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Monster Junkie
Segben

http://www.enworld.org/showthread.php?t=199651&page=14&pp=30

Segben
Small Magical Beast
Hit Dice: 5d10+5 (32 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12
Base Attack/Grapple: +5/+0
Attack: Bite +4 melee (1d4-1 plus death bite)
Full Attack: Bite +4 melee (1d4-1 plus death bite) and two hooves -1 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Charnel stench, death bite
Special Qualities: Corpse scent, darkvision 60 ft., low-light vision, vulnerability to daylight
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 8, Dex 13, Con 12, Int 4, Wis 11, Cha 12
Skills: Hide +7, Move Silently +7, Survival +4
Feats: Stealthy, Track
Environment: Any forests
Organization: Solitary or lurk (2-3)
Challenge Rating: 3
Treasure: None
Alignment: Usually chaotic evil
Advancement: 6-10 HD (Small); 11-15 HD (Medium)
Level Adjustment: -

This hornless goat has large ears and eerie, glowing eyes. A charnel stench surrounds it.

Segbens are creatures of the night that feed upon death. They prefer to feed on fresh corpses, and can smell them from up to a mile away. Since sunlight is harmful to segbens, these creatures hide in dark recesses in forests during the day, venturing forth at dusk to feed. Occasionally a segben will hide beneath the house of a terminally ill humanoid, waiting for death to claim it and provide the segben with the freshest possible corpse.

A segben is 3 feet tall at the shoulder and weighs 150 to 300 pounds.

COMBAT

A segben generally choose flight over fight, but lashes out with is small forehooves and bites if cornered. It will bite the shadow of an opponent if possible, consuming the victim's life force while reducing the risk to itself.

Charnel Stench (Ex): Anyone within five feet of a segben must make a DC 13 Fortitude saving throw or be nauseated for 20-80 minutes. The save DC is Constitution-based.

Corpse Scent (Ex): A segben can notice undead creatures by scent in a 180-foot radius and detect fresh corpses (dead less than a week) up to a mile.

Death Bite (Su): Anyone bitten by a segben must make a DC 13 Fortitude saving throw or die. Alternately, a segben may bite the victim's shadow (resolve as a melee touch attack) to instead deal 1 point of Constitution damage on a failed save. The touch attack does not deal hit point damage. The save DC is Constitution-based.

Vulnerability to Daylight (Ex): Exposing a segben to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape.

Originally appeared in Imagine Magazine #25 (1985).
 
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Shade

Monster Junkie
Dinosaur, Pentaceratops

http://www.enworld.org/showthread.php?t=67093&page=14&pp=30

Dinosaur, Pentaceratops
Huge Animal
Hit Dice: 12d8+60 (114 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 (–2 size, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +9/+25
Attack: Gore +15 melee (2d8+12)
Full Attack: Gore +15 melee (2d8+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Frightful presence, trample 2d12+12
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +8, Will +7
Abilities: Str 26, Dex 11, Con 21, Int 1, Wis 12, Cha 7
Skills: Intimidate +6, Listen +9, Spot +10
Feats: Alertness, Endurance, Great Fortitude, Iron Will, Run
Environment: Temperate plains
Organization: Solitary, pair, or herd (5–12)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 13–32 HD (Huge); 33–36 HD (Gargantuan)
Level Adjustment: -

Five horns protrude from the massive bony crest on this large dinosaur. Two great horns protrude from its forehead, a smaller from its nose, and the remaining pair from its cheeks.

A relative of the triceratops, the pentaceratops has two additional "horns", which are actually just its cheekbones. Its name means "five-horned face". Although it is herbivorous, the pentaceratops becomes aggressive when threatened.

A pentaceratops has a body about 27 feet long and weighs about 13,000 pounds.

COMBAT

A pentaceratops attempts to frighten away would-be predators with its mere presence and the eyelike patterns that form on its frills. If still harassed, it simply tramples smaller creatures and lashes out with its larger horns against bigger threats.

Frightful Presence (Ex): A pentaceratops can inspire terror by charging or attacking. Creatures within a radius of 30 feet are subject to the effect if they have fewer HD than the pentaceratops. A potentially affected creature that succeeds on a DC 14 Will save remains immune to that pentaceratops's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Pentaceratops ignore the frightful presence of other pentaceratops. Frightful presence is a mind-affecting fear effect. The save DC is Charisma-based.

Trample (Ex): Reflex half DC 24. The save DC is Strength-based.

Skills: A pentaceratops has a +8 racial bonus on Intimidate checks due to the eyelike patterns on its frill.

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

Monster Junkie
Troll Mutate Matriarch

http://www.enworld.org/showthread.php?t=69690&page=39&pp=30

Troll Mutate Matriarch
Large Aberration
Hit Dice: 6d8+24 (51 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+12
Attack: Claw +7 melee (1d4+4)
Full Attack: 2 claws +7 melee (1d4+4) and 2 bites +5 melee (1d8+2) and tail +5 melee (1d6+6 plus stun)
Space/Reach: 10 ft./10 ft.
Special Attacks: Mutations, psi-like abilities, rend 2d4+6, severed limb attack, stun, superior two-weapon fighting
Special Qualities: Darkvision 90 ft., impeded fortification, low-light vision, mutations, regeneration 5, scent
Saves: Fort +6, Ref +4, Will +6
Abilities: Str 18, Dex 14, Con 19, Int 5, Wis 13, Cha 16
Skills: Concentration +10, Listen +3, Spot +6
Feats: Alertness, Multiattack, Psionic Fist
Environment: Any mountains and underground
Organization: Solitary or tribe (matriarch plus 4-24 troll mutates)
Challenge Rating: 6
Treasure: Double standard
Alignment: Usually chaotic evil
Advancement: 7-9 HD (Large), 10-12 HD (Huge) or by character class
Level Adjustment: -

This tall, thin humanoid has two heads. Its long, gangly arms end in sharp claws. Its mottled gray-green hide is rubbery, and its dark hair is thick and ropy. A .

The troll mutate matriarch rules a tribe of troll mutates with an iron claw. Unlike most troll mutates, the queen has only two arms, but has two heads and a tentacle-like tail.

The queen preserves her position by killing all female troll mutates in the tribe and confiscating all treasure the mutates aquire.

A troll mutate matriarch stands 9 feet tall and weighs 550 pounds. Her rubbery hide is mottled green and gray, and her hair is iron gray.

Troll mutate matriarchs speak Giant.

COMBAT

A matriarch mixes psi-like abilities with her multiple melee attacks to deadly effect.

Impeded Fortification (Ex): A troll mutate's odd combination of alien anatomy and fragility protects it from critical hits, but at a cost. A troll mutate has a 25% chance to ignore the extra damage dealt by any critical hit or sneak attack, but any successful critical hit or sneak attack causes one of its arms to be torn from its body. The arm, however, continues to attack.

Mutation (Ex): A mutate matriarch always begins with the tail and head mutations. Each time she benefits from her regeneration ability, there is a 20% chance that she gains an additional mutation. For every two additional mutations, increase the CR of the troll mutate matriarch by 1.

Troll Mutation Table
1d12 - Appendage
1 - Arm (claw 1d4+Str)
2 - Ear (+2 bonus on Listen and Balance checks and a -1 penalty on saves vs. sonic attacks)
3 - Leg (5-foot increase to base land speed)
4 - Tail (whip 1d6+1-1/2 Str)
5 - Eye (all-around vision, see below)
6 - Nose (keen scent, see below)
7 - Tentacle (constrict 1d4+Str)
8 - Internal organ (moderate fortification [75% chance to negate critical hit])
9 - Mouth (bite 1d8+Str)
10 - Wings (Fly 20 ft., clumsy maneuverability)
11 - Pincer (claw 1d3+1/2 Str)
12 - Head (superior two weapon fighting, see below)

All-Around Vision (Ex): A troll mutate with an extra eye may look in any direction, providing a +4 racial bonus on Spot and Search checks. A troll mutate with this ability can’t be flanked.

Keen Scent (Ex): A troll mutate with an extra nose can notice creatures by scent in a 180-foot radius and detect blood at ranges of up to a mile.

Rend (Ex): If a troll mutate hits with two or more claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d4+6 points of damage.

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

Psi-Like Abilities: 3/day—defensive precognition (+2 insight bonus*), mind thrust (6d10, DC 16*); 1/day—inertial armor (+6 armor bonus*), prevenom (DC 16). Manifester level 6th. The save DCs are Charisma-based.

*Includes augmentation for the matriarch's manifester level.

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

Stun (Ex): A creature struck by the matriarch's tail attack must succeed on a DC 17 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.

Superior Two-Weapon Fighting (Ex): A troll mutate matriarch does not take a penalty on attack or damage rolls for attacking with two weapons.

Originally appeared in Gates of Firestorm Peak (1999) and later in Monstrous Compendium Annual Volume Four (1998).
 
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Shade

Monster Junkie
Gargoyle, Spouter

http://www.enworld.org/showthread.php?t=199555&page=2

Gargoyle, Spouter
Small Monstrous Humanoid (Earth)
Hit Dice: 5d8+25 (47 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +5/+4
Attack: Arm-spike +9 melee (1d4+3)
Full Attack: 2 arm-spikes +9 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spout acid
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., freeze, immunity to acid
Saves: Fort +6, Ref +5, Will +4
Abilities: Str 17, Dex 12, Con 20, Int 6, Wis 11, Cha 7
Skills: Hide +9*, Listen +5, Spot +5
Feats: Climb +11, Point Blank Shot, Precise Shot
Environment: Any
Organization: Solitary or group (3–6)
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral evil
Advancement: 6-8 HD (Small), 9-12 (Medium)
Level Adjustment: +6

A statue resembling an ugly imp or goblin is perched above the door. Its mouth gapes hideously, and its forearms bear two rows of spikes.

Spouter gargoyles are fierce predators that easily disguise themselves as statues. Due to their natural camouflage and natural instinct to act as sentries, spouter gargoyles are often employed as guardians above doorways or other entrances to structures. They are unreliable guardians, as they have a mean streak and occasionally attack even their masters or others who have been permitted entry.

Spouters are mostly solitary, but occasionally form small groups for mutual defense of a territory. In such an arrangement, they treat each other as equals and none assume a leadership role.

Like most gargoyles, spouters require no food, water, or air, but often eat their fallen foes out of fondness for inflicting pain. They leave their mark on their environment, pitting structures and stonework with their acid.

A spouter gargoyle stands 3 feet tall and weighs 150 pounds.

Spouters speak Common and Terran.

COMBAT

A spouter gargoyle attempts to spout acid from higher position on any creatures that come beneath it, unless specifically granted passage from their master (if any). They follow this attack by gliding down on their tiny wings, then beating opponents with their spiked arms, which deal piercing damage.

A spouter gargoyle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Freeze (Ex): A spouter gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the spouter is really alive.

Gliding: A spouter gargoyle can use its wings to glide, negating any damage from a fall of any height and allowing travel 20 feet horizontally for every 5 feet of descent. A spouter gargoyle glides at a speed of 40 feet (poor maneuverability).

Spout Acid (Ex): A spouter gargoyle can spit a stream of acid as a ranged touch attack with a maximum range of 60 feet. This deals 2d12 points of acid damage. Alternatively, it can breathe a 5-foot cone of acid that deals 2d20 points of acid damage (Reflex DC 17 half). The save DC is Constitution-based.

Skills: Spouter gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a spouter is concealed against a background of stone. Spouter gargoyles have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

Originally appeared in Dragon Magazine #223 (1995).
 
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Shade

Monster Junkie
Grist (True Gargoyle)

http://www.enworld.org/showthread.php?t=199555&page=2

Grist
Large Construct (Earth)
Hit Dice: 8d10+30 (74 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 30 ft. (good), climb 20 ft.
Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Base Attack/Grapple: +6/+18
Attack: Claw +13 melee (1d8+8)
Full Attack: 2 claws +13 melee (1d8+8) and bite +11 melee (1d10+4) and tail slap +11 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Darkvision 60 ft., immunity to cold and fire, low-light vision, mineral healing
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 26, Dex 12, Con -, Int 3, Wis 11, Cha 11
Skills: Climb +16, Hide +2*, Listen +6, Spot +6
Feats: Ability Focus (fear), Multiattack, Power Attack
Environment: Any
Organization: Solitary or group (2–8)
Challenge Rating: 6
Treasure: Standard coins; standard goods (gems and jewelery only); no items
Alignment: Always neutral
Advancement: 9-21 HD (Large); 23-24 HD (Huge)
Level Adjustment: -

This stony gargoyle stands twice the height of a man.

Grists are stony constructs crafted in the image of gargoyles. The first grists were crafted by a spellcaster seeking to create his vision of a gargoyle as it should be. Like true gargoyles, grists are able to appear as statues and easily perch on buildings and structures.

Grists do not collect treasure of their own, but they consume rocks and minerals found on their victims (including coins, gems, and jewelry). Upon their destruction, grists crumble into a pile of rocks, and these digested valuables may be found amidst the rubble.

A grist is 12 feet tall and weighs one to three tons due to its dense, rocky composition.

Grists cannot speak nor make any vocal noise, but they understand commands given in any language.

COMBAT

A grist follows its master's abilities to the best of its abilities. Left to its own devices, a grist will try to attack from the air, focusing all its attack on a single target until it drops.

A grist's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fear (Su): Once every 10 minutes, a grist can project a 60-foot grayish cone from its eyes that inspires fear (as the spell, Will DC 16). The save DC is Charisma-based.

Flight (Su): A grist can supernatually fly at a speed of 30 feet with good maneuverability. This also grants it a permanent feather fall effect (as the spell) with personal range.

Improved Grab (Ex): To use this ability, a grist must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. A grist can carry 612 pounds as a light load (and thus still fly).

Mineral Healing (Ex): A grist attached to stone, whether a natural rock or a stone building, may draw minerals from the stone to heal 1 hit point of damage per hour. The grist may not take any actions during that hour, or else it does not heal.

Statue (Su): A grist can assume statue form, as the statue spell, at will.

Skills: Grists have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a grist is concealed against a background of stone. Grists have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened

Construction
A grist's body is chiseled from a single block of hard stone, such as granite, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 500 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.

CL 8th; Craft Construct, fear, fly, geas/quest, stone shape, caster must be at least 8th level; Price 20,000 gp; Cost 10,500 gp + 780 XP.

Variant: Four-Armed Grists

A grist is occasionally crafted with an extra pair of arms. This grants the grist two additional claw attacks, as well as the following special ability:

Rend (Ex): If a four-armed grist hits with two or more claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+9 points of damage.

Four-armed grists are CR 7.

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

Monster Junkie
Mantabungal

http://www.enworld.org/showthread.php?t=199651&page=15&pp=30

Mantabungal
Large Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +4/+13
Attack: Gore +8 melee (1d10+5)
Full Attack: Gore +8 melee (1d10+5) or two hooves +8 melee (1d4+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Alacrity
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 21, Dex 10, Con 16, Int 2, Wis 11, Cha 4
Skills: Listen +3, Spot +4
Feats: Cleave, Power Attack
Environment: Any forests
Organization: Solitary or herd (2-6)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Level Adjustment: -

This large, bovine creature has a shaggy coat. It lacks horns, but two pairs of boarlike tusks jut from its jaws, one pointing upward and the other downward.

Mantabungals are vicious arboreal carnivores. They are often mistaken for Filipino demons, such as the agta, due to their almost supernatural ferocity.

A mantabungal stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weigh 1,800 to 2,400 pounds.

COMBAT

A mantabungal is extremely aggressive, attacking anything it spots. It fights ferociously and with alarming alacrity, able to gore multiple opponents with its wicked tusks.

Alacrity (Su): When making a full attack action, a mantabungal may make one extra gore attack.

Ferocity (Ex): A mantabungal is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Originally appeared in Imagine Magazine #25 (1985).
 
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Shade

Monster Junkie
Gargoyle, Archer

http://www.enworld.org/showthread.php?t=219604&page=2

Gargoyle, Archer
Small Monstrous Humanoid (Earth)
Hit Dice: 4d8+20 (38 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/+1
Attack: Stonebow +8 ranged (1d10)
Full Attack: Stonebow +8 ranged (1d10) or +6/+6 ranged with Rapid Shot
Space/Reach: 5 ft./5 ft.
Special Attacks: Stonebow
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., freeze
Saves: Fort +6, Ref +7, Will +4
Abilities: Str 12, Dex 17, Con 20, Int 6, Wis 11, Cha 7
Skills: Climb +9, Hide +11*, Listen +5, Spot +5
Feats: Point Blank Shot, Rapid Shot
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually chaotic evil
Advancement: 5–6 HD (Medium); 7–12 HD (Large)
Level Adjustment: +5

A statue resembling a friendly cherub turns its stubby stone bow in your direction.

Archer gargoyles are solitary hunters. They are malicious and merciless, firing at anything that comes within range. Like normal gargoyles, they need not eat, drink, or sleep, so they often leave their kills lying about to rot.

Archer gargoyles occasionally can be persuaded to act as guardians, and usually only the most vile individuals hire these cruel creatures. When acting as guardians, archer gargoyles generally take up a position within a fountain or upon a ledge.

Most archer gargoyles resemble cheerful cherubs, while larger varieties resemble fierce female warriors.

An archer gargoyle stands 4 feet tall and weighs 200 pounds.

Archer gargoyles speak Common and Terran.

COMBAT

Archer gargoyles revel in mayhem and bloodshed, shooting at any creatures that come within range of their stonebows.

An archer gargoyle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Freeze (Ex): An archer gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the archer gargoyle is really alive.

Stonebow (Su): The archer gargoyle's stonebow is a part of its body, and thus cannot be sundered, disarmed, or otherwise separated from the gargoyle. The stonebow cannot be recovered and used by other creatures upon the gargoyle's death. The stonebow fires arrows of force to a maximum range of 360 feet with no range increments, deals 1d10 points of force damage on a successful hit, threatens a critical on a natural 20, and deals triple damage on a successful critical hit. The stonebow creates its own ammunition and can generate as many arrows per round as the archer gargoyle can make attacks. It counts as a shortbow for purposes of feats and other effects. Since this is a natural weapon, the archer gargoyle does not draw attacks of opportunity when making ranged attacks in melee.

Skills: Archer gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when an archer gargoyle is concealed against a background of stone. Archer gargoyles have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

Originally appeared in Dragon Magazine #223 (1995).
 
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Shade

Monster Junkie
Gargoyle of the Tors

http://www.enworld.org/showthread.php?t=73265&page=13&pp=30

Gargoyle of the Tors
Medium Monstrous Humanoid (Earth)
Hit Dice: 4d8+19 (37 hp)
Initiative: +1
Speed: 40 ft. (8 squares), fly 60 ft. (average)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+5
Attack: Claw +5 melee (1d3+1)
Full Attack: 2 claws +5 melee (1d3+1) and bite +3 melee (1d6) and gore +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., detachable wings, freeze
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 13, Dex 12, Con 16, Int 6, Wis 11, Cha 5
Skills: Hide +6*, Listen +4, Spot +4
Feats: Multiattack, Toughness
Environment: Any
Organization: Solitary, pair, wing (5–16), or tribe (50-185)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral
Advancement: 5–6 HD (Medium); 7–12 HD (Large)
Level Adjustment: +5

This winged humanoid seems to be made of stone. Despite its grotesque features, it does not appear hostile.

Tor gargoyles are an offshoot of the standard gargoyle race. The main physical difference is is the ability to detach and reattach their wings. This is possible via a special joint. A tor gargoyle grows several pairs of wings throughout its life, and can regrow lost wings over the course of several years. Young tor gargoyles cannot remove their wings, for ligaments hold the wings to their body until maturity.

The ability to remove their wings allows tor gargoyles to move about more easily when not airborne. This also allows for greater comfort during sleep and easier mating. A tor gargoyle can fly without its wings, but it becomes an incredibly clumsy flier.

Tor gargoyles also differ from their more common kin in temperament and outlook. Tor gargoyles are peaceful vegetarians, only attacking small animals when no other food is available. Tor gargoyles get along well with humanoid races, but can grow annoying, as they often beg for food.

The origin of tor gargoyles is unknown. Whether the result of natural mutation or the product of magical experimentation, tor gargoyles appear to be headed for extinction.

A tor gargoyle stands 6 feet tall and weighs 500 pounds.

Tor gargoyles speak Common and Terran.

COMBAT

Tor gargoyles only attack if provoked. They are more prone to flight than fight.

A tor gargoyle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Detachable Wings (Ex): A tor gargoyle's wings attach to its body via a special joint. It may detach its wings as a free action, and reattach them as a full-round action. A tor gargoyle can fly with its wings detached, but its maneuverability is reduced to clumsy.

An opponent can make sunder attempts against a tor gargoyle’s detachable wings as if they were weapons. A tor gargoyle’s wings have 12 hit points. Severing a tor gargoyle’s wing deals damage to the gargoyle equal to half the wing's full normal hit points. A tor gargoyle regrows severed wings in 1d4 years.

Tor gargoyles may attach the wings from another tor gargoyle, but detached wings are useless to any other creatures.

Freeze (Ex): A tor gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.

Skills: Tor gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a tor gargoyle is concealed against a background of stone.

Originally appeared in WG9: Gargoyle (1989).
 
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Shade

Monster Junkie
Ker

http://www.enworld.org/showthread.php?t=213696&page=2&pp=30

Ker
Medium Undead (Extraplanar)
Hit Dice: 9d12 (58 hp)
Initiative: +4
Speed: 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: 19 (+4 Dex, +5 natural), touch 14, flat-footed 15
Base Attack/Grapple: +4/+7
Attack: Scourge of keres +8 melee (1d8+4)
Full Attack: Scourge of keres +8/+8/+8 melee (1d8+4)
Space/Reach: 5 ft./5 ft. (15 ft. with xcourge of keres)
Special Attacks: Scourge of keres
Special Qualities: Alternate form, damage reduction 10/magic, darkvision 60 ft., resistance to elecricity 20, +4 turn resistance
Saves: Fort +3, Ref +7, Will +8
Abilities: Str 16, Dex 18, Con —, Int 13, Wis 14, Cha 15
Skills: Hide +16, Knowledge (religion) +5, Listen +7, Move Silently +16, Search +11, Spot +7, Survival +14 (+16 following tracks)
Feats: Ability Focus (scourge of keres), Combat Expertise, Improved Disarm, Improved Trip, Track (B)
Environment: Any
Organization: Solitary or trio
Challenge Rating: 6
Treasure: None
Alignment: Always evil
Advancement: 10-18 HD (Medium); 19-27 HD (Large)
Level Adjustment: -

This creature resembles a black-winged humanoid dressed in a blood-stained robe. Its mouth is full of fangs and its hands bear long, pointed nails. It carries a barbed whip.

Malignant undead who seek vengeance upon the living, keres are often sent as retribution by the gods. They travel the mortal world spreading misfortune, disease, old age, and death. An element of fate exists in most keres attacks. In Greek mythology, their name means "bane, evil, death", and they are rumored to have been released from Pandora's Box.

Although keres are not harmed by sunlight, they prefer to avoid it, hiding in gnat form until dusk.

A ker is 5 to 6 feet tall and weighs 100 to 150 pounds.

Keres usually retain memories, superstitions, culture, and languages from their previous lives.

COMBAT

Keres stalk their prey nocturnally in gnat form, awaiting an opportune moment to strike. They then assume their humanoid form and lash out with their deadly scourges.

Alternate Form (Su): A ker can assume the shape of a gnat as a standard action. While in its alternate form, the ker loses its attacks, but it gains a fly speed of 50 feet (perfect). A ker remains in one form until it chooses to take the other form. A change in form cannot be dispelled, nor does a ker revert to any particular form when killed. A true seeing spell reveals both forms simultaneously.

Scourge of Keres (Su): Each ker wields a barbed whip, through which it can utilize several supernatural powers. This weapon functions in all ways as a whip, except it deals 1d8 points of lethal damage and is can damage creatures with any amount of natural armor. In the hands of a non-ker, the scourge functions only as a masterwork weapon. In the hands of a ker, it is treated as a +1 weapon and allows the ker to utilize additional powers.

First, the ker may make three attacks with the ker as a full attack action. It may make no other attacks in a round, regardless of the number of attacks it would normally be granted due to base attack bonus, feats, or spells (such as haste).

The first successful hit against a single target requires the victim to succeed on a DC 18 Will save or suffer bad luck for 3d10 minutes. This bad luck imparts a -1d4 luck penalty on attack rolls, saving throws, skill checks, and ability checks.

The second successful hit against a single target prematurely ages the victim unless it succeeds on a DC 18 Fortitude save. This imposes a -4 penalty to Strength, Dexterity, and Constitution, and causes the victim's hair to turn white, skin to wrinkle, and posture to stoop. This effect lasts for 1 year our until the victim receives a remove curse spell.

A third successful hit against a single target inflicts a supernatural disease upon the victim known as ker blight (Fortitude DC 18, incubation period 1 minute; damage 1d6 Con and 1d6 Cha). Unlike normal diseases, ker blight continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Ker blight is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with ker blight must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character. To eliminate ker blight, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the ker blight can be magically cured as any normal disease.

An afflicted creature who dies of ker blight shrivels away into dust that blows away into nothing at the first wind.

The save DCs for all effects are Charisma-based.

Originally appeared in Dragon Magazine #210 (1994).
 
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Shade

Monster Junkie
Headless Horseman

Headless Horseman

The sound of hooves heralds the arrival of a mounted warrior shrouded in mist. As it comes closer, it becomes evident that the horse in no longer living, and the rider is missing its head.

A headless horseman arises from the remains of cavalrymen, cavaliers, and other mounted warriors who died as a result of violence. Most often they arise from death from decapitation. Headless horseman often retain a sense of purpose in undeath, completing quests, guarding locations or objects, or patrolling roadways.

"Headless horseman" is a template that can be added to any humanoid or monstrous humanoid creature with the Mounted Combat feat (referred to hereafter as the "base creature").

A headless horseman 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.

Special Attacks: A headless horseman retains all the special attacks of the base creature and gains the following attack.

Fear Aura (Su): The appearance of headless horseman is terrifying. Creatures within 60 feet of a headless horseman that look at it must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the headless horseman's level. A creature that successfully saves cannot be affected again by the same headless horseman's aura for 24 hours. The save DC is Charisma-based.

Special Qualities: A headless horseman retains all the special qualities of the base creature and gains immunity to cold and the special qualities described below.

Damage Reduction (Su): A headless horseman's body is tough, giving the creature damage reduction 10/magic and silver. A headless horseman's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Mount: Upon arising as an undead, the headless horseman is granted a special mount (see below). Should the mount be destroyed, 24 hours later the headless horseman can create another mount through a special ceremony that requires one minute and the skeletal remains of a heavy warhorse.

Turn Resistance (Ex): A headless horseman has +2 turn resistance.

Abilities: Adjust from the base creature as follows: Str +4, Dex +2, Wis +2, Cha +4. As undead creatures, headless horsemen have no Constitution score.

Skills: Headless horsemen gain a +8 racial bonus on Ride checks.

Feats: Headless horsemen gain Ride-by Attack, Spirited Charge, and Trample as bonus feats, assuming the base creature meets the prerequisites and doesn’t already have these feats.

Challenge Rating: Same as the base creature +2.
Alignment: Usually lawful evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +4.

Horseman's Mount

Horseman's Mount
Large Undead
Hit Dice: 4d12 (26 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 13 (–1 size, +2 Dex, +2 natural), touch 11, flat-footed 11
Base Attack/Grapple: +2/+10
Attack: Hoof +5 melee (1d6+4)
Full Attack: 2 hooves +5 melee (1d6+4) and bite +0 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Damage reduction 5/magic and silver, darkvision 60 ft., immunity to cold, unnatural aura
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 18, Dex 15, Con -, Int -, Wis 10, Cha 1
Skills: -
Feats: Improved Initiative (B)
Alignment: Always neutral

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

Sample Headless Horseman

Headless Horseman, 5th-Level Human Fighter
Medium Undead (Augmented Humanoid)
Hit Dice: 5d12 (32 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
AC: 19 (+1 Dex, +8 masterwork full plate), touch 11, flat-footed 18
Base Attack/Grapple: +5/+11
Attack: +1 greatsword +11 melee (2d6+8/19-20) or masterwork heavy lance +10 melee (1d8+6/x3)
Full Attack: +1 greatsword +11 melee (2d6+8/19-20) or masterwork heavy lance +10 melee (1d8+6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura (DC 15)
Special Qualities: Damage reduction 10/magic and silver, darkvision 60 ft., mount, +2 turn resistance, undead traits
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 18, Dex 18, Con -, Int 10, Wis 10, Cha 17
Skills: Handle Animal +8, Intimidate +6, Ride +17
Feats: Cleave, Mounted Combat (B), Power Attack, Ride-by Attack (B), Spirited Charge (B), Trample (B), Weapon Focus (greatsword), Weapon Specialization (greatsword)
Environment: Any land
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +4

Originally appeared in Imagine Magazine #23 (1985).
 
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