18 years or more.

A koala familiar grants its master a +2 bonus on saves vs. poison.

COMBAT

Koalas tend to ignore other creatures, but can become aggressive if disturbed, lashing out with their sharp claws and and a painful bite.

Skills: Koalas have a +4 racial bonus on Listen and Move Silently checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. Koalas use their Dexterity modifier instead of their Strength modifier for Climb checks.

*Koalas have a +4 racial bonus on Hide checks when in trees.

Originally appeared in Dragon Magazine #186 (1992).
 
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