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Shade

Monster Junkie
Giant, Bosk

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

Giant, Bosk
Huge Giant
Hit Dice: 14d8+84 (147 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 16 (–2 size, +8 natural) touch 8, flat-footed 16
Base Attack/Grapple: +10/+26
Attack: Greatclub +16 melee (3d8+12) or slam +16 melee (1d6+8)
Full Attack: Greatclub +16/+11 melee (3d8+12) or 2 slams +16 melee (1d6+8)
Space/Reach: 15 ft./15 ft.
Special Attacks: Swamp spit
Special Qualities: Low-light vision
Saves: Fort +15, Ref +4, Will +8
Abilities: Str 27, Dex 10, Con 23, Int 5, Wis 14, Cha 8
Skills: Hide -3*, Listen +8, Spot +8
Feats: Awesome Blow, Cleave, Improved Bull Rush, Iron Will, Power Attack
Environment: Warm forests and marshes (Chislev)
Organization: Solitary, pair, raiding party (3-4 giants and 1-2 juveniles), or village (7-13 plus one 5th level leader plus 7-13 infants and juveniles)
Challenge Rating: 10
Treasure: Double goods; standard items
Alignment: Often neutral evil
Advancement: By character class
Level Adjustment: +5

This towering humanoid, nearly twenty feet tall, is muscular and handsome. Its skin is dark green, and it wears a patchwork garment of animal hides. Hair hangs from its head in grasslike clumps. It wields a fallen tree like a club.

Bosk giants are native to the jungle world of Chislev, where giants are the dominant species and humanoids are seen as little more than animals. Bosk giants prefer tropical areas with large areas of water, the more fetid the better.

Bosk giants enjoy the taste and smell of fetid water, but will settle for pure water if they must. They are strict vegetarians, preferring sodden roots and overripe fruits. Bost giants consider nuts a delicacy, and can occasionally be bribed with these foods.

Bosk giants occasionally raid humanoid settlements for sport, to take slaves, or to simply spread fear.

A bosk giant stands about 19 feet tall and weighs about 8,000 pounds. Skin coloration ranges from pale olive to green so dark it is nearly black. Their hair is always green, growing in clumps like grass. Bosk giants can live to be 120 years old.

A bosk giant's bag usually contains a wooden drinking bowl, dish, and spoon, a flint knife, tools made out of shells or antlers, miscellaneous food, and the occasional live animal or bound slave.

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

Combat

Bosk giants eschew ranged weapons in favor of pummeling opponents with large clubs and beefy fists. They can also belch forth a mixture of stomach juices and swamp water to injure and nauseate adversaries.

Swamp Spit (Ex): Bosk giants can spit swamp water combined with their gastric juices at enemies. This is a 30-foot line that deals 3d8 points of acid damage (Reflex DC 23 half). Additionally, a creature in the line must succeed on a DC 23 Fortitude save or become nauseated for 1d6 rounds. The save DCs are Constitution-based.

A bosk giant can store enough swamp water to spit twice. After that, it may spend a full-round action to swallow enough swamp water to spit again. A swamp giant may refill its stomach after only a single use, but may never store more than two uses worth of swamp water.

Skills: *Bosk giants gain a +8 racial bonus on Hide checks made in marsh and jungle environments.

Bosk Giant Society

Bosk giants form simple villages near areas of standing water, crudely crafting huts from rotted trees. A typical village consists of 7-13 adults and an equal number of infants and juveniles. Each village is loosely ruled by the strongest giant, whose few orders are followed without question.

Juvenile bosk giants have the same statistics as hill giants, while infants can be treated as ogres. Juveniles and infants possess a lesser version of the swamp spit ability (DC 20, 2d8 damage for juveniles and DC 14, 1d8 damage for infants).

Bosk Giant Characters

The favored class of bosk giants is barbarian. Bosk giant leaders often wield Gargantuan wooden morningstars crafted by shaving large tree limbs to sharp points. They may wield these oversized weapons in two hands with no penalty.

Bosk giant clerics worship Zeboim, an evil nature deity (see page 134 of the Dragonlance Campaign Setting).

Originally appeared in SJR7 - Krynnspace (1993).
 
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Shade

Monster Junkie
Walking Stick, Giant

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

Walking Stick, Giant
Large Vermin
Hit Dice: 9d8+18 (58 hp)
Initiative: +5
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +6/+23
Attack: Kick +8 melee (1d8+3)
Full Attack: 2 kicks +8 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Defensive spray
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +8, Ref +4, Will +5
Abilities: Str 17, Dex 12, Con 15, Int —, Wis 14, Cha 11
Skills: Climb +11, Hide +1*, Spot +6
Feats: Improved Initiative (B)
Environment: Temperate forests
Organization: Solitary or swarm (2-20)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 10-17 HD (Large), 18-26 HD (Huge)
Level Adjustment: -

What appeared to be a fallen tree begins to move on six broad, flat legs. Long, slender antennae flick about before its long, cylindrical body.

Phasmatodea, also known as walking sticks, stick insects, or leaf insects, can be found in gigantic varieties in some fantasy worlds.

Since females walking sticks lack a well-developed ovipositor, their eggs are dropped one at a time to the ground. These eggs resemble coconut-sized seeds, and often do not hatch for over a year.

A giant walking stick is 8 feet long and weighs around 100 pounds. Coloration varies from brown to green, or even yellow.

Combat

Giant walking sticks are non-aggressive, but will defend themselves if threatened. Giant walking sticks can rapidly kick with their spined legs, or can produce a defensive spray to drive off predators.

Defensive Spray (Ex): Once every 1d4 rounds, 30-foot cone, blindness for 1d4 rounds, Reflex DC 17 negates. The save DC is Constitution-based.

Skills: A giant walking stick has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A giant walking stick can always choose to take 10 on Climb checks, even if rushed or threatened. *Because of its camouflage, the Hide bonus increases to +12 when near trees (alive or dead) and a +20 when a walking stick is surrounded by foliage.

Training a Giant Walking Stick

Training a giant walking stick as a mount requires a successful Handle Animal check (DC 30). Giant walking stick eggs are worth 400 gp on the open market. Professional trainers charge 1,200 gp to tame a giant walking stick. A properly trained giant walking stick mount is worth 1,200 gp on the open market.

Riding a giant walking stick requires an exotic saddle. A giant walking stick can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

Carrying Capacity: A light load for a giant walking stick is up to 258 pounds; a medium load, 259-519 pounds; and a heavy load, 520-780 pounds. A giant walking stick can drag 3,900 pounds.

Timemidae

A variant of stick insects, the giant timemidae, or leaf insects, mimic leaves and foliage rather than sticks and trunks. These creatures share the same statistics as the giant walking stick, but gain a fly speed of 30 feet (poor manueverability).

Originally appeared in Adventure Pack I (1987).
 
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Shade

Monster Junkie
Life-Bane Duplicate

Life-bane duplicates are parasitic entities first created by the sorceress Nuala. The spells she used to create them have been lost to the ages, but may still exist in some undiscovered ruins. They occasionally arise as the result of a failed incantation, or as a side effect of using time-altering magic.

When slain, a life-bane duplicate and all of its duplicated equipment vanish in a brilliant flash of light, leaving behind not a single trace.

Life-bane duplicates speak any languages known by the base creature.

Creating A Life-Bane Duplicate

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

Special Attacks: A life-bane duplicate retains all special attacks of the base creature and gains the special attacks described below.

Life Drain (Su): A life-bane duplicate deals 1d4 points of Constitution damage to its host each day.

Haste (Su): A life-bane duplicate is continuously hasted (as the spell).

Special Qualities: A life-bane duplicate retains all special qualities of the base creature and gains the special qualities described below.

Fast Healing (Su): A life-bane duplicate gains fast healing 2.

Immunities (Ex): Life-bane duplicate have immunity to mind-affecting spells and abilities.

Perfect Disguise (Ex): A life-bane duplicate's Disguise checks always defeats mundane opposed Spot checks to recognize the duplicate as an impostor. However, life-bane duplicates always detect as magic to the detect magic spell (as a magic item of caster level equal to HD, Transmutation magic) or similar spells. In addition, true seeing and similar magic reveals the life-bane duplicate's true form, that of a featureless humanoid.

Feats: A life-bane duplicate gains Improved Initiative as a bonus feat.

Environment: Any, usually same as base creature.
Organization: Solitary or party (3-6).
Challenge Rating: Same as the base creature +2.
Treasure: Same as the base creature.
Alignment: Always evil.
Advancement: Same as the base creature.
Level Adjustment: -.

Duplicated Powers

With the exception of additional powers (see below), all of the attributes of a duplicate (including ability scores and bonuses, hit points, combat abilities, special abilities and so on) are identical to those of its victim before he or she was affected by Nuala's magic.

When the link is first established with a victim that prepares spells, the duplicate gains "copies" of the spells which the victim has memorised at the time and can cast them in the same manner. Although a duplicate's spells are used up in the normal way when it casts them, it cannot relearn spells of its own accord. Instead, the spells it has available are determined by which ones the victim memorises. Each time that its victim relearns spells or memorises new ones, the duplicate's list of available spells becomes the same as the victim's.

When the link is first established with a victim that casts spells spontaneously or manifests psionic powers, the duplicate gains "copies" of the spell slots or power points that the victim possesses at that time. Although the duplicate's spell slots or power points are used up in the usual way as it casts spells or manifests powers, the duplicate cannot regenerate spell slots or power points on its own. Instead, the duplicate regenerates spell slots or power points precisely when the victim does. The duplicate's list of spells or powers known is always identical to the victim's.

If the victim normally prepares spells but can cast some spontaneously (such as a cleric can cast cure or inflict spells spontaneously), the duplicate can do so as well. This uses one of the duplicate's spell slots as normal, which is then only restored when the victim prepares spells again.

Although the duplicate has the same list of spells and powers as its victim, the casting of a given spell or use of a spell slot or power point by the duplicate does not affect the character's ability to use it. Similarly, if the character casts a spell or uses a spell slot or power point, this does not deprive the duplicate of it.

Duplicated equipment disappears if separated from the life-bane duplicate, but it can recreate such equipment as a free action.

Sample Life-Bane Duplicate

Life-bane Duplicate, 10th-Level Gnome Ranger
Small Humanoid (Gnome)
Hit Dice: 10d8+30 (75 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 19 (+1 size, +3 Dex, +1 dodge, +4 mithral chain shirt), touch 15, flat-footed 15
Base Attack/Grapple: +10/+6
Attack: +1/+1 gnome hooked hammer +17 melee (1d6+1/x3)
Full Attack: +1/+1 gnome hooked hammer +15/+15/+10 melee (1d6+1/x3) and +1/+1 gnome hooked hammer +15/+10 melee (1d4+1/x4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Life drain, spells, spell-like abilities
Special Qualities: Animal companion, evasion, fast healing 2, favored enemy, gnome traits, haste, immunity to mind-affecting spells and abilities, low-light vision, perfect disguise, swift tracker, wild empathy, woodland stride
Saves: Fort +10, Ref +11, Will +7
Abilities: Str 10, Dex 16, Con 16, Int 10, Wis 14, Cha 8
Skills: Concentration +11, Craft (alchemy) +2, Hide +18, Jump +21, Listen +17, Move Silently +18, Spot +15, Survival +15
Feats: Endurance (B), Improved Initiative (B), Improved Two-Weapon Fighting (B), Iron Will, Stealthy, Track (B), -Weapon Defense, Two-Weapon Fighting (B), Weapon Focus (gnome hooked hammer)
Environment: Any
Organization: Solitary or party (3-6)
Challenge Rating: 12
Treasure: Standard
Alignment: Any evil
Advancement: By character class
Level Adjustment: +0

Favored Enemy (Ex): This life-bane duplicate has mirrored the gnome ranger's favored enemies, gaining bonuses as follows: humanoid (reptilian) +6, humanoid (goblinoid) +4, magical beast +2.

Haste (Su): A life-bane duplicate is continuously hasted (as the spell). These modifications are already included in the statistics above.

Life Drain (Su): A life-bane duplicate deals 1d4 points of Constitution damage to its host each day.

Perfect Disguise (Ex): A life-bane duplicate's Disguise checks always defeats mundane opposed Spot checks to recognize the duplicate as an impostor. However, life-bane duplicates always detect as magic to the detect magic spell (as a magic item of caster level equal to HD, Transmutation magic) or similar spells. In addition, true seeing and similar magic reveals the life-bane duplicate's true form, that of a featureless humanoid.

Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute).

Spells: Caster level 5th.
1st—longstrider, resist energy;
2nd—bear's endurance, spike stones.

This gnome ranger had the following ability score before applying the template: Str 10, Dex 15, Con 16, Int 10, Wis 13, Cha 8.

Originally appeared in I8 – Ravager of Time (1986).
 
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Shade

Monster Junkie
Lycanthrope, Weremouse

Covered in thin white fur, this humanoid has a murine face and a short, hairless tail.

A weremouse in humanoid form tends to be thin, short, shy, and skittish. It often dresses in rather plain clothing and may have an overbite.

Creating A Weremouse

"Weremouse" is an application of the lycanthrope template, using a dire mouse (see below) as the base animal.

Weremice have the following Animal or Hybrid Form Ability Modifiers: Str -4, Dex +6.

A weremouse's preferred alignment is neutral.

Dire Mouse
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–6
Attack: Bite +4 melee (1d3-2)
Full Attack: Bite +4 melee (1d3-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +5, Will +3
Abilities: Str 6, Dex 17, Con 10, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +17, Jump +15, Move Silently +13, Swim +11
Feats: Stealthy, Weapon Finesse (B)
Environment: Any
Organization: Solitary or family (5–20)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2–3 HD (Small)
Level Adjustment: -

Skills: Dire mice have a +4 racial bonus on Hide checks and a +8 racial bonus on Balance, Climb, Jump, Move Silently, and Swim checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. Dire mice use their Dexterity modifier for Climb, Jump, and Swim checks.

Sample Weremouse

Weremouse, Halfling Form
Small Humanoid (Halfling, Shapechanger)
Hit Dice: 1d8+1 plus 1d8 (9 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 18 (+1 size, +1 Dex, +2 natural, +3 studded leather, +1 light shield), touch 12, flat-footed 17
Base Attack/Grapple: +1/–3
Attack: Shortsword +4 melee (1d4/19–20) or light crossbow +3 ranged (1d6/19–20)
Full Attack: Shortsword +4 melee (1d4/19–20) or light crossbow +3 ranged (1d6/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Halfling traits
Special Qualities: Alternate form, halfling traits, mouse empathy, low-light vision, scent
Saves: Fort +6, Ref +4, Will +3
Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 8
Skills: Balance +9, Climb +2, Hide +10, Jump +4, Listen +3, Move Silently +13, Swim +8
Feats: Stealthy, Weapon Finesse (B), Weapon Focus (shortsword)
Environment: Any
Organization: Solitary, pair, family (6–10), or troupe (2–5 plus 5–8 dire mice)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +3

Weremouse, Mouse Form
Small Humanoid (Halfling, Shapechanger)
Hit Dice: 1d8+1 plus 1d8 (9 hp)
Initiative: +4
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 18 (+1 size, +4 Dex, +3 natural), touch 15, flat-footed 14
Base Attack/Grapple: +1/–5
Attack: Bite +4 melee (1d3-2)
Full Attack: Bite +4 melee (1d3-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, damage reduction 10/silver, mouse empathy, low-light vision, scent
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 7, Dex 19, Con 12, Int 10, Wis 11, Cha 8
Skills: Balance +12, Climb +14, Hide +13, Jump +18, Listen +3, Move Silently +16, Swim +12
Feats: Stealthy, Weapon Finesse (B), Weapon Focus (shortsword)
Environment: Any
Organization: Solitary, pair, family (6–10), or troupe (2–5 plus 5–8 dire mice)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +3

Weremouse, Hybrid Form
Small Humanoid (Halfling, Shapechanger)
Hit Dice: 1d8+1 plus 1d8 (9 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 18 (+1 size, +4 Dex, +3 natural), touch 15, flat-footed 14
Base Attack/Grapple: +1/–7
Attack: Shortsword +7 melee (1d4-2/19–20) or claw +6 melee (1d3-2) or light crossbow +6 ranged (1d6/19–20)
Full Attack: Shortsword +7 melee (1d4-2/19–20) and bite +1 melee (1d4-2); or two claws +6 melee (1d3-2) and bite +1 melee (1d4-2); or light crossbow +6 ranged (1d6/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, damage reduction 10/silver, mouse empathy, low-light vision, scent
Saves: Fort +6, Ref +7, Will +3
Abilities: Str 7, Dex 19, Con 12, Int 10, Wis 11, Cha 8
Skills: Balance +12, Climb +6, Hide +13, Jump +8, Listen +3, Move Silently +16, Swim +12
Feats: Stealthy, Weapon Finesse (B), Weapon Focus (shortsword)
Environment: Any
Organization: Solitary, pair, family (6–10), or troupe (2–5 plus 5–8 dire mice)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +3

Alternate Form (Su): A weremouse can assume a bipedal hybrid form or the form of a dire mouse.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a weremouse's bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Mouse Empathy (Ex): Communicate with mice and dire mice, and +4 racial bonus on Charisma-based checks against mice and dire mice.

Skills: A weremouse in any form has a +4 racial bonus on Hide checks and a +8 racial bonus on Balance, Jump, Move Silently, and Swim checks. A weremouse in rat or hybrid form uses its Dexterity modifier for Climb, Jump, and Swim checks. In mouse form, it has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Feats: Weremice gain Weapon Finesse as a bonus feat.

The weremouse presented here is based on a 1st-level halfling warrior who is a natural lycanthrope, using the following base ability scores: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8.

Originally appeared in Imagine Magazine #17 (1984).
 
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Shade

Monster Junkie
Dinosaur, Tanystropheus

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

Dinosaur, Tanystropheus
Huge Animal
Hit Dice: 6d8+24 (51 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 14 (-2 size, +2 Dex, +4 natural), touch 10, flat-footed 12
Base Attack/Grapple: +4/+16
Attack: Bite +8 melee (1d8+6)
Full Attack: Bite +8 melee (1d8+6)
Space/Reach: 15 ft./10 ft. (15 ft. with bite)
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent, stability
Saves: Fort +9, Ref +7, Will +2
Abilities: Str 19, Dex 14, Con 18, Int 1, Wis 11, Cha 6
Skills: Hide +8, Listen +5, Spot +5
Feats: Alertness, Skill Focus (Hide), Weapon Focus (bite)
Environment: Warm aquatic and marsh
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Huge), 13-18 HD (Gargantuan)
Level Adjustment: -

This bizarre creature looks like a snake with webbed feet on stubby legs. Its neck is almost half of its body length.

The tanystropheus is a strange semi-aquatic reptilian predator from the age of the dinosaurs.

A tanystropheus is about thirty feet long, and much of this is neck. Its hindquarters have extra mass to help balance the oversized neck. They are ambush predators, waiting in caves and underwater to grab passing prey. They feed mostly on fish, but they do grab larger prey, such as humanoids, on occasion.

COMBAT

A tanystropheus usually attacks from hiding, striking with its needle-sharp teeth and grabbing hold of its prey. It will then retreat, dragging its prey with it.

Extended Reach (Ex): The extremely long neck of a tanystropheus allows it to attack opponents up to 15 feet away. However, the small number of vertebrae make it less flexible, preventing it from attacking opponents within 5 feet.

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

Stability (Ex): Due to the added weight in its hindquarters to balance its long neck, a tanystropheus gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.

Skills: A tanystropheus has a +8 racial bonus on Hide checks.

A tanystropheus 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 Monster Manual II (1983).
 
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Shade

Monster Junkie
Ether Horse

http://www.enworld.org/forum/showthread.php?t=68207&page=32

Ether Horse
Large Magical Beast (Aquatic, Extraplanar)
Hit Dice: 3d10 (16 hp)
Initiative: +2
Speed: Swim 60 ft. (12 squares)
Armor Class: 13 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+10
Attack: Tail slap +5 melee (1d6+3)
Full Attack: Tail slap +5 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Amphibious, darkvision 60 ft., low-light vision
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 17, Dex 15, Con 11, Int 2, Wis 12, Cha 8
Skills: Hide +4*, Listen +5, Spot +5, Swim +10
Feats: Alertness, Endurance
Environment: Ethereal Plane
Organization: Domesticated or shoal (10-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

A seahorse nearly ten feet long floats through the ether.

Ages ago, giant seahorses were brought to the Etheral Plane by planar travelers seeking mounts. Since moving through the gravity-free ether resembles swimming through water, the seahorses quickly adapted to traveling in their new home. Finding a similar diet, on the other hand, took longer, and led to a large number of deaths. Eventually, some escaped and began to breed in the wild. Over time, they became truly ethereal creatures, although they can still survive underwater when brought to other planes.

An ether horse is 10 feet long and weighs about 1,000 pounds.

Combat

Wild seahorses are peaceful by nature, preferring flight to fight. However, they are often trained to serve as mounts and even roles similar to warhorses for ethereal cavalry.

Amphibious (Ex): Although originally aquatic, ether horses have adapted to their new environs and may survive indefinitely out of water.

Skills: An ether horse 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.

Carrying Capacity: A light load for an ether horse is up to 258 pounds; a medium load, 259-519 pounds; and a heavy load, 520-780 pounds. An ether horse can drag 3,900 pounds.

Originally appeared in A Guide to the Ethereal Plane (1998).
 
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Shade

Monster Junkie
Dinosaur, Teratosaurus

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

Dinosaur, Teratosaurus
Huge Animal
Hit Dice: 10d8+40 (95 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14
Base Attack/Grapple: +7/+26
Attack: Bite +13 melee (2d8+10)
Full Attack: Bite +13 melee (2d8+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, worry
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +8, Will +4
Abilities: Str 25, Dex 13, Con 19, Int 2, Wis 13, Cha 9
Skills: Hide +1, Listen +9, Jump +17, Move Silently +7, Spot +9, Survival +7
Feats: Alertness, Endurance, Improved Grapple (B), Track, Weapon Focus (bite)
Environment: Warm desert and plains
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment: -

This creature resembles a massive crocodile, but it carries its legs directly beneath it and its head is shorter and taller- almost like the head of a dinosaur.

A teratosaurus is a large and carnivorous variety of rausuchian--crocodilians with erect legs like a dinosaur.

The average teratosaurus is 20 to 30 feet long, and they are the top predators in whatever territory they frequent. They are solitary and territorial; the only other teratosaur a teratosaur will tolerate is either a mate or dead. They are consummate trackers, and will pursue wounded prey for days until it expires from its wounds.

COMBAT

Teratosaurs have one attack strategy, but they utilize it well- wait until prey approaches, leap out and grab it, shake until dead. They have no concept of retreat and will fight until dead if faced with a strong opposition.

Improved Grab (Ex): In order to use this ability, a teratosaurus must hit an opponent with its bite attack. It can then make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it uses its worry attack.

Worry (Ex): Each round a teratosaurus maintains a grapple, it shakes its prey violently, dealing to it 4d8+14 points of damage.

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

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

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

Dinosaur, Euparkeria
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/ -4
Attack: Bite +2 melee (1d4)
Full Attack: Bite +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 10, Dex 14, Con 13, Int 1, Wis 13, Cha 5
Skills: Hide +9, Listen +2, Move Silently +5, Spot +2
Feats: Run (B), Stealthy, Weapon Finesse (B)
Environment: Warm desert and plains
Organization: Solitary or flock (2-8)
Challenge Rating: ½
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small), 3 HD (Medium)
Level Adjustment: -

This reptile is about the size of a small dog. It is lizard-like in shape, but it carries its legs underneath it like a crocodile and has a crocodile-like head.

A euparkeria is a primitive thecodont--a group of reptiles including dinosaurs, crocodiles and birds.

Euparkerias are about 3 feet long, stand about 1 foot off the ground, and weigh around 20 pounds. They eat meat, scavenging when they can and feeding on fish, amphibians and other smaller reptiles. When food is scarce, they join into flocks to hunt larger prey- a pack of six or eight can and will attack man-sized opponents, especially solitary ones.

COMBAT

Euparkerias prefer to attack from ambush and in numbers. They flee if their prey offers a stiff resistance, however, or if one or more of their number is slain.

Sprint (Ex): Once per hour, a euparkeria can move 6 times its normal speed (180 feet) when it makes a charge.

Originally appeared in Dragon Magazine #66 (1982).
 
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Monster Junkie
Utoyasukata

http://www.enworld.org/forum/showthread.php?t=224671&page=8

Utoyasukata
Small Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +6
Speed: 10 ft. (2 squares), fly 50 ft. (good)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +2/-5
Attack: Bite +5 melee (1d4-3)
Full Attack: Bite +5 melee (1d4-3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Venomous blood
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +5, Will +4
Abilities: Str 5, Dex 14, Con 17, Int 2, Wis 16, Cha 7
Skills: Listen +12, Spot +12
Feats: Alertness, Improved Initiative, Weapon Finesse (B)
Environment: Temperate coasts
Organization: Solitary or flock (2-4)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Small)
Level Adjustment: -

A brightly-colored bird, nearly three feet long perches in a nearby tree. It spreads its wings which easily span eight feet, and takes to the air.

Utoyasukata are coastal birds whose flesh is consired a great delicacy by the aristocracy and the wealthy. The fact that they are extremely difficult to catch and even more difficult to prepare without harming the chef increases their demand. As a result, humanoids frequenlty attempt to catch or kill these beautiful birds.

Utoyasukata nests are extremely well-hidden, and as a result they lay very few eggs. The parents are very wary and will rush to defend their nest at the slightest hint of danger.

A DC 19 Profession (cook) check is needed to safely prepare the flesh of an utoyasukata. If the check fails, anyone eating the meat is exposed to the following poison:

Utoyasukata Flesh: Ingested, Fort Save DC 14, primary damage 1d4 Con, secondary damage nauseated for 1d8 hours. A creature that succeeds on the save against the secondary damage is still sickened for 1d8 hours.

An utoyasukata is 3 feet long with a 8-foot wingspan. A typical specimen weighs 10 pounds.

COMBAT

Utoyasukata have keen senses and attempt to flee at the first warning of imminent danger. If trapped, the bird instinctively knows that its blood is deadly to other creatures, and will peck itself to release a few venemous drops and splash them toward the aggressors.

Venomous Blood (Ex): An utoyasukata's blood is poisonous. A creature that makes a successful attack with a slashing or piercing weapon (including natural weapons) against an utoyasukata must succeed on a DC 14 Reflex save or be exposed to poison from the utoyasukata's splashing blood. The save DC is Constitution-based.

An utoyasukata may injure itself (dealing 1 point of damage) as a standard action, exposing all adjacent creatures to its venemous blood unless they succeed on a DC 14 Reflex saves.

The poison remains virulent up to an hour after the bird's death, so anyone handling the corpse risks exposure.

Utoyasukata Blood: Contact, Fort Save DC 14, primary damage 1d4 Con, secondary damage 1d4 Con.

Skills: Utoyasukata have a +4 racial bonus on Listen and Spot checks.

Originally appeared in Originally appeared in OA1 - Swords of the Daimyo (1986).
 
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Monster Junkie
Botswanna Golgalarka

http://www.enworld.org/forum/showthread.php?t=78935&page=27

Botswanna Golgalarka
Medium Magical Beast (Extraplanar)
Hit Dice: 8d10+24 (68 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: +8/+11
Attack: Bite +11 melee (1d8+4)
Full Attack: Bite +11 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60 ft., detect alignment, low-light vision, resistance to sonic 5, scent
Saves: Fort +6, Ref +6, Will +4
Abilities: Str 17, Dex 15, Con 17, Int 5, Wis 12, Cha 12
Skills: Listen +5, Spot +5, Survival +4
Feats: Improved Initiative, Iron Will, Track
Environment: Warm forests (Wilderness of the Beastlands)
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral good
Advancement: 9-18 HD (Medium); 19-27 HD (Large)
Level Adjustment: -

This fat brown lizard is over 5 feet long. It has a long neck and tail and sports a half dozen tiny legs.

The botswanna golgalarka is a lizardlike creature from the Wilderness of the Beastlands. They dwell in dense tropical jungles, hunting small mammals.

A botswanna golgalarka is 5 feet long and weighs 120 pounds.

A botswanna golgalarka speaks no languages, but understands Common, Celestial and Infernal.

COMBAT

A botswanna golgalarka is inherently good, and attacks only when hunting food or in self-defense. It uses its breath weapon to stun prey, then follows it with a quick, merciful kill.

Breath Weapon (Su): 70-foot cone, once every 1d4 rounds (but no more than three times per day), 4d10 sonic and stunned for 1d6 rounds; Ref save DC 17 half damage and stunned 1 round. The save DC is Constitution-based.

Detect Alignment (Su): A botswanna golgalarka automatically detects the alignment of any creature that comes within 60 feet. This ability can be fooled by any spell, spell-like ability, or supernatural ability that masks a creature's alignment (or the Use Magic Device skill, although that requires a successful emulate alignment check prior to entering range of this ability and maintaining concentration the whole time within range).

Originally appeared in Dungeon Magazine #7 (1987).
 
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Monster Junkie
Fiery Face

http://www.enworld.org/forum/showthread.php?t=73265&page=18

Fiery Face
Small Fey (Fire, Incorporeal)
Hit Dice: 3d6 (10 hp)
Initiative: +3
Speed: Fly 30 ft. (6 squares)(perfect)
Armor Class: 17 (+1 size, +3 Dex, +3 deflection), touch 17, flat-footed 14
Base Attack/Grapple: +1/-
Attack: Incorporeal touch +4 melee (2d4 fire)
Full Attack: Incorporeal touch +4 melee (2d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mass charm animal, riddling curse
Special Qualities: Damage reduction 5/cold iron, hide in flames, immunity to fire, incorporeal traits, low-light vision, masquerade as fire, tongues, vulnerability to cold
Saves: Fort +1, Ref +6, Will +7
Abilities: Str -, Dex 17, Con 10, Int 15, Wis 18, Cha 17
Skills: Bluff +9, Concentration +6, Diplomacy +5, Disguise +9 (+11 acting), Gather Information +5, Hide +13, Knowledge (local) +8, Knowledge (nature) +11, Listen +10, Spot +10, Survival +4 (+6 in aboveground natural environments)
Feats: Flyby Attack, Skill Focus (Knowledge [nature])
Environment: Any forests
Organization: Solitary or conflagration (1 plus 1d8 jackals, jackalweres, gnolls, or hyenas in any combination)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 4-9 HD (Small)
Level Adjustment: -

The flickering flames of the campfire seem to pull free from the logs, forming into a leering face.

A fiery face is a wicked fey that enjoys tormenting other creatures with riddles. It masquerades as campfires, or hides in larger fires, waiting for an opportune time to approach a group and offer up a riddle. Fiery faces are often accompanied by jackals, hyenas, gnolls, and other creatures that appear to mock others with their appearances and actions.

A fiery face is 2 feet in diameter and weightless.

Fiery faces speak Common, Sylvan, and Ignan.

COMBAT

A fiery face prefers to present its riddles rather than do battle, but if forced, it simply brushes against creatures, burning them with its essence. It is nearly always accompanied by a retinue of charmed animals, with jackals and hyenas as its preferred companions.

Hide in Flames (Ex): A fiery face becomes nearly invisible within a source of fire. If a fire of at least its size is nearby, a fiery face can use the Hide skill even while being observed. Additionally, it gains a +8 racial bonus on Hide checks made within a fire.

Masquerade as Fire (Ex): While motionless, a fiery face can appear to be a campfire or similarly-sized blaze. Anyone who examines the fiery face can detect the ruse with a successful Spot check opposed by the fiery face's Disguise check.

Mass Charm Animal (Sp): Once per day, a fiery face can charm a number of animals whose combined HD do not exceed twice its HD. This otherwise functions as mass charm person (Will DC 18 negates). Caster level 6th.

Riddling Curse (Su): As a standard actions, a fiery face may present a supernatural riddle. Those who hear the riddle may choose to answer it within 10 rounds. If answered incorrectly, the victim becomes cursed (as the bestow curse spell, no save). If a correct answer is given, the fiery face begrudgingly bestows a boon to those who answered correctly, granting the benefits of a bless spell for 24 hours.

Listeners are not compelled to answer the riddle. Those who choose to not answer the riddle are usually attacked by the fiery face and its minions.

A DM may choose to allow the characters to make a Knowledge check with a DC of 10 + fiery face's Knowledge check result to solve the riddle.

Tongues (Su): A fiery face can speak with any creature that has a language, as though using a tongues spell (caster level 6th). This ability is always active.

Originally appeared in Crypt of Lyzandred the Mad (1998).
 
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Monster Junkie
Tolwar

http://www.enworld.org/forum/showthread.php?t=219404&page=10

Tolwar
Large Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +6/+16
Attack: Headbutt +11 melee (1d6+6)
Full Attack: Headbutt +11 melee (1d6+6) and 2 stamps +9 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Telekinetics, trample 1d8+9
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +8, Ref +6, Will +6
Abilities: Str 22, Dex 12, Con 17, Int 2, Wis 15, Cha 15
Skills: Listen +7, Spot +6
Feats: Endurance, Iron Will, Multiattack
Environment: Temperate or warm plains
Organization: Solitary or herd (5-16)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-11 HD (Medium), 12-17 HD (Large)
Level Adjustment: -

This creature appears to be an undersized, trunkless elephant.

Tolwars are herbivorous herd animals most often found near water on open grasslands. Tolwars have a playful nature, most often using their telekinetics to to uproot grass or hurl balls of water at each other.

The gestation period for a tolwar is 18 months, always resulting in only a single infant. A young tolwar reaches maturity in four years.

Tolwars make loving, loyal mounts, although they are difficult to train.

A tolwar is 6 feet tall and weighs 800 to 1,000 pounds. Tolwars live around 20 years.

COMBAT

If threatened, wild tolwars use their telekinetics to defend themselves. Tolwars serving as mounts can be trained to use their telekinetics to assist their riders as well.

Telekinetics (Su): A tolwar can, as a full-round action, generate any two of the following effects:

Catch: A tolwar can catch a single large object of up to 25lb or up to two small projectiles (such as darts, arrows, bolts, etc). These objects can be caught at any time in the full round but must be within 10 ft of the tolwar when they are caught.

Combat Maneuver: A tolwar can perform a single bull rush, disarm, grapple (including pin), or trip attempt on any creature within 30 ft. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity and that a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. The tolwar uses its usual base attack bonus, Str bonus, and size modifier. To maintain a grapple, a tolwar must use this option every round.

Toss: A tolwar can throw a 25lb object (within a range of 10 ft) a distance of 20 ft. The tolwar can throw this object toward another creature with a ranged touch attack. If successful, the attack does 1d6 hp of damage.

Trample (Ex): Reflex half DC 19. The save DC is Strength-based.

Training a Tolwar

Although their intelligence is similar to that of a typical horse, tolwars have a playful spirit and can be difficult to train. To be trained, a tolwar must have a friendly attitude toward the trainer. A tolwar usually has a friendly attitude toward trainers who have provided to tolwar with sustenance for at least a few days and has not attacked or mistreated the creature. A tolwar is indifferent (at best) toward most other creatures. Changing a tolwar's attitude requires a wild empathy check (with the normal -4 penalty applied against magical beasts). A character can use a Diplomacy check instead, provided the character has some way to communicate with the tolwar, such as access to a speak with animals spell.

Training a friendly tolwar requires a Handle Animal check. Since tolwars are magical beasts, the DC of the check increases by 5. The time require depends on the tricks or task the tolwar must learn, as noted in the Handle Animal skill description. Tolwars can be trained to use their telekinesis as part of the Attack or Defend tricks, but this raises the check DC by 2 in each case.

Tolwar young are worth 5,000 gp each on the open market. Professional trainers charge 1,500 gp to rear and train a tolwar.

Carrying Capacity: A light load for a tolwar is up to 519 pounds; a medium load, 520–1038 pounds; and a heavy load, 1039–1560 pounds. A tolwar can drag 7800 pounds.

Originally appeared in Dragon Magazine #43 (1980).
 
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Monster Junkie
Ogre Slug

http://www.enworld.org/forum/showthread.php?t=73328&page=15

Ogre Slug
Large Aberration
Hit Dice: 8d8+32 (68 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 15 (–1 size, -1 Dex, +7 natural) touch 8, flat-footed 15
Base Attack/Grapple: +6/+16
Attack: Longspear +13 melee (2d6+7/x3) or slam +12 melee (1d4+7) or spit +4 ranged touch (3d8 acid)
Full Attack: Longspear +13/+8 melee (2d6+7/x3) or 2 slams +12 melee (1d4+7) or spit +4 ranged touch (3d8 acid)
Space/Reach: 10 ft./5 ft. (10 ft. with longspear)
Special Attacks: Acid spit
Special Qualities: Damage reduction 10/slashing or piercing, darkvision 60 ft., resistance to acid 15, slime climb
Saves: Fort +5, Ref +1, Will +6
Abilities: Str 24, Dex 8, Con 19, Int 8, Wis 10, Cha 7
Skills: Climb +12, Listen +3, Move Silently +7, Spot +3
Feats: Point Blank Shot, Power Attack, Weapon Focus (longspear)
Environment: Any land and underground
Organization: Solitary, raiding party (2-8 plus one 2nd-level leader) or tribe (8-16 males, 2-16 females, 2-8 young plus 3-4 5th-level shamans and 4-8 giant slugs)
Challenge Rating: 5
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +4

This disgusting abomination appears to be an ogre from the waist up, but its lower half is that of a giant slug. Its skin is grayish-green on the ogre portion, fading to a deep, blackish green on its slug half.

Ogre slugs are to ogres as driders are to drow. The genesis of these foul aberrations is believed to have arised from some perceived slight to a vengeful dark deity.

Adult ogre slugs stand 8 feet tall and are nearly 15 feet in length, weighing around 6,000 pounds.

Ogre slugs speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Undercommon.

Combat

Ogre slugs relish battle, pounding adversaries with weapons or their beefy fists. They liberally use their corrosive spittle to burn the armor off their opponents.

Acid Spit (Ex): Ogre slugs can spit a ball of caustic saliva with a range of 20 feet, as a ranged touch attack. This attack deals 3d8 points of acid damage on a successful hit. Clothing and armor worn by the target of this spit dissolves and becomes useless immediately unless the item succeeds on a DC 18 Reflex save. The save DC is Constitution-based.

Slime Climb (Ex): This ability works like the spider climb spell, but only works on vertical surfaces. It is always in effect.

Skills: An ogre slug has a +8 racial bonus on Move Silently checks.

Originally appeared in Eye of the Beholder III: Assault on Myth Drannor PC game rule book (1993).
 
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Monster Junkie
Sprite, Splanxty

http://www.enworld.org/forum/showthread.php?t=106747&page=22

Sprite, Splanxty
Tiny Fey (Aquatic)
Hit Dice: 2d6+2 (9 hp)
Initiative: +4
Speed: 40 ft. (8 squares), swim 40 ft.
Armor Class: 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16
Base Attack/Grapple: +1/–10
Attack: Short sword +7 melee (1d3–3/19–20) or longbow +7 ranged (1d4–3/x3)
Full Attack: Short sword +7 melee (1d3–3/19–20) or longbow +7 ranged (1d4–3/x3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Animate water, special arrows, sound imitation, spell-like abilities
Special Qualities: Amphibious, damage reduction 5/cold iron, hide in plain sight, low-light vision, spell resistance 11, water leap
Saves: Fort +1, Ref +7, Will +4
Abilities: Str 5, Dex 18, Con 13, Int 12, Wis 13, Cha 18
Skills: Bluff +9, Concentration +6, Diplomacy +6, Disguise +4 (+6 acting), Hide +17*, Intimidate +6, Jump +1, Listen +10, Move Silently +9, Perform +9, Search +3, Spot +10, Swim +12
Feats: Alertness, Dodge (B), Weapon Finesse (B)
Environment: Temperate aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: No coins; 50% goods (metal or stone only); 50% items (no scrolls)
Alignment: Always chaotic neutral
Advancement: 3-6 HD (Tiny)
Level Adjustment: +4

This small, thin child wears a loose-fitting robe of what appears to be ever-flowing water.

Splanxties are aquatic sprites, most closely related to nixies, although it is rumored that they are also kinfolk to leprechauns. Splanxties dwell in swift-moving bodies of water, such as mountain streams and whitewater rapids).

Splanxties are intelligent but mischievous, taking great delight in childish pranks, practical jokes, and harmless traps. They have even been known to demand gems as tribute from passersby. Splanxties grow very annoyed with creatures that won't tolerate their irritating sense of humor, and may fly into a fit, jumping up and down while pouting.

A splanxty stands 1-1/2 feet tall and weighs about 1 pound.

Splanxties speak Aquan and Sylvan. Some also speak Common.

COMBAT

Like other sprites, splanxties prefer ambushes and other trickery over direct confrontation. A splanxty will not become aggressive unless it is attacked first, or if it loses its temper due to a victim's unwillingness to play along with its practical jokes.

Animate Water (Sp): At will, a splanxty can animate a 5-foot patch of water within 60 feet. The water will lash out with irritating jets and splashes against adjacent targets. These attacks use the splanxty's base attack bonus and Dexterity modifier to determine the attack modifier (+5 for a typical splanxty) and deal 1 point of damage. The water cannot be harmed in any way. The water remains animated for 1 full round and may make attacks of opportunity. This is the equivalent of a 1st-level spell.

Hide in Plain Sight (Ex): While in any sort of water, a splanxty can use the Hide skill even while being observed.

Sound Imitation (Ex): A splanxty can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a DC 15 Will save to detect the ruse. The save DC is Charisma-based.

Special Arrows (Ex): Splanxties sometimes employ arrows that deal 1 point of Strength damage.

Spell-Like Abilities: At will—ventriloquism (DC 15); 1/day—programmed image (DC 20). Caster level 2nd. The save DCs are Charisma-based.

Water Leap (Su): Once every three rounds, a splanxty can travel between areas of flowing water as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with flowing water at least as large as the splanxty. A splanxty can leap up to 100 feet each time.

Skills: All sprites have a +2 racial bonus on Search, Spot, and Listen checks. A splanxty has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. A splanxty uses its Dexterity modifier rather than its Strength modifier for Swim checks. *Splanxties have a +5 racial bonus on Hide checks when in the water.

Originally appeared in UK5 - Eye of the Serpent (1984).
 
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Monster Junkie
Dinosaur, Lambeosaurus

http://www.enworld.org/forum/showthread.php?t=67093&page=25

Dinosaur, Lambeosaurus
Huge Animal
Hit Dice: 10d8+50 (95 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 14 (-2 size, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +7/+21
Attack: Tail slam +11 melee (1d8+9)
Full Attack: Tail slam +11 melee (1d8+9)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample 2d10+9
Special Qualities: Low-light vision, scent
Saves: Fort +17, Ref +7, Will +5
Abilities: Str 23, Dex 11, Con 20, Int 1, Wis 12, Cha 7
Skills: Listen +12, Spot +12, Swim +9
Feats: Alertness, Endurance, Great Fortitude, Run
Environment: Temperate and warm plains and hills
Organization: Solitary, pair or herd (8-40)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment: -

This large reptilian quadruped has a stiff tail, a duck-like beak and a plow- shaped crest on the top of its head.

Lambeosaurs are a species of hardrosaur that lives in large herds.

A lambeosaur is a very large animal, smaller than its relative the anatotitan, but still averaging over 30 feet long. It still is a common prey item for many carnivorous dinosaurs, but lambeosaurs live in large herds to protect themselves from danger. Each herd has a distant relationship with other nearby herds, and their crests act as powerful amplifiers for their hooting cries. The distress calls of a lambeosaur can be heard from almost a mile away, and if a distress call is given, other herds in earshot flee as rapidly as possible.

COMBAT

Lambeosaurs shy away from combat unless they or their offspring are threatened. If so, they fight using their powerful tails.

Trample (Ex): A lambeosaurus can literally run over any creatures in its way that are of Large or smaller size. Creatures trampled must make a Reflex save (DC 21 half) or take 2d10+9 damage. The save DC is Strength-based.

Skills: Lambeosaurs have a +4 racial bonus on Listen and Spot checks.

Originally appeared in Monster Manual (1977).
 
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Monster Junkie
Porcelain Doll

Porcelain Doll
Tiny Construct
Hit Dice: 3d10 (16 hp)
Initiative: +4
Speed: 15 ft. (3 squares)
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +2/-6
Attack: Claw +4 melee (1d4)
Full Attack: 2 claws +4 melee (1d4) and bite -1 melee (1d3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Explosive destruction
Special Qualities: Construct traits, damage reduction 5/bludgeoning, darkvision 60 ft., light-activated, low-light vision
Saves: Fort +1, Ref +5, Will +1
Abilities: Str 10, Dex 18, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or package (2-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

A pretty, dark-eyed porcelain doll sits against the wall. As light falls upon it, it springs to life, revealing a mouth filled with knifelike teeth.

Porcelain dolls are constructs most often created for their relatively harmless appearance. They can be shipped as gifts to potential rivals on missions of assassination, or can be found within a child's play area while secretly programmed to serve as a guardian.

A porcelain doll is 3 feet tall and weighs 5 to 10 pounds.

COMBAT

Porcelain dolls attack with vicious teeth and knife-like nails.

Explosive Destruction (Ex): When reduced to 0 hit points, a porcelain doll explodes in a burst of broken porcelain, dealing 2d4 points of piercing damage in a 5-foot radius (Ref DC 11 half). The save DC is Constitution-based.

Light-Activated (Su): A porcelain doll is activated by light. In areas of even shadowy illumination, a china doll functions normally. If exposed to complete darkness, a porcelain doll reverts to an inanimate state, and is treated as an object with hardness 2 and its normal hit points.

CONSTRUCTION

A porcelain doll's body is crafted with fine porcelain and painted with fine tints costing at least 200 gp. Assembling the body requires a DC 18 Craft (pottery) or DC 18 Craft (toymaking) check.

CL 5th; Craft Construct, light, mending, shatter, caster must be at least 5th level; Price 3,200 gp; Cost 1,500 gp + 120 XP.

Originally appeared in Imagine Magazine #21 (1984).
 
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Monster Junkie
Caterpillar, Giant

http://www.enworld.org/forum/showthread.php?t=199555&page=13

Caterpillar, Giant
Huge Vermin
Hit Dice: 13d8+39 (97 hp)
Initiative: +0
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 13 (-2 size, +5 natural), touch 8, flat-footed 13
Base Attack/Grapple: +9/+23
Attack: Bite +13 melee (2d6+9)
Full Attack: Bite +13 melee (2d6+9)
Space/Reach: 15 ft./10 ft.
Special Attacks: Acid spittle
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +11, Ref +4, Will +4
Abilities: Str 22, Dex 11, Con 16, Int —, Wis 11, Cha 2
Skills: Climb +14, Hide +0*, Spot +4
Feats: —
Environment: Temperate forests
Organization: Solitary or cluster (1d6)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 14-26 HD (Huge), 27-39 HD (Gargantuan), 40+ (Colossal)
Level Adjustment: -

What appeared to be a large green branch begins to undulate, revaling a mammoth caterpillar.

Giant caterpillars are the larval forms of giant moths. Like their mundane cousins, they come in a variety of colors and appearances, but utilize the basic statistics above.

Some giant caterpillars have been known to associate with giant ants for their mutual protection, communicating via vibrations and pheromes. Formians are known to utilize giant caterpillars as mounts, and tools to aid in construction and destruction.

Because of their great size and appetites, giant caterpillars can become extremely disruptive to farms and creatures who make their homes in trees.

A giant caterpillar is 15 feet long and weighs around 7,000 pounds. Coloration and appearance can vary greatly depending upon habitat.

Combat

Giant caterpillars are non-aggressive, but can defend themselves with a powerful bite or by spitting acid. Some species have developed more deadly defenses (see Variants, below).

Acid Spittle (Ex): Once ever 1d4 rounds, a giant caterpillar may expel a globule of acidic spittle. This requires a ranged touch attack with a maximum range of 40 feet and no range increments, and deals 2d6 points of acid damage.

Skills: A giant caterpillar has a +4 racial bonus on Spot checks, a +8 racial bonus on Climb and Hide checks. A giant caterpillar can always choose to take 10 on Climb checks, even if rushed or threatened. *Because of its camouflage, the Hide bonus increases to +12 when a giant caterpillar is surrounded by foliage.

Variants

Like their non-giant cousins, giant caterpillars come in many varieties. Here are a few possible additional abilities to add.

Cocooning Spittle (Ex): A giant caterpillar with this ability can eject a stream of spittle that hardens on contact, potentially fixing a subject in place and hindering its movement and actions. Using a standard action, the caterpillar makes a ranged touch attack against any foe it can see up to 60 feet away. If it succeeds at the ranged touch attack, the subject makes a grapple check against the cocoon. This is accomplished as if the caterpillar itself were making the grapple check with a competence bonus of +10, for a total check modifier of +33. On a failed check for the subject, the spittle hardens into a partial cocoon, and the victim is treated as if grappled (even though the caterpillar is free to do as it desires). The subject can attempt to break the grapple of the cocoon (or use Escape Artist) each round, making an opposed grapple check against the cocoon (check modifier +33 for the cocoon). Alternatively, the cocoon may be broken with a DC 19 Strength check. The check DC is Constitution-based. This ability replaces the acidic spittle.

Poison Hairs (Ex): Any creature striking a giant caterpillar with hand-held weapons or natural weapons takes 1d4 points of piercing and slashing damage from the caterpillar's spiny bristles. This also exposes the attacker to an injury poison (Fort DC 19, 1d3 Dex/1d3 Dex). Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. The save DC is Constitution-based. This ability increases the giant caterpillar's CR by 1.

Poison Flesh (Ex): Ingested, Fort DC 19, 1d6 Con/1d6 Con. The save DC is Constitution-based.

Spit Hairs (Ex): Once every 1d4 rounds, this variant may spit a 30-foot cone of millions of tiny, irritating hairs. This attack deals 2d6 points of piercing damage and leaves the victim sickened for 1d4 rounds. A successful DC 19 Reflex save halves the damage and negates the sickened effect. The save DC is Constitution-based. This ability replaces the acidic spittle.

Stench (Ex): When a giant caterpillar is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except giant caterpillars) within 30 feet of a giant caterpillar must succeed on a DC 19 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same giant caterpillar's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. This ability increases the giant caterpillar's CR by 1.

Originally appeared in Adventure Pack I (1987).
 
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Shade

Monster Junkie
Bloodthorn, Arid

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

Bloodthorn, Arid, Three-Tendriled
Large Plant
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 5 ft. (1 square)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +2/+8
Attack: Tendril +5 melee (1d6+3)
Full Attack: 3 tendrils +5 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood drain, improved grab
Special Qualities: Low-light vision, plant traits, sacrificial parry, tremorsense 60 ft., vulnerability to fire
Saves: Fort +5, Ref +2, Will +1
Abilities: Str 14, Dex 12, Con 15, Int 2, Wis 11, Cha 9
Skills: Listen +3, Spot +3
Feats: Power Attack, Weapon Focus (tendril)
Environment: Warm deserts
Organization: Solitary or patch (2-6)
Challenge Rating: 3
Treasure: 1/10 coins, 1/10 goods, 50% items
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Bloodthorn, Arid, Four-Tendriled
Large Plant
Hit Dice: 4d8+8 (26 hp)
Initiative: +1
Speed: 5 ft. (1 square)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+10
Attack: Tendril +7 melee (1d6+3)
Full Attack: 4 tendrils +7 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood drain, improved grab
Special Qualities: Low-light vision, plant traits, sacrificial parry, tremorsense 60 ft., vulnerability to fire
Saves: Fort +6, Ref +2, Will +1
Abilities: Str 16, Dex 12, Con 15, Int 2, Wis 11, Cha 9
Skills: Listen +3, Spot +4
Feats: Power Attack, Weapon Focus (tendril)
Environment: Warm deserts
Organization: Solitary or patch (2-6)
Challenge Rating: 4
Treasure: 1/10 coins, 1/10 goods, 50% items
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Bloodthorn, Arid, Five-Tendriled
Large Plant
Hit Dice: 5d8+10 (32 hp)
Initiative: +2
Speed: 5 ft. (1 square)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+10
Attack: Tendril +7 melee (1d6+3)
Full Attack: 5 tendrils +7 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood drain, improved grab
Special Qualities: Low-light vision, plant traits, sacrificial parry, tremorsense 60 ft., vulnerability to fire
Saves: Fort +6, Ref +3, Will +1
Abilities: Str 16, Dex 14, Con 15, Int 2, Wis 11, Cha 9
Skills: Listen +4, Spot +4
Feats: Power Attack, Weapon Focus (tendril)
Environment: Warm deserts
Organization: Solitary or patch (2-6)
Challenge Rating: 5
Treasure: 1/10 coins, 1/10 goods, 50% items
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Bloodthorn, Arid, Six-Tendriled
Large Plant
Hit Dice: 6d8+12 (39 hp)
Initiative: +6
Speed: 5 ft. (1 square)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +4/+12
Attack: Tendril +9 melee (1d6+4)
Full Attack: 6 tendrils +9 melee (1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood drain, improved grab
Special Qualities: Low-light vision, plant traits, sacrificial parry, tremorsense 60 ft., vulnerability to fire
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 18, Dex 14, Con 15, Int 2, Wis 11, Cha 9
Skills: Listen +4, Spot +5
Feats: Improved Initiative, Power Attack, Weapon Focus (tendril)
Environment: Warm deserts
Organization: Solitary or patch (2-6)
Challenge Rating: 6
Treasure: 1/10 coins, 1/10 goods, 50% items
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Bloodthorn, Arid, Seven-Tendriled
Large Plant
Hit Dice: 7d8+14 (45 hp)
Initiative: +6
Speed: 5 ft. (1 square)
Armor Class: 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +5/+13
Attack: Tendril +10 melee (1d6+4)
Full Attack: 7 tendrils +10 melee (1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood drain, improved grab
Special Qualities: Low-light vision, plant traits, sacrificial parry, tremorsense 60 ft., vulnerability to fire
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 18, Dex 14, Con 15, Int 2, Wis 11, Cha 9
Skills: Listen +5, Spot +4
Feats: Improved Initiative, Power Attack, Weapon Focus (tendril)
Environment: Warm deserts
Organization: Solitary or patch (2-6)
Challenge Rating: 7
Treasure: 1/10 coins, 1/10 goods, 50% items
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Bloodthorn, Arid, Eight-Tendriled
Large Plant
Hit Dice: 8d8+16 (52 hp)
Initiative: +6
Speed: 5 ft. (1 square)
Armor Class: 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Tendril +12 melee (1d6+5)
Full Attack: 8 tendrils +12 melee (1d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood drain, improved grab
Special Qualities: Low-light vision, plant traits, sacrificial parry, tremorsense 60 ft., vulnerability to fire
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 20, Dex 14, Con 15, Int 2, Wis 11, Cha 9
Skills: Listen +5, Spot +5
Feats: Improved Initiative, Power Attack, Weapon Focus (tendril)
Environment: Warm deserts
Organization: Solitary or patch (2-6)
Challenge Rating: 8
Treasure: 1/10 coins, 1/10 goods, 50% items
Alignment: Always neutral
Advancement: -
Level Adjustment: -

A tough, wiry patch of briars with dull black bark sprouts from the dry ground. Its long vines appear dry and dessicated, but lush red berries dot small-bladed leaves at its base.

The bloodthorn of Jakandor is similar to the bloodthorns of other worlds, but is far less lush and a bit more dangerous. Although its berries look inviting, they have a bitter taste.

Arid bloodthorns feed upon the blood of other creatures, feeding primarily on small animals and birds. An opportunistic predator, the plant is not afraid to attack larger prey that comes within reach.

A mature plant consists of a base about 10 feet long with several clumps of small-bladed leaves and lush, red berries. Thorny vines extend to 10 feet.

COMBAT

An arid bloodthorn lies still until warm-blooded prey approaches, then lashes out with its tendrils, extending its thorns to their full three inches. Once it impales prey with its thorns, it begins to drain blood from the victim. An arid bloodthorn has a strong sense of self-preservation, sacrficing its tendrils if necessary to protect its base.

Arid bloodthorns generally fight to the death, but they especially dislike fire, recoiling and attempting to flee if able.

To sever a tendril, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at an arid bloodthorn’s tendrils from any position in which he could strike at the arid bloodthorn itself, because the arid bloodthorn’s tendrils writhe and whip about in combat. An opponent can ready an action to attempt to sunder a arid bloodthorn’s tendril when the creature lashes out at him. Each of a arid bloodthorn’s tendrils has hit points equal to the creature’s full normal hit point total, divided by its original number of tendrils. Losing a tendril deals damage to the body equal to half the tendril’s full normal hit points. A natural reflex seals the vine shut. An arid bloodthorn can no longer attack with a severed tendrils but takes no other penalties. An arid bloodthorn can regrow a severed tendril in 1d4 days.

Any attack that is not (or cannot be) an attempt to sunder a tendril affects the body. Targeted magical effects cannot sever a arid bloodthorn’s tendrils (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.

Blood Drain (Ex): If an arid bloodthorn grabs an opponent, it begins draining blood. It deals 1d4 points of Constitution damage with each successful grapple check. If the opponent wins a grapple check, one of the bloodthorn's tentacles comes loose from the opponent's body. The resulting wound continues to lose blood for 1 additional round.

The thorns of a severed vine still drain blood until the whole vine is carefully detached from a victim - a process that requires one full round and deals 1d4+2 points of damage to the victim. A successful Heal check (DC 13 for three-tendriled bloodthorns; DC 14 for four- and five-tendriled bloodthorns; DC 15 for six- and seven-tendriled bloodthorns; and DC 16 for eight-tendriled bloodthorns) removes the thorns without damaging the victim. The check DC is Constitution-based.

Improved Grab (Ex): If an arid bloodthorn hits an opponent that is at least one size category smaller than itself with a tendril attack, it deals normal damage for each tendril and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can use its blood drain ability. Thereafter, the bloodthorn has the option to conduct the grapple normally, or simply use a tendril to hold the opponent (-20 penalty on grapple check, but the bloodthorn is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tendril damage and drains blood.

Sacrificial Parry (Ex): As an immediate action, a bloodthorn can move one of its tendrils to intercept an attack intended for its body. To do so, the bloodthorn makes a tendril attack roll; if that roll exceeds its opponents attack check, all damage is dealt to the tendril rather than the body. Otherwise, damage is dealt to the body as usual.

Planar Bloodthorns

Bloodthorns are also found on various outer planes, and are fairly common among barren regions of the Abyss, Carceri, the Outlands, and Pandemonium. These bloodthorns gain the Extraplanar subtype, and have developed tougher bark and vines due to the more extreme conditions (resulting in a +1 greater natural armor bonus than the statistics above).

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

Monster Junkie
Dinosaur, Dinicthys

http://www.enworld.org/forum/showthread.php?t=67093&page=25

Dinosaur, Dinicthys
Huge Animal (Aquatic)
Hit Dice: 10d8+50 (95 hp)
Initiative: +3
Speed: Swim 40 ft. (12 squares)
Armor Class: 22 (-2 size, -1 Dex, +15 natural), touch 7, flat-footed 22
Base Attack/Grapple: +7/+23
Attack: Bite +13 melee (3d6+12)
Full Attack: Bite +13 melee (3d6+12)
Space/Reach: 15 ft./10 ft.
Special Abilities: Augmented critical, improved grab, swallow whole, vortex maw
Special Qualities: Low-light vision
Saves: Fort +12, Ref +6, Will +5
Abilities: Str 26, Dex 8, Con 21, Int 1, Wis 14, Cha 2
Skills: Move Silently +9, Spot +8, Swim +16
Feats: Endurance, Improved Initiative, Power Attack, Skill Focus (Move Silently)
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)

This massive fish is entirely covered with huge bony plates, which extend over its jaws to form a horny beak.

The dinicthys is a fish out of history, one whose species is only slightly younger than the evolution of jaws.

A dinicthys is around 30 feet long, but they grow throughout their lives, resulting in some frightfully huge specimens. Although driven into extinction in most areas by the faster and keener-sensed sharks, dinicthys thrive in warm costal waters. They are capable of living in much shallower water than sharks even of smaller sizes, and feed on fish and animals venturing into their territories- including humanoids.

COMBAT

In combat, a dinicthys grabs an unsuspecting prey item and either swallows it or rips it into bloody chunks. Its bite is as powerful as that of a tyrannosaurus, and can shear through steel.

Augmented Critical (Ex): A dinicthys's bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

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

Swallow Whole (Ex): By making a successful grapple check, a dinicthys may swallow a held foe at least one size smaller than itself whole. Once swallowed, a victim takes 2d8+8 points of bludgeoning damage plus 8 acid damage every round until it escapes or dies. A successful grapple check allows the creature to climb out of the stomach and into the dinicthys’s mouth, where another grapple check is required to get free. Alternatively, the swallowed creature can escape by cutting its way out with either claws or a light slashing or piecing weapon. Dealing at least 30 points of damage (AC 13) in this fashion allows the creature to escape. Once a single swallowed creature exits, muscular action closes the whole; another swallowed creature must cut its way out as well. A dinicthys’s stomach can hold 2 Medium-sized, 8 Small, 32 Tiny or 128 Diminutive or smaller creatures.

Vortex Maw (Ex): A dinicthys can open its mouth so quickly that it creates a powerful suction. All creatures within a 30-foot cone must make Strength checks opposed by the dinicthys's Strength check (+16 for a standard dinicthys), with the same modifiers as a bull rush. If the dinicthys beats a creature's Strength check result, it pulls the victim 5 feet closer to its jaws. For each 5 points by which its check result is greater than a victim's check result, the dinicthys pulls the victim an additional 5 feet closer. The victim provokes attacks of opportunity if it is moved.

Skills: A dinicthys 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 Monster Manual (1977).
 
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Shade

Monster Junkie
Ch'ing Shih (template)

A livid corpse with baleful red eyes moves with surprising agility and power.

A ch'ing shih is a form of vampire. Rather than draining blood, it kills the living with its venemous breath and unnatural fury.

Ch'ing shih arise when a body is not given the proper funeral rites, allowing the darker side of the soul to animate the body.

A ch'ing shih speaks any languages it knew in life.

Creating A Ch'ing Shih

"Ch'ing shih" is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the "base creature"). A ch'ing shih 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 ch'ing shih has a +6 natural armor bonus or the base creature’s natural armor bonus, whichever is better.

Attacks: A ch'ing shih retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A creature with hands gains one claw attack per hand; the ch'ing shih can strike with each of its claw attacks at its full attack bonus.

Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the ch'ing shih's size. (If the base creature already had claw attacks with its hands, use the ch'ing shih 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 ch'ing shih 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 ch'ing shih's HD + ch'ing shih's Cha modifier.

Breath Weapon (Su): Once every 1d4 rounds, a ch'ing shih may breath a 10-foot cone of contact poison. Fortitude negates, inital damage 1d6 Con, secondary damage 1d6 Con.

Fury of the Grave (Ex): Once per day, as a swift action, a ch'ing shih can fly into a berserk fury. During this fury, the ch'ing shih temporarily gains a +8 bonus to Strength, a +2 morale bonus on Will saves, and the unholy toughness ability (which grants the ch'ing shih a bonus to its hit points equal to its Charisma modifier x its Hit Dice, but these hit points go away at the end of the fury. (These extra hit points are not lost first the way temporary hit points are.) While in a fury, a ch'ing shih cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. It can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fury lasts for a number of rounds equal to 3 + the ch'ing shih's Charisma modifier. A ch'ing shih may prematurely end its fury. At the end of the fury, the ch'ing shih loses the fury modifiers and restrictions.

If the base creature possesses a rage or frenzy ability, these are replaced with the same number of daily uses of fury of the grave.

Special Qualities: A ch'ing shih retains all special qualities of the base creature and gains the special qualities described below.

Turn Resistance (Ex): A ch'ing shih has +2 turn resistance.

Abilities: Increase from the base creature as follows: Str +4, Dex +2, Int -4, Cha +4. As an undead creature, a ch'ing shih has no Constitution score.

Environment: Any, usually same as base creature.
Organization: Solitary or gang (2-8).
Challenge Rating: Same as the base creature +1.
Treasure: None.
Alignment: Always chaotic evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +3.

Greater Ch'ing Shih

Abilities: Increase from the base creature as follows: Str +4, Dex +2, Cha +4. As an undead creature, a ch'ing shih has no Constitution score.

Soul Jar: A greater ch'ing shih is created by trapping the portion of its soul aligned with the spirits of goodness within a clay jar, allowing the evil portions of the soul to have full control of the corpse. As a rule, the only way to get rid of a ch'ing shih for sure is to destroy its soul jar. Unless its soul jar is located and destroyed, a greater ch'ing shih reappears 1 day after its apparent death.

The creation of a soul jar requires the Craft Wondrous Item feat. The creator must be able to cast spells and have a caster level of 7th or higher. The soul jar costs 60,000 gp and 2,400 XP to create and has a caster level equal to that of its creator at the time of creation.

A soul jar is Tiny and has 20 hit points, hardness 5, and a break DC of 20. Other objects to store the good soul of a greater ch'ing shih can exist, such as rings, amulets, or similar items.

Sample Ch'ing Shih

Ch'ing shih, 4th-Level Human Barbarian
Medium Undead (Augmented Humanoid)
Hit Dice: 4d12 (26 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +4/+9
Attack: Claw +9 melee (1d4+5) or greataxe +9 melee (1d12+7/x3)
Full Attack: 2 claws +9 melee (1d4+5) or greataxe +9 melee (1d12+7/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, fury of the grave 2/day
Special Qualities: Darkvision 60 ft., fast movement, illiteracy, trap sense +1, +2 turn resistance, uncanny dodge, undead traits
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 20, Dex 15, Con -, Int 8, Wis 10, Cha 12
Skills: Climb +12, Intimidate +8, Jump +16, Listen +7, Survival +7, Swim +12
Feats: Cleave, Great Cleave, Power Attack
Environment: Any
Organization: Solitary or gang (2-8)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3

Breath Weapon (Su): Once every 1d4 rounds, a ch'ing shih may breath a 10-foot cone of contact poison. Inital damage 1d6 Con, secondary damage 1d6 Con, Fortitude DC 13 negates. The save DC is Charisma-based.

Fury of the Grave (Ex): Twice per day, as a swift action, this ch'ing shih can fly into a berserk fury. During this fury, the ch'ing shih temporarily gains a +8 bonus to Strength, a +2 morale bonus on Will saves, and the unholy toughness ability (which grants the ch'ing shih a bonus to its hit points equal to its Charisma modifier x its Hit Dice, but these hit points go away at the end of the fury. (These extra hit points are not lost first the way temporary hit points are.) While in a fury, a ch'ing shih cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. It can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fury lasts for a number of rounds equal to 3 + the ch'ing shih's Charisma modifier. A ch'ing shih may prematurely end its fury. At the end of the fury, the ch'ing shih loses the fury modifiers and restrictions.

Originally appeared in Dragon Magazine #198 (1993).
 
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