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Monster Junkie
Ornitholestes

http://www.enworld.org/showthread.php?t=67093&page=15&pp=30

Dinosaur, Ornitholestes
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +4
Speed: 60 ft. (12 squares)
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (2d4+1)
Full Attack: Bite +2 melee (2d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent, sprint, uncanny dodge
Saves: Fort +4, Ref +7, Will +2
Abilities: Str 12, Dex 19, Con 12, Int 2, Wis 14, Cha 11
Skills: Balance +8, Hide +9, Jump +13
Feats: Run
Environment: Any plains
Organization: Solitary, pair, or herd (3–12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: -

This bipedal dinosaur has a small head with a crested nose. It tucks its forearms close to its body and runs swiftly after a low-flying bird, its long tail trailing behind it. As it draws close to its prey, it opens a mouth filled with sharp, conical teeth.

The ornitholestes, or "bird robber", is a swift, bipedal theropod. Its name derives from its ability to snatch birds out of the air. In addition to birds, ornitholestes feed on eggs, lizards, small mammals, and even carrion.

Its forearms end in strong hands with two long clawed fingers and one short one. Although it doesn't attack with these claws, it can use them to grasp prey as it feeds.

An ornitholestes is about 7 feet long and weighs about 25 pounds.

COMBAT

An ornitholestes chases down small, low-flying birds and snatches them out of the air with its jaws.

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

Sprint (Ex): Once per hour, an ornitholestes can move ten times its normal speed (600 feet) when it makes a charge.

Skills: An ornitholestes has a +4 racial bonus on Balance checks.

Originally appeared in Monstrous Compendium Volume Three: Forgotten Realms Appendix (1989).
 
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Monster Junkie
Gargoyle, Stone Lion

http://www.enworld.org/showthread.php?t=219604&page=3

Gargoyle, Stone Lion
Medium Magical Beast (Earth)
Hit Dice: 8d10+32 (76 hp)
Initiative: +4
Speed: 60 ft. (12 squares), climb 20 ft.
Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +8/+12
Attack: Claw +12 melee (1d8+4)
Full Attack: 2 claws +12 melee (1d8+4) and bite +10 melee (1d10+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce, roar
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., freeze, jump down, scent
Saves: Fort +10, Ref +10, Will +2
Abilities: Str 18, Dex 18, Con 18, Int 7, Wis 11, Cha 13
Skills: Balance +8, Climb +12, Hide +11*, Listen +7, Move Silently +10, Sense Motive +8, Spot +7
Feats: Ability Focus (roar), Alertness, Multiattack
Environment: Any
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral good
Advancement: 9-11 HD (Medium); 12-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: -

The statue of a small lion perched on a high ledge suddenly springs to life.

Stone lion gargoyles are kind guardians and protectors of the natural world. They are quick to form friendships with other creatures, and often serve good-aligned spellcasters as pets or companions.

A stone lion gargoyle is 7 feet long and weighs 500 pounds.

Stone lion gargoyles speak Common and Terran.

COMBAT

A stone lion relies on its speed and agility as much as its physical power. It often releases a great roar and leaps down from higher ground upon any who would do harm to its master, friends, or designated protected area.

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

Freeze (Ex): A stone lion 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 stone lion gargoyle is really alive.

Jump Down (Ex): If a stone lion intentionally jumps from a height and succeeds on DC 15 Jump check, it takes falling damage as if it had dropped 20 fewer feet than it actually did.

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

Roar (Su): Every 3 rounds, a stone lion gargoyle may unleash a frightening roar. When a stone lion roars, all creatures within a 300-foot spread must succeed on a DC 17 Will save or become frightened for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves is immune to the same stone lion’s roar for 24 hours. The save DC is Charisma-based.

Skills: Stone lion gargoyles have a +2 racial bonus on Listen and Spot checks, a +4 racial bonus on Balance, Hide, and Move Silently checks, and a +8 racial bonus on Sense Motive checks. *The Hide bonus increases by +8 when a stone lion gargoyle is concealed against a background of stone. Stone lion 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
Dragonet, Mole Dragon

http://www.enworld.org/showthread.php?t=220714

Dragonet, Mole Dragon
Medium Dragon
Hit Dice: 5d12+20 (52 hp)
Initiative: +2
Speed: 30 ft. (6 squares), burrow 30 ft.
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +5/+8
Attack: Bite +8 melee (2d4+5)
Full Attack: Bite +8 melee (2d4+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, locking jaws, spells, spell-like abilities, summon earth creatures
Special Qualities: Darkvision 60 ft., dig, immunity to paralysis and sleep, low-light vision, scent, spell resistance 9, telepathic link
Saves: Fort +8, Ref +6, Will +5
Abilities: Str 17, Dex 15, Con 19, Int 14, Wis 12, Cha 16
Skills: Bluff +11, Concentration +12, Diplomacy +7, Disguise +3 (+5 acting), Intimidate +10, Knowledge (arcana) +10, Listen +9, Sense Motive +9, Spellcraft +12, Spot +9, Survival +4*
Feats: Power Attack, Track
Environment: Any hills and underground
Organization: Solitary or pair
Challenge Rating: 4
Treasure: No coins, double goods (gems only), no items
Alignment: Usually neutral evil
Advancement: 6-10 HD (Medium)
Level Adjustment: +5

This wingless dragon superficially resembles a badger, with a thick body, short tail, and huge front claws. Its skin resembles rough natural stone flecked with glittering chips of mica, and dotted here or there with gemstones of various colors.

Mole dragons lair in deep subterranean areas, and can only tolerate being aboveground for a few hours. These dour dragonets occasionally ally with duergar or derro, although these associations rarely last long. Even more rarely, a mole dragon may bond with a powerful evil spellcaster as a familiar.

Solitary by nature, mole dragons meet others of their kind only by chance, and if of opposite sexes, may mate. The female lays eggs in a dead-end tunnel, seals it off, then leaves the hatchlings to fend for themselves.

Mole dragons subsist almost entirely on precious metals, resulting in deep emnity with dwarves and other races that rely on mining.

A mole dragon's body is 5 feet long, with an additional 2-1/2 foot tail. It weighs 200 pounds. Scale coloration varies from dark blue to deep purple to black, with a lighter underbelly. They have a lifespan of 41-50 years. As they age, mole dragons' hide become encrusted with gemstones.

Mole dragons speak Draconic and Undercommon.

A mole dragon can be acquired as a familiar by a 9th-level arcane spellcaster with the Improved Familiar feat.

Combat

Sadistic and cruel, mole dragons enjoy inflicting pain. A mole dragon enjoys nothing more than to lock its powerful jaws on a victim, biting until the victim succumbs to the pain.

Dig (Su): Three times per day, a mole dragon can dig through soil as a standard action. This functions as a move earth spell, with the following differences. Each round that the mole dragon maintains concentration, it can move a 10-foot cube of earth, and it may maintain concentration for as many rounds as it has hit dice. Unlike the move earth spell, the mole dragon's dig ability may form tunnels. Caster level 5th. This is the equivalent of an 3rd-level spell.

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

Locking Jaws (Ex): A mole dragon that successfully gets a hold on an opponent with its improved grab ability locks its jaws on the victim with great tenacity, granting it an additional +4 bonus on grapple checks as long as the hold is maintained. This attack deals bite damage each round until the victim breaks free, the mole dragon is slain, or the victim dies.

Spell-Like Abilities: At will--stone shape; 3/day--passwall, wall of stone (DC 18). Caster level 5th. The save DCs are Charisma-based.

Spells: A mole dragon casts spells as a 4th-level sorcerer and can also cast cleric spells and those from the Earth, Protection, and War domains as arcane spells.

Typical Sorcerer Spells Known (6/7/4): 0—acid splash (+7 ranged touch), detect magic, mage hand, ray of frost (+7 ranged touch), resistance, touch of fatigue (+8 melee touch, DC 13); 1st—magic missile, sanctuary (DC 14), true strike; 2nd—scorching ray (+7 ranged touch).

Summon Earth Creatures (Sp): Once per day, a mole dragon can automatically summon up to 4 Hit Dice of elementals or outsiders with the earth subtype (most often Small earth elementals, earth mephits, sandlings, or sandmen). This ability is the equivalent of a 4th-level spell.

Once per week, a mole dragon can automatically summon up to 8 Hit Dice of elementals or outsiders with the earth subtype (most often a Large earth elemental). This ability is the equivalent of a 6th-level spell.

Telepathic Link (Su): A mole dragon familiar can communicate telepathically with its master to a range of 300 feet.

Skills: *A mole dragon has a +4 racial bonus on Survival checks when tracking by scent.

Originally appeared in Dragon Magazine #272 (2000).
 
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Shade

Monster Junkie
Scryxull

http://www.enworld.org/showthread.php?t=73265&page=14&pp=30

Scryxull
Large Undead
Hit Dice: 4d12 (26 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/+7
Attack: Bite +2 melee (1d8+1 plus 1d3 Str) or anesthetizing spittle +3 ranged touch
Full Attack: Bite +2 melee (1d8+1 plus 1d3 Str) or anesthetizing spittle +3 ranged touch
Space/Reach: 10 ft./5 ft.
Special Attacks: Anesthetic spittle, frightful presence, Strength damage
Special Qualities: Darkvision 60 ft., undead traits
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 12, Dex 15, Con -, Int -, Wis 10, Cha 11
Skills: -
Feats: -
Environment: Any
Organization: Solitary or slither (2-6)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large), 9-12 HD (Huge)
Level Adjustment: -

This 20-foot-long serpent appears to be covered in dust. As it moves closer, it becomes apparent that the dust is actually a crusty layer of dead skin. Its lifeless eyes are a solid, dull black.

A scryxull, or "zombie snake", are undead serpents created to guard evil temples, dungeons, or the labs of evil spellcasters.

A scryxull is 15 to 20 feet long and weighs 20 to 30 pounds. All have solid black eyes, which maintain a sheen for up to six months, after which they dry out and become dull. Eventually. the eyes drop out, leaving only hollow sockets.

A spellcaster of 12th or higher level can create a scryxull by casting create undead on the corpse of a serpent of at least Large size.

COMBAT

A scryxull attacks anything it can sense, unless otherwise ordered by its master. It has no sense of self-preservation, fighting to its own destruction. A scryxull always attempts to bite first, striking swiftly like a cobra. If injured or otherwise prevented from biting its target, a scryxull spits an oily glob of dust.

Anesthetic Spittle (Su): A scryxull can fire a oily glob of paralyzing dust at an opponent as a ranged touch attack. A creature struck by the spittle must make a DC 12 Fortitude save or immediately suffer a -2 penalty to Dexterity and suffer a 20% chance to fail to cast spells with a verbal component, as if deafened. Every round thereafter for the next minute, the victim must make a DC 12 Fortitude save or take a cumulative -2 penalty to Dexterity and a -10ft penalty to move speed. A successful save prevents damage done that round, but does not end the effect. When a creature's Dexterity is reduced to 0, it is considered paralyzed. At the end of the duration of the effect, all penalties are removed. A remove paralysis spell or washing the victim in holy water (as a standard action) removes the effect. The save DC is Charisma-based.

Frightful Presence (Su): When a scryxull attacks, it exudes an aura of fear to a radius of 30 feet. All creatures in this area must make a DC 12 Will save or be shaken for 4d6 rounds. Creatures with fewer than 2 HD are panicked instead of shaken if they fail this save. A creature that succeeds on this save is immune to that scryxull's frightful presence for 24 hours. The save DC is Charisma-based.

Originally appeared in WGA1: Falcon's Revenge (1990).
 
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Shade

Monster Junkie
Dinosaur, Therizinosaurus

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

Dinosaur, Therizinosaurus
Huge Animal
Hit Dice: 15d8+120 (187 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 18 (–2 size, +1 Dex, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +11/+25
Attack: Claw +17 melee (2d8+8/19-20/x4)
Full Attack: 2 claws +17 melee (2d8+8/19-20/x4) and bite +12 melee (1d4+4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Augmented critical, rend 4d8+12
Special Qualities: Low-light vision, scent
Saves: Fort +19, Ref +10, Will +8
Abilities: Str 26, Dex 12, Con 26, Int 2, Wis 12, Cha 10
Skills: Jump +12, Listen +10, Spot +10
Feats: Awesome Blow, Endurance, Great Fortitude, Improved Bull Rush, Iron Will, Power Attack
Environment: Warm forest, hills, plains or marsh
Organization: Solitary, pair, or flock (3-6)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 17-32 HD (Huge), 33-48 HD (Gargantuan)
Level Adjustment: -

This dinosaur vaguely resembles a tyrannosaur. However, its arms are long and apelike, ending in three razor-sharp claws. It has a long neck and a disproportionately small head, with both teeth and a beak. A downy coat covers its entire body.

The therizinosaurus is a bizarre omnivorous dinosaur that, while relatively docile, is dangerous when provoked.

Therizinosaurus eats mostly fruit, leaves and insects (tearing open termite mounds with its massive claws), but is not averse to scavenging. It will also eat the meat of anything it slays in defense.

Therizinosaurus is 33 to 40 feet long and weighs 3 to 6 tons. Unlike most dinosaurs, it has a semi-erect posture instead of holding itself parallel to the ground.

COMBAT

Therizinosaurus, when riled, attacks with its massive claws, tearing at its opponents flesh until it dies. The kills of a therizinosaurus tend to be messy, a fact which makes them avoided by all intelligent inhabitants of their territory.

Augmented Critical (Ex): The claws of a therizinosaurus are very thin and razor sharp. It threatens a critical hit with its claws on a natural attack roll of 19-20. On a successful critical hit, the claw attacks deal quadruple damage.

Rend (Ex): If a therizinosaurus hits with both claw attacks, it latches on and tears its opponent’s flesh. This attack automatically deals an additional 4d8+12 points of damage.

Originally appeared in Dragon Magazine #55 (1981).
 
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Shade

Monster Junkie
Snake, Saw-Edged Scaled

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

Snake, Saw-Edged Scaled
Large Animal
Hit Dice: 6d8+6 (33 hp)
Initiative: +7
Speed: 30 ft. (6 squares), climb 20 ft., swim 20 ft.
Armor Class: 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+15
Attack: Bite +10 melee (1d4+10)
Full Attack: Bite +10 melee (1d4+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 1d4+10, impaling constriction, improved grab
Special Qualities: Scent
Saves: Fort +6, Ref +8, Will +3
Abilities: Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +18, Hide +6, Listen +8, Spot +8
Feats: Improved Initiative, Endurance, Skill Focus (Hide)
Environment: Warm forests
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-11 HD (Large); 12–16 HD (Huge); 17–33 HD (Gargantuan)
Level Adjustment: -

A thick-bodied, jet-black snake, over three times as long as a man, slithers into view. Its raised scales have sawlike edges.

Saw-edged scaled snakes are constrictor snakes with specialized scales that can be raised to aid in locomotion and to help kill prey. They behave like other constrictor snakes in all other ways.

A saw-edged scaled snake is 20 feet long and weighs about X pounds.

COMBAT

A saw-edged scaled snake attempts to grab and constrict prey, raising its scales before striking in order to more swiftly slay its victims.

Constrict (Ex): On a successful grapple check, a saw-edged scaled snake deals 1d4+10 points of damage.

Impaling Constriction (Ex): One half of a saw-edged scaled snake's constrict damage is piercing while the other half is bludgeoning. The sawlike scales are double-barbed, so they cannot be removed easily without harming the victim further. A scale can be removed safely with a DC 20 Heal check as a standard action; otherwise, removing a scale deals 1d6 points of damage. The snake can relax its scales and remove them without dealing damage to its victim, if it so chooses. A slain saw-edged scaled snake's muscles remain taut, so removing it requires a successful grapple check as if it were alive, and removing the scales without harming the victim requires a Heal check as listed above.

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

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake 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 #115 (1986).
 
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Shade

Monster Junkie
Lich's Blood

http://www.enworld.org/showthread.php?t=219404&page=2&pp=30

Lich's Blood
Medium Ooze
Hit Dice: 4d10+12 (34 hp)
Initiative: +2
Speed: 10 ft. (2 squares), climb 10 ft.
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: +3/+4
Attack: Slam +4 melee (1d4+1)
Full Attack: Slam +4 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, spell-stealing suffocation
Special Qualities: Arcane sight, blindsight 60 ft., damage reduction 10/-, immunity to magic, magic dependency, ooze traits, regeneration 5
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 12, Dex 15, Con 17, Int 16, Wis 11, Cha 14
Skills: Climb +9, Hide +9, Knowledge (arcana) +10, Move Silently +9, Spellcraft +10, Spot +8, Survival +7
Feats: Stealthy, Track
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral evil
Advancement: 5-8 HD (Medium), 9-12 HD (Large)
Level Adjustment: -

What appears to be a pool of blood slowly moves of its own accord along the ceiling, defying gravity with its movement.

Lich's blood is not, as its name implies, the blood of a lich. Rather, it is an ooze that was created by a necromancer in a vile experiment. The ooze killed its master and escaped, seeking vengeance on other practitioners of the arcane arts and their creations. It soon discovered that it could create more of its kind by consuming arcane energy, splitting asexually like an amoeba, and since then the numbers of lich's blood have multiplied greatly.

Lich's blood crave magic like most creatures crave food and water. A single permanent magic item can provide a lifetime of sustenance to a lich's blood, but its innate thirst for vengeance leads lich's blood to attack any arcane spellcaster it encounters, and hunt for them when none are present.

Sunlight is mildly painful to a lich's blood, though it causes it no real harm, but as a result, it prefers dark, subterranean areas.

Lich's blood is 5 feet in diameter and weighs 20 pounds.

Although intelligent, lich's blood cannot speak.

COMBAT

Lich's blood ignore all creatures other than arcane spellcasters. Although it can strike out with slam attacks if a non-spellcaster stands in its way, it always takes the first opportunity to envelop and suffocate an arcane spellcaster, draining away magic in the process.

Arcane Sight (Su): A lich's blood continuously sees magic as if under the effects of an arcane sight spell.

Immunity to Magic (Ex): A lich's blood is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. Dispel magic or greater dispel magic cast on a lich's blood does 1d6 hp of normal damage per caster level, and antimagic field destroys a lich's blood (on a failed Fort save).

Improved Grab (Ex): To use this ability, a lich's blood 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 use its spell-stealing suffocation ability.

Magic Dependency (Su): A lich's blood survives by eating magic. It can gain constant nutrition by coating a permanent magic item and feeding off the constant magic emanations, but lich's bloods prefer arcane spellcasters to all other forms of food. A lich's blood that does not feed on magic for 6 days dies.

Regeneration (Ex): Fire and acid deal normal damage to a lich's blood.

Spell-stealing Suffocation (Su): On a successful grapple check against an arcane spellcaster, a lich's blood streams into its victims orifices, coating its nostrils and lungs and making it impossible to breathe (see the DMG for suffocation rules). Each round, the victim must make a DC 15 Will save or lose its highest level prepared spell or spell slot. When the victim has no remaining spells or spell slots, the lich's blood remains for five more rounds, dealing a negative level each round on a failed save (if the victim is still alive). The save DC is Constitution-based.

Once a lich's blood has coated a spellcaster, the victim may escape by making two successful grapple or Escape Artist checks (as if to escape a pin). A dispel evil or freedom of movement spell cast on the victim also immediately causes the lich's blood to retract. Any weapon attacks directed at the lich's blood while it is coating a victim deal half of their damage to the victim instead.

Skills: Lich's blood has a +8 racial bonus on Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.

Originally appeared in Dragon Magazine #238 (1997).
 
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Shade

Monster Junkie
Kaluk

http://www.enworld.org/showthread.php?t=219604&page=3

Kaluk
Large Outsider (Chaotic, Evil, Native, Spirit)
Hit Dice: 11d8+33 (82 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 23 (-1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: +11/+22
Attack: Gore +17 melee (2d6+7)
Full Attack: Gore +17 melee (2d6+7) and 2 slams +15 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, nauseating aura, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to mind-influencing abilities, monetary healing, speak with animals
Saves: Fort +13, Ref +10, Will +12
Abilities: Str 25, Dex 10, Con 16, Int 10, Wis 15, Cha 19
Skills: Appraise +14, Bluff +18, Concentration +17, Diplomacy +6, Disguise +4 (+6 acting), Intimidate +20, Jump +25, Listen +16, Spot +16, Survival +16
Feats: Ability Focus (breath weapon), Multiattack, Power Attack, Track
Environment: Temperate hills and forests
Organization: Solitary
Challenge Rating: 10
Treasure: Standard coins; Standard goods; no items (except Cloak of resistance +3)
Alignment: Always chaotic evil
Advancement: 12-22 HD (Large); 23-33 HD (Huge)
Level Adjustment: -

The creature resembles a thin, bipedal elephant, nearly 9 feet tall. Its belly is huge and distended. A pair of crimson tusks curve outward five feet from its mouth. Its arms are those of a muscular human, although its fingers are blunt and stubby. A pair of bulging violet eyes with black pupils peer out above its trunk, and its ears resemble those of a hare. It wears a sparkling cape of golden scales that reaches the ground.

A kaluk is a greater spirit, a manifestation of avarice. Motivated by an insatiable lust for wealth, it spends its time hunting humans for their possessions. When a victim is located, a kaluk demands that it surrender all wealth or suffer its wrath. Kaluks are only interested in coins, gems, jewelery, and precious metals. Magic items do not interest them, unless they are made of valuable materials or encrusted with gems. Kaluks eat all treasure they acquire, which is digested immediately, except for a small reserve they keep for their monetary healing ability. A slain kaluk's interior holds no treasure.

Kaluks do not establish lairs, constantly on the move in search of wealth. They tend to prowl near human settlements, threatening lone travelers or small groups who are outside the protection of the settlement, but do not venture within, for fear of retaliation by large numbers.

Kaluks are asexual, and cannot reproduce through normal means. Instead, when a kaluk nears the end of its life (at about 500 years), it seeks out a particularly greedy human, places it in temporal stasis, and takes it to a secluded wooded area. The kaluk then performs a day-long ritual of chanting and dancing, after which it removes its tusks and attaches them to the victim's head. The human then transforms into a new kaluk, while the original kaluk's aged flesh crumbles from its body, leaving only a pile of blackened bones. The new kaluk then buries the bones in a deep grave dug with its tusks.

The arm or leg bone of a kaluk can be transformed into a +2 club by bathing the bone in the heart's blood of the beast. Only one such club can be created per kaluk in this manner.

A kaluk is 9 feet tall and weighs 800 pounds.

A kaluk speaks Common and often knows regional languages of its territory.

COMBAT

Kaluks desire wealth, and do whatever it takes to get it. If combat is the best approach, then a kaluk will fight with unbridled fury.

A kaluk's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Additionally, a kaluk's tusks are treated as magical weapons for the purpose of overcoming damage reduction.

Breath Weapon (Su): A kaluk may use a breath weapon three times per day as a standard action, and it must wait 1d4 rounds between uses. A kaluk's breath weapon is a 30-foot cone of scalding mist. Creatures within the cone take 10d6 points of fire damage (Reflex DC 18 half). The save DC is Constitution-based.

Monetary Healing (Su): Kaluks heal damage by consuming valuables, such as coins, gems or art objects. Consuming one item, three gems or ten coins is a full round action that provokes attacks of oppurtunity, and the kaluk heals 1 point of damage for every 10 gp the consumed items are worth. If already at its normal full hit point total, the kaluk can gain up to 10 temporary hit points from its monetary healing ability.

Nauseating Aura (Su): Three times per day as a standard action, a kaluk can exude a noxious cloud of gas in a 10-foot radius centered on itself, which moves with the kaluk and disperses in 5 rounds. Any creature within the cloud (except for a kaluk), must make a DC 18 Fortitude save or become nauseated for as long as it remains in the cloud and 1d6 rounds afterwards. A successful save means that the creature is immune to the nauseating aura of that kaluk for 24 hours. The save DC is Constitution-based.

Speak with Animals (Su): A kaluk continually speaks with animals (as the spell).

Spell-Like Abilities: At will--detect thoughts (DC 16), see invisibility; 3/day--suggestion (DC 17); 1/month--temporal stasis (DC 22). Caster level 11th. The save DCs are Charisma-based.

Originally appeared in Monstrous Compendium Kara-Tur Appendix (1990).
 
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Shade

Monster Junkie
Ka

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

Ka
Medium Undead
Hit Dice: 17d12 (110 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
AC: 23 (+2 Dex, +11 natural), touch 12, flat-footed 21
Base Attack/Grapple: +8/+17
Attack: Slam +17 melee (1d6+13/19-20 plus mummy rot)
Full Attack: Slam +17 melee (1d6+13/19-20 plus mummy rot)
Space/Reach: 5 ft./5 ft.
Special Attacks: Despair, ka's curse
Special Qualities: Damage reduction 5/–, darkvision 60 ft., immunity to electricity, resistance to fire 10, +4 turn resistance, undead traits, vulnerability to fire
Saves: Fort +5, Ref +7, Will +12
Abilities: Str 28, Dex 14, Con -, Int 16, Wis 15, Cha 19
Skills: Concentration +20, Diplomacy +8, Knowledge (history) +23, Knowledge (nobility and royalty) +23, Listen +22, Search +23, Sense Motive +22, Spot +22, Survival +2 (+4 following tracks)
Feats: Ability Focus (ka's curse), Cleave, Combat Expertise, Improved Critical (slam), Improved Trip, Power Attack
Environment: Any
Organization: Solitary or court (2–12)
Challenge Rating: 15
Treasure: Double standard
Alignment: Usually lawful neutral
Advancement: 17–34 HD (Medium); 35–51 HD (Large)
Level Adjustment: -

The garments worn by this mummified creature are of the finest quality. The pungent aroma of spices masks the smell of decay it surely bears.

A ka is akin to a mummy, although it always arises from the remains of a noble, king, or pharoah. It perseveres in undeath to guard its tomb, attacking only when the treasures it guards are threatened.

Kas are not necessarily evil, and those who were kind or just rulers retain an affinity for members of their own race, nation, or culture. Visitors who make no attempt to pilfer a ka's treasures may be rewarded with the ka's great knowledge, although an offering to show reverence increases the likelihood of the ka's reward. Such an offering can range from something as simple as food to more elaborate treasures. The ka will generally answer only yes-or-no questions that draw upon its extensive knowledge of history and its realm.

Since nobles are most often buried alone, kas are generally a solitary encounter. Occasionally, a group of nobles may be buried together to discourage tomb raiders, and kas found in such circumstances generally cooperate with one another.

Most kas are 5 to 6 feet tall and weigh about 120 pounds. They are indistinguishable from normal mummies, except they often are garbed in the fineries of nobility.

Kas speak speak Common, Infernal, Draconic and regional tongues.

COMBAT

Ka's are confident in battle, pummeling foes with their curse-imposing slams. If the battle begins to turn against it, a ka may use its phase door ability to make hit-and-run attacks, or may fragment its spirit to attack with multiple stone golems.

Carve Symbol (Sp): As a full-round action, a ka may carve a special symbol on a surface. This functions as a symbol of fear, symbol of pain, or symbol of persuasion spell (ka's choice at time of carving). Caster level 17th. Save DCs are 14 + spell level.

Despair (Su): At the mere sight of a ka, the viewer must succeed on a DC 22 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same ka's despair ability for 24 hours. The save DC is Charisma-based.

Fragment Spirit (Su): A ka may fragment its spirit to inhabit stone statues within its tomb. These statues function as stone golems. While inhabiting a statue, the ka loses all its special attacks and special qualities but gains all the special abilities of the stone golems. If a ka is reduced to 0 hit points in its normal form, it can live on in these statues eternally unless they too are destroyed.

A ka may inhabit two stone golems. For each 2 additional Hit Dice, it may inhabit an additional stone golem. Thus, a 21 HD ka can fragment its spirit to inhabit 4 stone golems.

Ka's Curse (Su): With a successful slam attack, a ka imparts a powerful curse. The victim must succeed on a DC 24 Will save or suffer a random effect. The save DC is Charisma-based.

To eliminate a ka's curse, the curse must be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell).

Curse Effects (1d8)
1. Ill Luck: The victim takes a -2 luck penalty to all ability checks, skill checks, saving throws, and attack rolls.
2. Withering Touch: The ka chooses to wither either the arms or the legs of the victim. Withered legs force a subject to fall prone while at the same time reducing the subject's land speed to 5 feet. Withered arms make it impossible for the subject to use objects or cast spells with somatic components.
3. Disfigurement: The victim is horribly scarred and suffers a -4 competence penalty on all Charisma-based skill checks.
4. Mutation: The victim's limbs take on characteristics of a different type of limb (for example, an elbow transforms into a knee, an so forth), imposing a -4 competence penalty on all Dexterity-based skill checks.
5. Death Wish: The victim inexplicably moves into attacks, suffering a -2 profane penalty to AC.
6. Dimwittedness: The victim's mind becomes incredibly slow and foggy, so the victim sufers a -4 insight penalty on all Intelligence checks and Intelligence-based skill checks.
7. Plagued by Vermin: The victim is constantly assaulted by tiny, biting and stinging insects. Spellcasting or concentrating on spells requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check. Additionally, creatures of the vermin type gain a +2 bonus on skill checks against the victim, and always attempt to attack the victim before any others in an encounter.
8. Shrinking: The victim is instantly reduced (as the reduce person spell).

Spell-Like Abilities: At will--phase door; 3/day--greater command (DC 19). Caster level 17th. The save DC is Charisma-based.

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

Monster Junkie
Revenant-Magna

http://www.enworld.org/showthread.php?t=199651&page=17&pp=30

Revenant-Magna
Medium Undead
Hit Dice: 10d12 (65 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 20 (+10 natural), touch 10, flat-footed 20
Base Attack/Grapple: +5/+10
Attack: Slam +11 melee (2d6+5 plus cowering strike)
Full Attack: 2 slams +11 melee (2d6+5 plus cowering strike)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cowering strike, maddening glare
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., fast healing 3, find the guilty, immune to acid, cold, electricity, and polymorph, turn immunity
Saves: Fort +3, Ref +3, Will +9
Abilities: Str 20, Dex 11, Con -, Int 15, Wis 14, Cha 15
Skills: Diplomacy +4, Hide +13, Jump +13, Listen +15, Move Silently +13, Search +15, Sense Motive +15, Spot +15, Survival +2 (+4 following tracks)
Feats: Ability Focus (maddening glare), Iron Will, Power Attack, Weapon Focus (slam)
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually lawful evil
Advancement: By character classs
Level Adjustment: -

The creature resembles a decaying, ravaged humanoid, with lifeless eyes. Its body is stretched and emaciated, as if it were pulled by unnatural force into its current shape.

Revenant-magnas arise from innocent victims too weak to defend themselves against a violent demise. They most often arise from children and elderly. Like typical revenants, they exist only for revenge against their killers. However, their thirst for vengeance is so strong that should their killer die at the hands of another, the cannot rest until their killer's killer is slain by their own hands. This can lead to a chain of events resulting in the revenant-magna attacking someone they never met in life with unholy fury.

A revenant-magna is x feet tall and weighs x pounds. Like typical revenants, its lifeless eyes blaze with unnatural light when it faces the target of its vengeance.

Once a revenant-magna slays the target of its vengeance, it crumbles into a pile of dust.

Revenant-magnas speak any languages they knew in life (usually Common).

COMBAT

Revenant-magnas ignore any creature other than the target of their vengeance, unless someone gets in their way. Their vengeance-fueled madness is so strong that anyone who sees them risks going slightly mad.

Cowering Strike (Su): If a revenant-magna hits with a slam attack, the victim must succeed on a DC 17 Will saving throw or cower for 1d4 rounds. The save DC is Charisma-based.

Find the Guilty (Ex): So long as the revenant-magna and its killer are on the same plane of existence, the revenant-magna knows in which direction its killer can be found and how far away he or she is. Depending on the magical abilities of the base creature, this extraordinary sense may even be made to work across planar boundaries. The revenant-magna's thirst for revenge is so strong that should its killer be slain, its find the guilty ability extends to its killer's killer (and so on, should that creature be slain, until this chain of vengeance can be completed).

Maddening Glare (Su): The first time a revenant-magna confronts the target of its vengeance, the latter must make a DC 19 Will save or take 1d4 points of Wisdom damage and be confused as the spell for 2d4 rounds. The save DC is Charisma-based.

Originally appeared in Dragon Magazine #210 (1994).
 
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