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Creature Catalog new 3.5 conversions

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Shade

Monster Junkie
Dinosaur, Nothosaurus

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

Dinosaur, Nothosaurus
Large Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d8+4)
Full Attack: Bite +6 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Dart, hold breath, low-light vision, scent
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 15, Int 2, Wis 13, Cha 7
Skills: Hide -1, Listen +6, Move Silently +11, Spot +6, Swim +13
Feats: Alertness, Stealthy
Environment: Warm aquatic
Organization: Solitary, pair or shoal (3-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large) 9-12 HD (Huge)
Level Adjustment: -

This horse-sized reptile has smooth skin, long jaws with needle-like teeth, webbed paws and a short fin running along its back and tail.

A nothosaurus is a primitive semi-aquatic reptile related to plesiosaurs.

Nothosaurs live on beaches in tropical and semi-tropical climates, and behave much like seals- spending most of their time sleeping on the shore and going into the water to feed. Despite their bulk (10 feet long and about 500 pounds), they are very graceful in the water, where they hunt small fishes and squid.

COMBAT

Nothosaurs are usually not aggressive to anything larger than a fish, but during mating season the bulls do get territorial and lash out against anything in their way. If provoked, a nothosaurus attacks with its bite and its two front claws.

Dart (Ex): Once per hour, a nothosaurus can swim five times its normal speed (200 feet) when it makes a charge.

Hold Breath (Ex): A nothosaurus can hold its breath for a number of rounds equal to 8 times its Constitution score before it risks drowning.

Improved Grab (Ex): To use this ability, a nothosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Skills: A nothosaurus has a +8 racial bonus on Move Silently checks. A nothosaurus 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
Shadowcrawler

http://www.enworld.org/forum/showthread.php?t=106747&page=23

Shadowcrawler
Medium Magical Beast
Hit Dice: 7d10+14 (52 hp)
Initiative: +4
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +7/+9
Attack: Claw +9 melee (1d4+2)
Full Attack: 4 claws +9 melee (1d4+2) and bite +7 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, earth glide, improved grab
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +7, Ref +9, Will +3
Abilities: Str 14, Dex 19, Con 14, Int 12, Wis 13, Cha 11
Skills: Balance +15, Climb +12, Hide +15*, Jump +25, Move Silently +15, Spot +5, Tumble +18
Feats: Acrobatic, Multiattack, Stealthy
Environment: Underground
Organization: Solitary, mated pair, or shadowkitten clutch (2-12 noncombatant young)
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral evil
Advancement: 8-14 HD (Medium), 15-22 HD (Large), 23-30 HD (Huge)
Level Adjustment: -

A pair of cat's eyes stare from the shadows, as an ebony-furred creature scuttles along the wall, seeming to combine the traits of a cat and spider. Its head is clearly feline, although its snout is a bit longer, and its tail is that of a black cat. Its eight legs are furry and end in clawed paws, but are segmented in an arachnoid fashion.

Shadowcrawlers are subterranean predators, gaining their name from their near-invisibility in shadows. Cunning and sly, shadowcrawlers are patient hunters, lying in ambush or tracking prey from the shadows for hours before selecting an opportune moment to strike.

Shadowcrawlers hate all other living things, even others of their kind, and thus stake out a solitary existence in a dry subterranean cave. A shadowcrawler lines a small hollow with fur in which to sleep, and spends the rest of its time stalking a large territory around its lair, tolerating no weaker predators in its domain. Shadowcrawlers feed on nearly any creatures, but prefer the blood of mammals. Shadowcrawlers are intelligent enough to avoid stronger predators, and will abandon their territory if a stronger creature moves in.

A male shadowcrawler seeks out a mate every four years, issuing a yowling cry to attract a female. The union is brief, and they quickly return to their own territories. In about three months, the female lays a large egg sac and secures it in a well-hidden place in the shadows. One month later, the eggs hatch, unleashing a clutch of 2-12 shadowkittens. The shadowkittens quickly scatter, and few survive the year it takes to reach maturity.

A shadowcrawler is 5 feet long and 2 feet tall, weighing 100 pounds.

Shadowcrawlers speak Common in a guttural voice.

COMBAT

A shadowcrawler attempts to grab a single opponent with its forelegs, then drag it through the earth on its hindlegs, all the while draining blood with its fangs.

Blood Drain (Ex): A shadowcrawler drains blood from a grabbed opponent, dealing 1d4 points of Constitution damage each round it maintains the hold.

Earth Glide (Ex): A shadowcrawler 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 shadowcrawler can also carry a grappled Medium or smaller creature through earth.

A phase door or move earth spell cast on an area containing a burrowing shadowcrawler kills the shadowcrawler and any creature it carries instantly if they fails a Fortitude save (DC determined as usual by spell level and caster ability modifier).

Improved Grab (Ex): To use this ability, a shadowcrawler must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Wallcrawling (Ex): A shadowcrawler need not make Climb checks to traverse a vertical or horizontal surface (even upside down). It retains its Dexterity bonus to Armor Class while climbing and opponents get no special bonus to their attacks against it.

Skills: Shadowcrawlers have a +4 racial bonus on Balance, Hide, Move Silently, and Spot checks and a +8 racial bonus on Climb and Jump checks. Shadowcrawlers use either their Strength or Dexterity modifier for Climb and Jump checks, whichever is higher.

*A shadowcrawler's racial bonus on Hide checks improves to +8 in areas of shadowy illumination.

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

Monster Junkie
Giant, Swamp

http://www.enworld.org/showthread.php?t=227195&page=7

Giant, Swamp
Huge Giant
Hit Dice: 15d8+105 (172 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 19 (–2 size, +8 natural, +3 green dragonhide armor) touch 8, flat-footed 19
Base Attack/Grapple: +11/+28
Attack: Spear +19 melee (3d6+13/x3) or slam +18 melee (1d6+9) or spear +10 ranged (3d6+9/x3)
Full Attack: Spear +19/+14 melee (3d6+13/x3) or 2 slams +18 melee (1d6+9) or 2 spears +10 ranged (3d6+9/x3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Spell-like abilities
Special Qualities: Fast healing 5, low-light vision
Saves: Fort +16, Ref +5, Will +7
Abilities: Str 29, Dex 10, Con 25, Int 8, Wis 14, Cha 14
Skills: Climb +13, Craft (woodworking) +7, Hide -5*, Listen +4, Spot +4, Survival +5 (includes -2 armor check penalty)
Feats: Far Shot, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Weapon Focus (spear)
Environment: Warm forests and marshes (Chislev)
Organization: Solitary, hunting party (2-3) or village (5-11 adults plus 5-11 infants and juveniles plus one 8th- to 12th-level leader and one 1st- to 6th-level shaman)
Challenge Rating: 10
Treasure: Double goods; standard items
Alignment: Often neutral
Advancement: By character class
Level Adjustment: -

This humanoid towers over 15 feet tall. Muscular and handsome, it wears armor fashioned from emerald scales of some great creature, and it wields a large spear. Its skin is dark green, and its long, braided hair and short-trimmed facial hair are the color of grass.

Swamp giants are native to the jungle planet Chislev. They are believed to have evolved from the other native giant species, the bosk giants. Swamp giants are smarter than their taller cousins, and have developed a rudimentary civilization.

Swamp giants construct simple treehouses of wood and reeds within massive trees in the jungles of their homeworld. These trees often exceed 100 feet in height with 10- to 20-foot diameter trunks.

Swamp giants live off the land, growing crops or hunting and foraging. They do not keep livestock. Swamp giants prefer the flesh of young green dragons, while the older green dragons consider swamp giants a delicacy. A strong emnity exists between the swamp giants and green dragons, and they've long fought each other with neither side a clear victor.

Among the giants of Chislev, the swamp giants are by far the most cordial to other races. They trade with their bosk giant cousins, and are happy to assist humanoids in locating useful plants. They also can be hired as guides.

A swamp giant stands about 16 feet tall and weighs about 4,000 pounds. Skin coloration ranges from pale olive to green so dark it is nearly black. Their hair is always green, generally worn long and braided, and festooned with ornaments collected from battle. Swamp giants can live to be 160 years old.

A swamp giant's bag usually contains carved wooden objects, such as spoons, bowls, and small art objects.

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

Combat

Swamp giants prefer to seek a peaceful solution to conflicts before resorting to violence, except when facing evil dragons, which they attack on sight. In battle, swamp giants attempt to encircle their foes, using their natural camouflage to their advantage. A common hunting tactic is to open with an entangle spell-like ability, then hurl volleys of spear at the trapped prey.

Favored Enemy (Ex): Due to its extensive study of and training in the proper techniques for combating dragons, a swamp giant gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of the dragon type. Likewise, a swamp giant gets a +2 bonus on weapon damage rolls against such creatures. This ability stacks with the ranger's class feature of the same name.

Spell-Like Abilities: 3/day—entangle (DC 13); 1/day—plant growth. Caster level 5th. The save DCs are Charisma-based.

Skills: Swamp giants have a +2 racial bonus on Craft checks involving wooden items, and a +4 racial bonus on Climb checks. *Swamp giants gain a +8 racial bonus on Hide checks made in marsh and jungle environments.

Swamp Giant Society

Swamp giants form small villages led by the strongest and wisest member of the tribe. Many tribes contain a shaman (typically a 1st- to 6th-level druid). The shamans act as advisers to the village leader. Each of the village leaders report to the king of the swamp giants. Sully Gatherer-Clan is the current king, achieving his throne three decades ago after killing an adult green dragon with his bare hands.

Swamp Giant Characters

Most adult swamp giants are rangers. Those that become shamans are generally druids, although a rare few become clerics. A swamp giant cleric has access to two of the following domains: Community, Plant, Strength, and Weather.

Swamp Giant Shaman
6th-level druid
Huge Giant
Hit Dice: 15d8+90 plus 6d8+36 (220 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 20 (–2 size, +1 Dex, +8 natural, +3 green dragonhide armor) touch 9, flat-footed 19
Base Attack/Grapple: +15/+34
Attack: Spear +25 melee (3d6+16/x3) or slam +18 melee (1d6+11) or spear +14 ranged (3d6+11/x3)
Full Attack: Spear +25/+20 melee (3d6+16/x3) or 2 slams +24 melee (1d6+11) or 2 spears +14 ranged (3d6+11/x3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Spell-like abilities, spells, wild shape (2/day)
Special Qualities: Animal companion, fast healing 5, low-light vision, nature sense, resist nature's lure, trackless step, wild empathy, woodland stride
Saves: Fort +20, Ref +8, Will +15
Abilities: Str 32, Dex 13, Con 22, Int 10, Wis 20, Cha 14
Skills: Climb +15, Concentration +14, Craft (woodworking) +8, Hide -4*, Knowledge (nature) +8, Listen +7, Spellcraft +8, Spot +7, Survival +8 (+10 in aboveground natural environments)(includes -2 armor check penalty)
Feats: Extend Spell, Far Shot, Natural Spell, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Weapon Focus (spear)
Environment: Warm forests and marshes (Chislev)
Organization: Solitary or village (1 plus 5-11 adult swamp giants plus 5-11 infants and juveniles plus one 8th- to 12th-level swamp giant leader)
Challenge Rating: 16
Treasure: Double goods; standard items
Alignment: Often neutral
Advancement: By character class
Level Adjustment: -

Typical Druid Spells Prepared (Caster level 6th, save DC 15 + spell level)
0 - detect magic (x2), detect poison, know direction, purify food and drink;
1 - longstrider, magic fang, hide from animals, pass without trace, speak with animals;
2nd--barkskin, tree shape, wood shape;
3rd--cure moderate wounds, speak with plants, plant growth.

King Sully Gatherer-Clan
10th-level monk
Huge Giant
Hit Dice: 15d8+105 plus 10d8+70 (287 hp)
Initiative: +1
Speed: 60 ft. (12 squares)(unarmored only)
Armor Class: 22 (–2 size, +1 Dex, +8 natural, +3 monk, +2 Wis) touch 14, flat-footed 21
Base Attack/Grapple: +18/+41
Attack: Unarmed strike +32 melee (3d6+16/19-20) or slam +32 melee (1d6+16) or +1 flaming returning javelin +18 ranged (2d6+12 plus 1d6 fire)
Full Attack: Unarmed strike +32/+32 melee (3d6+16/19-20) or flurry of blows +32/+32/+32 melee (3d6+16/19-20) or 2 slams +32 melee (1d6+16) or +1 flaming returning javelin +18 ranged (2d6+12 plus 1d6 fire)
Space/Reach: 15 ft./15 ft.
Special Attacks: Flurry of blows, spell-like abilities
Special Qualities: Fast healing 5, fast movement +30 ft., improved evasion, ki strike (lawful, magic), low-light vision, purity of body, slow fall 40 ft., still mind, wholeness of body
Saves: Fort +23, Ref +13, Will +18
Abilities: Str 32, Dex 13, Con 24, Int 10, Wis 14, Cha 19
Skills: Balance +11, Climb +17, Craft (woodworking) +8, Diplomacy +24, Hide -3*, Jump +25, Listen +12, Sense Motive +22, Spot +12, Survival +5, Tumble +9
Feats: Awesome Blow, Combat Reflexes (B), Deflect Arrows, Epic Prowess, Epic Will, Improved Bull Rush, Improved Critical (unarmed strike), Improved Grapple (B), Improved Trip (B), Improved Unarmed Strike (B), Negotiator, Power Attack, Stunning Fist (11/day, DC 24)
Environment: Warm forests and marshes (Chislev)
Organization: Solitary or village (Sully plus 5-11 adult swamp giants plus 5-11 infants and juveniles one 1st- to 6th-level shaman)
Challenge Rating: 25
Treasure: Double goods; standard items including amulet of mighty fists +5, monk's belt, +1 flaming returning javelin
Alignment: Neutral
Advancement: By character class
Level Adjustment: -

As a child, Sully was taken captive by spelljamming pirates, eventually beings sold into slavery in the Kara-Tur region of Shou Lung. During his four years of slavery, and the ensuing years of travel among some friendly spelljamming Shou Lung adventurers, Sully mastered martial arts. Upon returning to his homeworld, he killed an adult green dragon with his bare hands. This feat of martial prowess earned him the mantle of king.

Since becoming king of the swamp giants, Sully has trained other members of his clan in the fighting techniques of the Shou Lung. He wages an endless war against the increasingly aggressive green dragons of Chislev.

Sully is welcoming to non-evil visitors of other races (including spelljamming visitors from other worlds). He often negotiates trade agreements with other races.

Originally appeared in SJR7 - Krynnspace (1993).
 
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Shade

Monster Junkie
Dinosaur, Shonisaurus

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

Dinosaur, Shonisaurus
Colossal Animal
Hit Dice: 18d8+144 (225 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 13 (-8 size, +2 Dex, +9 natural), touch 10, flat-footed 12
Base Attack/Grapple: +13/+44
Attack: Bite +21 melee (5d8+22)
Full Attack: Bite +21 melee (5d8+22)
Space/Reach: 30 ft./20 ft.
Special Attacks: Vortex maw
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +21, Ref +13, Will +8
Abilities: Str 40, Dex 15, Con 26, Int 2, Wis 14, Cha 9
Skills: Listen +14, Spot +15, Swim +23
Feats: Alertness, Dodge, Great Fortitude, Mobility, Power Attack, Spring Attack, Weapon Focus (bite)
Environment: Warm aquatic
Organization: Solitary, pair or school (3-12)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 19-36 HD (Colossal)
Level Adjustment: -

This massive creature vaguely resembles a cross between a fish and a dolphin. It has long, paddle-like flippers extending from a whale-like body. Its jaws are long and pointed, with large teeth only near the front.

A shonisaurus is the largest of the icthyosaurs, fast marine predators fully adapted to life in the water.

A shonisaurus is 50 feet long.

COMBAT

A shonisaurus attacks large prey with hit-and-run tactics. Against smaller prey, it simply uses its vortex maw to draw its victims to its massive maw.

Hold Breath (Ex): A shonisaurus can hold its breath for a number of rounds equal to 6 times its Constitution score before it risks drowning. For a typical shonisaurus, this is 120 rounds, or 12 minutes.

Vortex Maw (Ex): A shonisaurus can open its mouth so quickly that it creates a powerful suction. All creatures within a 40-foot cone must make Strength checks opposed by the shonisaurus's Strength check (+31 for a standard shonisaurus), with the same modifiers as a bull rush. If the shonisaurus 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 shonisaurus pulls the victim an additional 5 feet closer. The victim provokes attacks of opportunity if it is moved.

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

Originally appeared in Dragon Magazine #187 (1992).
 
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Shade

Monster Junkie
A'azzatz

http://www.enworld.org/forum/showthread.php?t=199651&page=24

Demon, A'azzatz
Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 12d8+96 (150 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 21 (-1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
Base Attack/Grapple: +12/+24
Attack: Claw +19 melee (1d6+8 plus strength drain)
Full Attack: 2 claws +19 melee (1d6+8 plus strength drain) and bite +17 melee (1d12+4/19-20 plus soul bite)
Space/Reach: 10 ft./10 ft.
Special Attacks: Slow, soul bite, strength drain
Special Qualities: Damage reduction 15/cold iron, darkvision 60 ft., negative energy affinity
Saves: Fort +16, Ref +11, Will +10
Abilities: Str 26, Dex 17, Con 26, Int 12, Wis 15, Cha 13
Skills: Balance +5, Bluff +16, Climb +23, Diplomacy +3, Disguise +1 (+3 acting), Hide +14, Intimidate +18, Jump +33, Knowledge (the planes) +16, Listen +17, Spot +17, Survival +2 (+4 on other planes), Tumble +20
Feats: Ability Focus (soul bite), Cleave, Improved Critical (bite), Multiattack, Power Attack
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic evil
Advancement: None
Level Adjustment: -

A black, nearly indiscernible humanoid crackles with dark energy. Black pits mark its eyes and mouth, and an alien symbol of utter chaos is drawn upon its brow.

A'azzatz is an ancient demon from an unknown region of the Abyss. He has ties to negative energy, and is able to sap the strenght from the living.

A'azzatz is currently confined aboard the Iron Galleon, a plane-hopping vessel. He is impaled upon the aft mast, bound with cold iron chains, and trapped within a pentacle. In his current predicament, he is nearly insensate, his sole pleasure derived from the consumption of the strength of any living creatures that come within reach.

A'azzatz stands 10 feet tall and weighs 800 pounds.

A'azzatz speaks Abyssal, Celestial, and Draconic.

COMBAT

A'azzatz is a cruel brute, biting and clawing any living creatures that come near.

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

Slow (Su): Any creature drained of at least 1 point of Strength by A'azzatz must succeed on a DC 24 Fortitude save or be slowed (as the spell) for 1 minute (or until the drained Strength is restored, if before the minute is up). The save DC is Constitution-based.

Soul Bite (Su): Any creature bitten by A'azzatz takes 1d8+1 points of negative energy damage (Fortitude DC 26 half). The save DC is Constitution-based.

Strength Drain (Su): A'azzatz's touch deals 1 point of Strength drain to a living foe. A creature reduced to Strength 0 by A'azzatz dies. This is a negative energy effect. For each point of Strength drained, A'azzatz gains 10 temporary hit points.

Originally appeared in Imagine Magazine #22 (1985).
 
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Shade

Monster Junkie
Segarran, Lesser

http://www.enworld.org/showthread.php?t=227195&page=7

Segarran, Lesser
Medium Monstrous Humanoid (Reptilian)
Hit Dice: 5d8+25 (27 hp)
Initiative: +0
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 19 (+9 natural), touch 10, flat-footed 19
Base Attack/Grapple: +5/+9
Attack: Glaive +9 melee (1d10+4/x3) or bite +9 melee (2d8+4)
Full Attack: Glaive +9 melee (1d10+4/x3) and bite +4 melee (2d8+2)
Space/Reach: 5 ft./5 ft. (10 ft. w/glaive)
Special Attacks: -
Special Qualities: Darkvision 60 ft., hold breath, spell resistance 6
Saves: Fort +6, Ref +4, Will +5
Abilities: Str 18, Dex 11, Con 21, Int 10, Wis 12, Cha 11
Skills: Listen +7, Spot +7, Swim +16
Feats: Cleave, Power Attack
Environment: Any
Organization: Solitary or cadre (2-20)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3

This stocky, muscular humanoid possesses a head and tail of a crocodile. It wields a wicked glaive.

Segarrans are servants of the ancient, evil goddess Ragarra, queen of the jungle, typhoons, and revenge. They are formed from either humanoid followers who undergo a divine transformation, or from infant crocodiles by priestesses of Ragarra.

At the height of Ragarra's power, lesser segarrans could assume human form and freely interlope among humanoids. As open worship of Ragarra is no longer commonplace, her power has waned, and the lesser segarans have lost their ability to take human form.

Lesser segarrans are most often found as defenders of Ragarra's few remaining shrines. They occasionally mingle within humanoid society, but only outdoors at night, where they can disguise their monstrous features.

Voracious carnivores, lesser segarrans hunt animals and devour the remains of their enemies.

A lesser segarran stands 6 feet tall and weighs 200 pounds.

Lesser segarrans speak Common and Midani.

Combat

Lesser segarrans take advantage of the reach of their halberds while biting at adjacent foes.

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

Magic Form (Ex): Lesser segarrans are magical creatures, created from humans or baby crocodiles by a ritual carried out by clerics of Ragarra of at least 7th level. A true seeing spell reveals a lesser segarran's original form, and lesser segarrans return to their original form on death. In addition, a break enchantment spell will return a lesser segarran to its original form if the caster succeeds on a DC 22 caster level check.

Skills: A lesser segarran 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.

Greater Segarrans

Ragarra's most favored priestesses may undergo a path that brings about a powerful transformation. By sacrficing some of her spellcasting and swearing an oath to perform some difficult and dangerous service for her deity, a priestess may gain increased physical prowess and a powerful reptilian form. After undergoing this transformation, the priestess is known as a greater segarran.

The natural form of a greater segarran shows no outward signs of transformation. However, she does gain a strong craving for raw meat. Greater segarrans are expected to eat the flesh of vanquished foes in tribute to their goddess.

A greater segarran who fails Ragarra faces a painful demise and an eternity of undeath.

HIT DIE: d8.

REQUIREMENTS:
To qualify to become a greater segarran, a character must fulfill all the following criteria.
Type: Humanoid
Gender: Female
Wisdom: 17
Patron Deity: Ragarra
Spells: Able to cast 6th-level or higher divine spells.
Special: Must swear to undertake a difficult quest or perform a dangerous service for Ragarra.

CLASS SKILLS:
The greater segarran's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history)(Int), Knowledge (religion)(Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Swim (Str).

Skill Points at Each Level: 2 + Int modifier.

Code:
Lvl 	BAB 	Fort Ref Will 	Special 					Spells per Day 
1st 	+0 	+2 +0 +2 	+4 Strength, reptilian form 			-
2nd 	+1 	+3 +0 +3 	Spell resistance				+1 level of existing divine spellcasting class 
3rd 	+2 	+3 +1 +3 	+4 Strength, trip				-
4th 	+3 	+4 +1 +4 	-- 						+1 level of existing divine spellcasting class 
5th 	+3 	+4 +1 +4 	+4 Strength, wings 				+1 level of existing divine spellcasting class

CLASS FEATURES:
All of the following are class features of the greater segarran prestige class.

Weapon and Armor Proficiency: Greater segarrans are proficient with all simple weapons and Ragarra's favored weapon, the glaive. They are also proficient with all natural attacks of their reptilian form (see below). Greater segarrans are proficient with no form of armor or shield.

A greater segarran who wears armor or carries a shield is unable to cast divine spells or use any of its supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Spells per Day/Spells Known: A greater segarran continues training in divine spellcasting as well as learning. At each level gained in the greater segarran class except for 1st and 3rd, she gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one divine spellcasting class before becoming a greater segarran, she must decide to which class to add each level for the purpose of determining spells per day and spells known.

Strength Bonus: At 1st level, a greater segarran's Strength score increases by 4. At 3rd and 5th levels, it increases by an additional 4 points.

Subtypes: At 1st level, a greater segarran gains the reptilian and shapechanger subtypes.

Reptilian Form (Su): At 1st level, a greater segarran may assume the form of a humanoid/reptilian hybrid. While in this form, the segarran increases by one size category, gains a +2 natural armor bonus, and gains a bite and tail slap attack. The bite attack is a primary natural weapon that deals 3d6 + segarran's Str modifier points of damage, and a tail slap attack that deals 2d10 + 1-1/2 times the segarran's Str modifier points of damage.

In reptilian form, the segarran gains a swim speed of 30 feet. It gains 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.

Spell Resistance (Ex): Beginning at 2nd level, a greater segarran gains spell resistance equal to its total Hit Dice + 5.

Trip (Ex): At 3rd-level, when assuming reptilian form, a greater segarran that hits with a tail slap attack can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the greater segarran.

Wings (Ex): At 5th level, when assuming reptilian form, a greater segarran grows two batlike wings. This grants it a fly speed of 50 feet (poor maneuverability). Additionally, the segarran gains two wing buffet attacks as secondary natural weapons that deal 1d4 + 1/2 Strength modifier points of damage.

Originally appeared in Ruined Kingdoms (1994).
 
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Monster Junkie
Living Muck

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

Living Muck
Large Ooze
Hit Dice: 11d10+88 (148 hp)
Initiative: –5
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 4 (–1 size, –5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +9/+23
Attack: Slam +18 melee (2d4+15 plus 3d8 acid)
Full Attack: Slam +18 melee (2d4+15 plus 3d8 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acid, constrict 2d6+4 plus 3d8 acid, improved grab, paralysis
Special Qualities: Immunity to acid, electricity, and poison, lifesense 90 ft., resistance to fire 10, split, ooze traits
Saves: Fort +11, Ref –2, Will –2
Abilities: Str 30, Dex 1, Con 26, Int —, Wis 1, Cha 1
Skills: Climb +18
Feats: —
Environment: Underground
Organization: Solitary or mess (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 12–15 HD (Huge); 16–30 HD (Gargantuan)
Level Adjustment: —

The pile of muck in the corner begins to slide towards you.

Living muck is a subterranean ooze reportedly created by the same Dark God that created ogre slugs. Like most oozes, it simply moves along until it senses living creatures or plants upon which to feed.

The typical living muck measures 8 feet across and 2 feet thick. It weighs about 1,500 pounds.

COMBAT

A living muck attacks by grabbing and squeezing prey, and possesses a potent acid and paralytic enzymes.

Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 23 Reflex saves. A metal or wooden weapon that strikes a living muck also dissolves immediately unless it succeeds on a DC 23 Reflex save. The save DCs are Constitution-based.

The living muck's acidic touch deals 23 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex): A living muck deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a living muck must hit 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 constrict.

Lifesense (Su): A living muck notices and locates living creatures within 90 feet, just as if it possessed the blindsight ability.

Paralysis (Ex): A living muck secretes an anesthetizing slime. A target hit by a living muck's slam attack must succeed on a DC 23 Fortitude save or be paralyzed for 3d6 rounds. The save DC is Constitution-based.

Split (Ex): Slashing and piercing weapons deal no damage to a living muck. Instead the creature splits into two identical living mucks, each with half of the original’s Hit Dice and current hit points (round down). A living muck with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Skills: A living muck has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

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

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

Living Muck
Large Ooze
Hit Dice: 11d10+88 (148 hp)
Initiative: –5
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 4 (–1 size, –5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +9/+23
Attack: Slam +18 melee (2d4+15 plus 3d8 acid plus paralysis)
Full Attack: Slam +18 melee (2d4+15 plus 3d8 acid plus paralysis)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acid, constrict 2d6+4 plus 3d8 acid, improved grab, paralysis
Special Qualities: Immunity to acid, electricity, and poison, lifesense 60 ft., resistance to fire 10, split, ooze traits
Saves: Fort +11, Ref –2, Will –2
Abilities: Str 30, Dex 1, Con 26, Int —, Wis 1, Cha 1
Skills: Climb +18
Feats: —
Environment: Underground
Organization: Solitary or mess (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 12–15 HD (Huge); 16–30 HD (Gargantuan)
Level Adjustment: —

The pile of muck in the corner begins to slide towards you.

Living mucks are voracious, predatory oozes found mostly in subterranean locales. They are rumored to have been creatd by the same Dark God that created the ogre slugs.

Although they prefer to eat live flesh or plant matter, living mucks will scavenge between hunts, devouring carrion, compost, and offal. Living mucks reproduce through fission. They can be found in nearly any climate.

The typical living muck measures 8 feet across and 2 feet thick. It weighs about 1,500 pounds.

COMBAT

A living muck attacks any living creature or plant it senses.

Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 23 Reflex saves. A metal or wooden weapon that strikes a living muck also dissolves immediately unless it succeeds on a DC 23 Reflex save. The save DCs are Constitution-based.

The living muck's acidic touch deals 23 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex): A living muck deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a living muck must hit 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 constrict.

Lifesense (Su): Unlike most oozes, a living muck lacks blindsight. Instead, a living muck 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.

Paralysis (Ex): A living muck secretes an anesthetizing slime. A target hit by a living muck's slam attack must succeed on a DC 23 Fortitude save or be paralyzed for 3d6 rounds. The save DC is Constitution-based.

Split (Ex): Slashing and piercing weapons deal no damage to a living muck. Instead the creature splits into two identical living mucks, each with half of the original’s Hit Dice and half of the original’s current hit points (round down). A living muck with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Skills: A living muck has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

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

Converting Monsters from D&D Official Video Games - Page 15 - EN World D&D / RPG News

Imorph
Medium Aberration (Shapechanger)
Hit Dice: 5d8 (22 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 15 (+5 natural) touch 10, flat-footed 15
Base Attack/Grapple: +3/+3
Attack: Tentacle +3 melee (1d4)
Full Attack: Two tentacles +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Imorphism
Special Qualities: Darkvision 60 ft., imorphism
Saves: Fort +1, Ref +1, Will +4
Abilities: Str 11, Dex 10, Con 11, Int 2, Wis 12, Cha 2
Skills: Climb +8, Disguise -4*, Listen +3, Spot +11
Feats: Alertness, Improved Initiative
Environment: Temperate and warm forests, hills or badlands and underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: -

A grey-green, cylindrical creature ambles forth on a series of suction cups along its underbelly and at the end of its snail-like tail. A pair of tentacles, each nearly five feet long, flail about from its top. The entirety of the creature is rubbery and lumby, the color of bilious human flesh. As you watch, its mass begins to change its form, its arms slightly resembling your own weaponry.

An imorph is a bizarre aberration found in the wilderness and underground. Unless bothered, it is generally harmless, spending its time foraging for leaves, stems, soft bark, fruit, algae, and small insects. Although no smarter than most animals, its ability to emulate other creatures can afford it instinctual advantages when fighting for its survival.

An imorph has a strange form of locomotion, ambling along via a series of suction cups that line its underbelly and the tip of its tail.

A typical imorph is 4 feet tall and 2 feet in diameter. It weighs around 200 pounds.

Combat

An imorph normally only attacks in retaliation, lashing out with its tentacles as its imorphism slowly changes its shape to that of its attacker.

Imorphism (Su): When engaged in melee an imorph begins to emulate its opponent, altering both its appearance and some of its combat abilities. If faced with more than one attacker, the imorph will select one at random to emulate. An imorph can emulate any living creature that is within one size category of its own. An imorph cannot emulate constructs, elementals, undead, or creatures with the swarm subtype.

At the end of each round, the imorph gains a +3 racial bonus (or a -3 racial penalty) on attack rolls, grapple checks, and armor class, and a +1 racial bonus (or a -1 racial penalty) on saving throws, not to exceed the emulated creature's scores. At the same time, the imorph gradually changes its appearance to match its opponent. Once the imorphs AC, primary attack modifier, grapple modifier, and saving throws equal those of the emulated creature, the imorph completes the transformation. It gains the emulated creature's size, reach, and speed (and all non-magical forms of movement). The hit points and other attributes of the imorph remain unchanged.

An imorph retains its own natural attacks; they simply appear as the weapons of its emulated opponent. It deals standard damage for its two tentacles, even though one tentacle may look like an arm wielding a sword and the other an arm holding a shield. The imorph can gain reach with its tentacle attacks if it completely emulates a creature of sufficient size, or one wielding a reach weapon.

If the emulated foe dies during melee, or retreats, the imorph immediately begins to emulate another opponent. When the melee is over, or when the imorph is reduced to one-third or less of its maximum normal hit point total, it begins to revert to its original form. This reverses the process, removing 3 points of racial bonus or penalty to AC, attack rolls, and grapple checks, and 1 point of racial bonus or penalty to saving throws each round until all scores have returned to normal.

Note that an imorph may receive both bonuses and penalties in a given round. For example, if its attack modifier is already greater than the creature it is emulating, but its AC is lower, it would receive a racial bonus on AC and a penalty on attack rolls until both equal its emulated opponent.

If the opponent has its attributes changed by any means, such as shapechanging or an enhancement spell, the imorph will begin to emulate the modified attributes instead of the opponent's previous attributes. If the imorph has already achieved complete emulation, it retains any current changes to size, reach and movement forms until it completely matches its opponent's new form.

Skills: An imorph has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

*When using imorphism to completely emulate an opponent, an imorph gains a +10 circumstance bonus on Disguise checks.

Originally appeared in Fiend Folio (1981).
 
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Monster Junkie
Pythosaurus

http://www.enworld.org/forum/showthread.php?t=67093&page=28

Pythosaurus
Colossal Magical Beast (Aquatic)
Hit Dice: 18d10 +180 (279 hp)
Initiative: +2
Speed: Swim 80 ft. (16 squares)
Armor Class: 16 (-8 size, +2 Dex, +14 natural), touch 4, flat-footed 14
Base Attack/Grapple: +18/+50
Attack: Bite +26 melee (5d6+24/19-20)
Full Attack: Bite +26 melee (5d6+24/19-20)
Space/Reach: 40 ft./40 ft. (70 ft. w/bite)
Special Attacks: Improved grab, paralysis glare, swallow whole
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +21, Ref +13, Will +9
Abilities: Str 42, Dex 14, Con 30, Int 2, Wis 13, Cha 17
Skills: Listen +11, Spot +11, Swim +30
Feats: Ability Focus (paralysis glare), Awesome Blow, Improved Bull Rush, Improved Critical (bite), Iron Will, Power Attack, Snatch
Environment: Temperate or cold aquatic
Organization: Solitary or pod (2-12)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 19-50 HD (Colossal)
Level Adjustment: -

This massive reptile is longer than two boats. Its neck is long and serpentine, and its head is somewhat draconic. Four flippers, each the size of a small boat, propel it through the water. A ridge of plates runs down its neck and back, and its body terminates in a long tail.

A pythosaurus is a cold-loving aquatic reptile that resembles a dinosaur. Pythosaurs are gregarious towards others of their kind, and over a dozen such creatures have been known to take up residence within a single lake.

A pythosaurus is 120 feet long with a 70-foot neck.

COMBAT

A pythosaurus generally attempts to simply bite and swallow smaller prey, particular those who have succumbed to its paralysis gaze.

Improved Grab (Ex): To use this ability, a pythosaurus must hit an opponent of up to one size smaller 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 try to swallow the foe the following round.

Paralysis Glare (Su): This is similar to a gaze attack, except that the pythosaurus must take a standard action, and those merely looking at it are not affected. Paralyzed for 2 minutes, range 60 feet; Fortitude DC 24 negates. The save DC is Charisma-based.

Swallow Whole (Ex): A pythosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check.

The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the pythosaurus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out.

A pythosaurus's gizzard can hold 2 Huge, 8 Large, 32 Medium, or 128 Small or smaller opponents.

Skills: A pythosaurus 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.

In the Realms

Lake Esmel near Amn is famous for its resident monster, known as "Esmelda". Esmelda is actually a group of pythosaurs that live within the depths of the lake.

Originally appeared in Lands of Intrigue (1997).
 
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Monster Junkie
Angreden

Special Conversion Thread: Moldvay's Undead - Page 13 - EN World D&D / RPG News

Angreden
Medium Undead
Hit Dice: 4d12+8 (34 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+6
Attack: Club +19 melee (1d6+4) or enfeebling touch +19 melee touch
Full Attack: Club +19 melee (1d6+4) or enfeebling touch +19 melee touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Enfeebling touch, final curse, terrifying gaze
Special Qualities: Darkvision 60 ft., immunity to cold, unholy toughness
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 18, Dex 15, Con -, Int 8, Wis 11, Cha 14
Skills: Intimidate +9, Listen +7, Spot +7
Feats: Cleave, Power Attack
Environment: Any land and underground
Organization: Solitary or band (2-16)
Challenge Rating: 3
Treasure: Standard
Alignment: Always evil
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: -

A blackened, bloated corpse with an extremely oversized head ambles forth, its face a mask of anger and its body shuddering with rage.

An angreden is the undead remnant of a being so filled with anger and hatred that its corpse cannot rest. Its name means "filled with anger" in several languages. Angredens also arise on occasion from victims who died while under a powerful curse, and now seek to share that curse with other members of the living.

Angredens have such a poor disposition that they find cooperation with others difficult. Occasionally up to a dozen band together, but these alliances are filled with strife and frequent quarrels.

Angredens exist only to vent their insatiable rage upon the living. When unable to inflict harm or death, angredens vent their anger upon their surroundings, attempting to smash everything in sight.

An angreden stands 5 to 7 feet tall and weighs 100 to 200 pounds.

Angredens speak any languages they spoke in life (usually Common).

COMBAT

Angredens are unsophisticated combatanats, simply smashing and beating things with clubs, rocks, or their fists.

Enfeebling Touch (Su): Any creature struck by an angreden's melee touch attack must succeed on a DC 14 Fortitude save or suffer a penalty to Strength equal to 1d6+1 per two HD of the angreden (maximum 1d6+5). The subject’s Strength score cannot drop below 1. The save DC is Charisma-based.

Final Curse (Su): Upon reaching 0 hit points, an angreden may utter a curse as an immediate action. This functions as a bestow curse spell (caster level 4th), but does not require a touch attack and may only be directed upon the angreden's slayer. A successful DC 14 Will save negates the curse. The save DC is Charisma-based.

Terrifying Gaze (Su): Panicked for 4 rounds (or shaken for 1 round on with a successful DC 14 Will save), 30 feet. The save DC is Charisma-based.

Unholy Toughness (Ex): An angreden gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.

Originally appeared in Dragon Magazine #198 (1993).
 
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Monster Junkie
Dawnspirit

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

Dawnspirit
Medium Outsider (Extraplanar, Good)
Hit Dice: 10d8+20 (65 hp)
Initiative: +4
Speed: Fly 40 ft. (perfect)
Armor Class: 20 (+4 Dex, +2 natural, +4 deflection), touch 18, flat-footed 16,or 18 (+4 Dex, +4 deflection), touch 18, flat-footed 14
Base Attack/Grapple: +10/+15
Attack: Kick +15 melee (2d6+5)
Full Attack: Kick +15 melee (2d6+5) and 2 slams +13 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura, light of purity, spell-like abilities, voice of the gods
Special Qualities: Alternate form, breathless, damage reduction 10/evil, darkvision 60 ft., immunity to poison and mind-affecting spells and abilities, judge character, low-light vision, telepathy 60 ft., vulnerability to negative energy
Saves: Fort +9, Ref +8, Will +10
Abilities: Str 21, Dex 18, Con 15, Int 16, Wis 17, Cha 16
Skills: Concentration +15, Diplomacy +18, Heal +16, Intimidate +16, Knowledge (religion) +16, Knowledge (the planes) +16, Listen +16, Search +16, Sense Motive +16, Spot +16, Survival +3 (+5 following tracks, +5 on other planes), Use Magic Device +16
Feats: Ability Focus (light of purity), Combat Expertise, Improved Disarm, Multiattack
Environment: Any good-aligned plane
Organization: Solitary, pair, or squad (3–5)
Challenge Rating: 9
Treasure: None
Alignment: Always good
Advancement: 11–15 HD (Medium); 16–30 HD (Large)
Level Adjustment: -

A beautiful, androgynous humanoid floats before you. It glows with a pure, white light.

Dawnspirits are paragons of goodness and light from the Upper Planes. Although their genesis is unknown, they are believed to be the spirits of great champions of good that perished while fighting evil outsiders. A dawnspirit's alignment and outlook matches that of its home plane; thus a dawnspirit from the Seven Mounting Heavens of Celestia is lawful good.

Dawnspirits often serve good-aligned deities and greater celestials as messengers and intermediaries. They may be summoned to the Material Plane, but will only serve those with pure hearts and noble intentions.

A dawnspirit is 6 feet tall and weighs 150 pounds. On its home plane, it remains in its natural form, that of a ball of pure light.

Dawnspirits speaks Celestial, Infernal, and Abyssal.

COMBAT

Dawnspirits happily battle evil creatures, particularly fiends. A dawnspirit uses its voice of the gods at the beginning of any battle against evil outsiders, aiding its allies in the process.

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

Breathless (Ex): Dawnspirits do not breathe, so they have immunity to drowning, suffocation, and attacks that require inhalation (such as some types of poison).

Judge Character (Su): A dawnspirit continuously uses detect evil and detect thoughts (DC 15) as the spells (caster level 10th).

Light of Purity (Su): A dawnspirit continuously raditates pure light to a radius of 40 feet that strikes terror into evil creatures. Evil creatures of less than 3 HD are immediately panicked (no save) for 1 minute. Evil creatures with more than 3 Hit Dice must succeed on a DC 20 Will save or cower for 1d6 rounds. Undead creatures of any Hit Dice must succeed on a DC 20 Will save or be turned (as if affected by a turn undead attempt). The save DC is Charisma-based.

Spell-Like Abilities: 1/day—geas/quest. Caster level 10th.

Voice of the Gods (Su): Once per day, a dawnspirit can utter a single word of powerful goodness. This functions as a holy word spell (DC 18, caster level equals dawnspirit's Hit Dice), except it functions fuly even when the dawnspirit is not on its home plane. Additionally, all good creatures within 30 feet gain a +2 morale bonus on attack and damage rolls for 1d4+1 rounds. This is a sonic effect. The save DC is Charisma-based.

Vulnerability to Negative Energy (Su): A dawnspirit takes half again (+50%) as much damage from negative energy.

Originally appeared in Polyhedron #67 (1992).
 
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Monster Junkie
Elemental of Law, Anemo

http://www.enworld.org/forum/showthread.php?t=219410&page=2

Elemental of Law, Anemo
Medium Elemental (Air, Extraplanar, Lawful)
Hit Dice: 9d8+18 (58 hp)
Initiative: +9
Speed: 30 ft. (6 squares), fly 90 ft. (perfect)
Armor Class: 19 (+5 Dex, +4 natural), touch 15, flat-footed 14
Base Attack/Grapple: +6/+7
Attack: Fiber-lash +11 melee (1d10+1)
Full Attack: 3 fiber-lashes +11 melee (1d10+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, trip
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to air, minor spell invulnerability, see invisibility, vulnerability to earth
Saves: Fort +5, Ref +12, Will +4
Abilities: Str 12, Dex 21, Con 14, Int 13, Wis 12, Cha 15
Skills: Balance +7, Concentration +14, Jump +3, Knowledge (the planes) +13, Survival +1 (+3 on other planes), Tumble +17
Feats: Combat Expertise, Improved Disarm, Improved Initiative (B), Improved Trip, Weapon Finesse (B)
Environment: Elemental Plane of Air
Organization: Solitary or flock (2-6)
Challenge Rating: 6
Treasure: None
Alignment: Always lawful neutral
Advancement: 11-15 HD (Large); 16-25 HD (Huge)
Level Adjustment: -

This cottony mass of off-white fibers is nearly six feet in diameter.

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

Anemos are native to the Elemental Plane of Air, where they spend most of their cataloguing and ordering all that they encounter.

Anemos are always lawful and neutral, and consider all creatures of chaos to be adversaries. They have an even greater dislike of the elementals of chaos, and consider pyrophors their greatest foes. Of the elementals of law, they are the most likely to be found beyond their home plane.

A typical anemo is 5 feet in diameter and weighs around 5 pounds.

Anemos speak Auran and Ignan.

COMBAT

An anemo is a fearless combatant, and eagerly joins the fight against the forces of chaos. It lashes out with three thin, abrasive fibers.

Fiber-Lash (Ex): An anemo's fiber-lash attacks are treated as whips for the purpose of making trip or disarm manuevers, and for the purpose of qualifying for feats.

Immunity to Air (Ex): An anemo is immune to the detrimental effects of spells with the air descriptor.

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

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

Spell-Like Abilities: 3/day—detect magic, dispel magic, solid fog, wind wall; 1/day—control winds (caster level 15th, DC 17). Caster level 9th. The save DCs are Charisma-based.

Summon Air Elementals (Sp): Once per day, an anemo can automatically summon 1 Medium air elemental. This ability is the equivalent of a 5th-level spell.

Trip (Ex): An anemo that hits with a fiber-lash attack can attempt to trip the opponent (+5 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the anemo.

Vulnerability to Earth (Ex): An anemo takes half again (+50%) as much damage from spells and effects of the Earth descriptor.

Originally appeared in Mystara Monstrous Compendium Appendix (1994).
 
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Monster Junkie
Eryops

Converting prehistoric animals - Page 24 - EN World D&D / RPG News

Eryops
Medium Animal (Aquatic)
Hit Dice: 2d8+6 (15 hp)
Initiative: +0
Speed: 10 ft. (2 squares), swim 60 ft.
Armor Class: 13 (+3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d10+4)
Full Attack: Bite +4 melee (1d10+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Amphibious, low-light vision
Saves: Fort +6, Ref +3, Will +0
Abilities: Str 17, Dex 10, Con 17, Int 1, Wis 11, Cha 5
Skills: Hide +7*, Listen +3, Spot +3, Swim +11
Feats: Alertness
Environment: Warm marshes
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-5 HD (Medium), 6-9 HD (Large)
Level Adjustment: -

The enormous head of this man-sized amphibian is nearly all mouth. Two eyes sit atop its head, and its raised nostrils give it a somewhat crocodilian appearance.

An eryops is a large amphibian with an enormous head nearly a third of its length. Eryops often fall victim to dimetrodon attacks.

An eryops is 5 to 6 feet long, weighing around 200 pounds.

COMBAT

Like a crocodile, an eryops often hides the bulk of its body underwater, with only its eyes and nostrils breaking the surface. It scoops up fish and other small prey with its huge mouth, swallowing them whole.

Improved Grab (Ex): To use this ability, an eryops must hit an opponent of up to one size smaller 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 try to swallow the foe the following round.

Swallow Whole (Ex): An eryops can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d10+4 points of bludgeoning damage and 1d4 points of acid damage per round from the gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 11). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Medium eryops's gizzard can hold 2 Tiny, 8 Diminutive, or 16 Fine opponents.

Skills: An eryops 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.

*An eryops gains a +4 racial bonus on Hide checks when in the water. Further, an eryops can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Originally appeared in Dragon Magazine #112 (1986) as "Labrynthodont".
 
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Shade

Monster Junkie
Haundar

http://www.enworld.org/forum/general-monster-talk/240597-converting-forgotten-realms-monsters.html

Haundar
Gargantuan Magical Beast
Hit Dice: 20d10+140 (250 hp)
Initiative: -1
Speed: 15 ft. (3 squares), fly 30 ft. (poor)
Armor Class: 18 (-4 size, -1 Dex, +13 natural), touch 5, flat-footed 18
Base Attack/Grapple: +20/+44
Attack: Bite +28 melee (2d8+18 plus 1d6 acid)
Full Attack: Bite +28 melee (2d8+18 plus 1d6 acid)
Space/Reach: 20 ft./20 ft.
Special Attacks: Acid bite, spit acid burst
Special Qualities: Cold tolerance, darkvision 60 ft., flight, low-light vision, weak spot
Saves: Fort +19, Ref +13, Will +6
Abilities: Str 34, Dex 8, Con 25, Int 3, Wis 10, Cha 7
Skills: Spot +26
Feats: Ability Focus (spit acid burst), Flyby Attack, Hover, Lightning Reflexes, Power Attack, Skill Focus (Spot), Snatch
Environment: Any cold land
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 21-40 HD (Gargantuan); 41-60 HD (Colossal)
Level Adjustment: -

A gigantic slug, easily the length of five men, floats through the air. A thick, flat, articulated shell covers most of its head and back. A pair of eyestalks sprout from its head, while two lower psuedopods surround a mouth lined with sharklike teeth. Its entire body is white, but shimmers a faint green.

Haundars are massive ice-slugs found in even the most vicious of polar climes. They migrate icy wastes, following the migration patterns of other creatures, such as bears, seals, moose, and even the occasional humanoid. Haundars rest in large rocky caves, icy crevasses, or if they cannot find a suitable locale, dig caverns in the ice with their acid.

Haundar are dangerous predators, eating anything they can catch. When food grows scares, the haundar makes a lair and mates. Haundar are hermaphroditic, and reproduce only once in their lifetimes. A haundar lays a clutch of 4d4 eggs before falling dormant for several weeks. As the hatchlings emerge, they eat their dormant parent. Hatchlings grow slowly (gaining 1 HD and 1 and 1/2 feet of length annually). Few survive to adulthood.

Haundar are prone to wormlike parasites known as haun broods. Haundars are often hunted by the sha'az. A single haundar can feed an entire sha'az hive for weeks. They are also hunted for their blubber (used in oils), their eyestalks and pseduopods (power components for low-light vision and levitation magic, respectively), and their shells (which can be fashioned into armor, see below).

A haundar is 30 feet long and weighs 25,000 pounds. Haundars live up to 60 years.

COMBAT

A haundar attempts to bite anything it can reach, spraying acid on prey beyond its reach.

A haundar can be blinded by severing its eyestalks. To sever an eyestalk, 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 a haundar’s eyestalks from any position in which he could strike at the haundar itself. An opponent can ready an action to attempt to sunder a haundar’s eyestalk when the creature bites at him. Each of a haundar's eyestalks has 10 hit points. Losing an eyestalk deals 5 hp of damage to the body. A blinded haundar will retreat from melee and attack only to defend itself.

The haundar's sensory pseudopods can be severed in the same manner as the eyestalks. Pseudopods have 10 hp, and losing a pseudopod deals 5 hp damage to the body. A haundar without pseudopods will not fly due to lack of sensory information.

A severed eyestalk or pseudopod will regrow in 1 month. If a haundar's eyestalks or pseudopods are attacked, it will retract them into its body, so they are not vulnerable to sundering.

Acid Bite (Ex): A haundar's bite deals 1d6 points of acid damage in addition to any other damage it deals. The damage is not doubled on a critical hit.

Cold Tolerance (Ex): A haundar never needs to make Fortitude saves to avoid nonlethal damage in regions of extreme cold.

Flight (Ex): A haundar's body is naturally buoyant. This buoyancy allows it to fly at a speed of 30 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range. Because its flight is dependent upon sensors within its psuedopods, a haundar that has lost both pseudopods may not fly until at least one has been regrown.

Spit Acid Burst (Ex): Haundars can spit a ball of caustic saliva with a range of 20 feet that bursts in a 10-foot radius, dealing 4d8 points of acid damage on a successful hit (Reflex DC 27 half). Clothing and armor worn by creatures in the area dissolves and becomes useless immediately unless the item succeeds on a DC 29 Reflex save. The save DC is Constitution-based.

Weak Spot (Ex): A haundar has several weak spots in its armored shell. As a result, a successful critical hit with a slashing or piercing weapon is treated as if its multiplier were one higher. (Thus, a longsword would deal triple damage, and a greataxe quadruple).

Skills: A haundar has a +8 racial bonus on Move Silently checks. *In areas of snow, ice, or tundra, a haundar gains a +8? racial bonus on Hide checks.

Haundar Armor

Armorsmiths can work with the armor plates of a haundar to produce armor or shields of masterwork quality. One Gargantuan haundar provides enough armor to produce a suit of masterwork armor for a Huge creature. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a Large creature, or one suit of masterwork half-plate for a Medium creature, or one masterwork breastplate or suit of full plate for a Small creature. (Multiple haundars can be used to create armor for larger creatures.) In each case, enough hide is available to produce a small or large masterwork shield in addition to the armor.

Because haundar armor isn’t made of metal, druids can wear it without penalty.

Haundar armor costs double what masterwork armor of that type ordinarily costs, but it takes no longer to make than ordinary armor of that type. It weighs half as much as the corresponding type of metal armor.

Haundar armor has 10 hit points per inch of thickness and hardness 7.

Originally appeared in Monstrous Compendium Forgotten Realms Appendix (MC11)(1991).
 
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Shade

Monster Junkie
Warhorse, Full

http://www.enworld.org/forum/genera...-converting-monsters-imagine-magazine-25.html

Warhorse, Full
Large Animal
Hit Dice: 5d8+15 (37 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+12
Attack: Hoof +7 melee (1d8+5)
Full Attack: 2 hooves +7 melee (1d8+5) and bite +2 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Armored destrier, combative mount, low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 20, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +5
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

This majestic steed seems to be a perfect warhorse.

Full warhorses are the pinnacle of equine mounts. Through selection of the finest stock and breeding among heavy warhorses, only one foal in five hundred results in a full warhorse. As a result, full warhorses are highly prized by cavaliers and other mounted warriors, or as status symbols among the wealthy and the elite.

COMBAT

A full warhorse is bred for battle, dealing vicious strikes with its hooves and biting at its master's foes.

Armored Destrier (Ex): A full warhorse can move at its base speed even when wearing medium or heavy barding or when carrying a medium or heavy load.

Combative Mount (Ex): A rider on a trained full warhorse mount gets a +2 circumstance bonus on all Ride checks. A trained full warhorse is proficient with light, medium, and heavy armor.

Training a Full Warhorse

Due to the limited knowledge and difficulty breeding techniques required to produce a full warhorse, these creatures are treated as magical beasts for training purposes.

A full warhorse costs at least 1,500 gp during favorable times, with prices increasing greatly during times of war or civil unrest.

A full warhorse available for purchase is usually already trained for the combat riding special purpose, but it requires additional training to familiarize itself with its rider, which takes 3 weeks. During this time, a full warhorse can learn one additional trick (beyond the six an animal of Int 2 is normally able to learn).

Carrying Capacity: A light load for a full warhorse is up to 399 pounds; a medium load, 400–798 pounds; and a heavy load, 799–1,200 pounds. A full warhorse can drag 6,000 pounds.

Originally appeared in Imagine Magazine #11 (1984).
 
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Shade

Monster Junkie
Lyrannikin (Black Treant)

http://www.enworld.org/forum/general-monster-talk/73265-converting-world-greyhawk-monsters-20.html

Lyrannikin (Black Treant)
Huge Plant
Hit Dice: 7d8+21 (52 hp)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 20 (–2 size, –1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple: +5/+21
Attack: Slam +11 melee (2d6+8)
Full Attack: 2 slams +11 melee (2d6+8)
Space/Reach: 15 ft./15 ft.
Special Attacks: Trample 2d6+12
Special Qualities: Damage reduction 10/slashing, low-light vision, plant traits
Saves: Fort +8, Ref +1, Will +7
Abilities: Str 27, Dex 8, Con 17, Int 12, Wis 16, Cha 12
Skills: Diplomacy +3, Hide –9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)
Feats: Improved Sunder, Iron Will, Power Attack
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 8
Treasure: No coins; no goods; half items
Alignment: Always chaotic evil
Advancement: 8–16 HD (Huge); 17–21 HD (Gargantuan)
Level Adjustment: +5

Resembling an animated tree rotted by blight, this being's skin resembles rotting bark. Its branchlike arms are decaying and hanging, and its legs look like the split trunk of a rotten tree. The few leaves that dot its body are withered and blighted.

Lyrannikin were once treants that succumbed to blight, their rotten hearts turned to evil. Some particularly ancient treants succumb to the festering hatred of those who would harm their home forests, and blight from within.

Because lyrannikin have lost all ties to nature, they no longer can animate trees. The blight has weakened their bodies, but their sodden, rotted bark is no longer expecially vulnerable to flame. Lyrannikin still hate those who carry fire, as well as any who would carry an axe or saw into the woods.

A lyrannikin's photosynthesis ability is greatly reduced, forcing them to absorb extra nutrition through their roots. Many lyrannikin drench their roots in the blood of their kills.

Like a treant, a lyrannikin is about 30 feet tall, with a “trunk” about 2 feet in diameter. It weighs over 4,000 pounds.

Lyrannikin speak their Treant, Common and Sylvan. Most also can speak at least words of warning in other humanoid languages.

COMBAT

Lyrannikin are cruel and spiteful, venting their frustration with their current condition upon other creatures. Lyrannikin inflict severe blows with their gnarled, branchlike arms.

Trample (Ex): Reflex DC 21 half. The save DC is Strength-based.

Skills: *Lyrannikin have a +16 racial bonus on Hide checks made in forested areas.

Unblighted Lyrannikin

Occasionally, treants are turned to evil through means other than blight, such as through magical experimentation. These lyrannikin have the statistics of normal treants, but are chaotic evil and lose the animate trees ability.

In Oerth

The Scarlet Brotherhood have transformed a number of captured treants into unblighted lyrannikin through magical experimentation and special breeding programs. A number of these lyrannikin were placed in the Menowood to repel spies from Sunndi. A number of young lyrannikin, a rare sight indeed, were spotted during the Greyhawk Wars.

Originally appeared in From the Ashes (1992).
 
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Shade

Monster Junkie
Light Worm

http://www.enworld.org/forum/general-monster-talk/219404-converting-monsters-dragon-magazine-11.html

Light Worm
Large Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+8
Attack: Bite +3 melee (1d6 plus poison)
Full Attack: Bite +3 melee (1d6 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Poison, scintillating sphere
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, low-light vision, vulnerability to cold and fire
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 10, Dex 17, Con 15, Int 4, Wis 12, Cha 15
Skills: Balance +11, Climb +11, Concentration +9, Hide +5, Listen +5, Move Silently +5, Spot +5
Feats: Ability Focus (scintillating sphere), Stealthy
Environment: Underground
Organization: Solitary or knot (2-3)
Challenge Rating: 3
Treasure: Double coins, double goods; standard items
Alignment: Always neutral
Advancement: 5-10 HD (Large), 11-20 HD (Huge)
Level Adjustment: -

The scales of this giant snake appear in alternating bands of violet and light blue, while its underbelly is black. Two small bumps appear above its eyes, hinting at vestigial horns, while two rows of small stubs along its underbelly suggest remnants of legs.

Light worms are subterranean vipers with potent venom and an unusual ability to generate a sphere of colored lights.

A light worm is 10 feet long and weighs 10-15 pounds.

COMBAT

A light worm hunts much like a viper, except when it decides to employ its scintillating lights. Once it employs this attack, it generally maintains it until either all its opponents are subdued or it has been slain.

Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Con. The save DC is Constitution-based.

Scintillating Sphere (Su): Twice per day, a light worm can generate a twisting pattern of discordant, coruscating colors. This creates a 10-foot-radius burst with a maximum range of 120 feet. All creatures within the area are dazzled for 1d4 rounds. Additionally, creatures must succeed on a DC 16Will save or be dazed for 1d4 rounds following the dazzled duration. A second save is required to avoid unconsciousness for 2d10+2 minutes after that. The save DC is Charisma-based. Sightless creatures are not affected by this ability.

The light worm must maintain concentration each round to maintain this effect. If it does not, all current conditions affecting creatures are dismissed.

Skills: A light worm has a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A light worm can always choose to take 10 on a Climb check, even if rushed or threatened. Light worms use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher.

Originally appeared in Dragon Magazine #61 (1982).
 
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Shade

Monster Junkie
Mosquito, Giant, Wriggler

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-14.html

Mosquito, Giant, Wriggler
Medium Vermin (Aquatic)
Hit Dice: 4d8 (18 hp)
Initiative: +1
Speed: Swim 20 ft. (4 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+3
Attack: Bite +3 melee (1d6)
Full Attack: Bite +3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 10, Dex 13, Con 11, Int —, Wis 11, Cha 2
Skills: Swim +8
Feats: —
Environment: Any aquatic
Organization: Solitary or swarm (3-30)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: -

Nearly five feet long, this caterpillar has a broad head with compound eyes and long, hairy mandibles. A pair of antennae twitch before it.

Wrigglers are the larvae of giant mosquitos. They spend their time hunting fish, aquatic insects, and anything else they can catch underwater.

Wriggler meat is considered a delicacy in some cultures.

A wriggler is 5 feet long and weighs 100 pounds.

Combat

A wriggler simply grabs prey with its mandibles and attempt to swallow it whole. Although they will attack anything, they seldom eat anything they cannot swallow in a single gulp.

Improved Grab (Ex): To use this ability, a wriggler must hit an opponent of up to one size smaller 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 try to swallow the foe the following round.

Swallow Whole (Ex): A wriggler can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d4 points of bludgeoning damage and 1d6 points of acid damage per round from the interior. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the interior (AC 11). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A wriggler's interior can hold 2 Tiny, 8 Diminutive, or 16 Fine opponents.

Skills: A wriggler 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 Polyhedron Magazine #67 (1992).
 
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Shade

Monster Junkie
Iguana, Giant

http://www.enworld.org/forum/general-monster-talk/73265-converting-world-greyhawk-monsters-20.html

Iguana, Giant
Large Animal
Hit Dice: 6d8+30 (57 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft., swim 20 ft.
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +4/+12
Attack: Bite +7 melee (2d4+4 plus poison)
Full Attack: Bite +7 melee (2d4+4 plus poison) and 2 claws +5 melee (1d4+2) and tail slap +5 melee (1d6+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, poison, swallow whole, tail sweep
Special Qualities: Scent
Saves: Fort +9, Ref +7, Will +3
Abilities: Str 19, Dex 15, Con 21, Int 2, Wis 12, Cha 10
Skills: Climb +12, Hide +0*, Listen +3, Move Silently +4, Spot +14, Swim +12
Feats: Alertness, Multiattack, Stealthy
Environment: Temperate and warm forests
Organization: Solitary, mated pair, or pack (2-6)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large), 13-24 HD (Huge)
Level Adjustment: -

This lizard is bigger than a man. Black spots and bands are scattered over its green scales. A high, serrated crest runs from its neck down its back. A large sac descends from its chin. Its long-toed feet end in sharp claws.

Giant iguanas are omnivorous lizards found in forests and jungles. Although solitary hunters, they occasionally gather in groups when sunning themselves or seeking a mate.

Giant iguanas need little sustenance, only eating once every other day. They prefer the taste of insects, but will hunt any creature smaller than themselves if hungry. They supplement this meat with grasses and other vegetation.

Because their flesh is tender and flavorful, some humanoids keep small herds of giant iguanas. However, they are difficult to contain, and are far deadlier than most livestock. Although they are difficult to domesticate, and their rough skins and spines a deterrent to most riders, some reptilian races (particularly ingundi) use them as steeds.

Although it is of the animal type, a giant iguana lacks low-light vision.

A giant iguana is 8 to 10 feet long and weighs around 500 pounds. Its long, thin tail is 15 feet in length.

COMBAT

Giant iguanas, like their smaller kin, usually attack only if cornered or hungry. A giant iguana often stands completely still, camouflaged by nearby foliage, waiting for prey to come near. It then lashes out with its tooth, nails, and tail.

Improved Grab (Ex): To use this ability, a giant iguana must hit an opponent of up to one size smaller 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 try to swallow the foe the following round.

Poison (Ex): Bite, Fortitude DC 18, initial damage 1 Con, secondary damage 1d4 Con. The save DC is Constitution-based.

Swallow Whole (Ex): A giant iguana can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d4+4 points of bludgeoning damage and 1d4 points of acid damage per round from the iguana's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the interior (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Large giant iguana's gizzard can hold 2 Small, 8 Tiny, or 16 Diminutive or smaller opponents.

Tail Sweep (Ex): A giant iguana can sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 5 feet, extending from an intersection on the edge of the giant iguana's space in any direction. Creatures within the swept area are affected if they are one or more size categories smaller than the giant iguana. A tail sweep automatically deals tail slap damage and affected creatures must make DC 17 Reflex saves or be knocked prone. The save DC is Strength-based.

Skills: Giant iguanas have a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks. A giant iguana can always choose to take 10 on a Climb check, even if rushed or threatened. A giant iguana 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.

* Giant iguanas gain a +8 Hide bonus in forest terrain. They also gain a +8 Hide bonus when immobile in any terrain (and thus, a +16 Hide bonus when immobile in forest terrain).

Giant Horned Iguana

The giant horned iguana is quite similar to the giant iguana described above, with the exception of three horns, each two feet in length, protruding from its head. It never uses these horns to make gore attacks, but can use them to intercept a charge from a foe.

Chargebreaker (Ex): Giant Horned Iguanas do not make standard melee attacks with their horns. However, if a giant horned iguana is charged, it may make a single attack with its horns against the charger as an immediate action (as if it had readied against the charge). This attack is made at the iguana's full attack bonus and deals 1d10+4 hp of piercing damage on a successful attack.

Originally appeared in Monstrous Compendium Greyhawk Appendix (1990).
 
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