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Creature Catalog new 3.5 conversions

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Shade

Monster Junkie
Jade Fish

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

Jade Fish
Tiny Magical Beast (Aquatic)
Hit Dice: 3d10+3 (19 hp)
Initiative: +2
Speed: Swim 40 ft. (8 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +3/-7
Attack: Bite +3 melee (1d4-2)
Full Attack: Bite +3 melee (1d4-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Water stream
Special Qualities: Darkvision 60 ft., low-light vision, spell resistance 8, water symbiosis
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 6, Dex 15, Con 12, Int 14, Wis 13, Cha 15
Skills: Diplomacy +10, Gather Information +10, Knowledge (local) +12, Sense Motive +3, Swim +12
Feats: Negotiator, Iron Will
Environment: Any
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: 3-6 HD (Tiny); 7-9 HD (Small)
Level Adjustment: -

This beautiful fish has a sleek body covered in deep green scales. Its wide, bright green eyes flicker with intelligence.

Jade fish possess the ability to magically create water. While this is a great boon for the jade fish, which can essentially create its own habitat, it also makes the creatures extremely coveted by other beings. Jade fish can be found nearly anywhere, even in the most arid deserts, where they are particularly prized by other residents.

Jade fish willingly share their self-created domains with other creatures, and often patrol the pool to ensure that harmony is maintained among its residents. Although they do eat smaller creatures, they require little sustenance, and thus their predations are limited.

Jade fish enjoy observing the world around them, and as such, are great sources of local information. Jade fish are predisposed to friendly conversation, often taking the time to learn local dialects. If asked politely and offered a gift, a jade fish will gladly answer questions pertaining to the area in which it resides. Although they do not covet valuables, they regard such gifts as tokens of honor, and thus do not part with them easily and often amass sizable treasure hoards in their pools.

Legends claim that the jade fish were created by a rain goddess as a gift to her worshipers. Regardless of their origins, jade fish enjoy a position of admiration and awe among most other creatures.

A jade fish is up to 2 feet long and weighs 5-10 pounds. Scale coloration darkens with age, ranging from brilliant emerald on hatchlings to amost black on the eldest fish. Jade fish can live for centuries, and some are rumored to be over 1,000 years old.

Jade fish speak Common and one or more local languages.

COMBAT

Jade fish dislike combat, but if threatened defend themselves. Its preferred attack is to spit a powerful stream of water at adversaries, often trying to knock the target into a nearby pool in an attempt to drown it. Although they generally feed on smaller fish and animals, jade fish will devour any living creature that drowns in their pool.

Water Stream (Su): A jade fish can continually produce water. It can create up to 1 gallon per round. Alternatively, as a standard action, a jade fish can create a tremendously powerful 5-foot line of water. Any creature in the area of the line takes 1d10 points of damage (Reflex DC 12 negates). A creature failing the saving throw must succeed on a Strength check (DC 10 + damage dealt) or be knocked prone by the force of the blast. For each 5 points by which a target fails the check, it is pushed back 5 feet. The jade fish attempts to knock opponents into pools it creates with its water jet. The save DC is Constitution-based.

Water Symbiosis (Su): The water created by a jade fish is attuned to its creator. If a jade fish becomes injured, any water it has created turns cloudy. This grants any creatures within the jade fish's pool concealment. The cloudiness dissipates once the jade fish is fully healed.

Skills: Jade fish have a +4 racial bonus on Knowledge (local) checks. A jade fish has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Originally appeared in GR2 - Dungeons of Mystery (1992).
 
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Shade

Monster Junkie
Silver Spider

http://www.enworld.org/forum/showthread.php?t=233941

Silver Spider
Large Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 13
Base Attack/Grapple: +4/+11
Attack: Foreleg +6 melee (1d6+3)
Full Attack: 2 forelegs +6 melee (1d6+3) and bite +1 melee (1d2+1 plus silver toxin)
Space/Reach: 10 ft./5 ft.
Special Attacks: Silver toxin, silver web
Special Qualities: Darkvision 60 ft., low-light vision, tremorsense 60 ft.
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 16, Dex 17, Con 16, Int 1, Wis 13, Cha 10
Skills: Climb +11, Hide +3*, Listen +3, Move Silently +3*, Spot +14
Feats: Ability Focus (silver toxin), Alertness
Environment: Any land or underground
Organization: Solitary or nest (2-4)
Challenge Rating: 3
Treasure: 1/10 coins; 50% goods; 50% items plus webbing and forelegs (see text)
Alignment: Always neutral
Advancement: 5-10 HD (Large), 11-15 HD (Huge)
Level Adjustment: -

A man-sized spider with a reflective, silvery hide ambles forth on thin, sleek legs. Its abdomen is bulbous, and its forelegs seem almost bladelike.

Silver spiders were created several centuries ago by Charonti wizards to serve as guardians and hunters. Silver spiders were tasked with subduing trespassers and transgressors with their potent venom, then wrapping captives in silvery weapon and transported to a designated holding cell. The Charonti are long gone, but some of the silver spiders yet remain, capturing victims who are left to await jailors who will never come.

A silver spider's webbing can be wound and corded into a dubrable, thin wire. Several strands can be braided into a cable stronger than rope. Silver spider webbing is often used to create jewelery. With a DC 15 Heal check, a silver spider's forelegs can be carefully removed. These can be used as improvised weapons that deal damage as a shortsword. With a successful DC 15 Craft check, the forelegs can be affixed to a hilt, functioning as a standard shortsword. In either case, the weapon is treated as silver for the purposes of overcoming damage reduction (and does not impose the standard penalty –1 penalty on damage rolls for alchemical silver weapons).

A silver spider is 9 feet long and weighs 100 pounds.

Silver spiders do not speak, but understand Charonti.

COMBAT

A silver spider attempts to bite opponents as quickly as possible. Once the venom takes effect, the spider wraps the victim in its webbing, then carries the unfortunate foe to a designated storage area and abandons it there.

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

Arcane Sight (Su): Silver spiders continuously use arcane sight as the spell (caster level 4th).

Silver Toxin (Ex): A victim bitten by a silver spider must succeed on a DC 17 Fortitude save or find its skin transformed into the same silvery matter as the spider. The victim is slowed (as the spell) for 1d10 rounds, but gains a +8 bonus to its natural armor. At the end of this duration, the creature is fully encased.

Once fully encased, the creature retains the natural armor bonus and is considered unconscious and needs no air or sustenance. It remains in this state for 24 hours, after which its skin reverts back to normal and it receives natural healing as if it had slept for an entire night. The victim's hair and eyes retain the silvery sheen permanently, and nothing short of a limited wish, wish, or miracle can restore their original appearance.

The transformation process can be slowed or halted before the creature is completely encased by a delay poison, neutralize poison, or similar magic. The save DC is Constitution-based. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Silver Web (Ex): A silver 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 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a successful DC 19 Escape Artist check or burst the web with a successful DC 19 Strength check. The check DCs are Strength-based and include a +4 racial bonus. The web has 15 hit points and hardness 10, and takes double damage from fire.

A silver spider can create sheets of sticky webbing up to 30 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. Each 5-foot-square section has 15 hit points and damage reduction 5/-.

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

Tremorsense (Ex): A silver spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Skills: Silver spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A silver spider can always choose to take 10 on Climb checks, even if rushed or threatened. Silver spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Silver spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Originally appeared in Jakandor, Land of Legend (1998).
 
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Shade

Monster Junkie
Dinosaur, Dacentrurus

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

Dinosaur, Dacentrurus
Huge Animal
Hit Dice: 9d8+54 (94 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 17 (-2 size, -1 Dex, +10 natural), touch 7, flat-footed 17
Base Attack/Grapple: +6/+24
Attack: Tail spike +17 melee (3d6+15/19-20/x4)
Full Attack: Tail spike +17 melee (3d6+15/19-20/x4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Augmented critical
Special Qualities: Fortification, low-light vision, scent, spiny defense
Saves: Fort +14, Ref +5, Will +6
Abilities: Str 31, Dex 9, Con 23, Int 1, Wis 13, Cha 4
Skills: Listen +9, Spot +9
Feats: Alertness, Great Fortitude, Iron Will, Weapon Focus (tail spike)
Environment: Warm forests
Organization: Solitary, pair or herd (4-7)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Huge), 19-27 HD (Gargantuan)
Level Adjustment: -

This strange quadruped has a horizontal body with small bony plates on its back up to its hind legs. From this point leading down to the tail, it has long, sharp spikes. Its head is small and horse-like, and its pebbly skin is marked with stripes.

Dacentrurusis one of the more primitive stegosaurs, whose descendants include stegosaurus and kentrosaurus.

A dacentrurus is about 15 feet long and weighs up to three tons. They are docile herbivores, browsing through jungles and scrub forests in small herds. If provoked, however, they are deadly, lashing out with their spiked tails.

COMBAT

If threatened, a dacentrurus will assume a defensive position, always keeping its tail facing its enemies. If badly outnumbered or surrounded, it flees, as it is both weaker and faster than its larger kin.

Augmented Critical (Ex): The spikes on the tail of a dacentrurus are keen and as sharp as picks. They threaten a critical hit on a 19-20 and deal x4 damage on a successful critical hit.

Fortification (Ex): The bony plates on the neck and shoulders of a dacentrurus help to protect its spine from injury. Any critical hit or sneak attack made against the dacentrurus has a 10% chance of failing, dealing only normal damage.

Spiny Defense (Ex): Any creature that hits a dacentrurus in melee using a handheld or natural weapon (but not a reach weapon) must succeed on a DC 13 Reflex save or take 1d6+6 points of damage from the creature’s broad spines. The save DC is Dexterity-based.

Originally appeared in Monster Manual II (1983).
 
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Shade

Monster Junkie
Ice Serpent

http://www.enworld.org/forum/showthread.php?t=78935&page=26

Ice Serpent
Gargantuan Magical Beast
Hit Dice: 17d10+51 (144 hp)
Initiative: +3
Speed: 50 ft. (10 squares), climb 20 ft., swim 20 ft.
Armor Class: 19 (-4 size, +3 Dex, +10 natural), touch 9, flat-footed 16
Base Attack/Grapple: +17/+40
Attack: Bite +24 melee (2d6+11)
Full Attack: Bite +24 melee (2d6+11) and tail lash +22 melee (3d4+16)
Space/Reach: 20 ft./15 ft.
Special Attacks: Constrict 2d6+16, fling, improved grab
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +13, Ref +13, Will +6
Abilities: Str 33, Dex 17, Con 17, Int 3, Wis 12, Cha 8
Skills: Balance +11, Climb +19, Hide +20*, Listen +7, Move Silently +5, Spot +7, Swim +19
Feats: Alertness, Cleave, Endurance, Multiattack (B), Power Attack, Skill Focus (Hide), Stealthy
Environment: Any cold land
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral, often evil
Advancement: 18-33 HD (Gargantuan); 34-41 HD (Colossal)
Level Adjustment: -

This massive serpent is almost fifty feet long. It is covered in white fur, and its eyes are a cool blue.

Ice serpents are immense constrictor snakes found in arctic climes. They hunt anything smaller than themselves.

Ice serpent fur is highly valued for its warmth and waterproof qualities, and is often fashioned into cold-weather clothing. Such fur can fetch up to 40 gp per square yard.

An ice serpent is 45 feet long and 1 foot in diameter. It weighs 20,000 pounds.

COMBAT

Ice serpents use their natural camouflage to great effect, lying motionless in the snow until the best opportunity to strike.

Constrict (Ex): On a successful grapple check, an ice serpent deals 2d6+16 points of damage.

Fling (Ex): As a standard action, an ice serpent may make a single powerful blow with its tail. If it hits a corporeal opponent smaller than itself with its tail lash, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying in a direction of the serpent's choice and fall prone. The opponent is moved 10 feet plus an additional 5 feet for each 5 points by which it fails the save. The serpent can only push the opponent in a straight line, and the opponent can’t move closer to the serpent than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

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

Skills: Ice serpents have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. An ice serpent can always choose to take 10 on a Climb check, even if rushed or threatened. An ice serpent 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.

*An ice serpent's Hide bonus improves to +12 in snowy environments.

Originally appeared in Dungeon Magazine #27 (1991).
 
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Shade

Monster Junkie
Dinosaur, Kentrosaurus

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

Dinosaur, Kentrosaurus
Large Animal
Hit Dice: 9d8+39 (76 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +6/+17
Attack: Tail spike +12 melee (2d6+10/19-20/x4)
Full Attack: Tail spike +12 melee (2d6+10/19-20/x4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, reflexive attack
Special Qualities: Low-light vision, scent, spiny defense
Saves: Fort +12, Ref +5, Will +4
Abilities: Str 25, Dex 9, Con 19, Int 1, Wis 13, Cha 4
Skills: Listen +10, Spot +11
Feats: Ability Focus (spiny defense), Alertness, Great Fortitude, Run
Environment: Warm forests
Organization: Solitary, pair or herd (4-7)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large), 13-18 HD (Huge)
Level Adjustment: -

This strange quadruped has a horizontal body with long sharp spikes running along its back. A large spike just from each of its shoulders and four tip its tail. Its head is small and horse-like, and its pebbly skin is marked with stripes.

The kentrosaurus is a stegosaur, one of a family of unusual herbivores with powerful and sharp defenses

A kentrosaurus is about 15 feet long and weighs up to three tons, the same size as its relative dacentrus. They are docile herbivores, browsing through jungles and scrub forests in small herds. If provoked, however, they are deadly, lashing out with their spiked tails and shoulder spines.

COMBAT

If threatened, a kentrosaurus will assume a defensive position, always keeping its tail facing its enemies. If their offspring are threatened, the adults of a herd will form a protective circle around their young, tails out.

Augmented Critical (Ex): The spikes on the tail of a kentrosaurus are keen and as sharp as picks. They threaten a critical hit on a 19-20 and deal x4damage on a successful critical hit.

Reflexive Attack (Ex): Once per round, a kentrosaurus may make an immediate melee attack with its shoulder spine against any creature that damages it in melee. Attack bonus +7, damage 1d8+3.

Spiny Defense (Ex): Any creature that hits a kentrosaurus in melee using a handheld or natural weapon (but not a reach weapon) must succeed on a DC 15 Reflex save or take 1d6+7 points of damage from the creature’s broad spines. The save DC is Dexterity-based.

Originally appeared in Monster Manual II (1983).
 
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Shade

Monster Junkie
Griveling

http://www.enworld.org/forum/showthread.php?t=73265&page=17

Griveling
Medium Elemental (Earth, Extraplanar)
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 20 ft. (4 squares), burrow 30 ft.
Armor Class: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +3/+7
Attack: Slam +7 melee (1d8+4)
Full Attack: 2 slams +7 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., earthsight, earth glide, elemental traits, heat tolerance, immunity to cold
Saves: Fort +7, Ref +1, Will +4
Abilities: Str 18, Dex 10, Con 17, Int 14, Wis 13, Cha 15
Skills: Diplomacy +14, Knowledge (geography) +10, Sense Motive +12, Spot +9, Survival +1 (+3 to avoid getting lost or to avoid natural hazards)
Feats: Iron Will, Negotiator
Environment: Any hills or mountains and underground (Elemental Plane of Earth)
Organization: Pair or clan (3-24)
Challenge Rating: 4
Treasure: Standard (communal, see text)
Alignment: Usually neutral good
Advancement: 6-15 HD (Medium)
Level Adjustment: +5

This creature is humanoid in form, but lacks a distinctive musculature and any obvious sensory organs. Its skin is the color of stone.

Grivelings are native to the Elemental Plane of Earth, but most are currently trapped on the Material Plane on the world of Oerth. In that realm, they reside nearly exclusively in the Barrier Peaks and the Valley of the Mage. How they first arrived on Oerth is long-forgotten, and they lack any means of planar travel to return to the plane of their genesis.

Grivelings are good-natured, friendly, and curious. They spend much of their time observing other creatures, and have learned to shape their bodies to more closely resemble other creatures while communicating. These assumed likenesses are far from perfect, often resulting in comical appearances.

Most grivelings make their lairs within the stone walls of caves and mountains. Since they are unaffected by extreme temperatures, they can survive nearly anywhere, although they prefer to be surrounded by earth or stone. They form small clans of up to a dozen individuals, sharing their accumulated wealth and food stores. Grivelings put the priorities of the clan first and rarely act without consulting other clan members. Grivelings subsist on a mineral diet, and need very little to survive due to their slow metabolisms.

The reproduction cycle of grivelings, like their metabolism, is slower than normal. A mated pair of grivelings can produce an offspring every six to twelve years. Parents decide the sex of their children, usually choosing the gender that most benifits the clan. For example, if two male grivelings are killed, the next two offspring might be male, to make up the deficit.

Grivelings are 4 to 6 feet tall and weigh 1,000 to 3,500 pounds. Skin coloration resembles the colors of dirt and stone, ranging from dirty brown to the dark black of rich soil. Males and females are indentical in appearance. Most live over 1,500 years.

Grivelings speak Common, Dwarven, and Terran in slow, gravely tones.

COMBAT

Given the choice, grivelings will avoid combat by any means, attempting a peaceful resolution to differences or simply leaving the scene. If forced into battle, grivelings prefer to fight partially embedded in the rock, gaining the benefits of cover.

Earthsight (Su): Grivelings can see through earth and stone as if it were air. As a result, barriers constructed of these materials never break line of sight for a griveling.

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

Heat Tolerance (Ex): A griveling never needs to make Fortitude saves to avoid nonlethal damage in regions of extreme heat.

Spell-Like Abilities: 1/day—move earth, stoneskin, transmute mud to rock (DC 17), transmute rock to mud (DC 17). Caster level 8th. The save DCs are Charisma-based.

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

Monster Junkie
Troll, Ragnhilder

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

Troll, Ragnhilder
Large Giant
Hit Dice: 4d8+24 (42 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: +3/+11
Attack: Claw +6 melee (1d6+4) or macahuitl +6 melee (3d6+6/19-20) or rock +4 ranged (1d6+4)
Full Attack: 2 claws +6 melee (1d6+4) and bite +1 melee (1d6+2); or macahuitl +6 melee (3d6+6/19-20) and bite +1 melee (1d6+2); or rock +4 ranged (1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5, scent
Saves: Fort +10, Ref +3, Will +0
Abilities: Str 18, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills: Hide +5*
Feats: Point Blank Shot, Precise Shot
Environment: Any hills or mountains
Organization: Solitary or gang (2–8)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4

This tall, gangly humanoid stands nearly 9 feet tall. Its stone gray skin and hair blends in with the surrounding cliffs. It carries a large rock in one hand.

Ragnhilders are a breed of trolls acclimated to rocky environs. Their natural coloration provides camouflage within their preferred terrain.

A typical adult ragnhilder stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A ragnhilder's rubbery hide is stone gray. The hair is usually black or gray.

Ragnhilders speak Giant.

Combat

Ragnhilders are weaker than normal trolls, and as a result are more likely to rely on manufactured weapons to inflict pain. They often wield primitive weapons, such as macahuitls (obsidian-edged clubs that functions in all other ways like a greatsword). They are also accomplished rock throwers.

Regeneration (Ex): Fire and acid deal normal damage to a ragnhilder. If a ragnhilder 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.

Rock Throwing (Ex): The range increment is 60 feet for a ragnhilder's thrown rocks.

Skills: *Ragnhilders have a +4 racial bonus on Hide checks when in rocky environments. This bonus on Hide checks increases to +8 when the ragnhilder is immobile.

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

Monster Junkie
Dinosaur, Monoclonius

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

Dinosaur, Monoclonius
Large Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +6/+16
Attack: Gore +13 melee (2d6+10)
Full Attack: Gore +13 melee (2d6+10)
Face/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge, trample 2d6+10
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +6, Will +6
Abilities: Str 24, Dex 10, Con 21, Int 1, Wis 15, Cha 5
Skills: Listen +10, Spot +9
Feats: Alertness, Iron Will, Weapon Focus (gore)
Environment: Temperate and warm plains
Organization: Solitary, pair or herd (3-12)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Large), 17-24 HD (Huge)
Level Adjustment: -

This creature resembles nothing so much as a reptilian rhinoceros, although no rhinoceros had a massive bony frill on the back of its head or a horn quite so long or sharp.

The monoclonius is a species of ceratopsian, the most famous of which is the triceratops.

Most monoclonius are around 15 feet long and very strong, but the species are inoffensive and herbivorous. Most monoclonius live in family units with an alpha male and multiple females, as well as the alpha’s various offspring. Unlike triceratops, they are not particularly territorial or aggressive.

COMBAT

If they or their offspring are threatened, a herd of monoclonius will charge the offending predator, impaling it on their powerful horns. They usually retreat if a fight goes badly, but a mother monoclonius will defend her child to the death.

Powerful Charge (Ex): When a monoclonius charges, its gore attack deals 4d6+14 points of damage.

Trample (Ex): A monoclonius can literally run over any creatures in its way that are of Medium or smaller size. Creatures trampled must make a Reflex save (DC 21 half) or take 2d6+10 damage. The save DC is Strength-based.

Originally appeared in Monster Manual (1977).
 
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Shade

Monster Junkie
Sartani

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

Sartani
Huge Monstrous Humanoid (Aquatic)
Hit Dice: 8d8+56 (92 hp)
Initiative: +0
Speed: 40 ft. (8 squares), swim 30 ft.
Armor Class: 18 (–2 size, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +8/+26
Attack: Claw +16 melee (3d6+10)
Full Attack: 2 claws +16 melee (3d6+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Constrict 3d6+15, destructive claws, improved grab
Special Qualities: Amphibious, darkvision 60 ft., fortification, frost rigidity, resistance to fire 20, vulnerability to cold
Saves: Fort +9, Ref +6, Will +6
Abilities: Str 31, Dex 11, Con 25, Int 6, Wis 10, Cha 7
Skills: Jump +14, Spot +11, Swim +18
Feats: Awesome Blow, Improved Bull Rush, Improved Sunder (B), Power Attack
Environment: Warm aquatic
Organization: Solitary or warband (2-3)
Challenge Rating: 8
Treasure: None
Alignment: Usually chaotic neutral
Advancement: 9-24 HD (Huge) or by character class
Level Adjustment: +6

A gigantic being erupts from the water. Its body and legs are those of a muscular giant, while its head and claws are those of a monstrous crab. Its chest, back, and shoulders are covered by a partial carapace, with sodden strands of thick hair sprouting through cracks and gaps like wet seaweed.

Sartani are massive aquatic humanoids that seem to exist purely to destroy. They are so rare that many believe them to be a single unique being; those who live in coastal settlements attacked by a warband of sartani will vehemently refute this notion. Their origin is unknown, though legends claim that they are the children of the crab-headed god Kar'r'gra, and are sent to herald his arrival. Still other legends claim that Kar'r'gra is another manifestation of Blibdoolpoolp.

Having voracious appetites, Sartani will feed on nearly anything they can catch, whether it be sharks, beached whales, or a ship full of sailors. They can easily crack the wooden hulls of most vessels with their massive claws. They lead extremely destructive raids on coastal settlements, wantonly destroying all in their path, leaving a trail of carnage and valuables scattered all over the shore. Sartani seek only prey, and have no use for treasure. Their claws are incapable of fine manipulation, so sartani have no use for goods or items.

Sartani are considered coarse, crude, and boorish by other intelligent sea dwellers. They get along with pahari, but have little positive correspondence with other races of the sea.

A sartani molts its head shell annually. These massive shells carapaces may be worked into shields or shell armor. Natives also use these to create roofs, large bowls, or even altars to Kar'r'gra.

A sartani stands 14 to 20 feet tall and weighs 3,000 to 12,000 pounds. Skin coloration ranges from dull red to greasy blue, while the shell is mottled with a lighter shade of the same color.

Sartani speak their own language, a staccato clacking of their mandibles.

Combat

Sartani are straightforward combatants, wading into the thick of a fight and attacking the nearest foes, ignoring most retaliation.

Constrict (Ex): On a successful grapple check, a sartani deals 3d6+15 points of damage.

Destructive Claws (Ex): When attacking an object, a sartani's claw attacks ignore the first five points of hardness.

Fortification (Ex): The chitinous shell of a sartani protects many of its vital areas. Any critical hit or sneak attack made against a sartani has a 25% chance of failing, dealing only normal damage.

Frost Rigidity (Ex): A magical attack that deals cold damage slows a sartani (as the slow spell) for 2d4 rounds, with no saving throw. The sartani can end the effect early if it can immerse itself in warm water.

Improved Grab (Ex): To use this ability, a sartani must hit with a claw 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.

Skills: A sartani 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.

Sartani in Zakhara

In Zakhara, Sartani are most frequently found around the islands of al-Sartan in the Crowded Sea, where Kar'r'gra has a large number of followers. It is quite possible that the worship of Kar'r'gra arose from the first sartani, and that no such deity actually exists.

Originally appeared in ALQ1 - Golden Voyages (1992).
 
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Shade

Monster Junkie
Dinosaur, Styracosaurus

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

Dinosaur, Styracosaurus
Huge Animal
Hit Dice: 10d8+63 (108 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +7/+23
Attack: Gore +14 melee (2d6+12)
Full Attack: Gore +14 melee (2d6+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Powerful charge, reflexive attack, trample 2d8+12
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +7, Will +7
Abilities: Str 26, Dex 11, Con 23, Int 1, Wis 14, Cha 9
Skills: Listen +11, Spot +10
Feats: Alertness, Great Fortitude, Iron Will, Weapon Focus (gore)
Environment: Warm hills and plains
Organization: Solitary or herd (2-8)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment: -

This massive creature has a bony frill with long spikes growing from it, and a long horn growing from its beaked snout.

The styracosaurus is a ceratopsian whose decorative frill has become a defensive weapon.

A styracosaurus is about 20 feet long and weighs around 3 tons. Like most ceratopsians, it is very aggressive. They will charge at any unfamiliar creature in their territory and are relentless in their assaults. They live in small herds and feed on bushes and tubers.

COMBAT

A styracosaurus initiates combat by charging its opponent, and uses its spiked frill to deter opponents from fighting back.

Powerful Charge (Ex): On a charge attack, a styracosaur’s gore attack deals 4d6+16 points of damage.

Reflexive Attack (Ex): Once per round, a styracosaurus may make an immediate melee attack with its frill against any creature that strikes it in melee. Attack bonus +8, 1d8+8 damage.

Trample (Ex): A styracosaurus can literally run over any creatures in its way that are of Large or smaller size. Creatures trampled must make a Reflex save (DC 23 half) or take 2d8+12 damage. The save DC is Strength-based.

Originally appeared in Monster Manual (1977).
 
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Monster Junkie
Wraith-King

A warrior clad in ancient, ornate plate mail approaches. As it draws near, it becomes apparent that the armor is empty, save for two pinpoints of burning red light where its eyes should be. It draws forth a terrifying greatsword.

Wraith-kings are the result of an unholy pact between a powerful individual and an evil deity. The mortal believed he was gaining the gift of immortality, but the gift was twisted into an eternal existence of undeath. Their bodies have faded away within their ancient armor, leaving behind only pinpoints of baleful light where their eyes once were. Although wraith-kings are essentially incorporeal, they never leave their armor and thus function as corporeal creatures. Nearly all wraith-kings wear magical plate armor and wield powerful magic melee weapons.

Wraith-kings hate the living, constantly seeking to punish them for its own anguish and increase its ever-growing retinue of servile wraiths. Trickery and temptation using illusions are a favorite tactic of wraith-kings.

Although a wraith-king is extremely powerful, it cherishes its immortality and will retreat if a battle is going against it. It will, of course, hold a grudge and seek vengeance when a better opportunity presents itself.

Wraith-kings often ride nightmares or other powerful mounts when venturing forth from their tombs.

A wraith-king speaks Infernal and any languages it knew in life.

Creating A Wraith-King

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

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

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

Armor Class: A wraith-king gains a deflection bonus equal to its Charisma modifier.

Special Attacks: A wraith-king 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 wraith-king's HD + wraith-king's Cha modifier.

Constitution Drain (Su): Living creatures touched by a wraith-king take 1 point of Constitution drain. This ability can be channeled through its attacks with manufactured weapons as well. On each such successful attack, the wraith-king gains 5 temporary hit points.

Create Spawn (Su): Any humanoid slain by a wraith-king becomes a wraith in 1d4 rounds. Spawn are under the command of the wraith-king 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 wraith-king 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 wraiths. A wraith that is enslaved may create and enslave spawn of its own, so a wraith-king can control a number of lesser wraiths in this fashion. A wraith-king may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a spawn cannot be enslaved again.

Energy Drain Gaze (Su): Living creatures within 30 feet that meet the wraith-king's gaze must succeed on a Fortitude save or gain a negative level. For each negative level bestowed, the wraith-king gains 5 temporary hit points.

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

Spell-Like Abilities: At will--permanent image, programmed image; 1/day--mass charm monster. Caster level is equal to the wraith-king's Hit Dice. The save DCs are Charisma-based.

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

Damage Reduction (Su): A wraith-king has damage reduction 15/good. A wraith-king's natural weapons and any weapons it wields are treated as evil-aligned for the purpose of overcoming damage reduction.

Eternal Undeath (Su): A wraith-king can only be restored to life by a cleric of the wraith-king's god. Any form of ressurrection magic cast by a follower of a another god always fails.

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

Incorporeal Defense (Su): Wraith-kings are corporeal, but are treated by spells and effects as if they were incorporeal.

Lifesense (Su): A wraith-king notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

Spell Resistance (Ex): A wraith-king has spell resistance equal to its Hit Dice + 14.

Turn Resistance (Ex): A wraith-king has +8 turn resistance.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith-king at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

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

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

Feats: Wraith-kings gain Alertness and Improved Initiative as bonus feats.

Environment: Any, usually same as base creature.
Organization: Solitary, retinue (wraith-king plus 2-12 wraiths and 1 nightmare), or tomb (wraith-king plus 4-24 wraiths).
Challenge Rating: Same as the base creature +3.
Treasure: Double standard.
Alignment: Always lawful evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +8.

Sample Wraith-King

Wraith-King, elven 5th-level fighter/5th-level wizard/5th-level eldritch knight
Medium Undead (Augmented Humanoid)
Hit Dice: 15d12 (97 hp)
Initiative: +5
Speed: 20 ft. in mithral full plate (4 squares); base speed 30 ft.
Armor Class: 25 (+3 Dex, +10 +2 mithral full plate, +4 deflection), touch 15, flat-footed 24
Base Attack/Grapple: +12/+18
Attack: +2 spell-storing greatsword +21 melee (1d8+13/17-20 plus 1 Con drain)
Full Attack: +2 spell-storing greatsword +21/+16 melee (1d8+13/17-20 plus 1 Con drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constitution drain, create spawn, energy drain gaze (DC 21), fear aura (DC 21), spell-like abilities (CL 15th, DC 14 + spell level), spells
Special Qualities: Damage reduction 15/good, darkvision 60 ft., eternal undeath, immunity to cold, electricity, polymorph, and mind-affecting attacks, incorporeal defense, lifesense 60 ft., low-light vision, spell resistance 29, summon familiar, +8 turn resistance, undead traits, unnatural aura
Saves: Fort +5, Ref +5, Will +8
Abilities: Str 22, Dex 18, Con -, Int 22, Wis 14, Cha 19
Skills: Concentration +14, Diplomacy +8, Handle Animal +12, Intimidate +12, Knowledge (arcana) +11, Knowledge (nobility and royalty) +11, Listen +6, Move Silently +10, Ride +19, Search +8, Sense Motive +9, Spellcraft +18, Spot +6 (includes -2 armor check penalty)
Feats: Alertness (B), Cleave, Great Cleave, Greater Spell Focus (necromancy), Improved Critical (greatsword), Improved Initiative (B), Power Attack, Quicken Spell, Scribe Scroll (B), Spell Focus (necromancy), Spell Penetration, Still Spell, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Environment: Any
Organization: Solitary, retinue (wraith-king plus 2-12 wraiths and 1 nightmare), or tomb (wraith-king plus 4-24 wraiths)
Challenge Rating: 18
Treasure: Double standard (includes +2 mithral full plate and +2 spell-storing greatsword)
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +8

Wizard Spells Prepared: (CL 9th; +16 ranged touch)
5th—quickened ray of enfeeblement, stilled bestow curse;
4th—stilled haste, stilled ray of exhaustion, stoneskin;
3rd—stilled ghoul touch, suggestion, tongues, vampiric touch;
2nd—blindness/deafness (x2), stilled magic missile, stilled ray of enfeeblement, stilled shocking grasp, stilled true strike;
1st—comprehend languages, feather fall, hold portal, stilled touch of fatigue, shield, ventriloquism;
0—detect magic, ghost sound, open/close, read magic.

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

Monster Junkie
Dinosaur, Plateosaurus

http://www.enworld.org/forum/showthread.php?t=67093&page=24

Dinosaur, Plateosaurus
Huge Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (-2 size, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +6/+20
Attack: Claw +10 melee (2d6+6)
Full Attack: 2 claws +10 melee (2d6+6) and tail slam +8 melee (2d8+3)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 2d12+9
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +6, Will +3
Abilities: Str 22, Dex 11, Con 18, Int 1, Wis 13, Cha 7
Skills: Listen +8, Spot +9
Feats: Alertness, Great Fortitude, Multiattack
Environment: Warm deserts and forests
Organization: Solitary, pair or herd (5-20)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Huge), 17-24 HD (Gargantuan)
Level Adjustment: -

This creature is about the size of an elephant, with a powerful tail, a long neck, and broad claws on its front legs.

Plateosaurs are one of the largest and most advanced forms of prosauropods, the primitive cousins of such giants as the seismosaurus.

A plateosaurus is about 30 feet long, although specimens as long as 40 feet have been reported. They live in large herds, browsing on low-lying vegetation. They can and do rear up on their hind legs in order to reach tall branches, and in order to defend themselves.

COMBAT

A plateosaurus will usually try to trample its opponent before staying to fight, but if cornered or surrounded rears up on its hind legs and fights with its claws and powerful tail.

Trample (Ex): A plateosaurus 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 2d12+9 damage. The save DC is Strength-based.

Originally appeared in Monster Manual (1977).
 

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Monster Junkie
Troll, Snow

http://www.enworld.org/showthread.php?t=227195&page=5

Troll, Snow
Large Giant (Cold)
Hit Dice: 7d8+42 (73 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: +5/+15
Attack: Claw +10 melee (1d6+6)
Full Attack: 2 claws +10 melee (1d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9
Special Qualities: Darkvision 90 ft., immunity to cold, low-light vision, regeneration 5, scent, surefooted, tremorsense 60 ft., vulnerability to fire
Saves: Fort +11, Ref +4, Will +5
Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 15, Cha 6
Skills: Climb +14, Hide +4*, Listen +4, Move Silently +4, Spot +4, Survival +4
Feats: Iron Will, Stealthy, Track
Environment: Any cold land
Organization: Solitary or pair
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +6

This tall, gangly humanoid stands nearly 8 feet tall. Its pale green skin is covered in snowy white fur. It moves swiftly over the snow on its broad, furry feet.

Snow trolls are arctic cousins to the standard troll. They are shorter and broader, but equally ferocious and fearless.

Snow trolls are generally solitary, coming together only during mating season every three years in the darkness of mid-winter in remote mountain valleys. The males abandon their mates to raise the young, which reach maturity in a single year. The young snow trolls are even more rapacious than the adults.

A snow troll's territory may cover hundreds of square miles. Snow trolls feed on any creatures they can catch, even polar bears and other fierce arctic creatures. Only white dragons successfully predate upon snow trolls. Ice trolls and snow trolls are bitter enemies and competitors for the same hunting grounds.

A typical adult snow troll stands 8 feet tall and weighs 500 pounds. Females are slightly larger than males. A snow troll’s hide is pale green or pale gray, and is covered in white fur. Snow trolls have a lifespan of 120 years.

Trolls speak a dialect of Giant in a high-pitched, sing-song manner.

Combat

Snow trolls are patient hunters, often detecting prey with their heightened senses and lying in ambush in the snow.

Rend (Ex): If a snow 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 and acid deal normal damage to a snow troll. If a snow 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.

Surefooted (Ex): Snow trolls ignore all movement penalties associated with snow on the ground. They also receive a +4 racial bonus on Balance checks when walking on ice or snow.

Skills: Snow trolls have a +8 racial bonus on Climb checks. *Snow trolls have a +4 racial bonus on Hide checks when in snowy or icy environments. This bonus on Hide checks increases to +8 when the snow troll is immobile.

Originally appeared in Monstrous Compendium Annual Volume One (1994).
 
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Shade

Monster Junkie
Dinosaur, Coelophysis

http://www.enworld.org/forum/showthread.php?t=67093&page=24

Dinosaur, Coelophysis
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +4
Speed: 60 ft .(12 squares)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Bite +5 melee (1d6+1)
Full Attack: Bite +5 melee (1d6+1) and 2 claws +0 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent, uncanny dodge
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 12, Cha 10
Skills: Hide +9, Jump +13, Listen +6, Move Silently +9, Spot +6, Survival +6
Feats: Track (B), Weapon Finesse
Environment: Warm deserts and plains
Organization: Solitary, pair, pack (4-7) or horde (10-100)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: -

This slender biped has a long snout with jagged teeth, small clawed arms, a long tail and a small crest of feathers on the back of its head.

Coelophysis, also known as pokedesaurus, is a smaller carnivorous dinosaur, roughly equivalent to a reptilian wolf.

These creatures are usually 10 feet long, with almost half of that length being tail. They usually live in small packs, with solitary individuals usually being outcasts or young males seeking a mate. Sometimes, though, many packs will merge into an unstoppable horde of creatures, which eat anything in their path, including each other. After a few months of ravaging the wilderness, the horde disperses, sometimes because of some calamity killing all of its members, but sometimes with no loss of life to any of the coelophysises. Sages are still unsure of why this happens, as there is no obvious environmental trigger.

COMBAT

Coelophysises attack prey from ambush, knocking it down and nipping at its prone form. They shy away from any prey larger than themselves, and will not attack humans unless starved (or in a horde).

Trip (Ex): A coelophysis that hits with a bite attack may immediately make a trip attempt (+1 check modifier) as a free action without provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the coelophysis.

Skills: A coelophysis has a +4 racial bonus on Hide, Listen, Move Silently, Spot and Survival checks.

Originally appeared in Monster Manual II (1983).
 

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Monster Junkie
Spider, Giant Boleadore

http://www.enworld.org/forum/showthread.php?t=199555&page=12

Spider, Giant Boleadore
Large Vermin
Hit Dice: 4d8+4 (22 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple: +3/+9
Attack: Bite +4 melee (1d8+3 poison)
Full Attack: Bite +4 melee (1d8+3 poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Drag, poison, web
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 15, Dex 17, Con 12, Int —, Wis 10, Cha 2
Skills: Climb +11, Hide +3*, Jump +2*, Spot +4*
Feats: —
Environment: Any land and underground
Organization: Solitary or colony (2-4)
Challenge Rating: 2
Treasure: 1/10 coins, 50% goods, 50% items
Alignment: Always neutral
Advancement: 5-7 HD (Large)
Level Adjustment: -

This giant spider has a lumpy abdomen. It hangs from a line of silk, and dangles another line ending in a large glob of silk below it.

Also known as angling spiders, giant boleadore spiders are an unusual variant of the typical web-spinning monstrous spiders. Rather than creating a traditional web, these orb-weaver spiders dangle a sticky blob of silk on a line of webbing, which they use to snag prey.

Giant boleadore spiders prefer to hunt giant moths and mothlike creatures (such as gloomwings). If hungry, they'll capture any prey that comes within range of their lure webs.

Combat

A boleadore spider usually lies in wait with its web extended across a narrow opening. If a potential victim spots the trap, the spider will release its web and fire a new one directly at the other creature.

Drag (Ex): Once a creature sticks to a giant boleadore spider's web, the web fastens onto the opponent’s body. It attempts to drag the victim closer on its turn. This activity resembles the bull rush maneuver, except that the spider drags its victim 10 feet closer +1 foot for each point by which its Strength check exceeds the victim's. If a boleadore spider draws a creature to within 5 feet of itself, it can make its bite attack with a +4 attack bonus in the same round.

Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d6 Str. The save DC is Constitution-based.

Tremorsense (Ex): A giant boleadore spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Web (Ex): A giant boleadore spider can string out its strong, sticky web to a length of 30 feet. The web can be dangled from a high ledge or niche, or strung horizontally across a spot likely to catch flying creatures. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become stuck. A boleadore spider can also fire its web up to x feet away (no range increment). If the web is currently deployed or severed, a boleadore spider cannot use this attack.

Reeling in an unattached web is a full-round action. A boleadore spider can disconnect its web as a free action.

A web has 6 hit points and hardness 3. It can be attacked by making a successful sunder attempt. Attacking a boleadore spider's web does not provoke an attack of opportunity. If the web is currently stuck to a target, the boleadore spider takes a –4 penalty on its opposed attack roll to resist the sunder attempt. Severing a web deals no damage to a boleadore spider.

Skills: Giant boleadore spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A giant boleadore spider can always choose to take 10 on Climb checks, even if rushed or threatened. Giant boleadore spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Giant boleadore spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Originally appeared in Dragon Magazine #67 (1982).
 
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Monster Junkie
Troll, Bjerg-Trolde

http://www.enworld.org/showthread.php?t=227195&page=5

Troll, Bjerg-Trolde
Large Giant
Hit Dice: 6d8+36 (63 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: +4/+14
Attack: Claw +9 melee (1d6+6)
Full Attack: 2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Alternate form, rend 2d6+9
Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5, scent
Saves: Fort +11, Ref +4, Will +5
Abilities: Str 23, Dex 14, Con 23, Int 10, Wis 13, Cha 10
Skills: Bluff +8, Diplomacy +2, Disguise +6 (+8 acting), Intimidate +2, Sleight of Hand +8
Feats: Iron Will, Persuasive, Track
Environment: Any hills
Organization: Solitary or gang (2–4)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +5

This tall, gangly humanoid has earthy brown skin and a wild tangle of white hair.

Bjerg-troldes, sometimes called hill trolls, reside in mounds and hill-locks lined with gold and other valuables. Bjerg-troldes are fond of thievery and kidnapping, particulary the abduction of women and children. Bjerg-troldes cannot tolerate loud noises, and are rumored to flee from the sound of bells.

A typical adult bjerg-trolde stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A bjerg-trolde's rubbery hide ranges from tan to brown. Their hair is always white, becoming a white beard in dwarf form or white stripes in toad forms.

Bjerg-troldes speak Common, Dwarven, and Giant.

Combat

Bjerg-troldes enjoy deceiving humanoids and often lure them into traps. They are just as ferocious as common trolls, and are equally happy rending victims apart with their claws.

Alternate Form (Su): A bjerg-trolde can assume the shape of a dwarf, toad, or giant toad as a standard action. While in its alternate form, the bjerg-trolde loses its natural attacks and rend ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another. A bjerg-trolde remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bjerg-trolde revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.

Rend (Ex): If a bjerg-trolde 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 sonic deal normal damage to a bjerg-trolde. If a bjerg-trolde 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.

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

Monster Junkie
Dinosaur, Dilophosaurus

http://www.enworld.org/forum/showthread.php?t=67093&page=24

Dinosaur, Dilophosaurus
Large Animal
Hit Dice: 7d8+14 (45 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+14
Attacks: Talons +10 melee (2d6+5)
Full Attack: Talons +10 melee (2d6+5) and bite +8 melee (1d4+2 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, pounce
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +7, Will +4
Abilities: Str 20, Dex 15, Con 14, Int 2, Wis 15, Cha 11
Skills: Listen +11, Spot +11, Survival +6
Feats: Ability Focus (poison), Multiattack (B), Run, Track
Environment: Warm forest, plains and desert
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large), 15-21 HD (Huge)
Level Adjustment: -

This slender biped has a long neck, powerful rear legs and a long darting tail. Its most noticeable feature are its two bony frills running the length of its skull.

Dilophosaurus are large carnivorous dinosaurs that have evolved several unusual hunting strategies.

A dilophosaurus stands about 5 feet high at the shoulder, and is nearly 20 feet long, although much of this is tail. It weighs about 1,000 pounds. Its head is its most unusual feature; the lower jaw is unusually thin and weak for a creature of its size, and the upper jaw has a distinctive kink near the tip of the snout, where the creature’s venom glands are located. Two bone plates run along the length of the head. Dilophosaurs are an intermediate species between ceratosaurs and coelophysises.

COMBAT

Dilophosaurus are not particularly stealthy hunters, but they do not need to be. They rely on their speed to chase down potential prey, and rake at it with their strong hind legs. On particularly large and strong prey, they deliver a venomous bite and retreat, waiting for the poison to take its effect before finishing off the wounded animal.

Poison (Ex): Bite, Fortitude DC 17, initial damage 1d6 Str plus permanent blindness, secondary damage 1d6 Str. The save DC is Constitution-based.

Pounce (Ex): If a dilophosaurus charges a foe, it can make a full attack.

Spitting Dilophosaurus

A variant dilophosaurus has a retractable neck frill and is capable of spitting its venom once every 3 rounds as a ranged touch attack with a maximum range of 10 feet.

Originally appeared in Monster Manual II (1983).
 
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Shade

Monster Junkie
Carnivorous Wall

http://www.enworld.org/forum/showthread.php?t=224622&page=8

Ooze, Carnivorous Wall
Large Ooze
Hit Dice: 8d10+56 (100 hp)
Initiative: -1
Speed: 5 ft. (1 square)
Armor Class: 16 (–1 size, –5 Dex, +12 natural), touch 4, flat-footed 16
Base Attack/Grapple: +6/+12
Attack: Slam +8 melee (1d4+2 plus paralysis)
Full Attack: Slam +8 melee (1d4+2 plus paralysis)
Space/Reach: 10 ft./10 ft.
Special Attacks: Engulf, improved grab, interlock, paralysis, pyrophoric liquid
Special Qualities: Blindsight 60 ft., immunity to fire, paralysis, polymorph, and mind-affecting spells and abilities
Saves: Fort +9, Ref -1, Will +2
Abilities: Str 15, Dex 1, Con 24, Int 6, Wis 11, Cha 6
Skills: Listen +11
Feats: Improved Initiative, Lightning Reflexes, Weapon Focus (Slam)
Environment: Underground
Organization: Solitary or bulwark (2-12)
Challenge Rating: 6
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 9-12 HD (Large) 13-24 HD (Huge)
Level Adjustment: -

The wall appears to be carved to resemble tortured faces and bodies fused together into a hideous masss. Suddently, it undulates, unleashing a thick pseudopod which lashes toward you.

A carnivorous wall is a predatory ooze found in underground dungeons, ruins, and caverns. It feeds on any creatures that happen near it.

A carnivorous wall is 10 feet tall, 10 feet wide, and 5 feet thick. A typical specimen weighs about 7,500 pounds.

COMBAT

A carnivorous wall attempts to slam any passing prey with a pseudopod, then enfulf them as quickly as possible.

Engulf (Ex): A carnivorous wall can engulf a grappled opponent of a smaller size than itself as a standard action by making a successful grapple check against that opponent. It automatically succeeds in engulfing a paralyzed opponent. Engulfed creatures must succeed at Constitution checks each round or begin to drown (see drowning rules in the DMG) and are considered to be grappled and trapped within the wall's body. Engulfed creatures continue to be subject to the wall's paralyzing slime and take 2d6 points of damage per round as the fluids are drained from their bodies. Creatures that die while engulfed are immediately animated as burning zombies (see below) and expelled from the wall. A Large carnivorous wall's interior can hold 2 Medium, 8 Small, 32 Tiny or 128 Diminutive or smaller opponents.

Improved Grab (Ex): To use this ability, a carnivorous wall must hit a creature no larger than itself with its slam 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 try to engulf the opponent in the following round.

Interlock (Ex): Two or more carnivorous walls can extend and join pseudopods and realign their plates to better mimic a solid wall. When interlocked, the carnivorous walls are considered one solid creature for purposes of creatures attempting to pass between them, share their space, etc. However, for targeted spell effects and other attacks, the carnivorous walls are considered individual creatures. Interlocked carnivorous walls gain stability (+4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground). This stability bonus improves by +2 for each additional carnivorous wall linked to the original pair (thus, 5 interlocked carnivorous walls would gain a +10 bonus).

Paralysis (Ex): A carnivorous wall secretes an anesthetizing slime. A target hit by a wall’s melee attack or else just touching the wall must succeed on a DC 21 Fortitude save or be paralyzed for 5d4 rounds. A successful save indicates that the target is immune to that wall's paralysis for 24 hours. The wall can automatically engulf a paralyzed opponent. The save DC is Constitution-based.

Pyrophoric Liquid (Ex): A carnivorous wall's inner fluids are highly flammable and will ignite in a burst of flame upon contact with the air. A creature that makes a successful attack with a slashing or piercing weapon (including natural weapons) against a carnivorous wall must succeed on a DC 21 Reflex save or take 1d6 points of fire damage from the splashing blood. The save DC is Constitution-based.

Variant: Ambush Wall

Some carnivorous walls have developed the ability to disguise themselves as natural walls. These ambush walls can soften, resculpt, and change the color of their exterior plates to better blend in with their natural environment.

Ambush walls have the same statistics as carnivorous walls, plus the following additional abilities:

Mimic Wall (Ex): An ambush wall can alter the appearance of its plates to resemble nearly any sort of natural or manufactured wall, complete with doors and other large features. Changing its appearance takes 1 hour. Anyone who examines the carnivorous wall can detect the ruse with a successful Spot check opposed by the ambush wall's Disguise check. Of course, by this time it is generally far too late.

Skills: An ambush wall has a +12 racial bonus on Disguise checks.

CREATING A BURNING ZOMBIE

“Burning Zombie” 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 construct. It retains any subtypes except alignment subtypes 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 from class levels (to a minimum of 1) and raise them to d10s, adding bonus Hit Dice according to the following table, unless the base creature has less than one Hit Dice, in which case the burning zombies' Hit Die is double the base creatures. Being a Construct, a burning zombie is hard to destroy and gains bonus hit points as shown in the table.

Size / Bonus Hit Dice / Bonus Hit Points
Tiny or smaller —
Small +1 HD +10 HP
Medium +1 HD +20 HP
Large +2 HD +30 HP
Huge +4 HD +40 HP
Gargantuan +8 HD +60 HP
Colossal +16 HD +80 HP

Speed: A burning zombie loses all magical forms of movement (such as an Ogre Magi's flight) and all its remaining movement rates are reduced to 3/4 what they were in life. If the base creature can fly, its maneuverability rating drops to clumsy.

Armor Class: A burning zombie's body is toughened by dehydration, its natural armor bonus increases by a number based on the monster’s size:

Tiny or smaller +1
Small +3
Medium +4
Large +5
Huge +6
Gargantuan +9
Colossal +13

Base Attack: A burning zombie has a base attack bonus equal to 3/4 its Hit Dice.

Attacks: A burning zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A burning zombie also gains a bite attack, which becomes the burning zombies primary attack.

Damage: Natural and manufactured weapons deal damage normally. A bite attack deals damage depending on the zombie’s size (Use the base creature’s bite damage if it’s better), with additional fire damage from the Flaming Bite special attack - see below.

Size / Bite Damage + Flaming Bite Damage
Fine bite 1 + 1 fire
Diminutive bite 1d2 + 1d2 fire
Tiny 1d3 bite + 1d4 fire
Small 1d4 bite + 1d6 fire
Medium 1d6 bite + 1d6 fire
Large 1d8 bite + 2d6 fire
Huge 2d6 bite + 3d6 fire
Gargantuan 2d8 bite + 4d6 fire
Colossal 4d6 bite + 6d6 fire

Special Attacks: A burning zombie retains none of the base creature’s special attacks but gains a Flaming Bite attack.

Flaming Bite (Ex): A burning zombie's head exudes flaming liquid, its bite attack does bonus fire damage as shown in the above damage table.

Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A burning zombie gains damage reduction 5/slashing.

A burning zombie possesses all the traits of the Construct type except as follows:

Corpse Construct: Resurrection and true resurrection can affect a burning zombie. These spells turn the burning zombie back into the living creatures they were before becoming constructs. A burning zombie is not affected by raise dead and reincarnate spells or abilities unless it is first destroyed, whereupon the spells affect the remains as if they were a normal corpse which died when the base creature had been killed to create the burning zombie. A burning zombie that is raised or resurrected requires a week of best rest or a heal or regenerate spell to recover fully.

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

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

Skills: A burning zombie is mindless and has no skills.

Feats: A burning zombie loses all feats of the base creature and gains Toughness.

Environment: Any land and underground.
Organization: Any.
Challenge Rating: Depends on Hit Dice, as follows:

Hit Dice - Challenge Rating
1/2 HD - CR 1/4
1 HD - CR 1/2
2-3 HD - CR 1
4-5 HD - CR 2
6-7 HD - CR 3
8–10 HD - CR 4
12–14 HD - CR 5
15–16 HD - CR 6
18–20 HD - CR 7

Treasure: None, although the carnivorous wall that created it may have some.
Alignment: Always neutral.
Advancement: As base creature, but double Hit Dice (maximum 20), or—if the base creature advances by character class.
Level Adjustment:—.

Sample Burning Zombies
A corpse shambles towards you, its jaws snapping as burning slime drips from its mouth and eye sockets.

Human Commoner Burning Zombie
Type: Medium Construct
Hit Dice: 2d10+23 (34 hp)
Initiative: –1 (Dex)
Speed: 20 ft. (4 squares)
AC: 13 (–1 Dex, +4 natural), touch 9, flat-footed 13)
Base Attack / Grapple: +1/+2
Attack: Bite +2 melee (1d6+1+1d6 fire) or club +2 melee (1d6+1)
Full Attack: Bite +2 melee (1d6+1+1d6 fire) and club -3 melee (1d6)
Face/Reach: 5 ft./5 ft
Special Attacks: Flaming Bite
Special Qualities: damage reduction 5/slashing, darkvision 60 ft., construct traits
Saves: Fort +0, Ref –1, Will +0
Abilities: Str 12, Dex 8, Con—, Int—, Wis 10, Cha 1
Feats: Toughness
Skills: —
Environment: Any land or underground
Challenge Rating: 1
Alignment: Always neutral

Rat Burning Zombie
Type: Tiny Construct
Hit Dice: 1/2 d10+3 (5 hp)
Initiative: +1
Speed: 10 ft., climb 10 ft., swim 10 ft. (2 squares)
Armor Class: 14 (+2 size, +1 Dex, +1 natural), touch 13, flat-footed 13
Base Attack/Grapple: +0/–11
Attack: Bite -1 melee (1d3-3 and 1d4 fire)
Full Attack: Bite -1 melee (1d3-3 and 1d4 fire)
Space/Reach: 2-1/5 ft./0 ft.
Special Attacks: Flaming bite
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., construct traits
Saves: Fort +0, Ref +1, Will +0
Abilities: Str 4, Dex 13, Con—, Int—, Wis 10, Cha 1
Feats: Toughness
Skills: —
Environment: Any land or underground
Challenge Rating: 1/4
Alignment: Always neutral

Kobold Burning Zombie
Type: Small Construct
Hit Dice: 2d10+13 (24 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 14 (+1 size, +3 natural), touch 11, flat-footed 14
Base Attack/Grapple: +1/–4
Attack: Bite +1 melee (1d4–1+1d6 fire) or spear +1 melee (1d6–1/×3) or light crossbow +1 ranged (1d6/19–20)
Full Attack: Bite +1 melee (1d4–1+1d6 fire) and spear -4 melee (1d6–1/×3) or light crossbow +1 ranged (1d6/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flaming bite
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., construct traits
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 8, Dex 11, Con—, Int—, Wis 10, Cha 1
Feats: Toughness
Skills: —
Environment: Any land or underground
Challenge Rating: 1
Alignment: Always neutral

Troglodyte Burning Zombie
Type: Medium Construct
Hit Dice: 3d10+23 (39 hp)
Initiative: –2
Speed: 20 ft. (4 squares)
Armor Class: 18 (–2 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +2/+3
Attack: Bite +3 melee (1d6+1+1d6 fire) or greatclub +3 melee (1d10+1) or javelin +0 ranged (1d6+1)
Full Attack: Bite +3 melee (1d6+1+1d6 fire) and greatclub -2 melee (1d10) or javelin +0 ranged (1d6+1)
Space/Reach: 5 ft./5 ft
Special Attacks: Flaming bite
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., construct traits
Saves: Fort +1, Ref –1, Will +1
Abilities: Str 12, Dex 7, Con—, Int—, Wis 10, Cha 1
Feats: Toughness
Skills: —
Environment: Any land or underground
Challenge Rating: 1
Alignment: Always neutral

Worg Burning Zombie
Type: Medium Construct
Hit Dice: 5d10+23 (50 hp)
Initiative: +1
Speed: 35 ft. (7 squares)
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+7
Attack: Bite +7 melee (1d6+6+1d6 fire)
Full Attack: Bite +7 melee (1d6+6+1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flaming bite
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., construct traits
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 19, Dex 12, Con—, Int—, Wis 10, Cha 1
Feats: Toughness
Skills: —
Environment: Any land or underground
Challenge Rating: 2
Alignment: Always neutral

Originally appeared in Crypt of Lyzandred the Mad (1998).
 
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Shade

Monster Junkie
Telexian Vine

http://www.enworld.org/forum/showthread.php?t=211853&page=14

Telexian Vine
Medium Plant
Hit Dice: 4d8+12 (30 hp)
Initiative: +0
Speed: 5 ft. (1 square)
Armor Class: 12 (+2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +3/+8
Attack: Slam +8 melee (1d4+7)
Full Attack: Slam +8 melee (1d4+7)
Space/Reach: 5 ft./5 ft. (20 ft. with roots)
Special Attacks: Entangle, stolen spells, telexian fruit
Special Qualities: Camouflage, low-light vision, plant traits, tremorsense 60 ft.
Saves: Fort +7, Ref +1, Will +1
Abilities: Str 18, Dex 10, Con 17, Int 10, Wis 11, Cha 15
Skills: Concentration +10, Spellcraft +2 (+4 scrolls), Use Magic Device +11
Feats: Ability Focus (telexian fruit), Magical Aptitude
Environment: Temperate or warm lands
Organization: Solitary or retinue (1 plus 1d4 dominated creatures)
Challenge Rating: 3
Treasure: Standard coins; standard goods; double items
Alignment: Always neutral evil
Advancement: 5-8 HD (Medium), 9-13 HD (Large), 14-18 HD (Huge)
Level Adjustment: -

A dark green stalk stands nearly five feet tall, sporting a pair of eyes and a large maw. Several smaller stalks sprout near it, and long, thin vines covered with beautiful black flowers creep along the ground. Sweet-smelling fruit adorns the plant.

Telexian vines are carnivorous plants found in nearly any temperate or warm region where water is readily available. Its fruit is addictive and capable of enslaving those who eat it. The plant commands most victims to simply approach it so it may devour them. Others are kept as slaves, serving the plant in a number of ways, from fetching food and water, spreading and planting its seeds, and even to lure other victims to their doom. Because a telexian vine may absorb some spells from those it devours, spellcasters are generally eaten rather than kept as slaves.

A telexian vine possess a complex root system, consisting of up to two dozen which stretch aboveground to a distance of 20 feet, and numerous others below the surface up to 10 feet, anchoring the vine. The telexian vine's feeler vines search for water and serve as sensory organs, as they are very sensistive to vibrations.

Telexian vines subsist on any flesh, though they prefer the flesh of humanoids. A telexian vine is quite fond of magic items, hoarding them with other treasure beneath the earth surrounding its main stalk. Potions are a favorite of the telexian vine, and it often carries wands with its roots.

Tlexian vines reproduce via seed pods which are carried away and planted by its slaves. The slaves tend and guard the young plants until they can defend themselves.

A mature plant consists of a main stalk, about 5 feet long and two to four smaller stalks about a foot shorter. A complex series of roots extend up to 20 feet from the main vine, while numerous wire-thin feeler vines extend 60 feet away.

Telexian vines speak Common and Sylvan.

COMBAT

A telexian vine generally waits for creatures to approach, hoping to entice them with its fragrant fruit. If a creature seems suspicious, the telexian vine attempts to entangle it with its feeler vines. Telexian vines may also employ spells absorbed from devoured victims, and are proficient users of magical items.

Entangle (Ex): Using its feeler vines and roots, a telexian vine can entangle creatures within 30 feet of itself as a free action (Ref DC 16 partial).

The effect lasts until the vine dies or decides to end it (also a free action). The save DC is Strength-based. The ability is otherwise similar to entangle (caster level 4th).

Stolen Spells (Su): A telexian vine can cast some of the spells of spellcasters it has eaten. A telexian vine can only cast spells of 2nd-level or lower, and its caster level is 5th. The save DCs are Charisma-based. The telexian vine casts its stolen spells as if they were spell-like abilities, although once it casts a spell, it cannot reuse that spell. If the telexian vine stole devours a spellcaster who does not prepare spells, then the remaining spells per day are determined randomly from the caster's list of spells known.

Telexian Fruit (Su): Any creature that eats a fruit from a telexian vine must make a DC 17 Fortitude save or fall under the domination of the plant (as the spell dominate monster) for 24 hours. Typically, this compulsion causes the victim to move to the center of the plant, where the plant will eat the victim, but the plant may keep the victim alive to carry out other tasks (such as luring even more victims to the plant). Victims are also instructed to keep eating the telexian fruit in order to remain dominated. The save DC is Constitution-based.

Originally appeared in Polyhedron #67 (1992).
 
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Shade

Monster Junkie
Dinosaur, Struthiomimus

http://www.enworld.org/forum/showthread.php?t=67093&page=24

Dinosaur, Struthiomimus
Large Animal
Hit Dice: 6d8+12 (39 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+12
Attack: Kick +7 melee (1d8+4)
Full Attack: Kick +7 melee (1d8+4) and bite +2 melee (1d6+2) and 2 claws +2 melee (1d3+3)
Space/Reach: 10 ft./5 ft.
Special Qualities: Low-light vision, scent, sprint, uncanny dodge
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 18, Dex 16, Con 15, Int 2, Wis 13, Cha 10
Skills: Hide +2*, Jump +16, Listen +6, Spot +6
Feats: Alertness, Endurance, Run
Environment: Warm plains
Organization: Solitary, pair or flock (4-7)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large), 13-18 HD (Huge)
Level Adjustment: -

This reptilian biped resembles an ostrich with arms and a long tail. A layer of down coats the creature and its legs are muscular and long.

The struthiomimus is a fast omnivorous dinosaur.

A struthiomimus is about 4 feet tall at the shoulder and about 10 feet long, and weighs around 330 pounds. They live in small flocks of one or more families and eat just about anything. Their diets include, but are not limited to, berries, nuts, tubers, lizards, eggs and small mammals. It has been reported that they will attack and consume halflings, but this is probably just a rumor. They are hunted themselves by tyrannosaurs and dinonychuses, and so their speed is an asset in escaping being eaten as much as it is in catching prey.

COMBAT

A struthiomimus attacks with its powerful hind legs, its bite and its small claws, but is more likely to simply flee a confrontation using its great speed.

Sprint (Ex): Once per day, a struthiomimus can move at 10 times its normal speed (600 ft.). It generally uses this ability either on a charge or to flee.

Skills: A struthiomimus receives a +8 racial bonus on all Hide checks made in a plains environment.

Originally appeared in Monster Manual II (1983).
 

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