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BOZ

Creature Cataloguer
Amitok

http://www.enworld.org/forums/showthread.php?t=66479

Amitok
Medium Humanoid (Goblinoid)
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 30 ft (6 squares)
Armor Class: 13 (+3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Claw +4 melee (1d4+3)
Full Attack: 2 claws +4 melee (1d4+3)
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Darkvision 60 ft, reckless, resistance to cold 5
Saves: Fort +5 (+9 against poison) Ref +0 Will +0
Abilities: Str 16, Dex 11, Con 14, Int 7, Wis 11, Cha 8
Skills: Handle Animal +1, Hide +0, Listen +1, Spot +1, Survival +1
Feats: Improved Initiative

Environment: Any cold land and underground
Organization: Band (3-30) or colony (6-60 males, plus 3-30 females, 18-180 young, 1 2nd-5th level adept, and 2-12 winter wolves or 4-24 hoar foxes)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +1

This broad-built humanoid stands about a foot taller than a human. Its flat face is pale blue and hairless, as are its wickedly clawed hands. Its body is covered in light gray, almost white, fur.

The amitoka are a strain of hobgoblin, also known as snow goblins, that have acclimated themselves to arctic climates. A thick layer of fat keeps them warm and helps them resist poisons. These beasts are carnivorous and are always on the hunt, using their environment as camouflage. They will eat anything, including their own that die in combat. Amitok culture revolves completely around acquiring food. They collect no treasure, but sometimes pile up the items of their victims to attract more victims.

Amitoka lair in short tunnel systems dug deeply into the snow. Each lair has 2-5 large communal rooms. The colony’s females defend these tunnels fiercely while the males are out hunting. The colony often has tribal pets that are used for hunting. Amitoka shamans are their rulers, and are usually the largest and strongest of the bunch.

These creatures are completely antisocial to other races, considering them as nothing other than a potential meal. They occasionally cooperate with quaggoths, but generally despise everything that is not an amitok. Barbarian tribes that live near amitoka refer to them as “demons.”

An amitok is 7 feet tall and weighs 350 pounds.

Amitoka speak Goblin and Giant.

COMBAT
Amitoka are fierce, almost suicidal combatants. They do not use weapons and enjoy rending flesh with their claws. When facing overwhelming odds, amitoka will just pile on the biggest enemy, hoping to win out despite any losses they may face.

Reckless (Ex): Amitoka fear no creature, and receive a +4 morale bonus on saving throws against fear.

Skills: Amitoka receive a +8 racial bonus on Hide checks in snowy or icy environments.


Amitoka as Characters

Most amitok leaders are adepts, and all amitok spellcasters are generally adepts. Amitok clerics worship Cryonax and can choose any two of the following domains: Air, Animal, Evil, and Water.

Amitok characters possess the following racial traits:

+6 Strength, +4 Constitution, -4 Intelligence, -2 Charisma
Medium size.
An amitok's base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: An amitok begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1 and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
Racial Skills: An amitok's humanoid levels give it skill points equal to 5 × (2 + Int modifier). Its class skills are Handle Animal, Listen, Spot, and Survival.
Racial Feats: An amitok's humanoid levels give it one feat.
+3 natural armor bonus.
+8 racial bonus on Hide checks in snowy environments.
+4 racial bonus on saves against poison.
Resistance to cold 5.
Automatic Languages: Common, Goblin, Giant. Bonus Languages: Draconic, Gnoll, Orc.
Favored Class: Barbarian.
Level Adjustment +1.

Originally found in Dragon Magazine #89 (“Creature Catalog,” September 1984, Roger Moore).
 
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BOZ

Creature Cataloguer
Atlas

http://www.enworld.org/forums/showthread.php?t=69718

Titan, Greater, Atlas
Gargantuan Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 41d8+697 (901 hp)
Initiative: +5
Speed: 60 ft (10 squares), fly 80 (perfect)
Armor Class: 44 (-4 size, +5 Dex, +33 natural), touch 11, flat-footed 39
Base Attack/Grapple: +41/+82
Attack: Slam +61 melee (8d10+28)
Full Attack: 2 slams +61 melee (8d10+28)
Space/Reach: 20 ft/20 ft
Special Attacks: Oversized weapon, spell-like abilities
Special Qualities: Damage reduction 15/epic, darkvision 60 ft, fast healing 3, feat of strength, spell resistance 45, unlimited strength
Saves: Fort +47 Ref +31 Will +36
Abilities: Str 50 Dex 20 Con 44 Int 27 Wis 30 Cha 28
Skills: Balance +25, Bluff +44, Climb +55 (+57 with rope), Concentration +52, Craft (blacksmithing) +46, Diplomacy +33, Disguise +9 (+11 in character), Escape Artist +20 (+22 with rope), Heal +38, Intimidate +68, Jump +55, Knowledge (history) +53, Knowledge (religion) +48, Knowledge (the planes) +43, Listen +52, Move Silently +35, Search +43, Sense Motive +45, Spellcraft +38, Spot +52, Survival +10 (+12 following tracks, +12 on other planes), Swim +53, Use Rope +28 (+30 with bindings)
Feats: Alertness, Awesome Blow, Deflect Arrows (B), Greater Weapon Specialization (slam), Improved Grapple (B), Improved Unarmed Strike (B), Improved Sunder (B), Power Attack, Weapon Focus (slam), Weapon Specialization (slam)
Epic Fortitude, Epic Prowess, Epic Toughness, Epic Weapon Focus (slam), Epic Weapon Specialization (slam), Fast Healing, Legendary Wrestler

Environment: Tarterian Depths of Carceri
Organization: Solitary
Challenge Rating: 30
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: ---
Level Adjustment: ---

This gigantic humanoid has an unimaginably massive build, appearing to have muscles where muscles shouldn’t be. His expression seems rather crafty.

Atlas is the embodiment of physical might, and is considered strength personified. He draws energy from the Material plane, and while there he seems to have no limit to his strength.

Despite his alignment, Atlas can actually be very honorable, and it is well known that if he gives his word on a matter he will keep even if this oath means his death.

Atlas (whose name means "he who dares or suffers") was the son of the Titan Iapetus and the nymph Clymene, and the brother of Prometheus and Epimetheus. Hersperius bore the Herperides to Atlas, who were four beautiful nymphs (Aegle, Arethusa, Erytheia, and Hesperia) that lived in the mountains near Atlas. They are said to live in a beautifully tended garden, which is the source of Hera’s golden apples. Heracles, as part of his Twelve Labors, tricked Atlas into picking the apples for him by offering to take his burden from him. Atlas is also father of Maera, the Hyades, Calypso the sea nymph and the Pleiades (the Seven Sisters, oreads); Hesperos is sometimes regarded as his son.

Atlas led the Titans in their struggles with the Olympians, and was thus condemned by Zeus to bear the weight of the earth and sky upon his shoulders forever. Though Atlas is officially a prisoner of Tarterus, part of his punishment involves spending most of his time on the Material Plane.

Atlas is 50 feet tall and weighs 225,000 pounds.

Atlas speaks Abyssal, Common, Celestial, Draconic, and Giant.

COMBAT
Atlas is not as destructive as some of the other greater titans, but he does have plenty of destructive capability. His fists pack quite a punch, and he usually relies on just hitting whatever stands in his way. When fighting a more powerful foe, Atlas will make use of his spell-like abilities, as well as his ability to increase his strength.

Atlas's natural weapons, as well as any weapons he wields, are treated as epic weapons for the purposes of overcoming damage reduction.

Oversized Weapon (Ex): A greater titan can wield a great, two-handed weapon (big enough for Colossal creatures) with no penalty.

Spell-Like Abilities: At will – bestow curse (DC 23), chain lightning (DC 25), charm monster (DC 23), cure critical wounds, deeper darkness, fire storm (DC 26), greater dispel magic, hold monster (DC 24), invisibility, invisibility purge, levitate, persistent image (DC 25), polymorph (humanoid forms only, duration 1 hour), protection from energy, read magic, unholy blight (DC 23); 3/day – Bigby's clenched fist, Bigby's grasping hand, divine power, earthquake, etherealness, freedom of movement, greater teleport, iron body, power word stun, summon nature’s ally IX, word of chaos (DC 26); 1/day – Bigby’s crushing hand, gate, maze, meteor swarm (DC 28), plane shift, wind walk. Caster level 25th. The save DCs are Charisma-based.

Feat of Strength (Su): Atlas gains an enhancement bonus to Strength equal to +20. Activating the power is a free action, the power lasts 1 round, and it is usable 5 per day.

Unlimited Strength (Su): While on the Material Plane, Atlas can perform seemingly impossible feats of lifting, bending, breaking, and any other physical feats. He automatically succeeds on any Strength check to perform such feats. This ability cannot be used during combat.

Evasion (Ex): If Atlas makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. If helpless, Atlas does not gain the benefit of evasion.

Wholeness of Body (Su): Atlas can heal his own wounds. He can heal 41 hit points of damage each day, and he can spread this healing out among several uses.

atlas.jpg


Originally found in the first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz).
 
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BOZ

Creature Cataloguer
Noviere

http://www.enworld.org/forums/showthread.php?t=68207

Eladrin, Noviere
Medium Outsider (Aquatic, Chaotic, Eladrin, Extraplanar, Good)
Hit Dice: 5d8+10 (32 hp)
Initiative: +4
Speed: 40 ft (8 squares), swim 60 ft
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +5/+9
Attack: +1 trident +10 melee (1d8+5/x2) or slam +9 melee (2d8+6/19-20/x2)
Full Attack: +1 trident +10 melee (1d8+5/x2) or slam +9 melee (2d8+6/19-20/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Aquatic net, envelop, spell-like abilities, spells, water bolt
Special Qualities: Alternate form, amphibious, damage reduction 10/cold iron or evil, darkvision 60 ft, immunity to electricity and petrification, low-light vision, resistance to acid 10 and cold 10, spell resistance 15, tongues, water mastery
Saves: Fort +6 (+10 against poison) Ref +8 Will +6
Abilities: Str 19, Dex 18, Con 14, Int 13, Wis 14, Cha 14
Skills: Concentration +8, Diplomacy +14, Escape Artist +10, Handle Animal +10, Hide +9, Knowledge (the planes) +7, Listen +10, Move Silently +11, Ride +6, Sense Motive +10, Spot +10, Survival +2 (+4 on other planes), Swim +12, Use Rope +4 (+6 with bindings)
Feats: Improved Critical (slam), Power Attack

Environment: Olympian Glades of Arborea
Organization: Solitary or clan (2-16)
Challenge Rating: 5
Treasure: No coins; double goods; standard items
Alignment: Always chaotic good
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: +5

This creature resembles a stout aquatic elf, or perhaps a sea faerie. Its skin is a greenish-blue, with long hair of a greenish tint. Its eyes are the color of the sea. It carries sharp weapons and a large net.

The noviere is an aquatic eladrin that dwells on Ossa, the second layer of Arborea. Like the bralani, they appreciate the lands and waters of their lands and spend most of their time on a favorite island, although they are sometimes known to visit the Material Plane to meet with merfolk or water fey and explore new shorelines.

Novieres have a very elven appearance, like other eladrins, though they are stockier than elves. Their skin can have a green, blue, or golden hue, and their hair ranges anywhere from deep blue-green to a pale blond. Though they look much like aquatic elves, they lack prominent gills, and have no webbed fingers. A noviere also has the ability to assume the form of a golden dolphin composed entirely of shimmering water.

They are considered the most straightforward and friendly of the eladrins; more approachable than the serious sheieres, less fickly and flighty than the bralani, and far more levelheaded than the coures. Novieres are very self-sufficient, and mostly keep to themselves, even among other eladrins. A chieftain is appointed to loosely govern a clan of novieres, but individuals are not bound to follow any particular leader.

A noviere is usually between 5 to 7 feel tall, and weighs 125 pounds.

Novieres speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.

COMBAT
Novieres prefer to avoid combat unless absolutely necessary, and are slow to anger. They are far stronger than their lithe forms would suggest, and they usually carry magical weapons that can be used effectively on water or land such as tridents and daggers. When using a net underwater, a noviere is always careful not to let air-breathers drown when entangled.

A noviere’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.

Aquatic Net (Su): A noviere's net benefits from a freedom of movement effect, allowing it to be thrown effectively underwater, incurring none of the additional penalties for range that ranged weapons normally suffer when used underwater.

Envelop (Ex): A noviere in dolphin form can draw a victim into its fluid form by moving into the creature’s space as a standard action. Opponents can make attacks of opportunity against the noviere, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 16 Reflex save or be enveloped; on a success, they are able to move 5 feet away from the noviere in any direction (opponent’s choice). Enveloped creatures are considered to be grappled and trapped within the noviere’s body. The save DC is Strength-based.

The noviere can also envelop a victim by scoring a critical hit with its slam attack and pulling the victim into its space. Victims enveloped in this way are entitled to neither a saving throw nor an attack of opportunity. The noviere makes a grapple check with a +4 circumstance bonus to grapple the victim in such an instance.

If the noviere is able to maintain a hold on the victim, the victim will be at risk of drowning (see Water Dangers in the Dungeon Master’s Guide for the risks and effects of drowning). A trapped victim can attack the noviere or make additional grapple checks to escape its grasp. The character cannot cast spells with a verbal component or use any other item or ability that requires speech. If other characters use edged weapons to attack the noviere while it is holding a victim, those attacks have a 25% chance of hitting the trapped character, and they do no harm to the noviere.

While holding a victim, the noviere cannot attack other creatures with its slam, nor can it shift to its humanoid form. It can, however, use its spells, spell-like abilities, and water bolt attack.

Spell-Like Abilities: At will - alter self, charm person, comprehend languages, cure light wounds (DC 13), daylight, detect evil, minor image (DC 14), mirror image, silent image (DC 13), slow (DC 15); 1/day - water breathing. Caster level 5th. The save DCs are Charisma-based.

Spells: Novieres in humanoid form can cast divine spells as 7th-level clerics. A noviere has access to two of the following domains: Animal, Chaos, Good, Plant, or Water. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared: (6/6/5/3/2); save DC 12 + spell level): 0 – create water, cure minor wounds, detect magic, light, resistance, virtue; 1st – bless, calm animals*, divine favor, obscuring mist, sanctuary, shield of faith; 2nd – aid, eagle’s splendor, enthrall, fog cloud*, owl’s wisdom; 3rd – dominate animal*, prayer, remove curse; 4th – control water*, restoration.
*Domain spell. Domains: Animal and Water.

Water Bolt (Sp): A noviere can launch a blast of concentrated water at a range of 60 feet, once per day. This water bolt does 4d6 points of damage to all creatures in a 5-foot-wide path from the noviere (Reflex save DC 17 for half damage). The save DC is Dexterity-based.

Alternate Form (Su): A noviere can shift between its humanoid and aqueous dolphin forms as a standard action. In humanoid form, it cannot use its slam or envelop attacks, but it can use its spell-like abilities, spells, water bolt, and its weapons. In dolphin form, it gains a +6 deflection bonus to Armor Class, and can envelop, make slam attacks, make use of water mastery, and use spell-like abilities, spells, and water bolt, but it cannot use its weapons.

A noviere remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does a noviere revert to any particular form when killed. A true seeing spell reveals both forms simultaneously.

Amphibious (Ex): Although novieres are aquatic, they can survive indefinitely on land.

Water Mastery (Ex): In dolphin form, a noviere gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or noviere is touching the ground, the noviere takes a –4 penalty on attack and damage rolls.

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

Originally found in Planescape Monstrous Compendium Appendix II (1995, Rich Baker).
 
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BOZ

Creature Cataloguer
Uttuku

http://www.enworld.org/forums/showthread.php?t=66479

Utukku
Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 10d8+90 (135 hp)
Initiative: +0
Speed: 40 ft (8 squares)
Armor Class: 22 (-1 size, +13 natural), touch 9, flat-footed 22
Base Attack/Grapple: +10/+19
Attack: Claw +15 melee (4d4+5)
Full Attack: 2 claws +15 melee (4d4+5) and bite +13 melee (3d4+2)
Space/Reach: 10 ft/10 ft
Special Attacks: Discord, spell-like abilities
Special Qualities: Damage reduction 10/good, darkvision 120 ft, iron mind, plane shift, resistance to electricity 10 and fire 10, spell resistance 21, telepathy 100 ft
Saves: Fort +16 (+20 against poison), Ref +7, Will +12
Abilities: Str 21, Dex 11, Con 29, Int 16, Wis 16, Cha 18
Skills: Appraise +15, Bluff +22, Concentration +20, Diplomacy +8, Disguise +4 (+6 in character), Intimidate +20, Jump +16, Knowledge (the planes) +18, Listen +16, Search +14, Sense Motive +16, Spot +16, Survival +15 (+17 following tracks, +17 on other planes)
Feats: Blind-Fight, Iron Will, Multiattack, Power Attack

Environment: Tarterian Depths of Carceri
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: ---

Standing twice as tall as a human, this creature bears the head of a lion, with long quills radiating out in place of a mane. Its scaled humanoid body is dark brick-red, with a golden-red face and striped black and white spines. Huge, white claws cap its hands and feet. Its bright yellow eyes have catlike blue pupils.

Utukku are vicious predators of the planes that kill all outsiders who pass through their territory, including others of their kind. Their lairs in the great ash deserts of Carceri always include impressive defenses, as each utukku must defend itself from all competitors. Utukku want no part of the intrigues of other fiends, and prey on any demons and devils they meet.

Very rarely, utukku are able to travel to the Material Plane for a time to gather more treasure. Its temporarily lair there will be a more hastily made lair, built in the caverns or pits of desolate regions, such as sandy deserts and volcanic areas. While on the Material Plane, they spread misery and suffering throughout local humanoid communities.

Utukku stand an average height of 12 feet tall, ranging from 11 to 14 feet tall, and weigh about 800 pounds.

Utukku speak their own language, but mostly communicate via telepathy.

COMBAT
Utukku always use their clawed hands to slash at foes rather than using weapons (though they are known to prize magical weapons as treasure). They also make good use of their magical powers in combat. These creatures are rather hardy, due to the harsh nature of their home plane. They always attack any extraplanar creatures on sight, unless outnumbered or overpowered.

Discord (Sp): Once per day, an utukku can cause all creatures within 60 feet to immediately fall to loud bickering and arguing, allowing them to take no other actions. If affected creatures are of different alignments, there is a 50% probability that they attack each other. The bickering lasts for 5d4 rounds, any fighting for 2d4 rounds. A successful Will save (DC 19) negates the effect. This is a mind-affecting, compulsion effect. The save DC is Charisma-based.

Spell-Like Abilities: At will - comprehend languages, detect evil, detect good, detect magic, see invisibility; 3/day - cause fear (DC 15), darkness, greater teleport (self plus 50 pounds of objects only), lightning bolt (DC 17); 1/day - control weather; 1/week - contagion (DC 18), polymorph. Caster level 18th. The save DCs are Charisma-based.

Iron Mind (Ex): An utukku is immune to all magical and psionic mind-affecting divination effects, including telepathy.

Plane Shift (Sp): Once per century, an utukku can leave Carceri to plane shift itself into the Material Plane; it can remain on the Material Plane for one year, after which it automatically shifts back to its home plane, taking up to 4,000 pounds of material with it.

Originally found in Dragon Magazine #89 (“Creature Catalog,” September 1984, Roger Moore).
 
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BOZ

Creature Cataloguer
Cronus

http://www.enworld.org/forums/showthread.php?t=69718

Titan, Greater, Cronus
Colossal Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 51d8+918 (1,147 hp)
Initiative: +10
Speed: 60 ft (10 squares)
Armor Class: 40 (-8 size, +10 Dex, +28 natural), touch 12, flat-footed 30
Base Attack/Grapple: +51/+90
Attack: Colossal keen vorpal adamantine scythe +63 melee (4d8+19/17-20/x4)
Full Attack: Colossal keen vorpal adamantine scythe +63/+58/+53/+48 melee (4d8+19/17-20/x4) or lava ball +53 ranged (4d10 fire)
Space/Reach: 30 ft/30 ft
Special Attacks: Lava ball, spell-like abilities, spells
Special Qualities: Alternate form, damage reduction 20/epic, darkvision 240 ft, fast healing 6, spell resistance 36
Saves: Fort +45 Ref +37 Will +38
Abilities: Str 48 Dex 30 Con 46 Int 40 Wis 32 Cha 32
Skills: Balance +46, Bluff +65, Climb +59, Concentration +70, Craft (alchemy) +55, Decipher Script +59, Diplomacy +65, Disguise +11 (+13 in character), Escape Artist +50, Gather Information +47, Heal +47, Intimidate +73, Jump +67, Knowledge (arcana) +55, Knowledge (history) +51, Knowledge (nature) +77, Knowledge (religion) +51, Knowledge (the planes) +75, Listen +71, Perform (act) +46, Perform (oratory) +56, Perform (sing) +51, Search +65, Sense Motive +65, Spellcraft +67, Spot +71, Survival +51 (+53 aboveground, +53 following tracks, +53 on other planes), Swim +59, Use Rope +10 (+12 with bindings)
Feats: Cleave, Combat Reflexes, Empower Spell, Great Cleave, Improved Critical (scythe), Maximize Spell, Power Attack, Weapon Focus (scythe)
Epic feats: Devastating Critical (scythe), Fast Healing (x2), Improved Darkvision, Improved Spell Capacity, Intensify Spell, Legendary Climber, Legendary Leaper, Overwhelming Critical (scythe), Spellcasting Harrier

Environment: Tarterian Depths of Carceri
Organization: Solitary
Challenge Rating: 35
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: ---
Level Adjustment: ---

This colossal humanoid is a handsome man, dressed as a human warrior of great skill. His dark eyes betray a sinister gleam.

Cronus, whose name means “crow,” was once the mighty ruler of the Olympian gods, but is now just a prisoner. He was the youngest of the first generation of Titans born to Uranus and Gaea, and served as the leader of the greater titans. Cronus hated his father, and his ambition was great enough to attack Uranus to usurp his throne as ruler of the universe.

Uranus had gleefully imprisoned Cronus’ siblings, the Hecatoncheires and the Cyclopes, in the prison of Tarterus. This pained Gaea greatly, and she conspired with Cronus and the other Titans to teach Uranus a lesson. She gave Cronus a special adamantine sickle, with which he ambushed his father and castrated him. After humbling Uranus, Cronus took the throne, with his sister Rhea as his Queen. They had six children: Hestia, Hera, Demeter, Hades, Poseidon, and Zeus. Cronus also had a son with Aphrodite, Pothos, and fathered the centaur Chiron with Philyra, the daughter of his brother Oceanus.

Gaea prophesied to Cronus that one of his children would overthrow him just as he had his father. The despot was fearful, and swallowed up each of these six gods as Rhea gave birth to them. When he meant to swallow Zeus, Rhea instead tricked him into swallowing a stone wrapped in swaddling clothes. Rhea hid Zeus in a cave until he was grown, when he returned and lead a successful revolt against Cronus. Zeus forced Cronus to disgorge his siblings, and there followed a great war between the Titans and the Olympian gods. Ultimately the Titans lost, and Zeus imprisoned Cronus and his brother titans in Tarterus after freeing Cronus’ monstrous siblings from that plane.

Though he was once a greater god of harvest and agriculture, mortals no longer worship Cronus; but as the lord of sinister ambition he seeks to change this. He maintains several small sects of priests dedicated to him who are constantly trying to recruit worshipers through the promise of power or money. His inability to directly influence the events of the mortal world angers him greatly. Cronus dwells in Mount Othrys on the first layer of Carceri, where he holds court.

Cronus is 100 feet tall and weighs 750,000 pounds.

Cronus speaks Abyssal, Aquan, Auran, Common, Celestial, Draconic, Giant, Ignan, Sylvan, and Terran.

COMBAT
At the beginning of combat, Cronus usually looses lava balls on his opponents. Cronus is equally capable of destruction with his scythe or his magical powers, and will use whatever strikes his fancy at any given moment.

Cronus's natural weapons, as well as any weapons he wields, are treated as epic weapons for the purposes of overcoming damage reduction.

Lava Ball (Su): Cronus can create small spheres of molten lava and launch them up to a range of 600 feet. Each lava ball can strike a single target, and deals 4d10 points of fire damage. It also sets fire to combustibles and damages objects, as a fireball spell.

Spells: Cronus can cast divine spells as a 25th-level cleric. Cronus has access to the following domains: Air, Chaos, Evil, and Plant. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/9/9/9/8/8/7/7/6/6; save DC 21 + spell level); 0 – create water, detect magic, guidance, inflict minor wounds, purify food and drink, resistance; 1st – cause fear, detect good, divine favor, doom, entangle, entropic shield, protection from good*, protection from law, sanctuary; 2nd – aid, barkskin, desecrate, eagle’s splendor, enthrall, gentle repose, resist energy, shatter*, wind wall; 3rd – blindness/deafness, contagion, create food and water, gaseous form*, glyph of warding, magic circle against law, speak with dead, water walk, wind wall; 4th – air walk*, chaos hammer, command plants, control water, dimensional anchor, greater magic weapon, spell immunity, tongues; 5th – dispel good, dispel law, flame strike, greater command, righteous might, symbol of pain, true seeing, wall of thorns*; 6th – animate objects, chain lightning*, create undead, harm, mass bull’s strength, repel wood, wind walk; 7th – blasphemy*, destruction, greater restoration, greater scrying, regenerate, repulsion, symbol of weakness; 8th – antimagic field, cloak of chaos, earthquake, mass inflict critical wounds, symbol of death, unholy aura*; 9th – elemental swarm, implosion, shambler*, storm of vengeance, summon monster IX, true resurrection.
*Domain spell. Domains: Air, Chaos, Evil, and Plant.

Spell-Like Abilities: At will – bestow curse (DC 24), blur, chain lightning (DC 27), charm monster (DC 25), cure critical wounds (DC 25), deeper darkness, displacement, fire storm (DC 29), greater dispel magic, haste, hold monster (DC 26), invisibility, invisibility purge, levitate, magic circle against good, obscuring mist, persistent image (DC 26), plant growth, polymorph (humanoid forms only, duration 1 hour), protection from energy, read magic, slow (DC 24), speak with plants, true strike, unholy blight (DC 25); 3/day – contingency, control winds, etherealness, freedom of movement, greater teleport, liveoak, permanency, summon nature’s ally IX, word of chaos (DC 28); 1/day – animate plants, Bigby’s crushing hand (DC 30), control plants (DC 29), control weather, foresight, gate, maze, meteor swarm (DC 30), plane shift, temporal stasis (DC 29), time stop, whirlwind (DC 29), wind walk. Caster level 25th. The save DCs are Charisma-based.

Alternate Form (Su): Cronus can assume any form of Colossal size or smaller as a standard action. This ability functions as a polymorph spell cast on himself (caster level 20th), except that Cronus does not regain hit points for changing form. Cronus can remain in his alternate form until he chooses to assume a new one or return to his natural form.

cronus-saturna.gif


Originally found in the first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz), and Legends and Lore (1990).
 
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BOZ

Creature Cataloguer
Shiere

http://www.enworld.org/forums/showthread.php?t=68207

Eladrin, Shiere
Medium Outsider (Chaotic, Eladrin, Extraplanar, Good)
Hit Dice: 8d8+16 (52 hp)
Initiative: +1
Speed: 40 ft (8 squares), fly 60 ft (perfect)
Armor Class: 31 (+12 Shiere’s armor, +2 +1 light steel shield, +1 Dex, +6 natural), touch 11, flat-footed 30
Base Attack/Grapple: +8/+14
Attack: +3 heavy lance of speed +14 melee (1d8+9/x3) or +3 keen defending battleaxe +14 melee (1d8+6/19-20/x3)
Full Attack: +3 heavy lance of speed +14/+9/+14 melee (1d8+9/x3) or +3 keen defending battleaxe +14/+9 melee (1d8+6/19-20/x3)
Space/Reach: 5 ft/5 ft
Special Attacks: Gaze, spell-like abilities, spells
Special Qualities: Alternate form, damage reduction 10/cold iron or evil, darkvision 60 ft, immunity to electricity and petrification, low-light vision, resistance to acid 10 and cold 10, spell resistance 16, tongues
Saves: Fort +8 (+12 against poison) Ref +7 Will +7
Abilities: Str 23, Dex 12, Con 15, Int 14, Wis 12, Cha 13
Skills: Concentration +12, Diplomacy +5, Escape Artist +9, Handle Animal +10, Hide +9, Intimidate +10, Jump +15, Listen +11, Move Silently +11, Ride +13, Sense Motive +12, Spot +11, Tumble +10
Feats: Blind-Fight, Mounted Combat, Power Attack

Environment: Olympian Glades of Arborea
Organization: Solitary or company (3-24)
Challenge Rating: 10
Treasure: No coins; double goods; standard items
Alignment: Always chaotic good
Advancement: 9-16 HD (Medium); 17-24 HD (Large)
Level Adjustment: +10

This being resembles an unusually tall, very fair-skinned elf. Its limbs are long and slender and its face and hands are narrow. Its hair is a pale metallic color, and its piercing eyes have a bluish tinge to them.

The shieres serve and protect Arborea as the noble knights of the eladrin. These graceful defenders of the eladrin courts fight with skill, strength, and honor. These warriors are stronger than they look, and very courageous. They can be very cold when dealing with beings who don’t measure up to their own high standards of honor and valor.

The shiere’s serve the Queen of Stars and her people, and are most frequently found in the ruling tulani courts. These warriors form a shining host that actively seeks out evil intruders who would trouble the eladrins. They ride the wilds of Olympus by night to drive away those who hide in darkness. Exceptional shieres can be acknowledges as hunt leaders or captains serving a tulani lord, though all shieres are technically of the same rank.

Shieres are 7 feet tall, and weigh 135 pounds.

Shieres speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.

COMBAT
Shiere are highly skilled, courageous warriors, and always carry magical weapons suitable for knights. They wear a special suit of armor crafted especially for them, and use long, narrow magical shields. The shiere’s armor is usually ruined if the shiere has taken enough damage to be slain in combat. Shiere are always mounted on their special warhorses when hunting, patrolling, or riding to war.

Shieres do not use their light form as frequently as other eladrins, and prefer their humanoid forms. They are considerably more limited in this form, so prefer to reserve it for extreme conditions – such as if the shiere is badly wounded and needs to escape, or for more stealthy maneuvers.

A shiere’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.

Gaze (Su): A shiere’s gaze causes fear in any creature of evil alignment that meets its eyes at a range of 60 feet on a failed will save (DC 15). The save DC is Charisma-based.

Spell-Like Abilities: At will - alter self, color spray (DC 12), comprehend languages, cone of cold (DC 16), cure light wounds (DC 12), daylight, detect evil, ice storm (DC 15), major image (DC 14), see invisibility, silent image (DC 12), wall of ice; 1/day - heal (DC 17). Caster level 10th. The save DCs are Charisma-based.

Spells: Shieres in humanoid form can cast divine spells as 10th-level clerics. A shiere has access to two of the following domains: Chaos, Good, Protection, Strength, or War. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared: (6/6/5/4/4/3); save DC 11 + spell level); 0 – detect magic, guidance, light, mending, resistance, virtue; 1st – bless, divine favor, magic weapon, protection from evil, sanctuary*, shield of faith; 2nd – aid, bull’s strength, enthrall, owl’s wisdom, shield other*, spiritual weapon; 3rd – magic vestment, prayer, protection from energy*, remove curse; 4th – cure critical wounds, divine power*, spell immunity, summon monster IV; 5th – flame strike*, righteous might, spell resistance.
*Domain spell. Domains: Protection and War.

Alternate Form (Su): A shiere can assume the form of an incorporeal ball of light once per hour. This transformation counts as a standard action. In this form, the shiere can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. In this form, the shiere has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A shiere in this form can pass through solid objects, but not force effects, at will. While incorporeal, its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. In this form, a shiere always moves silently and cannot be heard with Listen checks if it doesn't wish to be. While incorporeal, the shiere sheds light as it wishes, providing illumination with any radius it wishes up to 30 feet. Changing the amount of light it sheds is a free action that the shiere can perform once per round.

Shiere’s Armor: Shieres wear specially crafted suits of magical armor made of glass and crystal that provide a +12 armor bonus. This armor has no armor check penalty, and has a maximum Dex bonus of +4.

The Horses of the Shiere: Advanced Heavy Warhorses; CR 3; Large magical beast (extraplanar); HD 4d10+12; hp 34; Init +1; Spd 60 ft, fly 60 ft (average); AC 14, touch 10, flat-footed 13; Base Atk +4; Grp +12; Atk +7 melee (1d8+4, hoof); Full Atk 2 hooves +7 melee (1d8+4, 2 hooves) and +2 melee (1d4+2, bite); Space/Reach 10 ft/5 ft; SA None; SQ Courage, darkvision 60 ft, low-light vision, night flight, scent; AL CG; SV Fort +7, Red +5, Will +2; Str 18, Dex 13, Con 17, Int 6, Wis 13, Cha 10.
Skills and Feats: Listen +5, Spot +4; Endurance, Run
Courage (Ex): Horses of the shiere are braver than normal animals, and receive a +4 morale bonus on saving throws against fear.
Night Flight (Sp): Horses of the shiere can fly 60 feet per round, but only when the sun is not in the sky.
Carrying Capacity: A light load for a horse of the shiere is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A horse of the shiere can drag 4,500 pounds.

Originally found in Planescape Monstrous Compendium Appendix II (1995, Rich Baker).
 
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BOZ

Creature Cataloguer
Chac

http://www.enworld.org/forums/showthread.php?t=73266

Chac
Medium Fey (Shapechanger)
Hit Dice: 5d6+5 (22 hp)
Initiative: +6
Speed: 30 ft (6 squares), fly 30 ft (perfect)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+2
Attack: Claw +4 melee (1d3)
Full Attack: 2 claws +4 melee (1d3) and bite -1 melee (1d3)
Space/Reach: 5 ft/5 ft
Special Attacks: spell-like abilities, spells
Special Qualities: gaseous form, low-light vision, spell resistance 17
Saves: Fort +2 Ref +6 Will +5
Abilities: Str 10, Dex 15, Con 12, Int 13, Wis 12, Cha 15
Skills: Concentration +9, Diplomacy +10, Escape Artist +6, Hide +8, Listen +5, Knowledge (nature) +11, Move Silently +8, Sense Motive +7, Spot +5, Survival +7
Feats: Dodge (B), Improved Initiative, Weapon Finesse

Environment: Warm mountains
Organization: Solitary or family (2-4)
Challenge Rating: 5
Treasure: No coins; standard goods; no items
Alignment: Usually lawful neutral
Advancement: 9-16 HD (Medium); 17-24 HD (Large)
Level Adjustment: +3

This creature initially resembles a slender jaguar, but when it assumes a bipedal stance it has a clearly human-like face. Tears run down its cheeks, cutting deep grooves into its face.

The chac is a weather spirit that helps control the rain. They live high up in mountain caves, where they can observe the countryside. They use their magical powers mostly to govern the weather near their lairs. Most serve nature or local natives who provide gifts of food, though some chacs are evil and demand sacrifices to keep bad weather away.

Chacs are shy loners, and prefer to avoid direct contact with humanoids. Many of their legends tell of chacs being captured by humans and forced to produce rain at the will of their captors. Because of this, chacs will use all of their resources to rescue any captured chacs. Despite this fear, chacs have no natural enemies, and are usually on good terms with local cultures.

These beings are normally quadrupeds, but can walk around on two legs like humans. A tribe of chacs is associated with a particular color, depending on where it is found. Common colors for chacs include blue, black, red, yellow, and green. Each chac’s eyes are of the color associated with its tribe, and the color of the mist of its gaseous form is tinted with the same color. The tears on a chac’s cheeks are not from sadness, but are a result of its deep connection with the rain.

Chacs are great lovers of art, and keep many pieces of carved jade and turquoise in their lair. They also hoard cocoa beans, which they use to make a chocolate they are very fond of.

A chac can be from 5-7 feet tall, and weighs 120 pounds.

Chacs speak Common and Sylvan.

COMBAT
A chac will always seek to avoid combat, and only fights when threatened and unable to escape. It will try to use its magical powers first to escape, or to subdue its foes.

Gaseous Form (Su): Four times per day, as a standard action, a chac can assume gaseous form as the spell (caster level 10th), but it has a fly speed of 30 feet with perfect maneuverability.

Control Rain (Sp): Once per week, a chac can use control weather as the spell (caster level 10th), except that it can only create rain effects.

Spells: Chacs can cast divine spells as 5th-level clerics. A chac has access to the Air and Water domains. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (5/5/3/2; save DC 11 + spell level): 0 - create water, detect magic, detect poison, purify food and drink, read magic; 1st - bless water, entropic shield, obscuring mist*, sanctuary, summon monster I; 2nd - owl's wisdom, resist energy, wind wall*; 3rd - summon monster III, water breathing*.
*Domain spell. Domains: Air and Water.

Originally found in the Maztica Campaign Set boxed set (1991, Douglas Niles).
 
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BOZ

Creature Cataloguer
Vulturehound

http://www.enworld.org/forums/showthread.php?t=66479

Vulturehound
Small Magical Beast
Hit Dice: 2d10+4 (15 hp)
Initiative: +3
Speed: 50 ft (10 squares), fly 25 ft (average)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/-1
Attack: Bite +4 melee (1d6+1)
Full Attack: 2 claws +4 melee (1d3+1) and bite -1 melee (1d6+1)
Space/Reach: 5 ft/5 ft
Special Attacks: ---
Special Qualities: Darkvision 60 ft, low-light vision, scent
Saves: Fort +5 Ref +6 Will +1
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 13, Cha 8
Skills: Spot +6, Listen +4, Survival +2
Feats: Alertness

Environment: Temperate and warm desert and plains
Organization: Solitary or pack (4-24 plus 50% chance of 3-12 pups)
Challenge Rating: 1
Treasure: Standard (coins only)?
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: +2 (cohort)

This creature’s body is that of a wild dog, mixed with the features of a vulture. Its body is covered with long, grayish, shaggy hair in most places. It has canine legs that end in sharp, curved talons. Protruding from its side is a pair of small, feathered wings, and the beast has a bald vulture’s head with a sharp beak in place of a muzzle.

The vulturehound are a bizarre combination of vulture and wild dog. These ravenous carnivores foray out from their dens in hunting packs in search of food, which they drag back to their lair to devour. They do not keep treasure intentionally, but that from their previous victims will be lying about.

A vulturehound is 4 feet long and weighs 40 lbs.

COMBAT
In battle, a vulturehound will flap its wings to rear up on its hind legs, allowing it to attack with the two front talons and beak. If unable to rear back, it can only utilize its beak. A lone vulturehound is poor at aerial combat, but vulturehounds fight well in the air as a pack. When flying, a vulturehound attacks with its talons only.

Training a Vulturehound

Training a vulturehound pup as a hunting or guard animal requires a successful DC 25 Handle Animal check. Vulturehound pups are worth 500-1,000 gp on the open market. Professional trainers charge 500 gp to rear or train a vulturehound.

Dragon Magazine #37 (“Dragon’s Bestiary,” May 1980, Chris Chalmers and Dan Pollak).
 
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BOZ

Creature Cataloguer
Crystalmist

http://www.enworld.org/forums/showthread.php?t=73265

Crystalmist
Diminutive Aberration (Swarm)
Hit Dice: 8d8+16 (52 hp)
Initiative: +10
Speed: Fly 20 ft (perfect) (4 squares)
Armor Class: 23 (+4 size, +6 Dex, +3 natural), touch 20, flat-footed 17
Base Attack/Grapple: +6/---
Attack: Swarm (2d6)
Full Attack: Swarm (2d6) or light ray +16 ranged touch (1d6)
Space/Reach: 10 ft/0 ft
Special Attacks: Light ray/beam (1-6), distraction
Special Qualities: darkvision 60 ft, hive mind, immune to weapon damage, mindless, swarm traits
Saves: Fort +4 Ref +8 Will +7
Abilities: Str 1, Dex 22, Con 15, Int 1, Wis 12, Cha 8
Skills: Listen +8, Spot +9
Feats: Alertness, Improved Initiative, Point Blank Shot

Environment: Temperate and warm mountains
Organization: Solitary or cloud (2-6 swarms)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: ---

A multitude of colorful snowflake-like crystals twinkle in the air before you. As you watch, they gather together to take on a bulbous, roughly spherical form that throbs with a deep, ominous sound and radiates a sparkling white light.

A crystalmist swarm is a hive entity composed of minute crystalline creatures. Normally, crystalmists are content to drift about in the air, absorbing sunlight. This powers their crystalline structure, at the heart of which is a pulsating pinpoint of light that changes colors gradually throughout the day. As individuals, crystalmists have no real combat capabilities and are completely harmless. However, when threatened, they can form into a very dangerous community being.

Each individual crystalmist is completely mindless unless part of a hive mind. Groups of crystalmists have no recognizable society or community, although they seem to prefer to gather among their own kind. They have no real language, but are believed to communicate with each other by color modulation. Crystalmists reproduce only rarely, by fission.

Crystalmists do not eat other creatures, nor do other creatures usually prey upon them. Occasionally, bats or birds might eat some for their mineral content, but for the most part animals ignore crystalmists.

COMBAT
When a gathering of crystalmists feels threatened, it may form into a swarm and attack. Crystalmists store energy in their bodies, which they are able to unleash as a powerful beam of light when formed into a swarm.

Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Light Ray (Ex): A crystalmist swarm’s light rays have a range of 20 feet. The light ray deals 1d6 points of fire damage on a direct hit, and 2 points of fire damage to all creatures within 5 feet of where it hits. The light ray sets fire to combustibles and damages objects struck. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze.

If the crystalmist is in the area of a bright light source (such as a daylight spell), the damage done by its light ray is doubled to 2d6 points.

Hive Mind (Ex): Any crystalmist swarm with at least 1 hit point per Hit Die (or 8 hit points, for a standard crystalmist swarm) forms a hive mind, giving it an Intelligence of 1. When a crystalmist swarm is reduced below this hit point threshold, it becomes mindless.

When a crystalmist swarm suffers 10 points of damage, it fragments into its individual components. The remaining individuals cannot form another swarm for five rounds while they regroup. Forming into a new swarm is a full-round action, and the swarm loses its Dexterity bonus to Armor Class in that round.

Mindless (Ex): Crystalmists are naturally mindless without their hive mind, and are therefore immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) and illusions even when formed into a swarm.

Originally found in Greyhawk Adventures (1988, James M. Ward), and Monstrous Compendium MC5 - Greyhawk Appendix (1990).
 
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BOZ

Creature Cataloguer
Oceanus

http://www.enworld.org/forums/showthread.php?t=69718

Titan, Greater, Oceanus
Colossal Outsider (Chaotic, Evil, Extraplanar, Water)
Hit Dice: 49d8+882 (1,102 hp)
Initiative: +7
Speed: 60 ft (10 squares), swim 60 ft
Armor Class: 42 (-8 size, +7 Dex, +33 natural), touch 9, flat-footed 35
Base Attack/Grapple: +49/+84
Attack: Slam +61 melee (5d10+19/19-20/x2)
Full Attack: 2 slams +61 melee (5d10+19/19-20/x2)
Space/Reach: 30 ft/30 ft
Special Attacks: Control aquatic creatures, create waves, spell-like abilities, spells, summon elementals
Special Qualities: Damage reduction 20/epic, darkvision 240 ft, fast healing 3, spell resistance 36, water mastery
Saves: Fort +44 Ref +33 Will +35
Abilities: Str 48 Dex 24 Con 46 Int 40 Wis 28 Cha 28
Balance +39, Bluff +56, Climb +51, Concentration +70, Decipher Script +45, Diplomacy +37, Disguise +9 (+11 acting), Escape Artist +47, Gather Information +41, Handle Animal +51, Heal +39, Intimidate +73, Jump +71, Knowledge (history) +67, Knowledge (nature) +79, Knowledge (religion) +72, Knowledge (the planes) +72, Listen +71, Perform (sing) +66, Perform (wind instruments) +61, Ride +9, Search +65, Sense Motive +63, Spellcraft +57, Spot +71, Survival +71 (+73 aboveground, +73 following tracks, +73 on other planes), Swim +99, Use Rope +7 (+9 bindings)
Feats: Ability Focus (control aquatic creatures), Augment Summoning, Cleave, Combat Reflexes, Empower Spell-Like Ability (chain lightning), Great Cleave, Improved Critical (slam), Power Attack, Quicken Spell-Like Ability (greater teleport), Track, Weapon Focus (slam)
Epic feats: Devastating Critical (slam), Fast Healing, Improved Darkvision, Legendary Tracker, Overwhelming Critical (slam), Spellcasting Harrier

Environment: Tarterian Depths of Carceri
Organization: Solitary
Challenge Rating: 33
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: ---
Level Adjustment: ---

This colossal humanoid’s skin has a green shimmer and glistens with moisture. He wears little clothing and carries no items with him.

Oceanus is the master of the sea and all large bodies of water. Some even say that he is the ocean personified.

Oceanus is one of the original Titans born to Uranus and Gaea, and older brother of Cronus. He married his sister Tethys, and they had some 3,000 children together; these are known as the Oceanids, or ocean nymphs. One of Oceanus and Tethys’s offspring is the goddess Tyche, who sided with Zeus against the Titans. Oceanus was also said to have taken his mother Gaea as a consort, producing a daughter, Creusa, and a son, Spercheus.

Oceanus fought alongside his brothers in the war against the Olympian gods, and was thus imprisoned along with them. Oceanus’ temple is on the layer Porphathys of Carceri.

Oceanus is 100 feet tall and weighs 700,000 pounds.

Oceanus speaks Abyssal, Aquan, Common, Celestial, Draconic, Giant, and Undercommon.

COMBAT
Oceanus prefers to fight his opponents underwater, where he has a distinct advantage. If he is fighting land-bound opponents, he fights them while standing in water, if possible. His fists pack quite a punch, but his magic can also be formidable.

Control Aquatic Creatures (Su): Oceanus can use dominate monster at will (Will save DC 45). This ability only affects creatures with the Aquatic or Water subtypes, as well as any other creatures with an aquatic environment entry. Caster level 20th. The save DC is Charisma-based.

Create Waves (Su): Oceanus can create waves up to 40 feet high through force of will. This causes any sailing vessel within 300 feet to capsize if the character steering it fails a Profession (sailor) check (DC 15). A modifier applies to this check, based on type of ship, as follows: rowboat -2, warship +0, galley or keelboat +3, sailing ship +5, longship +7. Any creature flung into the water by a capsizing ship must succeed at a Swim check (DC 15) or immediately begin drowning.

Spell-Like Abilities: At will – bestow curse (DC 23), bull's strength, chain lightning (DC 25), charm monster (DC 23), cure critical wounds (DC 23), deeper darkness, fox's cunning, greater dispel magic, hold monster (DC 24), invisibility, invisibility purge, levitate, mind fog (DC 24), mirage arcana (DC 24), persistent image (DC 24), polymorph (humanoid forms only, duration 1 hour), protection from energy, read magic, unholy blight (DC 23), whispering wind; 3/day – control weather, etherealness, freedom of movement, greater teleport, summon nature’s ally IX, word of chaos (DC 26); 1/day – Bigby’s crushing hand (DC 28), gate, maze, plane shift, wind walk. Caster level 25th. The save DCs are Charisma-based.

Spells: Oceanus can cast divine spells as a 10th-level cleric. Oceanus has access to the following domains: (Air, Chaos, Evil, and Water). He also casts spells as a 10th-level druid. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/8/7/6/6/5; save DC 19 + spell level): 0 – create water, detect poison, inflict minor wounds, mending, read magic, resistance; 1st – cause fear, curse water, doom, endure elements, obscuring mist*, protection from good, protection from law; 2nd – desecrate, eagle’s splendor, enthrall, fog cloud*, owl’s wisdom, shatter, silence; 3rd – gaseous form*, inflict serious wounds, magic circle against good, magic circle against law, water breathing, water walk; 4th – air walk, chaos hammer*, control water, dismissal, divine power, sending; 5th – control winds*, dispel good, dispel law, greater command, summon monster V.
*Domain spell.

Typical Druid Spells Prepared (6/7/6/5/5/4; save DC 19 + spell level): 0 – create water, detect magic, flare, guidance, know direction, purify food and drink; 1st – charm animal, detect animals or plants, entangle, longstrider, magic fang, speak with animals, summon nature's ally I; 2nd – bear's endurance, bull's strength, cat's grace, chill metal, fog cloud, gust of wind; 3rd – call lightning, plant growth, quench, sleet storm, wind wall; 4th – control water, dispel magic, freedom of movement, ice storm, scrying; 5th – baleful polymorph, call lightning storm, commune with nature, summon nature's ally V.

Summon Elementals (Sp): Once per day Oceanus can automatically summon 1d3 elder water elementals. This ability is the equivalent of a 9th-level spell.

Water Mastery (Ex): Oceanus gains a +1 bonus on attack and damage rolls if both he and his opponent are touching water. If the opponent or Oceanus is touching the ground, Oceanus takes a –4 penalty on attack and damage rolls.

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

oceanus.jpg


Originally found in the first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz).
 
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BOZ

Creature Cataloguer
Ba'atun

http://www.enworld.org/forums/showthread.php?t=66584

Ba’atun
Medium Outsider (Evil, Lawful, Native)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 25 ft (5 squares), fly 60 ft (average)
AC: 16 (+2 Dex, +4 natural) touch 12, flat-footed 14
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d6+3)
Full Attack: Bite +5 melee (1d6+3) and 2 claws +0 melee (1d4+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Screech
Special Qualities: Darkvision 60 ft, resistance to cold 5, vulnerability to fire
Saves: Fort +4, Ref +5, Will +3
Abilities: Str 16, Dex 15, Con 13, Int 10, Wis 11, Cha 11
Skills: Climb +7, Hide +9, Intimidate +9, Listen +7, Spot +7, Tumble +8
Feats: Ability Focus (screech) (B), Flyby Attack

Environment: Cold mountains
Organization: Solitary, squad (8 plus 1 wing sergeant), flight (16 plus 2 wing sergeants, plus flight leader), or swarm (32 plus 4 wing sergeants plus 2 flight leaders plus 1 swarm leader)
Challenge Rating: 1
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +4

This creature has a baboon-like appearance, with a long snout and sharp fangs set in its red maw. Its bright blue eyes are red-rimmed. Its fur is an icy blue color, and it has a hairless monkey-like red rump. What makes it clear that this is no ordinary primate is its set of large, white, bat wings.

The ba’atun are vicious, primate-like creatures that find death and destruction as their constant companions. Their origin is surrounded in mystery – perhaps they were demons made from snow, perhaps they are exiles from a frozen realm, or perhaps they have always been here, lurking. Ba’atun live in the mountains, and when active they dominate the landscape with terror. They are opposed by beings such as cloud giants and aarakocra, who live on the same land as they do.

Ba’atun speak Infernal.

Ba’atun are just under 6 feet tall on average, and weigh about 200 pounds.

COMBAT
A group of ba’atun will usually begin a combat by screeching. They then attack their frightened opponents with their sharp, vicious teeth and dirty claws. Ba’atun are highly regimented, and will always attack as one with their squad, and follow the commands of their leaders.

Screech (Su): Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba’atun must make a successful Will save (DC 13) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.

Originally found in module UK7 – Dark Clouds Gather (1985, Jim Bambra and Phil Gallagher).



Ba'atun, Wing Sergeant
Medium Outsider (Evil, Lawful, Native)
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 30 ft (6 squares), fly 60 ft (average)
AC: 16 (+2 Dex, +4 natural) touch 12, flat-footed 14
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (1d6+3)
Full Attack: Bite +6 melee (1d6+3) and 2 claws +2 melee (1d4+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Screech
Special Qualities: Darkvision 60 ft, resistance to cold 5, vulnerability to fire
Saves: Fort +5, Ref +5, Will +4
Abilities: Str 17, Dex 15, Con 15, Int 12, Wis 13, Cha 14
Skills: Climb +7, Hide +9, Intimidate +12, Listen +9, Move Silently +7, Spot +9, Tumble +8, Survival +7
Feats: Ability Focus (screech) (B), Flyby Attack, Weapon Focus (claw)

Environment: Cold mountains
Organization: Solitary, squad (8 plus 1 wing sergeant), flight (16 plus 2 wing sergeants, plus flight leader), or swarm (32 plus 4 wing sergeants plus 2 flight leaders plus 1 swarm leader)
Challenge Rating: 2
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +4

Screech (Su): Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba’atun must make a successful Will save (DC 14) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.

-------------------------

Ba'atun, Flight Leader
Medium Outsider (Evil, Lawful, Native)
Hit Dice: 5d8+0 (0 hp)
Initiative: +3
Speed: 30 ft (6 squares), fly 60 ft (average)
AC: 17 (+3 Dex, +4 natural) touch 13, flat-footed 14
Base Attack/Grapple: +5/+9
Attack: Bite +9 melee (1d6+4) or sling +8 ranged (1d4+4 plus web)
Full Attack: Bite +9 melee (1d6+4) and 2 claws +4 melee (1d4+2) or sling +8 ranged (1d4+4 plus web)
Space/Reach: 5 ft/5 ft
Special Attacks: Ice shards, screech, web stones
Special Qualities: Darkvision 60 ft, resistance to cold 5, vulnerability to fire
Saves: Fort +7, Ref +7, Will +7
Abilities: Str 18, Dex 17, Con 16, Int 15, Wis 16, Cha 16
Skills: Bluff +10, Climb +10, Escape Artist +8, Hide +11, Intimidate +15, Listen +12, Move Silently +9, Search +8, Spot +12, Tumble +9, Survival +9
Feats: Ability Focus (screech) (B), Flyby Attack, Precise Shot

Environment: Cold mountains
Organization: Solitary, squad (8 plus 1 wing sergeant), flight (16 plus 2 wing sergeants, plus flight leader), or swarm (32 plus 4 wing sergeants plus 2 flight leaders plus 1 swarm leader)
Challenge Rating: 3
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +4

Flight leaders carry 3 web stones.

Ice Shards (Su): These ba’atun can fire shards of ice from their hands, once per day, up to 5 feet away. These shards cause 2d8 points of cold damage to a single target (Reflex save DC 15 for half). The save DC is Dexterity-based.

Screech (Su): Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba’atun must make a successful Will save (DC 17) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.

Web Stones: Ba’atun flight leaders carry special sling stones that create webs, as the spell, upon hitting a creature or surface. These webs stick to whatever they hit, and everything within a 5-foot-diameter area for 3 minutes (Reflex save DC 15 to avoid), and require no anchor points to stick to. The save DC is Dexterity-based.

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Ba'atun, Swarm Leader
Medium Outsider (Evil, Lawful, Native)
Hit Dice: 7d8+35 (66 hp)
Initiative: +4
Speed: 30 ft (6 squares), fly 60 ft (average)
AC: 19 (+4 Dex, +5 natural) touch 14, flat-footed 15
Base Attack/Grapple: +7/+12
Attack: Bite +12 melee (1d6+5) or ice javelin +11 ranged (1d6+5 plus ice splinters)
Full Attack: Bite +12 melee (1d6+5) and 2 claws +7 melee (1d4+2) or ice
javelin +11 ranged (1d6+5 plus ice splinters)
Space/Reach: 5 ft/5 ft
Special Attacks: Cold beam, ice shards, screech
Special Qualities: Darkvision 60 ft, resistance to cold 5, vulnerability to fire
Saves: Fort +10, Ref +9, Will +9
Abilities: Str 20, Dex 19, Con 20, Int 18, Wis 18, Cha 19
Skills: Bluff +13, Climb +13, Escape Artist +11, Hide +14, Intimidate +18, Knowledge (the planes) +12, Listen +16, Move Silently +12, Search +16, Spot +16, Tumble +14, Survival +14
Feats: Ability Focus (screech) (B), Flyby Attack, Point Blank Shot, Precise Shot

Environment: Cold mountains
Organization: Solitary, squad (8 plus 1 wing sergeant), flight (16 plus 2 wing sergeants, plus flight leader), or swarm (32 plus 4 wing sergeants plus 2 flight leaders plus 1 swarm leader)
Challenge Rating: 5
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +4

Cold Beam (Su): Ba’atun swarm leaders can create a beam of cold, once per day. The beam is shaped like a cone 50 feet long and 20 wide at the base, and causes 3d8 points of cold damage to all creatures within it (Reflex save DC 18 for half). The save DC is Constitution-based.

Ice Shards (Su): These ba’atun can fire shards of ice from their hands, once per day, up to 5 feet away. These shards cause 2d8 points of cold damage to a single target (Reflex save DC 17 for half). The save DC is Dexterity-based.

Screech (Su): Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba’atun must make a successful Will save (DC 19) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.

Ice Javelins: Ba’atun swarm leaders carry javelins that explode in a volley of icy splinters upon impact. In addition to dealing javelin damage to any creature struck, all creatures within 10 feet of the blast suffer 2d8 points of cold damage (Reflex save DC 17 for half). These javelins are treated as magic weapons for the purpose of overcoming damage reduction. The save DC is Dexterity-based.




Ba'atun, Yesorkh Pahyeh
Medium Outsider (Evil, Lawful, Native)
Hit Dice: 7d8+35 plus 9d4+45 (133 hp)
Initiative: +4
Speed: 30 ft (6 squares), fly 60 ft (average)
AC: 19 (+4 Dex, +5 natural) touch 14, flat-footed 15
Base Attack/Grapple: +11/+16
Attack: Bite +16 melee (1d6+5)
Full Attack: Bite +16 melee (1d6+5) and 2 claws +11 melee (1d4+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Cold beam, ice shards, possession, screech, spells, wall of ice
Special Qualities: Darkvision 60 ft, resistance to cold 5, vulnerability to fire
Saves: Fort +15, Ref +14, Will +17
Abilities: Str 20, Dex 19, Con 20, Int 20, Wis 18, Cha 19
Skills: Bluff +13, Climb +13, Concentration +17, Craft (alchemy) +17, Decipher Script +17, Diplomacy +11, Escape Artist +11, Hide +14, Intimidate +18, Knowledge (arcana) +17, Knowledge (religion) +11, Knowledge (the planes) +17, Listen +16, Move Silently +12, Search +17, Spellcraft +17, Spot +16, Tumble +14, Survival +14
Feats: Ability Focus (screech) (B), Empower Spell, Flyby Attack, Greater Spell Penetration, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (Evocation), Spell Penetration

Environment: Cold mountains
Organization: Solitary, or retinue (32 ba’atun plus 4 wing sergeants plus 2 flight leaders plus 1 swarm leader)
Challenge Rating: 14
Treasure: Standard plus +2 cloak of resistance, brooch of shielding, and minor ring of energy resistance (fire)
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: ---



This creature has a baboon-like appearance, with a long snout and sharp fangs set in its red maw. Its bright blue eyes are red-rimmed. Its fur is jet black, and it has a hairless monkey-like red rump. It wears a cloak between a set of large, white, bat wings.

Yesorkh Pahyeh is a ba’atun commander, and a 9th-level wizard. She is considered an “albino” due to her black coloration. She has the ability to possess other creatures, and use her control over them to influence other races. She is a schemer and a plotter, and uses deception to her best advantage.

Yesorkh speaks Infernal and Common.

Yesorkh is 6 feet tall and weighs 240 pounds.

COMBAT
Yesorkh uses her ability to possess other creatures to further her machinations. She spends a good deal of her time inhabiting other creatures’ bodies. In combat, she will use whatever capabilities her victim has, and will show no concern for the condition of the victim. She will tend to abandon her victim’s body when it loses two thirds of its hit points if the battle is going badly for her.

Cold Beam (Su): Yesorkh can create a beam of cold, once per day. The beam is shaped like a cone 50 feet long and 20 wide at the base, and causes 3d8 points of cold damage to all creatures within it (Reflex save DC 18 for half). The save DC is Constitution-based.

Ice Shards (Su): Yesorkh can fire shards of ice from her hands, once per day, up to 5 feet away. These shards cause 2d8 points of cold damage to a single target (Reflex save DC 17 for half). The save DC is Dexterity-based.

Possession (Su): Yesorkh has the ability to possess the body of any creature, once per week. Yesorkh must succeed on a melee touch attack and she gains control over a creature if it fails a Will save (DC 17). While possessing a creature, Yesorkh has access to the victim’s surface thoughts, and she can use any of the possessed creature’s special attacks and special qualities. Yesorkh can also cast her arcane spells if the possessed creature has a humanoid form. The save DC is Charisma-based.

The creature remains possessed by Yesorkh indefinitely, until she returns to her own body or possesses another creature. The banishment spell will drive her from her victim’s body as will a remove curse spell cast by an 8th-level or higher caster.

Yesorkh can relinquish control over her victim as a free action. In this form, she appears as a shadowy version of herself. She is incorporeal and can fly with perfect maneuverability at a speed of 120. She can reenter her own body as a free action by touching it.

When Yesorkh leaves a creature’s body, willingly or unwillingly, the victim must succeed at a Fortitude save (DC 17) or collapse in a state of shock for 1d10 minutes.

Screech (Su): Ba'atun can emit a loud, piercing and chilling screech as a free action. All creatures within 60 feet of the ba’atun must make a successful Will save (DC 19) or be struck by fear and be cowering for one full round. Each round that the screeching lasts, victims must make another successful saving throw at the beginning of initiative to be able to act. Only one saving throw per round is required (at the highest DC within range of each character), no matter how many ba'atun there are. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.

Spells: Yesorkh is a 9th-level wizard. She has access to the following spells: 0 – acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1st – charm person, disguise self, hypnotism, jump, mage armor, magic missile, obscuring mist, protection from good, sleep, ventriloquism; 2nd – blur, darkness, fog cloud, glitterdust, invisibility, minor image, mirror image, protection from arrows, scare, spider climb, touch of idiocy, web; 3rd – blink, gaseous form, haste, lightning bolt, stinking cloud, suggestion, wind wall; 4th – confusion, dimension door, fear, ice storm, lesser globe of invulnerability, solid fog; 5th – baleful polymorph, cone of cold, feeblemind, hold monster, summon monster V, teleport. The save DCs are Intelligence-based.

Typical Wizard Spells Prepared (4/6/5/4/3/2; save DC 15 + spell level); 0 – daze, detect magic, ghost sound, resistance; 1st – charm person (x2), magic missile (x2), sleep, ventriloquism; 2nd – darkness, invisibility, mirror image, protection from arrows, spider climb; 3rd – haste, lightning bolt (x2), suggestion; 4th – dimension door, ice storm, lesser globe of invulnerability; 5th – summon monster V, teleport.

Wall of Ice (Sp): Yesorkh can create a wall of ice, as the spell, once per day. Caster level 9th.
 
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BOZ

Creature Cataloguer
Rakasta

http://www.enworld.org/forums/showthread.php?t=73262

Rakasta
Medium Humanoid (Rakasta)
Hit Dice: 2d8 (9 hp)
Initiative: +2
Speed: 25 ft (5 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 11, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Kasa +2 melee (1d4+1) or claw +2 melee (1d2+1)
Full Attack: 2 kasas +2 melee (1d4+1) and bite -3 melee (1d4+1) or 2 claws +2 melee (1d2+1) and bite -3 melee (1d4+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Improved grab, mounted leap, rake 1d3+1
Special Qualities: Darkvision 60 ft, scent
Saves: Fort +0 Ref +6 Will +1
Abilities: Str 13, Dex 15, Con 11, Int 12, Wis 12, Cha 8
Skills: Balance +6, Climb +2, Craft (any one) +2, Hide +6, Jump +4, Listen +5, Move Silently +6, Ride +6, Spot +5, Tumble +6
Feats: Acrobatic

Environment: Temperate and warm plains and deserts
Organization: Solitary, pair, or pride (3-30 plus 25% noncombatant young, 1-8 smilodons, 4-HD cleric, and 5-HD chief)
Challenge Rating: 2
Treasure: 50% coins, standard goods, standard items
Alignment: Often neutral
Advancement: By character class
Level Adjustment: +3

This humanoid has a feline head, and is covered with soft, tawny fur. It stands upright, and moves with an agile grace. Its cat-like eyes are a brilliant green.

The rakasta are a race of intelligent feline humanoids. They are a proud warrior race that lives as nomadic barbarians. They are not prone towards hostility to other races, but respond quickly when threatened or provoked.

Rakasta are also skilled artisans. They make bright rugs and silk tapestries, artfully crafted bowls and cups, and other valued items, rather than keeping precious gems and jewels. Rakasta can be reliable trading partners, if their attention can be turned away from martial society for long enough.

Rakasta are organized into prides that roam far and wide. Prides sometimes build temporary settlements, known for their distinctively colorful tents and pavilions. Rakasta are excellent hunters, and keep the local game herds from overpopulating. Each rakasta has a chief, whose word is law and obeyed unquestioningly.

Rakasta have a caste of mounted knights, known as hatra. These warriors are also called tiger riders, as they have tamed saber-toothed tigers that they ride into battle (these beasts will not allow non-rakasta to ride them). Hatra are considered the bravest and strongest warriors in a pride, and also serve as the personal guards to the chief. As a pride’s finest warriors, they enjoy a special place in rakasta society, and are held in the highest honor. Hatra have their own code of conduct to dictate a warrior’s behavior – some examples include: never refuse a challenge to fight, never leave wounded behind, give or expect no mercy from your enemy, never surrender.

Rakasta are 5-7 feet tall, with a 4-6 foot long tail and weigh around 150 pounds.

Rakasta speak Rakasta and Common, with a purring voice with rolled R’s and hissed S’s.

COMBAT
A rakasta fights fiercely, expecting its opponent to do the same. Though rakasta can use normal weapons, they disdain such equipment and prefer to rely on their own natural weapons. Rakasta are often armed with a special set of metal war claws that they call kasas, which are worn on the paw like a glove.

Rakasta that ride saber-toothed tigers use special saddles that enable them to fight unhindered while mounted. These saddles allow a rakasta to maintain control of its mount by controlling the tiger with knee pressure, and do not hinder the mount’s combat capabilities. These saddles also allow a rakasta to leap and attack in the same round.

Improved Grab (Ex): To use this ability, a rakasta must hit either with both claw attacks or both kasa attacks. 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 make two rake attacks with its rear claws.

Mounted Leap (Ex): A rakasta can leap up to 20 feet from its mount and still make its full attack in the same round.

Rake (Ex): Attack bonus +2 melee, damage 1d3+1.

Skills: Rakasta have a +4 racial bonus on Balance, Hide, and Move Silently checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.

RAKASTA ITEMS
Kasa: Rakasta are often armed with a special set of metal war claws that they call kasas, which are worn on the paw like a glove. A kasa is a light exotic weapon that deals 1d4 (Medium) of slashing damage on a hit with a critical range of 18-20x2. A character using a kasa cannot be disarmed with the disarm action. Cost: 30 gp (price is for one kasa). Weight: 2 lb.


RAKASTA AS CHARACTERS
Most rakasta leaders are rangers, barbarians, or even some fighters. A rakasta cleric has access to two of the following domains: Animal, Luck, Travel, War.
Rakasta characters possess the following racial traits.

Strength +2, Dexterity +4, Intelligence +2, Wisdom +2, Charisma –2.
Size Medium.
A rakasta's base land speed is 25 feet.
Darkvision out to 60 feet.
Racial Hit Dice: A rakasta begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
Racial Skills: A rakasta's humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Craft, Listen, Ride, Tumble. Rakasta have a +4 racial bonus on Balance, Hide, and Move Silently checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.
Racial Feats: A rakasta's humanoid levels give it one feat.
+2 natural armor bonus.
Weapon Familiarity: Rakastas treat kasas as martial weapons, rather than exotic weapons.
Natural Weapons: Claw (1d2) and bite (1d4).
Special Attacks (see above): Improved grab, mounted leap, rake.
Special Qualities: Scent.
Automatic Languages: Common, Rakasta. Bonus Languages: Draconic, Gnoll, Goblin, Halfling.
Favored Class: Ranger.
Level adjustment +3.


SAVAGE COAST RAKASTA
The Savage Coast region of Mystara is home to a hardier breed of rakasta. These rakasta have developed a feudal style of government mixed with their nomadic ways of old, and their warrior traditions and mystical tendencies. These rakasta are known to carry and use other melee weapons besides the kasa, and their technology level is comparable to other nearby humanoid cultures. Hatra are not common among these town-dwelling rakasta. Their favored class is Fighter, instead of Ranger.

This breed of rakasta has developed additional abilities that their nomadic cousins do not possess. These rakasta have excellent balance and reflexes, and take only half damage from any fall. They have unusually keen senses, and receive a +4 racial bonus to Listen checks. Because of this keen hearing, these rakasta suffer a –2 penalty on all saving throws against sonic attacks. Rakasta sight is also very keen, providing them with Blind-Fight as a bonus feat. These rakasta intuitively sense the presence of invisible or ethereal creatures within 10 feet, and receive a +4 bonus on Spot and Listen checks to find such creatures.

Originally found in module X1 – The Isle of Dread (1981, David Cook and Tom Moldvay), module X2 – Castle Amber (1981), AC9 - Creature Catalogue (1986), DMR2 - Creature Catalog (1993), and Mystara Monstrous Compendium Appendix (1994).
 
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BOZ

Creature Cataloguer
H'Calos

http://www.enworld.org/forums/showthread.php?t=73266

H’Calos
Colossal Magical Beast
Hit Dice: 20d10+160 (270 hp)
Initiative: +2
Speed: 25 ft (5 squares), burrow 20 ft
Armor Class: 25 (-8 size, -2 Dex, +25 natural), touch 2, flat-footed 25
Base Attack/Grapple: +20/+52
Attack: Bite +36 melee (2d10+16/19-20)
Full Attack: Bite +36 melee (2d10+16/19-20) or 4 claws +34 melee (1d6+16/19-20)
Space/Reach: 30 ft/20 ft
Special Attacks: Crush, frightful presence, improved grab, rend, swallow whole
Special Qualities: Damage reduction 10/epic, darkvision 60 ft, immunity to fire and poison, low-light vision, spell resistance 32, tremorsense 120 ft
Saves: Fort +20 Ref +10 Will +7
Abilities: Str 43, Dex 7, Con 27, Int 4, Wis 12, Cha 12
Skills: Listen +7, Move Silently +9, Spot +7
Feats: Awesome Blow, Improved Bull Rush, Improved Critical (bite), Improved Critical (claw), Improved Initiative, Multiattack, Power Attack

Environment: Any warm land and underground
Organization: Solitary
Challenge Rating: 20
Treasure: Triple standard
Alignment: Always chaotic neutral
Advancement: ---
Level Adjustment: ---

This creature appears to be an insect of immense proportions. It resembles a centipede with an ebony, chitinous shell. It has two glowing, green eyes, and a massive jaw with four mandibles. Its four front legs are shaped like those of a preying mantis’ forelimbs.

H’Calos the Star Worm is, as far as anyone knows, a unique creature. It spends most of its time burrowing through the earth, aided in movement by its rending claws. H’Calos appears to have no purpose other than to eat. It can spend centuries slumbering, but when it awakens it will eat until destroyed, or subdued and returned to hibernation. It can eat anything, but prefers animals and creatures whose movements can be tracked through vibrations underground.

It is unknown how H’Calos came to be, or if there are others like it. H’Calos was said to have fallen to the ground a millennium ago, encased in a meteorite. This rock may have been its lair, or its prison.

H’Calos is 100 feet long and weighs 55,000 pounds.

COMBAT
H’Calos likes to attack from below the ground, by rising up and attacking unsuspecting surface creatures. It selects its prey by the noise they make, which vibrates through the earth. It will typically emerge from below at high velocity, taking a single target with it and trying to swallow it. Failing that, H’Calos will drop its prey (which can try to hold on to the falling beast), and plunge back down the next round.

As it reaches ground level, H’Calos will attempt another swallow attack on the ground. If the original target is still alive and holding on to H’Calos, it will attempt to rend the creature while crashing to the ground. Anything underneath H’Calos at that time is subject to a crush attack. H’Calos takes no damage from this maneuver, though it is quite vulnerable to attacks the whole time. If H’Calos grapples or rends an opponent while on the ground, it will usually drag the creature underground.

H'Calos's natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.

H’Calos’s tunnels through normal soil last about 3-18 rounds before caving in. Tunnels carved through stone are permanent, but softer soils (such as swamp) fill in almost immediately.

Crush (Ex): H’Calos can land on opponents three or more size categories smaller than itself as a full-round action, using its whole body to crush them. A crush attack affects as many creatures as can fit under H’Calos's body. Each creature in the affected area must succeed at a Reflex save (DC 28) or be pinned, automatically taking 4d8+24 points of bludgeoning damage. Thereafter, if H’Calos chooses to maintain the pin, treat it as a normal grapple attack (grapple bonus +40). While pinned, the opponent takes crush damage each round. The save DC is Constitution-based.

Frightful Presence (Ex): Whenever H’Calos attacks or charges, each creature in a 100-foot radius that has fewer HD than it does must make a DC 21 Will save. Failure indicates that the creature is panicked for 4d6 rounds (if it has 4 or fewer HD) or shaken for 4d6 rounds (if it has 5 or more HD). The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, H’Calos 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 H’Calos wins the grapple check, it establishes a hold and can rake with its claws and can attempt to swallow the foe the following round.

Rend (Ex): If H’Calos hits with two or more claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+24 points of damage.

Swallow Whole (Ex): H’Calos can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8 points of acid damage per round from H’Calos'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 22. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. H’Calos's interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Originally found in module FMA2 – Endless Armies (1991, Jeff Grubb).
 
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BOZ

Creature Cataloguer
Spanner

http://www.enworld.org/forums/showthread.php?t=69690

Spanner
Colossal Construct
Hit Dice: 20d10+80 (190 hp)
Initiative: +1
Speed: 10 ft (2 squares)
Armor Class: 20 (-8 size, -3 Dex, +21 natural), touch -1, flat-footed 20
Base Attack/Grapple: +15/+45
Attack: Touch +21 melee touch (grab)
Full Attack: (multiple?) Touch +21 melee touch (grab)
Space/Reach: 100 ft/5 ft
Special Attacks: Create opening, improved grab, throw
Special Qualities: Camouflage, construct traits, damage reduction 10/bludgeoning, stoneskin, tremorsense 150 ft
Saves: Fort +8 Ref +5 Will +8
Abilities: Str 39, Dex 5, Con ---, Int 10, Wis 14, Cha 17
Skills: Bluff +8, Climb +16, Diplomacy +11, Disguise +15 (+17 acting), Gather Information +8, Handle Animal +8, Intimidate +5, Knowledge (any two) +4, Listen +6, Sense Motive +10, Spot +4
Feats: Ability Focus (create opening), Ability Focus (throw), Alertness, Great Fortitude, Improved Initiative, Lightning Reflexes, Negotiator

Environment: Any land
Organization: Solitary
Challenge Rating: 17
Treasure: Standard
Alignment: Usually neutral
Advancement: 21-60 HD (Colossal)
Level Adjustment: ---

Ahead lies a large, single-span stone arch bridge, over 100 feet long and 20 feet wide. It is decorated with rails and posts. Many stains and a thick covering of vines seem to indicate that this bridge is quite old.

Spanners are living bridges that were created to guard towers and castles. It is believed that a wizard created the first spanner by experimenting with mimics. The wizard set the spanner to guard the moats and chasms outside of his tower, but the thing was intelligent and escaped into the wilderness to make its own fate. The process was discovered and repeated, but most of the spanners that were created also eventually escaped. Today they may be found working for a caring master, or simply standing watch over rivers or ravines or other appropriate locales. Spanners learned to move themselves around by forming crude pseudopod-feet. A spanner will remain in one place for many years, but will move if the locals discover it or stop talking to it.

A spanners is extremely difficult to differentiate from an ordinary bridge. When killed, a spanner becomes a normal, inanimate stone bridge. A spanner is able to alter its surface to fit in better with the local scenery, and can stain itself, encourage plant growth, and change the color of its stone to better perfect its disguise.

A spanner can locate any creature that is standing on it by detecting its weight on the spanner’s surface. A spanner is intelligent enough to understand that wildlife may wander onto a bridge, and that a talking bridge may frighten such creatures. Spanners appreciate natural life, and will allow such creatures to cross unmolested. However, spanners are intolerant of unnecessary hunting in their territory, and will automatically attack anything that hunts for sport. A spanner can truly benefit its surroundings, as it has no real physical needs and punishes those who abuse the environment.

A spanner is benign and often friendly, and is curious to know anything and everything about the world around it. Intelligent creatures can often negotiate passage across a spanner simply by providing it with news, gossip, trivia, or other information. Spanners are often serious gossip-hounds, and sometimes liars. A spanner will tolerate a fair amount of verbal abuse, as long as creatures continue to talk to it.

A spanner does not value material treasure, but there may be assorted valuables in its vicinity. Such prizes are usually left over from victims that have suffered from a fall as the result of a spanner attack.

Most spanners are 100-200 feet long and 10-30 feet wide, and can weigh more than 90 tons.

Spanners speak Common and delight in learning the language of any creature that will talk to it.

COMBAT
Spanners prefer not to initiate combat. If annoyed or crossed without permission, a spanner can quickly become malicious and merciless. A spanner can throw any opponent that is within 5 feet of one of its edges; otherwise it can create an opening in itself to drop foes through.

Create Opening (Su): As a standard action, a spanner may open a hole in itself, up to a 10-foot square. Any creature in this area must succeed at a DC 25 Reflex save or fall through the hole, suffering falling damage as normal for the height; victims may also be at risk of drowning if they fall into water.. A hole may not be opened in a space at the edge of the creature; it must have at least a 5-foot square on every side. A spanner that is only 10 feet wide cannot use this attack form. The hole seals itself up automatically at the end of a round, if there is nothing obstructing the opening. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, a spanner must hit with its touch 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 throw its opponent. Because a spanner lacks appendages, it cannot maintain a grapple.

Throw (Ex): As a standard action, a spanner may attempt to pitch creatures over its side. The spanner must be grappling all opponents to be affected, and the victims must be on one of the spanner’s edge spaces. Victims must succeed at a DC 25 Reflex save or be tossed into the air, dropping prone into any square within 5 feet of the spanner. This toss deals falling damage as normal for the height, and victims may be subject to drowning if thrown into a water square. Those who succeed at the Reflex save are free to move again. The save DC is Charisma-based.

Camouflage (Ex): A creature must make a successful Knowledge (architecture or engineering) check (DC 15) to notice that a spanner is anything other than a true bridge. Dwarves may add their stonecunning bonus to this check. Anyone who examines the spanner can detect the ruse with a successful Spot check opposed by the spanner’s Disguise check.

Stoneskin (Sp): Once per day, a spanner can use stoneskin (caster level 8th) on itself.

Skills: A spanner receives a +6 bonus to Disguise checks.

Originally found in Monstrous Compendium MC14 - Fiend Folio Appendix (1992, Tim Beach).
 
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BOZ

Creature Cataloguer
Ingundi

http://www.enworld.org/forums/showthread.php?t=73265

Ingundi
Medium Monstrous Humanoid (Reptilian)
Hit Dice: 3d8+3 (16 hp)
Initiative: +0
Speed: 20 ft (4 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +3/+3
Attack: Claw +3 melee (1d6)
Full Attack: 2 claws +3 melee (1d6) and bite -2 melee (1d12)
Space/Reach: 5 ft/5 ft
Special Attacks: Charm monster
Special Qualities: Change shape, darkvision 60 ft, detect thoughts, lesser telepathy
Saves: Fort +2 Ref +3 Will +3
Abilities: Str 11, Dex 10, Con 13, Int 6, Wis 10, Cha 16
Skills: Bluff +4, Disguise +4, Listen +2, Spot +2
Feats: Ability Focus (charm), Multiattack

Environment: Temperate forest
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3

This creature appears to be a lightly built, bipedal reptile standing about as tall as a human. A thick tail balances its upper body. Its mouth is wide, filled with sharp, rending teeth, and its slight forelimbs bear long, hideously sharp claws. Its skin color ranges from light green on the back to a pale yellow on its belly. Large black pupils dot its small yellow eyes. It wears no clothes or ornamentation of any kind.

The ingundi is a humanoid reptile that can disguise itself as other creatures to fool its prey. It rarely appears in its true form, which is similar to that of a smaller, weaker lizardfolk. Ingundi may possibly be related to lizardfolk, or even doppelgangers. Ingundi usually appear in a fairly harmless form to its prey, to better take advantage of its victims.

When hunting humanoids, ingundi take on the appearance of an attractive member of the same race and opposite sex of its victim. It uses its detect thoughts power to pick the details out of the mind of its prey, choosing a form that is greatly desired but generally unattainable by the victim. It will approach its chosen victim, trying to flirt and engage it in conversation. Unbeknownst to the victim, this conversation is completely telepathic, and anyone observing the two will only hear the victim speaking. During this exchange, the ingundi will try to charm the victim and lead it away, when it can do so unobserved. If its chosen victim’s race is an animal or otherwise does not use verbal communication to initiate mating, the ingundi will perform whatever courtship rituals are appropriate.

An ingundi’s lair is usually inside a dead tree, or among exposed tree roots. It will usually try to bring its victims there to kill and feed on, if possible. An ingundi will hunt only once or twice a week, as long as its food supply lasts. It most commonly hunts forest animals that it can easily imitate, such as deer. It does not fear humanoids, and will hunt them first if they are the most available prey. Ingundi have no culture or civilization, and only approach each other to mate yearly in the depths of winter. Some ingundi have been known to charm giant iguanas and use them as mounts.

This highly efficient predator has no known natural enemies. Its detect thoughts power warns it of nearby creatures. This protects it from other predators, as it can easily change into something that a hunter would not want, or even use its normal tactic to turn the tables on the hunter.

An ingundi is usually 5 to 6 feet tall with light green scales. Its tail is used for balance and is 3 to 4 feet long. An ingundi can weigh from 150 to 200 pounds.

Ingundi can speak Draconic, but usually prefer to communicate telepathically.

COMBAT
An ingundi entraps its prey using deception and its charm power. When it has successfully charmed a victim, the ingundi lures it away to a private spot, convincing it to remove any magic items, weapons, armor, and protective devices it may possess. It will then attack the surprised victim, who may fight back after the charm has worn off. A charmed opponent is considered flat-footed against the ingundi's first attack upon him, even if the victim cannot normally be caught flat-footed. If the charm is broken prematurely or unsuccessful, or if anyone else intervenes, the ingundi will flee, fighting only if cornered or trapped.

Charm Monster (Sp): An ingundi can charm monster 1/day, caster level 6th, Will save DC 16. The ingundi cannot charm any creature on which it has not successfully used detect thoughts. The save DC is Charisma-based.

Change Shape (Su): Twice per day, an ingundi can assume the shape of any Small, Medium, or Large creature. In humanoid form, the ingundi loses its natural attacks. An ingundi can remain in its assumed form for 1d10+10 rounds or until it chooses to end this ability. A change in form cannot be dispelled, but an ingundi reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Detect Thoughts (Su): An ingundi can continuously use detect thoughts as the spell (caster level 3rd; Will DC 14 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Lesser Telepathy (Su): An ingundi can communicate telepathically with a single creature within a range of 100 feet that has a language. The ingundi will move its mouth to appear to be speaking in a language that the creature knows, so that the victim will assume it is speaking aloud and therefore reply verbally to the ingundi. The victim may attempt a DC 14 Will save to discern that the communication is actually telepathic. The save DC is Charisma-based.

Skills: An ingundi has a +4 racial bonus on Bluff and Disguise checks.

*When using its change shape ability, an ingundi gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.

INGUNDI CHARACTERS
An ingundi’s favored class is rogue. An ingundi cleric has access to two of the following domains: Chaos, Evil, Trickery.

Originally found in Greyhawk Adventures (1988, James M. Ward), and Monstrous Compendium MC5 - Greyhawk Appendix (1990).
 
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BOZ

Creature Cataloguer
Argenach

http://www.enworld.org/forums/showthread.php?t=68207

Rilmani, Argenach
Medium Outsider (Extraplanar, Rilmani)
Hit Dice: 14d8+84 (147 hp)
Initiative: +3
Speed: 40 ft (8 squares)
Armor Class: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
Base Attack/Grapple: +14/+21
Attack: +3 greatsword +21 melee (2d6+10/19-20)
Full Attack: Silvery rays +18/+13 ranged touch (1d20 energy) or +3 greatsword +21/+16/+11 melee (2d6+10/19-20) or slam +16 melee (1d8+7)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities, summon rilmani, silvery rays
Special Qualities: Damage reduction 15/good or evil or lawful or chaotic, darkvision 60 ft, immunity to electricity and poison, lay on hands, resistance to acid 10 and sonic 10, spell resistance 22, telepathy 100 ft
Saves: Fort +15 Ref +12 Will +12
Abilities: Str 24, Dex 17, Con 22, Int 16, Wis 16, Cha 19
Skills: Bluff +23, Concentration +20, Diplomacy +26, Disguise +16 (+18 acting), Gather Information +18, Intimidate +22, Knowledge (any two) +15, Knowledge (the planes) +19, Listen +15, Search +13, Sense Motive +17, Spellcraft +15, Spot +15, Survival +3 (+5 following tracks, +5 on other planes)
Feats: Negotiator, Persuasive, Point Blank Shot, Precise Shot, Weapon Focus (energy ray).

Environment: Concordant Domain of the Outlands
Organization: Solitary or band (1-4)
Challenge Rating: 14
Treasure: No coins, double goods, standard items
Alignment: Always neutral
Advancement: 15-28 HD (Medium); 29-42 (Large)
Level Adjustment: +5

This tall, slender humanoid has a silvery sheen to its skin. It is smooth-skinned and hairless, and wears white, flowing robes and wields a greatsword.

Argenach are agents of the Rilmani that maintain the Balance, particularly on the Material plane. They become advisors or agitators, as the case may be, to ensure that no one force gains the upper hand for too long, in any part of the multiverse. They are entrusted with the careful adjustment of the Balance when it becomes threatened and cannot fix itself.

Argenachs take great interest in the affairs of Material planar worlds, believing that they play an important role in the constant conflict between good, evil, law, and chaos. Their methods are subtle, but simple; they try to even things out by giving advice and knowledge to whatever side is weakest. They never reveal their true nature, preferring to appear as some sort of being familiar to those they are working with. If they can keep from being involved, or once their work is done, they take a neutral stance and just watch to see how things turn out.

Argenachs don’t involve themselves much in rilmani society, and spend most of their time away from the Outlands. They are second-in-command to the aurumachs, and are usually given only broad guidelines to accomplish their tasks. Being extremely intelligent and resourceful, that is all an argenach usually needs to meet its goals.

An argenach is 7 feet tall and weighs 225 pounds.

An argenach can speak Rilmani, Common, Undercommon.

COMBAT
Argenachs prefer not to involve themselves in physical combat. They prefer to use their charm, illusion, or suggestion powers to avoid a confrontation, but can fight with ruthless efficiency if need be. When an argenach must defend itself, its primary defense is its silvery rays. If forced into melee, argenachs are quire capable fighters and usually carry great, wide-bladed broad swords or long-handled axes. They are also far stronger than they appear, and do an impressive amount of damage fighting bare-handed.

Energy Rays (Su): Twice per round, an argenach may fire a ray of silvery light projected from its hands. These rays inflict 1d20 points of damage, and always strike as an energy form that exploits an enemy's vulnerabilities: acid, cold, electricity, fire, sonic, positive energy or negative energy. For example, baatezu are immune to fire and resistant to acid and cold, so the argenach's rays might strike as electricity or sonic energy. If a creature has vulnerability to a certain energy type, such as vulnerability to cold for creatures with the fire subtype, the argenach's rays will exploit this vulnerability over other energy types. These rays have a range of 180 feet.

Spell-Like Abilities: At will –comprehend languages, detect chaos, detect evil, detect good, detect law, detect magic, detect thoughts (DC 16), feather fall, fly, hallucinatory terrain (DC 18), invisibility, mass charm monster (DC 22), mirror image, persistent image (DC 19), sanctuary (DC 15), see invisibility, slow (DC 17), solid fog, suggestion (DC 17), tongues, wall of fire; 3/day – cone of cold (DC 19), polymorph; 1/day - legend lore, prismatic spray (DC 21); 1/week - geas/quest (1/week). Caster level 14th. The save DCs are Charisma-based.

Summon Rilmani (Sp): Once per day, an argenach can summon 1d4 ferrumachs with a 60% chance of success or another argenach with a 40% chance of success. This ability is the equivalent of an 9th-level spell.

Lay on Hands (Su): This works just like the paladin's ability, but the argenach can heal as much damage per day as its own undamaged hit point total.

Originally found in Planescape Monstrous Compendium Appendix II (1995, Rich Baker).
 
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BOZ

Creature Cataloguer
Krolli

http://www.enworld.org/forums/showthread.php?t=66479

Krolli
Medium Monstrous Humanoid (Reptilian)
Hit Dice: 2d8+4 (13 hp)
Initiative: +6
Speed: 25 ft (5 squares), fly 50 ft (average)
Armor Class: 17 (+6 Dex, +1 natural), touch 16, flat-footed 11
Base Attack/Grapple: +2/+7
Attack: Slam +7 melee (1d8+5) or longspear +7 melee (1d8+5/x3)
Full Attack: 2 slams +7 melee (1d8+5) and bite +2 melee (1d6+2) or 2 slams +7 melee (1d8+5) and rear claw +2 melee (1d8+2) and bite +2 melee (1d6+2) or longspear +7/+2 melee (1d8+5/x3) and bite +2 melee (1d6+2)
Space/Reach: 5 ft/5 ft
Special Attacks: ---
Special Qualities: Blindsense 60 ft, darkvision 60 ft, spell resistance 16, scent
Saves: Fort +2 Ref +9 Will +3
Abilities: Str 21, Dex 23, Con 15, Int 11, Wis 10, Cha 10
Skills: Appraise +3, Intimidate +3, Listen +4, Spot +4
Feats: Multiattack

Environment: Any temperate and warm land
Organization: 1-20 or aerie (3-60 krolli, 25% females and young, plus 1-8 7-HD chieftains)
Challenge Rating: 2
Treasure: Standard
Alignment: Often neutral
Advancement: By character class
Level Adjustment: +5

This humanoid creature appears to be somewhat reptilian, and has a dragon-like head. It has a set of large, leathery, bat-like wings, and wears only simple clothing.

The krolli are a strong race of warm-blooded, flying reptilian humanoids. The krolli inhabit remote, less traveled parts of the world, far away from other humanoids. They form small communities where they live, which are very self-supported and self-sufficient. They are seldom met at home, however, as they appreciate the wealth they can gain from dealing with humans.

Krolli take no joy in being among humanoids, but have much to gain from them. Krolli will work as mercenaries or slavers, or even bodyguards and military officers, depending on the price. Krolli clans that become slavers use their slaves to work fields and mine gems for profit. Krolli have no compunctions about making profit off of other races in any way they can, but still prefer to live as far away from them as possible.

Krolli live to about 125 years of age.

A krolli stands 7-8 feet tall, with a 17-20 foot wingspan, and weighs 300 pounds.

Krolli speak Common and Draconic.

COMBAT
Krolli endure rigorous training from youth to enhance their combat abilities. They often use weapons in melee while standing, but if fighting in the air they often just use their natural weapons. They do not usually wear armor, but sometimes carry shields. Krolli cannot fly for long periods of time, but are easily capable of overtaking a fast horse and rider. A krolli can slash with its rear claws only when airborne.

Skills: Krolli have a +2 racial bonus on Spot and Listen checks.


KROLLI AS CHARACTERS
Most krolli are fighters, and fighter is their favored class. Krolli clerics are also common, and they have access to two of the following domains: Strength, War, and Protection. Krolli rarely become rogues.
• +10 Strength, +12 Dexterity, +4 Constitution.
• Medium size.
• A krolli's base land speed is 25 feet. It also has a fly speed of 50 feet (average).
• Darkvision: Krolli can see in the dark up to 60 feet.
• Racial Hit Dice: A krolli begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
• Racial Skills: A krolli's monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Appraise, Intimidate, Listen, and Spot. Krolli have a +2 racial bonus on Spot and Listen checks.
• Racial Feats: A krolli’s monstrous humanoid levels give it one feat.
• Weapon and Armor Proficiency: A krolli is automatically proficient with all simple weapons, longspear, and shields.
• +1 natural armor bonus.
• Natural Weapons: 2 slams (1d8), bite (1d6) and rear claws (1d8).
• Special Qualities: Blindsense 60 ft., scent, spell resistance 16.
• Automatic Languages: Common, Draconic. Bonus Languages: Auruan, Goblin, Gnoll, Orc.
• Favored Class: Fighter.
• Level adjustment +5.

Originally found in Dragon Magazine #36 (“Dragon’s Bestiary,” April 1980, Todd Lockwood).
 
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BOZ

Creature Cataloguer
Apatosaurus

http://www.enworld.org/forums/showthread.php?t=67093

Dinosaur, Apatosaurus (Brontosaurus)
Gargantuan Animal
Hit Dice: 26d8+214 (331 hp)
Initiative: +0
Speed: 20 ft (4 squares)
Armor Class: 15 (-4 size, +9 natural), touch 6, flat-footed 15
Base Attack/Grapple: +19/+43
Attack: Tail slam +27 melee (3d6+18 plus thunderous snap) or stamp 5d8+18
Full Attack: Tail slam +27 melee (3d6+18 plus thunderous snap) or stamp 5d8+18
Space/Reach: 20 ft/15 ft
Special Attacks: Thunderous snap, trample 4d8+18
Special Qualities: Low-light vision, scent
Saves: Fort +25, Ref +15, Will +10
Abilities: Str 34, Dex 11, Con 27, Int 1, Wis 14, Cha 10
Skills: Listen +15, Spot +22
Feats: Alertness, Awesome Blow, Diehard, Endurance, Great Fortitude, Improved Bull Rush, Power Attack, Toughness

Environment: Warm forests, plains and hills
Organization: Solitary, pair, or herd (3-6)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 27-52 HD (Gargantuan); 53-78 HD (Colossal)
Level Advancement: ---

This massive quadruped has a very long neck and tail, a small horse-like head, a wrinkled, elephantine hide and a small row of colorful spines lining its back, like those of an iguana.

The apatosaurs are the most common species of sauropod, the unbelievably large long-necked plant-eating dinosaurs.

Although they vary in size, most apatosaurs are between 70 and 80 feet in length and weigh from 30-40 tons. They are usually solitary, unlike their relatives Diplodocus and Seismosaurus. They feed on low-lying foliage with their long necks, and can rear up on their longer hind legs and tail to reach the tops of trees.

Another name for apatosaurus, old but still in common use is Brontosaurus; this name means “thunder lizard” and refers to the sound the beast makes as it walks.

COMBAT
Apatosaurs are so large that they have few natural enemies, besides allosaurs and megalosaurs hunting in packs. If directly threatened, they lash out with their powerful tails, but are capable of merely walking over most opponents.

Thunderous Snap (Ex): Although an apatosaurus is ponderous, its whip-like tail can move faster than sound. Any creature struck by an apatosaurus’ tail slam must make a Fortitude save (DC 28) or be stunned for 1d4 rounds and deafened for 1d4 minutes. On a successful save, the creature is merely deafened for 1d4 minutes. The save DC is Constitution based.

Trample (Ex): An apatosaurus can literally run over any creatures in its way that are of Huge or smaller size. Creatures trampled must make a Reflex save (DC 32 half) or take 4d8+18 damage. The save DC is Strength-based.

Originally found in the first edition Monster Manual (1977, Gary Gygax), Monstrous Compendium MC3 - Forgotten Realms Appendix I (1989), and Monstrous Compendium Annual Two (1995). It also appeared in the original D&D module X1 - The Isle of Dread (1981, David Cook and Tom Moldvay).
 
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BOZ

Creature Cataloguer
Memory Web

http://www.enworld.org/forums/showthread.php?t=66584

Memory Web
Huge Aberration
Hit Dice: 6d8 (27 hp)
Initiative: +7
Speed: 10 ft (2 squares)
Armor Class: 18 (-2 size, +4 Dex, +6 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+19
Attack: Touch +9 melee touch
Full Attack: Touch +9 melee touch
Space/Reach: 15 ft/15 ft
Special Attacks: Constrict 1d6+7, death throes, entangle, improved grab
Special Qualities: Amorphous, blindsight 60 ft, compress, damage reduction 10/slashing or magic, powerful leap, resistance to fire 10
Saves: Fort +2 Ref +6 Will +6
Abilities: Str 24, Dex 18, Con 11, Int 12, Wis 14, Cha 15
Skills: Hide +4, Jump +30, Move Silently +6, Spot +9, Tumble +13
Feats: Ability Focus (entangle), Acrobatic, Stealthy

Environment: Underground
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Huge), 13-18 HD (Gargantuan)
Level Adjustment: ---

This appears to be a balled-up mass of spider webs, about one foot in diameter.

The memory web is an animated mass of web-like fibers that feeds off the mental energies of the creatures it kills. It seeks to slake its hunger by absorbing the memories of sentient creatures, which will pacify it as it relives them in its own mind.

A memory web spends most of its time compressed into a tight ball, but can expand to a 20-foot circle to ensnare prey. When compressed, a memory web is the size of a 1-foot diameter sphere, and weighs no more than 5 pounds total.

A memory web possesses no vocal capabilities, but can understand Undercommon.

COMBAT
A memory web usually hides from prey in its compressed form, and then leaps out at great distances to enmesh its unwary victims. The memory web stretches out to its full size while in the air, and makes an entangle attack as it lands. It constricts those it has caught until they are dead, but if met with dangerous foes that it cannot deal with, the creature will flee.

Constrict (Ex): A memory web deals 1d6+7 points of damage with a successful grapple check.

Death Throes (Su): When a memory web dies, it sends out a mental shockwave that affects all creatures within a 200-foot radius. Those within the radius must succeed at a will save (DC 15) or be affected as by the lesser confusion spell. Creatures entangled by the memory web receive no saving throw. This is a mind-affecting effect. The save DC is Charisma-based. All creatures affected will experience a series of dream-like recollections over the next 1d3 days, based on the memories that the web had drained during the 24 hours before it died.

Entangle (Ex): A memory web expanded to its full size is able to entrap foes as a standard action. This attack functions as a web spell, except that the memory web requires no anchor points to stick to. Creatures in the area can make a Reflex save (DC 19) to avoid the web. Those that fail the save will remain entangled until the memory web is destroyed, or until they are able to escape. Creatures that are entangled within the memory web may be subjected to its touch attack the following round. The save DC is Dexterity-based. This attack does not provoke an attack of opportunity.

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

Amorphous (Ex): A memory web is not subject to critical hits. It cannot be flanked.

Compress (Ex): A memory web can compress its form as a standard action so that it becomes a Diminutive sphere. It can remain in this spherical form indefinitely, and can expand to normal size as a free action. A memory web moves by rolling on the ground, and cannot move or jump while not compressed. A memory web cannot entangle or use its touch attack while compressed. A memory web has a +12 bonus on Hide checks in its smaller form, instead of its normal –8 penalty to Hide checks.

Powerful Leap (Ex): A memory web treats all Jump checks as if it had taken a 20-foot running start. Thus, the DCs of long jumps and high jumps made without a running start are not doubled. A memory web gains a +10 competence bonus on all Jump checks, and it suffers no penalty to Jump checks for its slow speed.

Originally found in module UK4 – When a Star Falls (1984, Graeme Morris), and Monstrous Compendium MC3 – Forgotten Realms (1989).
 
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BOZ

Creature Cataloguer
Jagre

http://www.enworld.org/forums/showthread.php?t=73266

Jagre
Huge Giant (Shapechanger)
Hit Dice: 12d8+48 (102 hp)
Initiative: -1
Speed: 30 ft (6 squares)
Armor Class: 15 (-2 size, -1 Dex, +5 natural, +3 masterwork hide armor), touch 7, flat-footed 15
Base Attack/Grapple: +9/+26
Attack: Heavy mace +17 melee (2d6+9) or slam +16 melee (1d6+9)
Full Attack: Heavy mace +17 melee (2d6+9) or slam +16 melee (1d6+9)
Space/Reach: 15 ft/15 ft
Special Attacks: ---
Special Qualities: Alternate form, displacement, low-light vision, resistance to ranged attacks
Saves: Fort +12 Ref +3 Will +5
Abilities: Str 29, Dex 8, Con 19, Int 9, Wis 12, Cha 8
Skills: Bluff +1, Climb +9, Hide -9, Intimidate +7, Jump +9, Listen +4, Move Silently -1, Spot +4, Survival +4
Feats: Blind-Fight, Multiattack, Persuasive, Power Attack, Weapon Focus (heavy mace)

Environment: Any land or underground
Organization: Solitary, band (2-4), or company (1-4 jagres plus 10-30 orcs, 5-15 ogres, or 2-5 trolls, or mixed group)
Challenge Rating: 8
Treasure: Standard
Alignment: Always evil (any)
Advancement: By character class
Level Adjustment: +5

Jagre (Beast Form)
Huge Giant (Shapechanger)
Hit Dice: 12d8+60 (114 hp)
Initiative: +1
Speed: 40 ft (8 squares)
Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 7, flat-footed 14
Base Attack/Grapple: +9/+26
Attack: Tentacle +15 melee (1d8+8)
Full Attack: 2 tentacles +15 melee (1d8+8) and bite +13 melee (2d6+4)
Space/Reach: 15 ft/10 ft (15 or 20 ft with tentacles)
Special Attacks: ---
Special Qualities: Alternate form, displacement, low-light vision, resistance to ranged attacks
Saves: Fort +13 Ref +5 Will +5
Abilities: Str 26, Dex 13, Con 20, Int 9, Wis 12, Cha 8
Skills: Bluff +1, Climb +8, Hide +7, Intimidate +7, Jump +12, Listen +4, Move Silently +7, Spot +4, Survival +4
Feats: Blind-Fight, Multiattack, Persuasive, Power Attack, Weapon Focus (heavy mace)

This huge brutish humanoid exudes malice. It wears the hide of a large cat, reddish brown in color with dark spots. This being is almost three times as tall as a human.

The jagre is an ogre-like being that wears a special armor, which allows it to transform into a displacer beast. This alternate form has a displacer beast’s six legs and tentacles, but has coloration similar to a jaguar instead. They are carnivorous and prefer the taste of humanoid flesh.

The jagres were spawned from especially large ogres though the influence of an evil god. A special ceremony allows the jagres to change more ogres into their kind, by imbuing an ogre and a displacer beast skin with magic. This transformation is always a reward for the service of an evil god. Female jagres are thus far unknown; it is assumed that all jagres have been created through magic. There is a further unholy ceremony, performed at the jagre’s option, which bonds the armor permanently to the jagre’s skin.

The jagres were first found in the land of Maztica, serving as the leaders of the beasts of the Viperhand and serving the god Zaltec. It is as yet unknown if they may serve themselves or other masters.

A jagre stands 16 feet tall, and weighs 3,000 pounds.

Jagres speak Giant.

COMBAT
A jagre may carry a weapon into combat, but is just as likely to fight unarmed. It may change into beast form at will, and often does so to intimidate opponents. A jagre must wear its armor to transform, and the jagre loses that ability if it should lose its armor. Other creatures wearing a jagre’s armor do not gain the ability to change form.

Alternate Form (Su): A jagre’s special hide armor allows the jagre to shift between its giant and displacer beast forms as a standard action. In displacer beast form, it gains the natural attacks, physical ability scores, and special abilities of the beast.

A jagre remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does a jagre revert to any particular form when killed. A true seeing spell reveals both forms simultaneously.

Displacement (Su): A light-bending glamer continually surrounds a jagre in beast form, making it difficult to surmise the creature's true location. Any melee or ranged attack directed at it has a 50% miss chance unless the attacker can locate the jagre by some means other than sight. A true seeing effect allows the user to see the beast's position, but see invisibility has no effect.

Resistance to Ranged Attacks (Su): A jagre in beast form has a +2 resistance bonus on saves against any ranged magical attack that specifically targets it (except for ranged touch attacks).

Skills: A jagre in beast form has a +8 racial bonus on Hide checks, thanks to its displacement ability. A jagre in beast form has an additional +6 bonus on Hide and Move Silently checks.

Originally found in the Maztica Campaign Set boxed set (1991, Douglas Niles).
 
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