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Shade

Monster Junkie
Elemental of Law, Helion

http://www.enworld.org/showthread.php?t=219410

Elemental of Law, Helion
Large Elemental (Fire, Extraplanar, Good, Lawful)
Hit Dice: 9d8+27 (67 hp)
Initiative: +10
Speed: 20 ft. (4 squares), fly 60 ft. (perfect)
Armor Class: 19 (-1 size, +6 Dex, +4 natural), touch 15, flat-footed 13
Base Attack/Grapple: +6/+12
Attack: Slam +11 melee (2d6+2 plus 2d6 fire)
Full Attack: 2 slams +11 melee (2d6+2 plus 2d6 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Change size, constrict, control flames, earth to fire, encircle, purifying flame, spell-like abilities
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, minor spell invulnerability, see invisibility, vulnerability to cold
Saves: Fort +6, Ref +12, Will +7
Abilities: Str 14, Dex 23, Con 16, Int 14, Wis 15, Cha 16
Skills: Concentration +15, Diplomacy +15, Knowledge (the planes) +12, Listen +12, Sense Motive +4, Spot +12
Feats: Dodge, Improved Initiative (B), Iron Will, Mobility, Negotiator, Weapon Finesse (B)
Environment: Elemental Plane of Fire
Organization: Solitary or ring (2-5)
Challenge Rating: 6
Treasure: None
Alignment: Always lawful good
Advancement: 10–15 HD (Large); 16–48 HD (Huge)
Level Adjustment: -

A pulsing ring of flame, nearly twenty feet in diameter, hovers in the air nearby.

The elemenals of law dedicate themselves to maintaining the forces of law on the Elemental Planes and beyond.

Helions are native to the Elemental Plane of Fire. They are noted philosophers and negotiators, and visitors from all around the Multiverse seek their aid.

Helions form small family groups known as rings. These rings move about the Elemental Plane of Fire, meeting with others for philosophical discussion and debate. The efreet and haoou are their main enemies, while the Sun Brothers are their distant relatives.

A typical helion is up to 20 feet in diameter and weighs around 5 pounds.

Helions speak Ignan and Celestial.

COMBAT

Helions generally shun violence, preferring to settle disputes peacefully. If attacked, they will defend themselves, although they generally prefer to subdue opponents rather than harm them.

Change Size (Su): As a standard action, a helion can magically twist its body in an extraordinary range of motion, allowing it to effectively change size. This works just like a enlarge person or reduce person spell (the helion chooses when using the ability), except that the ability can work on the helion and allows it to change from Tiny to Huge size.

Constrict (Ex): A helion deals 2d8+2 points of damage plus 2d6 points of fire damage with a successful grapple check. A helion may choose to deal nonlethal damage instead, and may suppress its fire damage.

Control Flames (Su): As a standard action, a helion can pyrokinetically control the intensity or movements of one fire source. This functions exactly like the control flames psionic power, treating the helion as a 9th-level manifester for determining the power's effects.

Earth to Fire (Sp): Three times per day, a helion may transform 2 10-foot-cubes of earth (or smaller cubes, totalling no more than 200 cubic feet) within 50 feet into elemental fire of equal size. Creatures touching the fire take fire damage as though hit by the burn ability of a fire elemental of equivalent size, and also catch on fire unless they succeed on a DC 17 Reflex save. If a creature is standing on earth that is transformed to fire, that creature receives a DC 17 Reflex save to jump to an adjacent location; on a failed save, the character takes fire damage and catches fire as above, and must succeed on a DC 17 Climb check in the following round or suffer fire damage for an additional round.

Creatures of the earth subtype may be targeted instead of a cube of earth, using the creature's space as the equivalent sized cube. (For example, a Large creature with a space of 10 ft. is equivalent to a 10-foot-cube, while a Medium or Small creature is equal to a 5-foot cube). Creatures of the earth subtype must succeed on a DC 17 Reflex save or take 1d8 points of fire damage. Earth elementals that fail their saves are transformed into a fire elemental of the same size for 1d6 rounds. The check and save DCs are Charisma-based.

Encircle (Ex): A helion can simply surround and grapple creatures of its size or smaller as a standard action. It cannot make a slam attack during a round in which it encircles. The helion merely has to move around the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the helion, 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 22 Reflex save or be encircled; on a success, they are pushed back or aside (opponent’s choice) as the helion moves in a circle. Encircled creatures are subject to the helion’s constriction, and are considered to be grappled and trapped within its body. The save DC is Dexterity-based and includes a +2 racial bonus.

Minor Spell Invulnerability (Ex): A helion is immune to all spell effects of 2nd level or lower.

Purifying Flame (Sp): Three times per day, a helion may limn a creature in harmless fire. This otherwise functions as the remove disease spell (caster level 9th).

See Invisibility (Ex): An elemental of law can constantly see invisible creatures as if under the effects of a see invisibility spell.

Spell-Like Abilities: 3/day—detect magic, dispel magic, pyrotechnics, wall of fire. Caster level 9th. The save DCs are Charisma-based.

Originally appeared in D&D Companion Set and later in Mystara Monstrous Compendium Appendix.
 
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Shade

Monster Junkie
Bauhei, the Black Leopard

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

Bauhei, the Black Leopard
Large Outsider (Chaotic, Extraplanar, Spirit)
Hit Dice: 25d8+150 (262 hp)
Initiative: +13
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 46 (-1 size, +9 Dex, +27 natural), touch 18, flat-footed 37
Base Attack/Grapple: +25/+39
Attack: Claw +34 melee (1d10+10)
Full Attack: 2 claws +34 melee (1d10+10) and bite +29 melee (1d12+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Change shape, incite riot, opportunist, sneak attack +15d6, spell-like abilities, spells, summon bauh-yin
Special Qualities: Darkvision 60 ft., improved evasion, improved uncanny dodge, spell resistance 33, telepathy 250 ft.
Saves: Fort +20, Ref +23, Will +20
Abilities: Str 30, Dex 28, Con 23, Int 25, Wis 23, Cha 30
Skills: Balance +49, Bluff +38, Climb +46, Diplomacy +42, Disguise +38* (+42 acting), Gather Information +42, Hide +41, Intimidate +42, Jump +50, Knowledge (history) +35, Knowledge (local) +35, Knowledge (religion) +35, Knowledge (the planes) +35, Move Silently +45, Survival +6 (+10 on other planes), Tumble +41
Feats: Combat Expertise, Dodge, Epic Dodge, Improved Initiative, Mobility, Silent Spell, Sneak Attack of Opportunity, Spring Attack, Whirlwind Attack
Environment: Spirit World
Organization: Solitary, leap (Bauhei plus 2-4 bauh-yin), or insurrection (Bauhei plus 4-12 bauh-yin and assorted rioters)
Challenge Rating: 22
Treasure: None
Alignment: Chaotic neutral
Advancement: None
Level Adjustment: -

This huge, muscular man, bears the head of a black leopard. His mere presence is awe-inspiring.

Bauhei, the Black Leopard, is an ancient spirit who preceded the Celestial Bureaucracy. In those savage times, he ruled the area of the Fenghsintzu River with wisdom and strength. Although he lost much power with the rise of the Celestial Bureaucracy, the Black Leopard's name still inspires awe and respect.

Over time, the Black Leopard's followers lost their path, and became corrupt with power. For a time, Bauhei was their prisoner, until Tan Chin defeated the priests. The actions of his priests have lessened peoples' opinion of the Black Leopard to this day.

Bauhei is a paragon of freedom, a champion of the oppressed. He does not generally meddle in the affairs of mortals, but his namesake secret society and the bauh-yin who follow him often do. Using his name in vain or using his old temples for evil is the surest way to rouse Bauhei to action.

The Black Leopard is 11 feet tall and weighs 1,300 pounds.

The Black Leopard speaks Abyssal, Common, and Celestial, and may communicate telepathically.

COMBAT

Bauhei is equally comfortable fighting in either humanoid or feline form. He mixes his potent spellcasting with his impressive melee prowess to great effect. If outmatched, he will assume giant size to gain advantage.

Awe (Su): Three times per day, the Black Leopard may create an aura that can deeply affect mortals. All creatures that can see the Black Leopard must succeed on a DC 32 Will save to avoid the effects. A creature that succeeds on its saving throw remains immune to that t’uen-rin's awe for 24 hours. This effect lasts for 2d6+10 rounds. This is a mind-affecting effect. The save DC is Charisma-based.

The Black Leopard can choose from the following effects each round as a free action while its awe power is in effect:

Fascinate: Affected beings of 4HD or less stare at the Black Leopard in fascination. Awed creatures may defend themselves normally, but can take no other actions. Creatures of more than 4HD are instead dazzled.

Fright: Affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the Black Leopard makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.

Resolve: The Black Leopard’s allies receive a +4 morale bonus on attack rolls, saves, and checks, while the Black Leopard’s foes receive a –4 morale penalty on attack rolls, saves, and checks.

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

Giant Size (Sp): Three times per day, the Black Leopard can increase its size to Colossal, increasing the damage of its natural attacks and gaining all size bonuses and penalties this entails. This lasts for 25 minutes. Caster level 25th. This is the equivalent of an 8th-level spell.

Incite Riot (Su): Once per day, the Black Leopard can incite up to 25 creatures to riot. Affected creatures must be within 150 ft. of the Black Leopard, and must succeed on DC 32 Will saves. A creature that fails its save attacks the nearest creature on its next turn, whether friend or foe. An affected creature attacks with whatever weapon is in hand, or with natural weapons. An unarmed creature attacks with an unarmed strike. An affected creature not already adjacent to another creature will move or (if possible) charge the nearest creature; if the nearest creature is not within range of a charge, the subject moves toward the nearest creature along the most efficient route. This is a mind-affecting, enchantment effect. The save DC is Charisma-based.

Opportunist (Ex): Once per round, the Black Leopard can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as Bauhei's attack of opportunity for that round.

Spell-Like Abilities: 3/day--greater teleport. Caster level 25th. The save DCs are Charisma-based.

Spells: The Black Leopard casts spells as a 20th-level sorcerer and can also cast cleric spells and those from the Chaos, Liberation, Strength, and Trickery domains as arcane spells.

Sorcerer Spells Known (6/9/9/8/8/8/8/7/7/7, save DC 20 + spell level):
0—dancing lights, detect magic, detect poison, ghost sound, mage hand, message, prestidigitation, read magic, resistance;
1st—enlarge person, entropic shield, expeditious retreat, protection from law, true strike;
2nd—bull's strength, detect thoughts, gust of wind, invisibility, silence;
3rd—heroism, nondetection, rage, remove curse;
4th—chaos hammer, dimensional anchor, freedom of movement, spell immunity;
5th—dispel law, righteous might, telekinesis, true seeing;
6th—greater dispel magic, heal, mass suggestion;
7th—prismatic spray, refuge, word of chaos;
8th—cloak of chaos, mass charm monster, maze;
9th—astral projection, freedom, time stop.

Summon Bauh-yin (Sp): Once per day the Black Leopard can automatically summon 5d4 bauh-yin. This ability is the equivalent of a 8th-level spell.

Skills: The Black Leopard has a +8 racial bonus on Balance, Climb, Hide, Jump, and Move Silently checks.

*When using its change shape ability, the Black Leopard gets an additional +10 circumstance bonus on Disguise checks.

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

Monster Junkie
Dinosaur, Cetiosaurus

http://www.enworld.org/showthread.php?t=67093&page=41&pp=15

Dinosaur, Cetiosaurus
Gargantuan Animal
Hit Dice: 15d8+78 (145 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (-4 size, +10 natural), touch 6, flat-footed 16
Base Attack/Grapple: +11/+30
Attack: Tail slam +14 melee (2d8+10)
Full Attack: Tail slam +14 melee (2d8+10)
Space/Reach: 20 ft./20 ft.
Special Attacks: Trample
Special Qualities: Low-light vision, scent
Saves: Fort +16, Ref +11, Will +9
Abilities: Str 24, Dex 11, Con 20, Int 1, Wis 15, Cha 10
Skills: Listen +10, Spot +10, Swim +21
Feats: Alertness, Endurance, Great Fortitude, Iron Will, Lightning Reflexes, Toughness
Environment: Warm plains and forest (islands)
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 16-30 HD (Gargantuan), 31-45 HD (Colossal)
Level Adjustment: -

This massive quadruped has a powerful tail, a long neck, and a sloping back.

Cetiosaurs are a species of primitive sauropods that live on beaches and islands.

A cetiosaurus is about 50 feet long and 55,000 pounds, small for a sauropod. They are beachcombers, and their small size might be indicative of a less nourishing diet or reduced risk of predation. They live solitary lives, and most only see other cetiosaurs to mate.

COMBAT

Cetiosaurs use their tails if threatened like their larger kin, and like them can merely crush smaller creatures in their path.

Trample (Ex): A cetiosaurus can literally run over any creatures in its way that are of Huge or smaller size. Creatures trampled must make a Reflex save (DC 24 half) or take 4d8+10 damage. The save DC is Strength-based.

Skills: Cetiosaurs have a +8 racial bonus on Swim checks.

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

Monster Junkie
Dinosaur, Mamenchisaurus

http://www.enworld.org/showthread.php?t=67093&page=42&pp=15

Dinosaur, Mamenchisaurus
Colossal Animal
Hit Dice: 22d8+181 (277 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 12 (-8 size, +1 Dex, +9 natural), touch 3, flat-footed 11
Base Attack/Grapple: +16/+42
Attack: Tail slam +18 melee (4d6+15 plus thunderous snap)
Full Attack: Tail slam +18 melee (4d6+15 plus thunderous snap)
Space/Reach: 50 ft./40 ft.
Special Attacks: Thunderous snap, trample 8d8+15
Special Qualities: Low-light vision, scent
Saves: Fort +22, Ref +16, Will +11
Abilities: Str 30, Dex 12, Con 25, Int 1, Wis 14, Cha 10
Skills: Listen +12, Spot +21
Feats: Alertness, Diehard, Endurance, Epic Toughness, Great Fortitude, Iron Will, Lightning Reflexes, Power Attack
Environment: Warm forests, plains and hills
Organization: Solitary, pair or herd (10-24)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 23-66 HD (Colossal)
Level Advancement: -

This massive quadruped has a long tail, a box-like head attached to a disproportionately long neck, and a wrinkled, elephantine hide.

Although mamenchisaurs are not the longest, heaviest or otherwise record-setting dimensionally of the massive sauropods, they do have the longest necks of their family.

The neck of a mamenchisaurus takes up almost 40 feet of its 70 foot length and is held at a slightly erect angle. Due to the massive pressures needed to pump blood up to its head, multiple heart-like structures are positioned along its neck. Mamenchisaurs are at a significant advantage when it comes to a wide field of vision and a selection of food from the tallest of trees, but their lives are among the shortest of the sauropods (only seventy-five years at a maximum, barring a violent end) due to their fragile hearts.

COMBAT

Although they are more closely related to camarasaurs and brachiosaurs than diplodocids, they bear the latter’s whip-like tail, complete with its sonic consequences. More often then not, however, they merely trod on any threat to their safety.

Thunderous Snap (Ex): Although they are ponderous, a mamenchisaurus’ whip-like tail can move faster than sound. Any creature struck by a mamenchisaurus’ 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): A mamenchisaurus can literally run over any creatures in its way that are of Gargantuan or smaller size. Creatures trampled must make a Reflex save (DC 31 half) or take 8d8+15 damage. The save DC is Strength-based.

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

Monster Junkie
Troll, Stone

http://www.enworld.org/showthread.php?t=227195&page=4

Troll, Stone
Large Giant
Hit Dice: 10d8+70 (115 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 20 (–1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple: +7/+19
Attack: Claw +14 melee (1d6+8)
Full Attack: 2 claws +14 melee (1d6+8) and bite +9 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dual rock throwing 2d8+8, rend 2d6+12
Special Qualities: Damage reduction 10/bludgeoning, darkvision 90 ft., low-light vision, regeneration 1, resistance to cold 10, electricity 10, fire 10, scent
Saves: Fort +14, Ref +3, Will +2
Abilities: Str 27, Dex 10, Con 25, Int 6, Wis 9, Cha 6
Skills: Climb +7, Hide +2*
Feats: Cleave, Point Blank Shot, Power Attack, Quick Draw
Environment: Any mountains or underground?
Organization: Solitary, gang (2–8), or tribe (20-30 plus 1d4 7th-level shamans and one 10th-level chieftain)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +7

This towering, hairless humanoid has sunken eye sockets above a fang-lined mouth. Its skin appears to be composed of rocks and pebbles. Its massive claws appear capable of piercing stone.

Stone trolls are found in mountains and rocky plateaus, making their lairs in caves or simply curling up and sleeping in the open. When curled up in such a manner, a stone troll resembles a large boulder. Unlike many other trolls, stone trolls are not bothered by sunlight

Like other trolls, stone trolls have ravenous appetites. Stone trolls are both carnivores and petrivores. Although they prefer live prey, they can subsist on stone and other minerals, which give their skin its rocky appearance and natural camouflage. The predation of stone trolls is limitless, and can quickly deplete a region of wildlife. When this occurs, stone trolls may attack humanoid settlements.

Stone trolls consider all other creatures prey for their sport and amusement. However, their sheer hatred of rock trolls is so great as to result in nothing short of dedicated eradication of what they consider inferior mockeries of themselves. The two races will never ally, even if they share a common foe.

A female stone troll gives birth to a whelp about once a decade, with the whelp reaching maturity in twenty years. Although the males are larger and stronger, only the females are allowed to become shamans. These clerics typically choose the Charm, Earth, Sun, or Weather domains.

A typical adult stone troll stands 11 feet tall and weighs roughly 1,000 pounds. Females are slightly smaller than males. A stone troll’s skin is perpetually covered by a layer of embedded dirt and pebbles. They are completely hairless. Stone trolls can live over 500 years.

Stone trolls speak Giant and a pidgin form of Common.

Combat

Stone trolls prefer to rip apart enemies with their claws and fangs or pulverize them with thrown rocks. They never wield manufactured weapons, which they view as inferior to their natural armament.

Dual Rock Throwing (Ex): A stone troll can throw rocks as many types of giants can. In addition, as a full round action, a stone troll can throw two rocks (one per hand) with no attack penalty. The range increment is 100 feet for a stone troll's thrown rocks.

Rend (Ex): If a stone troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+12 points of damage.

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

Skills: A stone troll has a +4 racial bonus on Climb checks. *In rocky environments, a stone troll receives a +4 racial bonus on Hide checks and its bonus on Climb checks increases to +8.

Originally appeared in Dragon Magazine #199 (1993).
 
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Shade

Monster Junkie
Dry Bones

http://www.enworld.org/showthread.php?t=221570&page=17&pp=15

The pile of bones on the floor begins to shudder, then quickly assembles into an animated skeleton.

A dry bones is a variant skeleton that falls into a pile of bones when damaged, only to rise again and reform a short time later.

Creating a Dry Bones

"Dry Bones” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).

Size and Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice gained from class levels and keep only racial Hit Dice (to a minimum of 1). Increase this number of HD by three and raise Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can’t be made into a dry bones by the animate dead spell.

Speed: Winged dry bones can’t use their wings to fly. If the base creature flew magically, so can the dry bones.

Armor Class: Natural armor bonus changes to a number based on the dry bones’s size:
Size Bonus
Tiny or smaller +0
Small +1
Medium or Large +2
Huge +3
Gargantuan +6
Colossal +10

Attacks: A dry bones retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the dry bones can strike with each of its claw attacks at its full attack bonus. A dry bones’s base attack bonus is equal to 1/2 its Hit Dice.

Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the dry bones’s size. (If the base creature already had claw attacks with its hands, use the dry bones claw damage only if it’s better.)
Size Damage
Diminutive or Fine 1
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8

Special Attacks: A dry bones retains none of the base creature’s special attacks.

Special Qualities: A dry bones loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A dry bones gains the following special qualities.

Immunity to Cold (Ex): Dry bones are not affected by cold.

Damage Reduction 5/Bludgeoning: Dry bones lack flesh or internal organs.

Deceiving Death (Ex): In any round in which a dry bones is struck for 8 or more points of damage (whether the damage bypasses the creature’s damage reduction or not), the creature slumps to the ground, seemingly destroyed. If it is currently grappling another creature, it releases its hold when is falls. A character viewing the dry bones's destruction can make a DC 20 Sense Motive check to see through the ruse. Necromancers get a +2 competence bonus on their check. The dry bones may reform after a full round as a move action that does not provoke an attack of opportunity.

If so commanded, a dry bones can lie in its pile of bones state until a specific condition is triggered (such as "Lie here until a trespasser enters the room").

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A dry bones’s Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.

Skills: A dry bones has no skills.

Feats: A dry bones loses all feats of the base creature and gains Improved Initiative.

Environment: Any, usually same as base creature.

Organization: Any.

Challenge Rating: Depends on Hit Dice, as follows:
4–5 Hit Dice = CR 2
6–7 Hit Dice = CR 3
8–9 Hit Dice = CR 4
10–11 Hit Dice = CR 5
12–14 Hit Dice = CR 6
15–17 Hit Dice = CR 7
18–20 Hit Dice = CR 8

Treasure: None.

Alignment: Always neutral evil.

Advancement: As base creature (or — if the base creature advances by character class).

Level Adjustment: —.

Sample Dry Bones

Human Warrior Dry Bones
Size/Type: Medium Undead
Hit Dice: 4d12 (26 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +2 natural, +2 heavy steel shield), touch 11, flat-footed 14
Base Attack/Grapple: +0/+1
Attack: Scimitar +1 melee (1d6+1/18-20) or claw +1 melee (1d4+1)
Full Attack: Scimitar +1 melee (1d6+1/18-20) or 2 claws +1 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits, Deceiving Death
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1
Feats: Improved Initiative
Environment: Any
Organization: Any
CR: 2
Treasure: None
Alignment: Always neutral evil
Advancement: -
Level Adjustment: -

Deceiving Death (Ex): In any round in which a dry bones is struck for 8 or more points of damage (whether the damage bypasses the creature’s damage reduction or not), the creature slumps to the ground, seemingly destroyed. If it is currently grappling another creature, it releases its hold when is falls. A character viewing the dry bones's destruction can make a DC 20 Sense Motive check to see through the ruse. Necromancers get a +2 competence bonus on their check. The dry bones may reform after a full round as a move action that does not provoke an attack of opportunity.

If so commanded, a dry bones can lie in its pile of bones state until a specific condition is triggered (such as "Lie here until a trespasser enters the room").

Originally appeared in Dragon Magazine #138 (1988).
 
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Shade

Monster Junkie
Dinosaur, Massospondylus

http://www.enworld.org/showthread.php?t=67093&page=42&pp=15

Dinosaur, Massospondylus
Large Animal
Hit Dice: 5d8+15 (37 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Claw +7 melee (1d8+4)
Full Attack: 2 claws +7 melee (1d8+4), bite +5 melee (1d4+2)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Qualities: Arid adaptation, low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 19, Dex 12, Con 16, Int 1, Wis 12, Cha 7
Skills: Listen +7, Spot +7
Feats: Alertness, Multiattack
Environment: Warm deserts and plains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large), 11-15 HD (Huge)
Level Adjustment: -

This sauropod is about the size of a horse, but with a long tail and neck. Its head is broad with peg-like teeth, and its forelimbs are tipped with large claws.

Massospondyluses are a type of prosauropod, a primitive relative of such mighty animals as the brachiosaurus and seismosaurus. Unlike most sauropods, they move about bipedally.

Massospondylus hatchlings lack teeth and move about quadrupedally, leaving them relatively helpless. As a result, the mother often cares for the young for a year or more, another unusual trait for a sauropod.

The massospondylus ranges in length from 10 to 15 feet long. They live in dry areas and eat predominately plants, but are omnivorous and not adverse to occasionally catching and killing their food. They are territorial, and rarely see each other unless to mate or fight.

COMBAT

When threatened or hungry, a massospondylus rears onto its back legs and fights with its teeth and claws. They rarely attack anything of human size, however, unless starved or in defense.

Arid Adaptation (Ex): A massospondylus does not need to make Fortitude saves to avoid taking nonlethal damage in conditions between 90 degrees and 110 degrees. In conditions of severe heat (above 110 degrees) it must make Fortitude saves like any other creature, but gains a +4 racial bonus on this save. (see Heat Dangers in the DMG).

Additionally, a massospondylus needs to drink only one-quarter the normal amount of water per day require for a creature of its size.

Originally appeared in Monstrous Compendium Volume Three: Forgotten Realms Appendix (1989).
 
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Monster Junkie
Drop Bear

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

Drop Bear
Small Magical Beast
Hit Dice: 2d10 (11 hp)
Initiative: +0
Speed: 10 ft. (2 squares), climb 10 ft.
Armor Class: 11 (+1 size), touch 11, flat-footed 11
Base Attack/Grapple: +2/+0
Attack: Claw +5 melee (1d8+2)
Full Attack: 2 claws +5 melee (1d8+2) and bite +3 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Crushing pounce, rake
Special Qualities: Scent, sprint, +2 racial bonus on saves vs. poison
Saves: Fort +2, Ref +2, Will +1
Abilities: Str 14, Dex 11, Con 10, Int 3, Wis 12, Cha 7
Skills: Climb +10, Hide +10*, Listen +9, Move Silently +7
Feats: Multiattack, Stealthy (B)
Environment: Temperate and warm forests
Organization: Solitary or colony (3-18)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-5 HD (Small), 6-8 HD (Medium)
Level Adjustment: -

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

Drop bears are rumored to be large, aggressive, carnivorous koalas. They get their name from their preferred method of attack, dropping from trees on unsuspecting prey.

Although mostly found in temperate forests, many variations are reported to exist, including burrowing desert-dwelling and alpine drop bears, and even web-footed aquatic drop bears.

Drop bears are sometimes confused with marsupial lions, such as the thylacoleo, which also strike from trees.

A drop bear is 3-4 feet long and weighs 50-75 pounds. Fur coloration ranges from dark black to snowy white, and most koala colorations in between.

COMBAT

Drop bears are arboreal ambush hunters. They often trail prey through the trees, dropping on stragglers from a group. On the ground, they can sprint at great speeds on all fours.

Crushing Pounce (Ex): When a drop bear charges an opponent from a higher elevation, it can make a full attack (including two rake attacks). In addition, any opponent hit by at least one of the drop bear's attacks made while charging must make a DC 13 Fortitude save or be stunned for 1 round. The save DC is Strength based.

Rake (Ex): Attack bonus +5 melee, damage 1d8+2.

Sprint (Ex): Once per hour, a drop bear can move 3 times its normal speed (30 feet) when it makes a charge.

Skills: Drop bears have a +4 racial bonus on Listen and Move Silently checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.

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

Based on koala which originally appeared in Dragon Magazine #186 (1992).
 
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Monster Junkie
Yau-Mor

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

Yau-Mor
Large Outsider (Evil, Extraplanar, Spirit)
Hit Dice: 7d8+35 (66 hp)
Initiative: +6
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +7/+17
Attack: Claw +7 melee (1d8+6)
Full Attack: 4 claws +7 melee (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, disrupting attack
Special Qualities: Darkvision 60 ft.
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 23, Dex 15, Con 21, Int 6, Wis 6, Cha 10
Skills: Knowledge (the planes) +8, Intimidate +10, Listen +8, Search +8, Spellcraft +8, Spot +10, Survival -2 (+0 following tracks, +0 on other planes)
Feats: Improved Initiative, Power Attack, Weapon Focus (claw)
Environment: Spirit World
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral evil
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: +7

This creature towers to twice the height of a man. Its torso and arms are those of a human, while its head and limbs are those of a dragon. Its skin has a greenish tint. Three eyes dot its face, and a pair of ivory horns sweep back behind its foxlike ears, while a pair of short ivory tusks jut from its lower lip. It wears a harness and loincloth.

Yau-mor are servants of the evil members of the Celestial Bureaucracy, such as the Dragon Claw. Although they are loyal servants, they are easily distracted or misled. Their durability and endurance make them well-suited for dangerous or tiresome missions.

A yau-mor is 12 feet tall and weighs 6,000 pounds.

Yau-mor speak Abyssal, Celestial, Draconic, and Infernal.

COMBAT

Yau-mor enjoy wreaking havoc and spreading destruction, and relish combat, sometimes losing sight of their missions to engage in melee. They particularly despise spellcasters, targeting such individuals exclusively until dead.

Breath Weapon (Su): 30-foot line of fire, once every 3 rounds, damage 3d6 fire, Reflex DC 18 half. The save DC is Constitution-based.

Additionally, a yau-mor's breath weapon ignites combustible materials in its area, and creatures who fail their Reflex saves catch on fire (see Catching on Fire in the DMG). The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame.

Disrupting Attack (Su): A yau-mor's claw attacks set up painful, distracting vibrations for 1d4 rounds. Any spellcaster hit by a yau-mor's slam attack must succeed on a DC 19 Concentration check any time he casts a spell during this period. The check DC is Strength-based.

Skills: A yau-mor's numerous eyes grant it a +2 racial bonus on Spot checks.

Originally appeared in OA5 - Mad Monkey vs. the Dragon Claw (1988).
 
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Monster Junkie
Troll, Gray

http://www.enworld.org/showthread.php?t=227195&page=4

Troll, Gray
Large Giant
Hit Dice: 8d8+40 (76 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (–1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +6/+16
Attack: Claw +11 melee (1d6+6)
Full Attack: 2 claws +11 melee (1d6+6) and bite +6 melee (1d6+3 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Poison, rend 2d6+9
Special Qualities: Darkvision 150 ft., gaseous form, immunity to acid, cold, and electricity, light vulnerability, low-light vision, negative energy affinity, regeneration 10, scent, vulnerability to fire
Saves: Fort +11, Ref +4, Will +3
Abilities: Str 23, Dex 14, Con 21, Int 6, Wis 9, Cha 6
Skills: Listen +6, Spot +7
Feats: Alertness, Iron Will, Track
Environment: Underground
Organization: Solitary or tribe (1 gray troll plus 3-12 trolls)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +6

This tall, ugly creature has long, gangly limbs. Its skin resembles grayish-brown old parchment. An unruly mass of gray hair crowns its head, which is deep-set with eye sockets filled with cold blue pinpoints of light.

Gray trolls are the result of an unusual mingling of negative energy and the regenerative powers common to trolls. When a troll is exposed to energy drain effects, it most often simply dies. Rarely, a troll instead lapses into a daylong coma, awakening as a gray troll, possessed of some unusual powers and an alternate appearance.

Gray trolls are generally solitary, hunting all other creatures with a hate and hunger even stronger than most trolls. Occasionally a gray troll takes control of its tribe or another, but rarely will a gray troll accept a secondary position.

As a result of the exposure to negative energy, gray trolls are sterile and their lifespans are reduced to 25 to 75 years. Upon death, a gray troll crumbles to dust.

A typical adult gray troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A gray troll’s dry, flaky skin is gray or gray-brown. The hair is usually gray or white.

Gray trolls speak Giant.

Combat

Gray trolls prefer to fight with their natural weapons, and generally fight recklessly and viciously.

Gaseous Form (Su): Three times per week, as a full-round action, a gray troll can assume gaseous form as the spell (caster level 5th), but it can remain gaseous for six rounds and has a fly speed of 60 feet with perfect maneuverability.

Light Vulnerability (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a gray troll for 1 round. On subsequent rounds, it is dazzled as long as it remains in the affected area. A gray troll exposed to natural sunlight robs it of one-third of its hit points each round until it is destroyed at the end of the third round. A gray troll cannot regenerate damage caused by sunlight, and upon reaching 0 hit points it crumbles into black and gray ashes.

Negative Energy Affinity (Ex): A gray troll is affected by cure spells and inflict spells as if it were an undead creature.

Poison (Ex): Injury, Fort DC 19 negates, initial damage nauseated for 2d4 rounds, secondary damage unconscious for 1d4 hours. The save DC is Constitution-based.

Rend (Ex): If a gray troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

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

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

Skills: Gray trolls have a +8 racial bonus on Climb checks.

Originally appeared in Dragon Magazine #199 (1993).
 
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Monster Junkie
http://www.enworld.org/showthread.php?t=224622&page=11&pp=15

Arucha
Medium Ooze (Extraplanar)
Hit Dice: 4d10+16 (38 hp)
Initiative: +0
Speed: 5 ft. (1 square)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +3/+5
Attack: Slam +5 melee (1d4+2 plus paralysis)
Full Attack: Slam +5 melee (1d4+2 plus paralysis)
Space/Reach: 5 ft./5 ft. (10 ft. with slam)
Special Attacks: Adhesive, create spawn, engulf, explosive acid, paralysis
Special Qualities: Blindsight 60 ft., damage reduction 5/magic, immunity to cold, ooze traits, reclaim life, spell resistance 20, vulnerability to fire
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 15, Dex 10, Con 18, Int 4, Wis 11, Cha 15
Skills: Spot +10
Feats: Blind-Fight, Skill Focus (Spot)
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary or sea (10-1000)
Challenge Rating: 4
Treasure: See text
Alignment: Always chaotic neutral
Advancement: 5-8 HD (Medium); 9-13 HD (Large); 14-17 HD (Huge); 18-30 HD (Gargantuan); 31+ (Colossal)
Level Adjustment: -

A formless blob of rotting, yellow flesh ambles forward slowly. Hundreds of tiny red parasites crawl along the ooze's surface, greedily slurping up excreted fluid. A trail of glistening slime is left in the creature's wake.

Aruchai are extraplanar oozes native to the Ever-Changing Chaos of Limbo. Rumored to have been created by chaotic gods for their own amusement, these creatures have retained a semblance of sentience and spend their entire existences attempting to escape Limbo.

Various names have been attributed to aruchai, including "fleische kleckse", "blobs of flesh", and "sea of flesh." The latter label can be attributed to their ability to meld and flow together into Aruchai-Kamoit — a massive arucha that resembles a sea of writhing flesh.

Aruchai endlessly wander Limbo, searching for creatures to take their place. They never stop moving, merely slowing down at times to absorb food.

Aruchai of Huge size or larger are formed when numerous smaller aruchai merge. These massive seas of flesh are known as Aruchai-Kamoit. As a composite of several aruchai, an aruchai-kamoit must create a number of spawn before it may use its reclaim life ability. A Huge aruchai-kamoit must create 10 spawn, a Gargantuan aruchai-kamoit must spawn 100, and a Colossal aruchai-kamoit must create 1,000 spawn. Upon creating this amount of spawn, a successful use of the reclaim life ability returns an equal number of aruchai to their past lives.

An arucha is usually about 4 feet in diameter and a thickness of about 10 inches. A typical specimen weighs about 200 pounds.

COMBAT

Aruchai reach out with shapeless "fingers" to slam opponents and attempt to render them paralyzed.

Adhesive (Ex): An arucha exudes a sticky slime that holds fast any creature or item touching it. It automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the ooze is alive. The ooze makes one additional slam attack each round against any creature stuck to it.

A weapon that strikes an arucha sticks fast unless the wielder makes a DC 20 Reflex save. A successful DC 20 Strength check is needed to pry it off. The save and check DCs are both Constitution-based and include a +4 racial bonus.

The adhesive can be weakened by alcohol, but even in such a case the ooze gets a +4 bonus on grapple checks (for a total bonus of +9). The substance breaks down 5 rounds after the ooze dies.

Create Spawn (Su): The corpse of a living creature slain by an arucha begins to rapidly decompose into a sac of flesh and goo. If not restored to life within 24 hours, the corpse arises as a free-willed arucha. A gentle repose spell has no effect, but dispel chaos cast upon the corpse prevents the transformation (but does not restore the victim to life). During this 24 hour period, the arucha lies dormant.

Engulf (Ex): Although it moves slowly, an arucha can simply mow down Medium or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The arucha merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the arucha, 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 18 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the arucha moves forward. Engulfed creatures are subject to the arucha's paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +4 racial bonus.

Explosive Acid (Ex): Any wooden or metallic object or creature that remains in full-round contact with an arucha's adhesive takes 5 points of acid damage per round from the adhesive. Objects reduced to 0 hp explode as a flask of alchemical acid, dealing 1d6 points of acid damage to any creature or object in the same space and 1 hp to adjacent creatures or objects. An arucha's acid has no effect on stone.

Paralysis (Ex): An aruchai secretes an anesthetizing slime. A target hit by an aruchai's melee or engulf attack must succeed on a DC 16Fortitude save or be paralyzed for 3d6 rounds. The aruchai can automatically engulf a paralyzed opponent. The save DC is Constitution-based.

Reclaim Life (Su): When an arucha successfully creates spawn (see above), it is immediately transferred to the home plane of its victim and is restored to the creature it was prior to becoming an arucha (if the original creature type is not known, the DM may either choose a creature or determine one randomly). The creature's alignment becomes Chaotic Neutral if it isn't already. Nothing short of a wish or miracle may restore the creature's original alignment.

Originally appeared in Dragon Magazine #47 (1981).
 
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Monster Junkie
Birch Tree Spirit

http://www.enworld.org/showthread.php?t=227195&page=4

Birch Tree Spirit
Medium Fey
Hit Dice: 5d6 (17 hp)
Initiative: +6
Speed: Fly 10 ft. (2 squares)(perfect)
Armor Class: 19 (+6 Dex, +3 deflection), touch 19, flat-footed 13
Base Attack/Grapple: +2/-
Attack: Touch +8 melee (touch of insanity)
Full Attack: Touch +8 melee (touch of insanity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Touch of insanity
Special Qualities: Damage reduction 10/magic or silver, gaseous form, hierophobia, immunity to magic, low-light vision, wood bond
Saves: Fort +3, Ref +10, Will +4
Abilities: Str 1, Dex 22, Con 10, Int 5, Wis 11, Cha 17
Skills: Hide +14, Move Silently +14, Spot +8
Feats: Ability Focus (touch of insanity), Great Fortitude, Weapon Finesse (B)
Environment: Any forests
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral, often evil
Advancement: 6-15 HD (Medium)
Level Adjustment: -

An amorphous white cloud billows between the trees. A faint smell of new, green wood accompanies its passage.

Birch tree spirits are amorphous fey that are bound to wooden objects or trees. They fear druids and other wielders of natural magic, who often bind them into service as guardians.

A birch tree spirit is 5 to 6 feet in diameter and weightless.

Birch tree spirits cannot speak, but understand Sylvan and Druidic.

Combat

Birch tree spirits form cloudy pseudopods with which to touch enemies. The touch of a birch tree spirit can drive a creature insane.

Gaseous Form (Ex): A birch tree spirit's insubstantial form grants it immunity to critical hits. A birch tree spirit cannot run, but it can fly (slowly), and it is subject to winds. It cannot wear armor, manipulate solid objects, or enter water or other liquids. It can pass through small holes or narrow openings--even mere cracks. It also can occupy squares occupied by enemies.

Hierophobia (Ex): As part of the ritual that summons a birch tree spirit and binds it into its tree, it is infused with an unnatural fear of anyone who can wield natural magic. Birch tree sprits fear druids, rangers and clerics with the Plant domain. However, they have no special ability to detect natural magic and only show their fear when a spellcaster does something that draws attention to their ability. After a birch tree spirit becomes aware of a spellcaster with such spells they immediately retreat into their bonded tree or wooden object.

Immunity to Magic (Ex): A birch tree spirit is immune to any spell or spell-like ability that allows spell resistance, except as follows. When the birch tree spirit has retreated into its bonded object, it takes 1d4 points of damage per caster level from a warp wood spell. Birch tree spirits may be bound into service by a druid or cleric with the Plant domain using command plants or control plants.

Touch of Insanity (Su): A victim touched by a birch tree spirit must succeed on a DC 17 Will save or become permanently insane (as the insanity spell). The victim develops a white, leaf-shaped mark upon his or her forehead. In addition to the usual means of curing the insanity spell, remove curse or similar magic removes both the insanity and the mark. The save DC is Charisma-based.

Wood Bond (Su): Each birch tree spirit is mystically bound to a single tree or wooden object. It must never stray more than 10 feet from it. Any who do become ill and die within 4d6 hours. A birch tree spirit's bonded object or tree does not radiate magic.

A birch tree spirit can retreat into its bonded object by simply moving into the same space. While within its bonded object, a birch tree spirit loses its damage reduction and Dexterity bonus to AC, but gains hardness 5 and vulnerability to fire (+50% damage).

Originally appeared in Imagine Magazine #17 (1984).
 
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Monster Junkie
Dinosaur, Camptosaurus

Dinosaur, Camptosaurus
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +2
Speed: 50 ft. (8 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Tail slap +0 melee* (1d6+1)
Full Attack: Tail slap +0 melee* (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede
Special Qualities: Keen scent, low-light vision
Saves: Fort +6, Ref +5, Will +0
Abilities: Str 17, Dex 15, Con 17, Int 1, Wis 9, Cha 4
Skills: Jump +11, Listen +4, Spot +4
Feats: Alertness, Run
Environment: Warm and temperate forests and hills
Organization: Pair or herd (6-36)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Large)
Level Adjustment: -


This thin bipedal creature has a long tail, and S-shaped neck attached to a long head with a parrot-like beak.

Camptosaurs are particularly stupid and skittish herbivorous dinosaurs.

A camptosaurus is usually around 20 feet long, with about a third of that being tail. They are brightly colored, with stripes and wattles being used by the males to attract mates. This, combined with their dull minds, might have led them to extinction if not for two things-they are quite fast, and their sense of smell is incredibly acute. They have been known to live in herds amongst brachiosaurs or camarasaurs: the sauropod’s long necks and keen eyes and the camptosaur’s sensitive noses compliment one another and keep the herds aware of most dangers.

COMBAT

Camptosaurs always flee from combat, but they will lash out with their tails if cornered or knocked down.

*A camptosaurus's tail slap is treated as a secondary attack and adds only half the camptosaurus's Strength bonus to the damage roll.

Keen Scent (Ex): A camptosaurus can detect creature through scent up to 60 feet away.

Stampede (Ex): A frightened herd of camptosaurs flees as a group from a perceived danger, literally running over creatures in their path. Large or smaller creatures caught in a camptosaur stampede take 1d12 points of damage for every five camptosaurs in the herd (Reflex DC 14 halves). The save DC is Strength-based.

Originally appeared in Monstrous Compendium Volume Three: Forgotten Realms Appendix (1989).
 
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Monster Junkie
http://www.enworld.org/forum/showthread.php?t=67093&page=22

Dinosaur, Iguanodon
Huge Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +4/+19
Attack: Thumb-spike +9 melee (2d6+7)
Full Attack: 2 thumb-spikes +9 melee (2d6+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 2d8+10
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +5, Will +5
Abilities: Str 24, Dex 10, Con 19, Int 1, Wis 12, Cha 7
Skills: Listen +7, Spot +8
Feats: Alertness, Iron Will, Run
Environment: Warm forests and plains
Organization: Herd (3-18)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Huge), 13-18 HD (Gargantuan)
Level Adjustment: -

This large creature is a quadruped, but looks capable of walking on its hind legs. Its head is large, broad and beaked, and its tail is tall and straight. Most noticeable are its hands, with their prehensile fifth finger, mitten like middle fingers and a thumb with a massive spike on the nail.

The iguanodon is an adaptable and common herbivorous dinosaur.

Most iguanodons are around 30 feet in length and weigh 7,000 pounds, although they do get bigger. They live in herds and are extraordinarily fecund for a creature of its size- one female can have as many as 10 young in one brood, and the young are sexually mature by age 3. This is fortunate for the species, as many predators attack them.

COMBAT

Iguanodons are not aggressive, but are more than capable of using their thumb-spikes to defend themselves. If badly injured, they flee, often over their opponent.

Trample (Ex): An iguanodon can literally run over any creatures in its way that are of Large or smaller size. Creatures trampled must make a Reflex save (DC 20 half) or take 2d8+10 damage. The save DC is Strength-based.

Originally appeared in Monster Manual (1977).
 
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Monster Junkie
Dinosaur, Temnodontosaurus

http://www.enworld.org/showthread.php?t=67093&page=22&pp=15

Dinosaur, Temnodontosaurus
Huge Animal
Hit Dice: 10d8+40 (90 hp)
Initiative: +3
Speed: Swim 60 ft. (12 squares)
Armor Class: 16 (-2 size, +3 Dex, +5 natural), touch 11, flat-footed 13
Base Attack/Grapple: +7/+21
Attack: Bite +11 melee (4d4+9)
Full Attack: Bite +11 melee (4d4+9)
Space/Reach: 15 ft./10 ft.
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +11, Ref +10, Will +6
Abilities: Str 22, Dex 17, Con 18, Int 2, Wis 16, Cha 9
Skills: Listen +9, Spot +21, Swim +15
Feats: Alertness, Dodge, Mobility, Spring Attack
Environment: Warm aquatic
Organization: Solitary, pair or pod (5-20)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment: -

This massive beast resembles a reptilian porpoise, only on a grander scale. Its long beak is lined with sharp conical teeth, and its four fins are well-muscled .Most notable are its eyes, which are the size of dinner plates.

Temnodontosaurus is among the largest of the icthyosaurs, a family of fish-like reptiles.

The average temnodontosaurus is 30 feet long. They are fast and intelligent creatures, with a well-developed social system. They have remarkably keen eyesight due to the size of the eye- proportionately, the largest in the animal kingdom. Temnodontosaurs, like all icthyosaurs, never leave the water; unlike other aquatic reptiles, icthyosaurs give birth to their offspring alive. Temnodontosaurs feed on fish, squid and ammonites, and are harmless to humanoids, despite their size and strength, unless they are attacked first.

COMBAT

Temnodontosaurs are mobile opponents, darting in and out of their foes reach in order to deliver sharp, powerful bites.

Hold Breath (Ex): A temnodontosaurus can hold its breath for a number of rounds equal to 6x its Constitution score.

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

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

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Monster Junkie
King-Wight (template)

A human garbed in resplendent chainmail and expensive jewelry approaches. As he draws nearer, the stench of an open grave follows, and it becomes clear that he is a walking corpse. He draws a finely-wrought blade.

A king-wight is the undead remains of a powerful evil monarch who has voluntarily entered undeath to eternally rule his kingdom.

As undead monarchs, king-wights amass vast treasure hoards, which they enjoy flaunting and using to tempt the living into its barrow. King-wights always have a retinue of wight slaves, and maintain these numbers through such lures.

A king-wight speaks any languages it knew in life.

Creating A King-Wight

"King-wight" is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the "base creature"). A king-wight uses all the base creature’s statistics and special abilities except as noted here.

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

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

Armor Class: The base creature’s natural armor bonus improves by +6.

Attack: A king-wight retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the king-wight retains this ability. A creature with natural weapons retains those natural weapons. A king-wight fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A king-wight armed with a weapon uses its slam or a weapon, as it desires.

Full Attack: A king-wight fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.

Damage: King-wights have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the king-wight's size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.

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

Special Attacks: A king-wight retains all special attacks of the base creature and gains the special attacks described below. The DC of the saving throw for any of its special attacks is equal to 10 + ½ king-wight's HD + king-wight's Cha modifier.

Contingent Earthquake (Sp): 4d4 rounds after a king-wight is destroyed, a contingent earthquake spell (caster level 14th) is triggered. The effect is centered upon the king-wight's corpse.

Create Spawn (Su): Any humanoid slain by a king-wight becomes a wight in 1d4 rounds. Spawn are under the command of the king-wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

At any given time a king-wight may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed wights. A wight that is enslaved may create and enslave spawn of its own, so a king-wight can control a number of lesser wights in this fashion. A king-wight may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a spawn cannot be enslaved again.

Energy Drain (Su): Living creatures hit by a king-wight's slam attack (or any other natural weapon the king-wight might possess) gain two negative levels. For each negative level bestowed, the king-wight gains 5 temporary hit points. A king-wight can use its energy drain ability once per round.

Fear Aura (Su): King-wights are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the king-wight must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the king-wight's level. A creature that successfully saves cannot be affected again by the same king-wight's aura for 24 hours.

Spell-Like Abilities: At will--confusion, spectral force; 1/day--greater teleport, word of recall. Caster level is equal to the king-wight's Hit Dice. The save DCs are Charisma-based.

Special Qualities: A king-wight retains all special qualities of the base creature and gains the special qualities described below.

Damage Reduction (Su): A king-wight has damage reduction 10/silver and magic. A king-wight's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Immunities (Ex): King-wights have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.

Turn Resistance (Ex): A king-wight has +4 turn resistance.

Abilities: Increase from the base creature as follows: Str +4, Dex +4, Int +6, Wis +4, Cha +4. As an undead creature, a king-wight has no Constitution score.

Skills: King-wights have a +8 racial bonus on Move Silently checks. Otherwise same as the base creature.

Environment: Any, usually same as base creature.
Organization: Solitary, court (king-wight plus 2-12 wights), or barrow (king-wight plus 4-32 wights).
Challenge Rating: Same as the base creature +2.
Treasure: Double standard.
Alignment: Always lawful evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +6.

Sample King-Wight

King-Wight, 10th-Level Human Fighter
Medium Undead (Augmented Humanoid)
Hit Dice: 10d12 (65 hp)
Initiative: +5
Speed: 20 ft. in chainmail (4 squares); base speed 30 ft.
Armor Class: 25 (+1 Dex, +8 chainmail, +6 natural), touch 11, flat-footed 24
Base Attack/Grapple: +10/+13
Attack: +2 longsword +19 melee (1d8+7/19-20) or slam +15 melee (1d6+3 plus energy drain)
Full Attack: +2 longsword +19/+14 melee (1d8+7/19-20) and slam +10 melee (1d6+3 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Contingent earthquake, create spawn, energy drain (DC 16), fear aura (DC 16), spell-like abilities (CL 10th, DC 11 + spell level)
Special Qualities: Damage reduction 10/silver and magic, darkvision 60 ft., immunity to cold, electricity, polymorph, and mind-affecting attacks, +4 turn resistance, undead traits
Saves: Fort +7, Ref +4, Will +3
Abilities: Str 20, Dex 17, Con 14, Int 18, Wis 14, Cha 12
Skills: Climb +14, Intimidate +14, Jump +14, Move Silently +7, Ride +12 (includes -4 armor check penalty)
Feats: Cleave, Great Cleave, Greater Weapon Focus (longsword), Improved Bull Rush, Improved Initiative, Improved Sunder, Mounted Combat, Power Attack, Ride-by Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
Environment: Any
Organization: Solitary, court (king-wight plus 2-12 wights), or barrow (king-wight plus 4-32 wights)
Challenge Rating: 12
Treasure: Double standard (includes +3 chainmail and +2 longsword)
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +6

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

Monster Junkie
Daddy Longlegs, Monstrous

http://www.enworld.org/forum/showthread.php?t=199555&page=11

Daddy Longlegs, Monstrous
Huge Vermin
Hit Dice: 2d8+2 (11 hp)
Initiative: +4
Speed: 50 ft. (10 squares), climb 20 ft.
Armor Class: 14 (-2 size, +4 Dex, +2 natural), touch 12, flat-footed 10
Base Attack/Grapple: +1/+9
Attack: Bite -1 melee (1d6)
Full Attack: Bite -1 melee (1d6)
Space/Reach: 15 ft./15 ft.
Special Attacks: Acid spray
Special Qualities: Darkvision 60 ft., long-legged, narrow berth, tremorsense 60 ft., vermin traits
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 11, Dex 19, Con 12, Int —, Wis 10, Cha 2
Skills: Climb +12, Hide +0, Jump +18
Feats: —
Environment: Any land and underground
Organization: Solitary or nest (2-15)
Challenge Rating: 1
Treasure: 1/10 coins, 50% goods, 50% items
Alignment: Always neutral
Advancement: 3-5 HD (Huge), 6-9 HD (Gargantuan)
Level Adjustment: -

This creature resembles a large brown spider, with a five-foot-diameter body atop nearly 20-foot-long legs. It has only a single pair of eyes in the center of its head.

The opiliones, or harvestman, as it is more commonly called, is one of several creatures known as daddy longlegs. Although it is an arachnid, it is not a true spider.

A harvestman's second pair of legs are longer than the rest, and are used as a sensory device (and the source of their tremorsense).

Harvestmen are omnivores, feeding mostly upon plant matter, fungi, or smaller insects. They also are known to feed upon carcasses and the leavings of other creatures. Harvestman generally have no fixed lair, but they will guard a nest when a female lays her eggs.

A monstrous daddy longleg's body is only 5 feet in diameter, but its legs are almost 20 feet long. Most have a brown coloration, but some diurnal species have vivid patterns in yellow, green and black mottled red and black.

Combat

Harvestmen are ambush hunters.

Acid Spray (Ex): When attacked or disturbed, the creature can release a 40-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 12 Fortitude save or take 1d4+1points of acid damage. The save DC is Constitution-based.

Long-Legged (Ex): Since a daddy longlegs is mostly long, thin legs, its space/reach is much larger than its actual body. As a result, it is difficult to to attack the creature. Any melee or ranged attack directed at a daddy longlegs has a 20% miss chance. Even a true seeing effect is useless for determining where and how to strike the creature.

Narrow Berth (Ex): Due to its long legs and small body, a daddy longlegs is treated as being one size smaller than it actually is for the purposes of squeezing (see page 149 of the Player’s Handbook for the rules for squeezing).

Tremorsense (Ex): A monstrous daddy longlegs can detect and pinpoint any creature or object within 60 feet in contact with the ground.

Skills: Monstrous daddy longlegs have a +4 racial bonus on Hide checks, a +8 racial bonus on Climb checks, and a +10 racial bonus on Jump checks. A monstrous daddy longlegs can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous daddy longlegs use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

Daddy Longlegs Spider

The pholcidae, or vibrating spider, is also known as the daddy longlegs spider. This web-spinning spider is carnivorous, and is even known to invade the webs of other spiders and slay their occupants.

A daddy longlegs spider shares most of the same statistics as the harvestman above, but lacks the acid spray and gains the following additional abilities.

Spinning Concealment (Ex): A daddy longlegs spider can extrude a strand of webbing and hang from it as a standard action. As a full-round action, the daddy longlegs can begin to spin very quickly on its thread. When spinning, the daddy longlegs gains a +12 bonus to Hide checks and total concealment (50% miss chance). Even a true seeing effect is useless for determining where and how to strike the creature. The daddy longlegs can maintain its spinning by using a full-round action.

Web (Ex): A daddy longlegs spider can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 100 feet, with a range increment of 20 feet, and is effective against targets up to two size categories larger than the spider. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a successful DC 22 Escape Artist check or burst the web with a successful DC 22 Strength check. The check DCs are Strength-based and includes a +4 racial bonus. The web has 12 hit points and hardness 0, and takes double damage from fire.

A daddy longlegs spider can create sheets of sticky webbing up to 20 feet square. It usually positions these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack (including the maddening webs effect). Each 5-foot-square section has 12 hit points and damage reduction 5/-.

A daddy longlegs spider can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.

Skills: In addition to the skills above, daddy longlegs spider has a +8 racial bonus on Spot checks.

Originally appeared in Dragon Magazine #67 (1982).
 
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Shade

Monster Junkie
Dinosaur, Paleoscincus

http://www.enworld.org/forum/showthread.php?t=67093&page=23

Dinosaur, Paleoscincus
Huge Animal
Hit Dice: 9d8+78 (112 hp)
Initiative: -2
Speed: 20 ft. (4 squares)
Armor Class: 22 (-2 size, -2 Dex, +16 natural), touch 6, flat-footed 22
Base Attack/Grapple: +6/+21
Attack: Tail slam +12 melee (2d6+10)
Full Attack: Tail slam +12 melee (2d6+10)
Space/Reach: 15 ft./10 ft.
Special Qualities: Damage reduction 5/-, low-light vision, scent, spiny defense
Saves: Fort +16, Ref +4, Will +5
Abilities: Str 25, Dex 7, Con 26, Int 1, Wis 10, Cha 8
Skills: Listen +8, Spot +8
Feats: Alertness, Great Fortitude, Iron Will, Weapon Focus (tail slam)
Environment: Warm plains and hills
Organization: Solitary or battalion (2-4)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Huge), 19-27 HD (Gargantuan)
Level Adjustment: -

This wide creature is covered with a variety of bony plates, scutes, nodes and spikes. Its narrow, beaked head is likewise protected, and its side is studded with wide spines running the length of its body and down to its tail.

Paleoscincus is a type of ankylosaur- a family of ornithischians marked by heavy body armor.

A paleoscincus is about 20 feet long and nearly 6 feet wide, and has a formidable line of defense in the form of spines, plates and other bony protrusions. This is fortunate, as they are also slow and stupid. They are inoffensive creatures unless provoked, in which case they become very dangerous.

COMBAT

If attacked, paleoscincuses turn their bodies so to keep a wall of spines and armored nodes between their attacker and their soft flesh, while making sweeping attacks with their spine-lined tails. Most predators give up after a few passes of failed attacks and bloody wounds to the mouth.

Spiny Defense (Ex): Any creature that hits a paleoscincus in melee with a natural or handheld weapon (but not a reach weapon) takes 3d4+7 points of damage from its many spines.

Originally appeared in Monster Manual (1977).
 
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Shade

Monster Junkie
Troll, Skovtrolde

http://www.enworld.org/showthread.php?t=227195&page=4

Troll, Skovtrolde
Large Giant
Hit Dice: 8d8+48 (84 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +6/+16
Attack: Claw +11 melee (1d6+6) or longbow +7 ranged (2d6/x3)
Full Attack: 2 claws +11 melee (1d6+6) and bite +6 melee (1d6+3) longbow +7/+2 ranged (2d6/x3) or +5/+5/+0 with Rapid Shot
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9
Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5, scent
Saves: Fort +12, Ref +4, Will +3
Abilities: Str 23, Dex 14, Con 23, Int 10, Wis 9, Cha 6
Skills: Hide +4*, Listen +6, Move Silently +8, Spot +6
Feats: Alertness, Point Blank Shot, Rapid Shot
Environment: Cold or temperate forests
Organization: Solitary, gang (2–4), or tribe (5-20)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +5

This tall, gangly humanoid stands nearly 9 feet tall. Its dark-green skin is covered with brown blotches, while its thick, ropy hair resembles dark vines. It carries a crude longbow.

Skovtroldes are forest-dwelling trolls. Their natural coloration provides camouflage within their home environements.

A typical adult skovtrolde stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A skovtrolde's rubbery hide is usually dark green with brown splotches. The hair is usually a dark green or earthy brown.

Skovtroldes speak Giant.

Combat

Skovtroldes are slightly smarter than the average troll, and as such use better tactics. They use their natural camouflage to their advantange, and employ crude longbows to attack at range before enemies close into melee range.

Rend (Ex): If a skovtrolde hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

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

Skills: *Skovtroldes have a +4 racial bonus on Hide checks when in cold or temperate forest environments. This bonus on Hide checks increases to +8 when the skovtrolde is immobile.

Originally appeared in Dragon Magazine #158 (1990).
 
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Shade

Monster Junkie
Murdakus

http://www.enworld.org/showthread.php?t=227195&page=4

Murdakus
Colossal Dragon
Hit Dice: 18d12+198 (315 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 50 ft. (poor)
Armor Class: 27 (–8 size, +25 natural), touch 2, flat-footed 27
Base Attack/Grapple: +18/+52
Attack: Bite +28 melee (3d10+18 plus 2d8 fire)
Full Attack: 2 bites +28 melee (3d10+18 plus 2d8 fire) and 2 claws +26 melee (2d6+9 plus 2d8 fire) and tail-blade +26 melee (4d6+27 plus 2d8 fire/18–20x3 plus sever limb)
Space/Reach: 40 ft./40 ft. (45 ft. with tail)
Special Attacks: Augmented critical, breath weapon, death frenzy, sever limb
Special Qualities: Darkvision 120 ft., healed by fire, immunity to mind-affecting spells and abilities, paralysis, poison, and sleep, inefficient metabolism, limited regeneration 15, low-light vision, +4 racial bonus on saves vs. cold, scent
Saves: Fort +22, Ref +11, Will +12
Abilities: Str 47, Dex 10, Con 33, Int 4, Wis 12, Cha 15
Skills: Jump +22, Listen +22, Spot +22, Survival +22
Feats: Cleave, Great Cleave, Hover, Improved Initiative, Multiattack, Power Attack, Snatch
Environment: Any land or underground
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Always neutral evil
Advancement: 19+ HD (Colossal)
Level Adjustment: -

This abominable behemoth vaguely resembles a dragon. A triple row of spines sprout from the base of its thick neck, proceed down its back between its pair of leathery wings, and down its long prehensile tail, culminating in a scythelike stinger. Its six powerful legs end in thick claws, but its most fearsome feature is its double face. Each side of its horned head sports its own pair of eyes and a set of saurian jaws filled with razor-sharp teeth.

The first murdaki were created by the Bonehart during the Greyhawk wars. After the first specimens succumbed to fatal comas, the Bonehart improved upon their creations, infusing an ability to metabolize heat. As a side effect, the murdaki developed immunity to mind-affecting controls, and rebelled against their creators, then disappeared into the wilderness.

Iuz demanded that the creation process for the murdaki be destroyed, so no new murdaki have been created. It is doubtful that the creatures can breed true, so the remaining members are likely doomed to extinction.

A murdakus is 50 feet long with a 45-foot tail and weighs 70 tons.

Murdaki speak rudimentary Draconic.

Combat

A murdakus is an engine of destruction, wreaking great havoc in melee against multiple opponents. If foes are not within melee range, a murdakus unleashes deadly breath weapons from each of its jaws.

Augmented Critical (Ex): A murdakus's tail-blade threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit and possibly severing a limb or head (see sever limb, below).

Breath Weapon (Su): Once every 1d4 rounds, as a standard action, a murdakus can breathe either with one head or with both heads simultaneously. The breath weapon is a 120-foot line of intense heat that deals 12d8 points of fire damage (Reflex DC 30 half). Each beam must be directed in a different trajectory, no greater than 90 degrees apart due to the structure of the heads. The save DC is Constitution-based.

Death Frenzy (Ex): If an attack reduces a murdakus to less than 1 hit point, the murdakus flies into a frenzy on its next action before falling unconscious (or dying). The murdakus doubles its natural attacks for the round. At the end of its round, it takes an additional 3d8 points of damage.

Healed by Fire (Ex): An attack that deals fire damage breaks heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the murdakus to exceed its full normal hit points, it gains any excess as temporary hit points.

Heat (Su): During any round that the murdakus may regenerate (that is, any round in which it may use its breath weapon), any creature that touches the murdakus, including with a touch or natural weapon attack, must make a DC 30 Reflex save or take 2d8 points of fire damage. The natural attacks of a murdakus also deal this fire damage. Any creature grappled by the murdakus automatically takes 2d8 points of damage per round with no save. The save DC is Constitution-based.

Inefficient Metabolism (Ex): The inefficient metabolism of a murdakus limits its activity. After 1d3 days of activity, the murdakus is exhausted until it can rest for 2d4 weeks. Any fire based attack dealing more than 20 points of damage negates the exhausted condition for 1d3 days.

Limited Regeneration (Ex): Acid and negative energy deal normal damage to a murdakus. If a murdakus loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. During any round in which its breath weapon is unavailable, a murdakus may not regenerate damage.

Sever Limb (Ex): The tail blade of a murdakus is extremely sharp, capable of severing limbs or heads on a successful critical hit. The victim must succeed on a Fortitude save (DC equal to 10 + damage dealt) or lose an extremity. Randomly determine which extremity is severed based on the creature's number of limbs and heads (for example, a d6 for a typical humanoid, with a 1 and 2 severing an arm, a 3 and 4 severing a leg, a 5 beheading the opponent, and reroll a 6). A severed leg imposes a -4 penalty on Reflex saves, Dexterity checks, and Dexterity-based skill checks, and reduces the victim's land speed by 10 feet. A victim who loses all its legs falls prone and its land speed is reduced to 5 feet. A severed arm imposes a -4 penalty on attack rolls, Strength checks, Climb checks, and Swim checks, and makes it impossible for the subject to use objects or cast spells with somatic components unless it has a remaining hand free. The victim also loses the ability to wield a weapon two-handed (unless it has at least two arms left). A severed head kills most creatures instantly. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads.

Originally appeared in Dragon Magazine #270 (2000).
 
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