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Monster Junkie
Plumazotl

http://www.enworld.org/showthread.php?t=73266&page=18&pp=30

Plumazotl, Lesser
Tiny Magical Beast
Hit Dice: 1d10 (5 hp)
Initiative: +5
Speed: 5 ft. (1 square), fly 30 ft. (good)
Armor Class: 17 (+2 size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple: +1/-9
Attack: Bite +1 melee (1d4-2)
Full Attack: Bite +1 melee (1d4-2) and 2 claws -4 melee (1d4-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Pluma magic
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., low-light vision, spell resistance 6, vulnerability to fire
Saves: Fort +2, Ref +7, Will +2
Abilities: Str 7, Dex 21, Con 10, Int 12, Wis 14, Cha 15
Skills: Concentration +4, Listen +6, Spot +6
Feats: Alertness
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: See text
Alignment: Always good
Advancement: 2-3 HD (Tiny), 4-5 HD (Small); see text
Level Adjustment: -

What appeared to be a bird is actually just a patchwork cluster of brightly-colored feathers in the shape of a bird.

Plumazotls are living creations of pluma magic, a type of magic native to Maztica. Created by a powerful plumaweaver who was destroyed by the gods for his audacity, these creatures still inhabit remote parts of Maztica.

Plumazotls prefer to live solitary existences, far from civilization. However, they are unafraid of most humanoids, and enjoy short conversations with them. If given feathers or other tokens of pluma magic, a plumazotl happily offers any information to the best of its ability. Plumazotl lairs are safe, peaceful places filled with color and music through the power of pluma magic.

Mating between greater plumazotl involves a dazzling ritual in which they pluck feathers from each other, then form these into small images of birds or humanoids, and finally infuse them with pluma magic. The resulting creature is a lesser plumazotl. A pair usually produces only one or two offspring before parting ways.

Plumazotl feed solely by adding feathers and other items of pluma magic to their bodies, growing larger and eventually metamorphosisizing into greater plumazotl.

A lesser plumazotl is 3 to 4 feet long and weighs 2 pounds. Although they most commonly take the shape of birds, some plumazotls have been known to take on humanoid forms (this has no effect on game statistics).

Plumazotls speak Payit and other languages native to their regions. Their voices are musical.

COMBAT

Plumazotl prefer to avoid combat, but will defend themselves with bites, claws, and pluma magic.

Consume Magic (Su): A lesser plumazotl advances in hit dice by absorbing magic items into its body. The magic item to be consumed must have feathers or be associated with feathers, such as a feather token or a magic arrow. For every 200 gp of magic items that the lesser plumazotl consumes, it gains one hit die; when it reaches 6 hit dice, it metamorphoses into a greater plumazotl.

Additionally, a lesser plumazotl can consume the feathers from magical beasts and outsiders. The lesser plumazotl gains 1 Hit Die for every 5 HD the original creature possessed. A lesser plumazotl may only gain this benefit from a specific creature once, even if additional feathers are consumed.

Pluma Magic: A lesser plumazotl casts spells as a sorcerer of a level equal to its Hit Dice. It may cast spells from the Air, Animal, Magic, and Water domains as arcane spells. Pluma magic can only reproduce spells of up to 6th-level. For spells with material components, the plumazotl instead substitutes a feather of equal value (price based on rarity).

Spell Resistance (Ex): A lesser plumazotl has spell resistance equal to 5 + Hit Dice.

Originally appeared in Maztica Campaign Setting (1991).
 
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Monster Junkie
Viltch

http://www.enworld.org/showthread.php?t=219404&page=3&pp=30

Viltch
Medium Outsider (Chaotic, Extraplanar)
Hit Dice: 5d8+15 (37 hp)
Initiative: +10
Speed: 60 ft. (12 squares)
Armor Class: 24 (+6 Dex, +8 natural), touch 16, flat-footed 18
Base Attack/Grapple: +5/+9
Attack: Claw +9 melee (1d4+4)
Full Attack: 2 claws +9 melee (1d4+4) and bite +7 melee (1d8+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spell-like abilities, summon viltch, telekinetic trip
Special Qualities: Damage reduction 5/lawful, darkvision 90 ft., improved uncanny dodge, immunity to electricity, poison, sonic, and mind-affecting spells and abilities, resistance to cold 10 and fire 10, spell resistance 14, wind tolerance
Saves: Fort +7, Ref +10, Will +5
Abilities: Str 19, Dex 23, Con 17, Int 9, Wis 12, Cha 13
Skills: Balance +8, Climb +19, Disable Device +15, Jump +17, Listen +9, Open Locks +22, Sleight of Hand +22, Spot +9, Tumble +14
Feats: Deflect Arrows (B), Improved Initiative (B), Multiattack, Power Attack
Environment: Windswept Depths of Pandemonium
Organization: Solitary, pair, or gang (3-20)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic neutral or chaotic evil
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: +8

This creature resembles a mandrill, its dirty-gray fur matted and disheveled. Baleful yellow eyes burn above its blue-gray muzzle, and a wild mane of a slightly darker color frames its bestial face. Despite having only three legs, it moves with agility and speed.

Hailing from the chaotic plane of Pandemonium, viltches are hateful, malignant beings that revel in spreading destruction and disorder. These skilled vandals create havoc wherever they wander. The greater the beauty or order of an object, the greater the viltch's satisfaction in its destruction.

A viltch stands 5 feet tall and weighs 150 pounds.

A viltch can be summoned using a summon monster VI spell.

Viltches speak Abyssal and Slaadi.

COMBAT

Viltches prefer to target weaker prey and avoid creatures that are clearly more powerful. They try to infict only limited pain and injuries on others, preferring to concentrate their destructive energies on objects of beauty and order.

A viltch's natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.

Poison (Ex): The poison of a viltch causes extreme pain in living targets. Fortitude DC 15 negates, initial damage sickened 1 minute, secondary damage nauseated 1 minute. Any creature that fails the initial save must make a Concentration check (DC 15 + spell level) to cast a spell within a minute of the bite. The save DC is Constitution based.

Spell-Like Abilities: At will--dimension door, find traps; 3/day--shatter (DC 13), warp wood (DC 13); 1/day--greater teleport. Caster level 5th. The save DCs are Charisma-based.

Summon Viltch (Sp): Once per day a viltch can attempt to summon 1d6 viltches with a 30% chance of success. This ability is the equivalent of a 4th-level spell.

Telekinetic Trip (Sp): Three times per day, a viltch can use telekinesis (caster level 5th) to perform a trip attempt. Resolve this attempt as normal, except that it doesn't provoke attacks of opportunity, the viltch uses its Charisma modifier in place of its Strength modifier, and a failed attempt doesn’t allow a reactive attempt by the target. No save is allowed against these attempts, but spell resistance applies normally.

Wind Tolerance (Su): Viltches are unaffected by high winds, and are never checked, knocked down, or blown away by wind conditions. Viltches suffer no penalties to Listen checks made in areas of high winds, nor are their spells and effects that rely on sonic energy limited to a range of 10 feet.

Skills: A viltch has a +8 racial bonus on Climb, Disable Device, Open Locks, and Sleight of Hand checks.

Originally appeared in Dragon Magazine #94 (1985).
 
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Shade

Monster Junkie
Skelter

http://www.enworld.org/showthread.php?t=78935&page=21&pp=30

Skelter

The leathery skin of this emaciated humanoid is drawn tight over its bones. Its eyes burn with intense pinpoints of light.

A skelter is a special undead that arises only from a creature that possesses a bloodline.

When slain, a skelter moulders into a pile of flesh and bone.

Skelters speak any languages they knew in life in a raspy, spiteful voice.

"Skelter" is a template that can be added to any humanoid or monstrous humanoid creature that possesses a bloodline (referred to hereafter as the "base creature").

A skelter uses all the base creature’s statistics and special abilities except as noted here.

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

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

Armor Class: A skelter has a +3 natural armor bonus or the base creature’s natural armor bonus, whichever is better.

Attack: A skelter has a touch attack that it can use once per round. If the base creature can use weapons, the skelter retains this ability. A creature with natural weapons retains those natural weapons. A skelter fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A skelter armed with a weapon uses its touch or a weapon, as it desires.

Full Attack: A skelter fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).

Damage: A skelter without natural weapons has a touch attack that uses negative energy to deal 1d8 points of damage to living creatures; a Will save (DC 10 + 1/2 skelter's HD + skelter's Cha modifier) halves the damage. A skelter with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8 points of extra damage on one natural weapon attack.

Special Attacks: A skelter retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 skelter's HD + skelter's Cha modifier unless otherwise noted.

Command Undead (Su): A skelter can rebuke or command undead as a cleric of a level equal to the skelter's Hit Dice.

Create Spawn (Su): Any humanoid or monstrous humanoid slain by a skelter's energy drain attack becomes a zombire in 1d4 rounds. Zombire spawn are under the command of the spectre that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a skelter instead become free-willed skelters.

Energy Drain (Su): Living creatures hit by a skelter's touch attack gain one negative level. For each such negative level bestowed, the skelter gains 5 temporary hit points.

Special Qualities: A skelter retains all the base creature’s special qualities and gains those described below.

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

Immunities (Ex): Skelters have immunity to cold and mind-affecting attacks.

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

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

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

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

Sample Skelter

Skelter, 5th-Level Human Fighter/1st-Level Demon Bloodline (major)
Medium Undead (Augmented Humanoid)
Hit Dice: 5d12+20 (52 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
AC: 18 (+2 Dex, +3 natural, +3 +1 leather armor), touch 12, flat-footed 16
Base Attack/Grapple: +5/+8
Attack: Touch +7 melee (1d8+4 plus energy drain) or +1 ranseur +10 melee (2d4+9/x3)
Full Attack: Touch +7 melee (1d8+4 plus energy drain) or +1 ranseur +10 melee (2d4+9/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Command undead, create spawn, energy drain
Special Qualities: Damage reduction 10/silver or magic, darkvision 60 ft., demon affinity, immunity to cold and mind-affecting attacks, resistance to electricity 5, +2 turn resistance, undead traits
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 19, Dex 15, Con -, Int 14, Wis 8, Cha 18
Skills: Climb +12, Jump +12, Move Silently +4, Swim +12
Feats: Cleave, Combat Expertise, Combat Reflexes, Improved Disarm, Power Attack (B), Weapon Focus (ranseur), Weapon Specialization (ranseur)
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4

Command Undead (Su): This skelter can rebuke or command undead as a 6th-level cleric.

Create Spawn (Su): Any humanoid or monstrous humanoid slain by a skelter's energy drain attack becomes a zombire in 1d4 rounds. Zombire spawn are under the command of the spectre that created them and remain enslaved until its death. Creatures possessing a bloodline slain by a skelter instead become free-willed skelters.

Demon Affinity (Ex): Because of its bloodline, this skelter gains a +2 bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with demons.

Energy Drain (Su): Living creatures hit by a skelter's touch attack gain one negative level. For each such negative level bestowed, the skelter gains 5 temporary hit points. The Fortitude save DC to remove the negative level after 24 hours is 17. The save DC is Charisma-based.

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

Originally appeared in Dungeon #59 (1996).
 
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Shade

Monster Junkie
Kangaroo

http://www.enworld.org/showthread.php?t=199555&page=5

Kangaroo
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: +1/+6
Attack: Slam +2 melee (1d8+1)
Full Attack: Slam +2 melee (1d8+1) or 2 claws +2 melee (1d4+1) and bite -3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rake
Special Qualities: Low-light vision, sprint
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 13, Dex 14, Con 13, Int 2, Wis 12, Cha 7
Skills: Jump +9, Listen +9, Swim +9
Feats: Endurance (B), Skill Focus (Listen)
Environment: Temperate plains and hills
Organization: Solitary or court (3-60)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: -

This mammal hops on two powerful rear legs balanced by a long, muscular tail. Its large ears twitch attentively.

These statistics can represent any of the larger breeds of kangaroo (eastern grey, western, grey, or red).

Kangaroos are large marsupials that hop about on their hind legs as a method of locomotion.
Kangaroo bodies are designed to be extremely energy efficient, allowing them to travel long distances at decent speed in search of food.

Kangaroos subsist predominantly on grasses and shrubs, although some species also eat fungi.

Kangaroos range from 4 to 6 feet tall and weigh up to 190 pounds. Kangaroos live 4-6 years on average.

COMBAT

Kangaroos attempt to flee if given the option. Adept swimmers, they often flee into waterways, using their forepaws to hold predators underwater and drown them. If cornered, a kangaroo will kick or grab its opponent with its forelimbs (including a +4 racial bonus on grapple checks included in the statistics above), raking with its hind legs.

Rake (Ex): Attack bonus +2 melee, damage 1d3.

Sprint (Ex): Once per hour, a kangaroo can move ten times its normal speed (300 feet) when it makes a charge.

Skills: Kangaroos have a +8 racial bonus on Jump and Swim checks.

Originally appeared in Dragon Magazine #186 (1992).
 
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Monster Junkie
Uintatherium

http://www.enworld.org/showthread.php?t=67093&page=16&pp=30

Uintatherium
Large Animal
Hit Dice: 9d8+45 (85 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 16 (–1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +6/+18
Attack: Bite +13 melee (1d8+8/x3) or gore +14 melee (2d6+8)
Full Attack: Bite +13 melee (1d8+8/x3) and gore +9 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, powerful charge, trample 2d8+12
Special Qualities: Low-light vision
Saves: Fort +11, Ref +6, Will +3
Abilities: Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2
Skills: Listen +14, Spot +3
Feats: Alertness, Endurance, Weapon Focus (gore)
Environment: Warm plains
Organization: Solitary or herd (2–8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 10–12 HD (Large); 13–27 HD (Huge)
Level Adjustment: -

This creature resembles a rhinoceros, save for the six horns protruding from its skull and a pair of saberlike canines jutting from its mouth.

Although herbivorous, the uintatherium's teeth are extremely sharp and deadly, the better for plucking the thick plants that form its diet.

An uintatherium is 6 to 14 feet long, 3 to 6 feet high at the shoulder, and weighs up to 6,000 pounds.

COMBAT

A uintatherium behaves much like a rhinoceros, charging foes and goring them. Unlike a rhino, it also possesses a deadly bite attack.

Augmented Critical (Ex): An uintatherium deals triple damage if it scores a critical hit with its bite attack.

Powerful Charge (Ex): An uintatherium deals 4d6+24 points of damage when it makes a charge.

Trample (Ex): Reflex half DC 22. The save DC is Strength-based.

Originally appeared in Dragon Magazine #137 (1988).
 
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Monster Junkie
Kartang

http://www.enworld.org/showthread.php?t=73328&page=14&pp=30

Kartang
Huge Magical Beast
Hit Dice: 14d10+14 (91 hp)
Initiative: +7
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 26 (–2 size, +3 Dex, +15 natural), touch 11, flat-footed 23
Base Attack/Grapple: +14/+29
Attack: Bite +19 melee (2d8+10)
Full Attack: Bite +19 melee (2d8+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Constrict 1d8+10, improved grab
Special Qualities: Darkvision 60 ft., dual-sentient nature, low-light vision, resistance to cold 10, electricity 10, and fire 10, scent
Saves: Fort +10, Ref +12, Will +5 (+9 vs. charms and compulsions)
Abilities: Str 25, Dex 17, Con 13, Int 11, Wis 12, Cha 10
Skills: Balance +11, Bluff +14, Climb +15, Diplomacy +2, Disguise +12 (+14 acting)*, Heal +3, Hide -1, Intimidate +4, Listen +5, Spot +5, Survival +13, Swim +15
Feats: Persuasive, Improved Initiative, Power Attack, Self-Sufficient, Track
Environment: Warm forests or underground
Organization: Solitary or tribe (4-20)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 15–16 HD (Huge); 17–42 HD (Gargantuan)
Level Adjustment: -

The eyes of this giant constrictor snake glint with a greater sentience than a normal serpent.

The first kartang arose with the magical disaster that shattered Athas. Although they look identical to giant constrictor snakes, kartang have far greater intellect. Their prime directive is to increase their numbers, and as a result they are extremely protective of their eggs and young. Kartang eggs do not always yield kartang, but more often produce normal giant constrictor snakes. Occasionally, a young serpent shows signs of sentience, and is then singled out for greater protection. Kartang believe that feeding their young sentient prey increases the likelihood of the hatchlings becoming sentient as well.

Kartang prefer the taste of birds and humanoids. Kartang do not desire treasure, but horde it to lure prey. Larger groups have been known to herd and raise livestock, particularly flightless birds. A lone kartang in a group of normal snakes may converse with sentient prey to alleviate its boredom, but will most likely end up slaying them eventually.

A kartang grows to the same length and weight as typical giant constrictor snakes.

COMBAT

Kartang prefer to hide among normal giant constrictor snakes, hiding within the masses to avoid being singled out as leaders.

Constrict (Ex): On a successful grapple check, a kartang deals 1d8+10 points of damage.

Dual-Sentient Nature (Ex): The dual sentient-animal nature of the kartang grants it a +4 racial bonus to saves vs charms and compulsions.

Improved Grab (Ex): To use this ability, a kartang 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: Kartangs have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A kartang can always choose to take 10 on a Climb check, even if rushed or threatened. Kartangs use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A kartang 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.

*Kartangs have a +12 racial bonus on Disguise checks when trying to appear as ordinary constrictor snakes.

Originally appeared in Dark Sun: Wake of the Ravager PC game rule book (1994).
 
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Shade

Monster Junkie
Wallaby

http://www.enworld.org/showthread.php?t=199555&page=5

Wallaby
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +0/-1
Attack: Claw -1 melee (1d3-1) or slam -1 melee (1d6-1)
Full Attack: 2 claws -1 melee (1d3-1) and bite -6 melee (1d4-1) or slam -1 melee (1d6-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rake
Special Qualities: Low-light vision, sprint
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 9, Dex 16, Con 11, Int 2, Wis 12, Cha 7
Skills: Jump +7, Listen +7, Swim +7
Feats: Endurance (B), Skill Focus (Listen)
Environment: Any temperate
Organization: Solitary or mob (3-60)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Level Adjustment: -

This small mammal hops on two powerful rear legs balanced by a long, muscular tail. Its large ears twitch attentively.

These statistics can represent wallabies, wallaroos, and small kangaroos.

Wallabies are smaller relatives of the kangaroo. These marsupials hop about on their hind legs as a method of locomotion. Like kangaroos, their bodies are designed to be extremely energy efficient, allowing them to travel long distances at decent speed in search of food.

Wallabies subsist predominantly on grasses and shrubs.

Most wallabies reach 2-1/2 feet tall and weigh about 30 pounds, while wallaroos are a bit larger, growing up to 5 feet tall and 120 pounds. Wallabies live 12-15 years.

COMBAT

Wallabies attempt to flee if given the option. If cornered, a wallaby will kick or bite and grab its opponent with its forelimbs (including a +4 racial bonus on grapple checks included in the statistics above), raking with its hind legs.

Rake (Ex): Attack bonus -1 melee, damage 1d2.

Sprint (Ex): Once per hour, a wallaby can move ten times its normal speed (300 feet) when it makes a charge.

Skills: Wallabies have a +8 racial bonus on Jump and Swim checks.

Originally appeared in Dragon Magazine #186 (1992).
 
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Monster Junkie
Dragonet, Crow's-nest Dragon

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

Dragonet, Crow's-nest Dragon
Tiny Dragon
Hit Dice: 1d12+2 (8 hp)
Initiative: +2
Speed: 15 ft. (3 squares), fly 60 ft. (good), swim 30 ft.
Armor Class: 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple: +1/–9
Attack: Bite +5 melee (1d6-2)
Full Attack: Bite +5 melee (1d6-2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Breath weapon, deadly dive
Special Qualities: Darkvision 60 ft., hold breath, immunity to paralysis and sleep, low-light vision, sailor's fortune, scent, spell resistance 10, telepathy 60 ft.
Saves: Fort +4, Ref +4, Will +3
Abilities: Str 6, Dex 15, Con 15, Int 10, Wis 12, Cha 10
Skills: Hide +14, Listen +5, Move Silently +6, Sense Motive +5, Spot +5, Swim +10
Feats: Flyby Attack, Weapon Finesse (B)
Environment: Temperate hills or mountains
Organization: Solitary, pair, or flock (3–20)
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic good
Advancement: 2–3 HD (Tiny)
Level Adjustment: +3

This two-foot-long dragon has a snakelike body with a tail of equal length. Its iridescent white scales resemble pearls. It folds its long, wide, pelican-like wings close to its body as it begins to dive.

These dragonets get their name from their tendency to follow ships, feeding on the fish disturbed in the ships' wake, and perching on the crow's-nest. Sailors consider crow's-nest dragons to be a sign of good fortune, and indeed a flock of these dragonets can improve the luck of those guiding the vessel. Should a member of a ship's crew attack any of the dragonets, however, the entire flock will leave, never to return to that ship.

The diet of crow's-nest dragons consists mostly of fish and cephalopods, with cuttlefish and squid being their favorite meals. They are hunted by large predators both in the air and undewater, particularly sharks, orcas, giant eagles, and manticores.

Crow's-nest dragons build nests atop rugged sea cliffs. They mate for life, and both parents raise the clutch of 3 to 5 hatchlings.

Crow's-nest dragons make loyal companions, although their insatiable curiosity can lead to mischief. Although they don't require much pampering, they have large appetites.

A crow's-nest has a body about 2 feet long, with a 2-foot tail. It weights about 7 pounds. They have a lifespan of 11 to 20 years.

A crow's-nest dragon can be acquired as a familiar by a 7th-level arcane spellcaster with the Improved Familiar feat.

Combat

Crow's-nest dragons prefer to dive at prey, swallowing tiny prey in a single gulp before speeding away underwater or back into the skies. A flock of crow's-nest dragons sometimes cooperate to take down larger prey, such as a tuna or swordfish.

Deadly Dive (Ex): When a crow's-nest dragon dives at least 30 feet and makes a successful bite attack at the end of the dive, it deals an extra 1d4 points of damage.

Hold Breath (Ex): A crow's-nest dragon can hold its breath for a number of rounds equal to 8 times its Constitution score before it risks drowning.

Sailor's Fortune (Su): A flock of crow's-nest dragons within 60 feet of a ship provide a luck bonus on all Profession (sailor) checks pertaining to the vessel. This luck bonus is +2 for a flock of 3-9 crow's-nest dragons, and +4 for a flock of 10 or more.

Telepathy (Su): Crow's-nest dragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.

Skills: A crow's-nest dragon 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 Dragon Magazine #272 (2000).
 
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Monster Junkie
Le Grand Zombi

http://www.enworld.org/showthread.php?t=221570&page=3&pp=30

Le Grand Zombi
Medium Undead
Hit Dice: 20d12+220 (350 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 27 (+4 Dex, +13 natural), touch 14, flat-footed 23
Base Attack/Grapple: +10/+16
Attack: Slam +18 melee (2d6+8/19-20)
Full Attack: 2 slams +18 melee (2d6+8/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Aura of desecrated animation, command undead, consume brain, spells, summon zombies
Special Qualities: Damage reduction 20/silver and slashing, darkvision 60 ft., fast healing 5, immunity to electricty and force effects, spell resistance 28, undead traits, unholy toughness
Saves: Fort +17, Ref +21, Will +27
Abilities: Str 23, Dex 19, Con -, Int 27, Wis 18, Cha 28
Skills: Bluff +32, Climb +29, Concentration +23, Diplomacy +13, Disguise +9 (+11 acting), Intimidate +34, Jump +29, Knowledge (arcana) +31, Knowledge (religion) +31, Listen +27, Sense Motive +27, Spellcraft +33 (+35 scrolls), Spot +27, Use Magic Device +34 (+36 scrolls)
Feats: Greater Spell Focus (necromancy), Greater Spell Penetration, Improved Critical (slam), Maximize Spell, Reach Spell, Spell Focus (necromancy), Spell Penetration
Environment: Any
Organization: Solitary or crowd (Le Grand Zombi plus 10-100 zombies)
Challenge Rating: 22
Treasure: Triple standard
Alignment: Neutral evil
Advancement: None
Level Adjustment: -

This walking, moldering corpse appears to be in a greatly advanced state of decay. It appears to be far more than a normal zombie, though, as it moves with unnatural grace and is preceded by an aura of thick, palpable dread.

Le Grand Zombi is considered King of the Zombies. Its name means "the great zombie". It is rumored that Le Grand Zombi was once a powerful necromancer who may have tinkered with the process of lichdom to more closely resemble its favored undead. Regardless of its origins, Le Grand Zombi possesses far greater powers than a typical zombie, and uses its superior intellect to spread the zombie menace throughout the world.

Le Grand Zombi stands 6 feet tall and weighs 145 pounds.

Le Grand Zombi speaks Common, Abyssal, Aquan, Auran, Draconic, Ignan, Infernal, Terran, and Undercommon.

COMBAT

Le Grand Zombi is a brilliant tactician and powerful spellcaster. It is nearly always accompanied by a horde of zombies, and possesses the means to continually replenish this army. It uses its spells to harass powerful enemies while its minions overwhelm lesser foes with sheer numbers. If damaged below half its total hit points, Le Grand Zombi will begin eating brains, if possible, or will use harm for a quick repair.

Ancient Knowledge (Ex): Over its centuries of unlife, Le Grand Zombi has acquire a wealth of arcane knowledge. As a result, Le Grand Zombi has one additional spell known per level than normal for a sorcerer of its level.

Aura of Desecrated Animation (Su): Le Grand Zombi is continuously surrounded by an aura of negative energy to a range of 40 feet. This functions as a desecrate spell centered on Le Grand Zombi, who is considered to be a permanent fixture dedicated to a deity (thus granting a –6 profane penalty on turning checks, +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD for undead in the area). Additionally, all corpses within the area arise as zombies or skeletons (depending on the freshness of the corpse), under the command of Le Grand Zombi. These benefits are already included in the statistics above.

Command Undead (Su): Le Grand Zombi commands and rebukes undead as a 22nd-level cleric.

Consume Brain (Ex) Le Grande Zombi can consume a pinned opponent’s brain as a standard action. The pinned foe must make a DC 26 Fortitude save or have its brain removed and devoured; on a successful save, the victim still takes 1d4 points of Intelligence drain from the trauma. A creature whose brain is removed is effectively dead, unless it does not require a brain (such as an undead) or has multiple heads. Le Grande Zombi gains 5 temporary hit points for each point of Intelligence it drains, and 25 temporary hit points for each brain it consumes. After successfully consuming a brain, Le Grande Zombi gains a +10 ft. enhancement bonus to speed for 1 minute. The save DC is Strength based.

Spells: Le Grand Zombi casts spells as a 22nd-level sorcerer and can also cast cleric spells and those from the Darkness, Death, Destruction, Evil, and Madness domains as arcane spells.

Typical Sorcerer Spells known (9/8/8/8/8/8/7/7/7/7, save DC 19 + spell level; 21 + spell level for necromancy spells)
0th - daze, detect magic, ghost sound, inflict minor wounds, mage hand, message, open/close, ray of frost, read magic, tough of fatigue
1st - chill touch, deathwatch, doom, inflict light wounds, mage armor, ray of enfeeblement
2nd - blindness/deafness, desecrate, darkness, ghoul touch, scare, spectral hand
3rd - animate dead, contagion, haste, ray of exhaustion, vampiric touch
4th - armor of darkness, crushing despair, enervation, inflict critical wounds, unholy blight
5th - bolts of bedevilment, magic jar, mass inflict light wounds, unhallow, waves of fatigue
6th - create undead, greater dispel magic, harm, true seeing
7th - control undead, destruction, mass inflict serious wounds, mass invisibility
8th - create greater undead, horrid wilting, maddening scream, unholy aura
9th - energy drain, implosion, time stop, wail of the banshee

Summon Zombies (Sp): Three times per day, Le Grande Zombi can automatically summon up to 20 Hit Dice of undead. These must be zombies or a variant zombie (such as juju zombies, hungry dead, etc.) This ability is the equivalent of a 9th-level spell (CL 20th).

Unholy Grace (Su): Le Grand Zombi adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.

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

Psionic Variant

If you are using psionics in your campaign, Le Grand Zombi should be treated as a 22nd-level psion which can draw powers from the psion and psychic warrior lists. It has 442 power points. This replaces sorcerous spellcasting. This creature is sometimes known as The Zombie Overmind.

If you are using Complete Psionic in your campaign, consider granting the Zombie Overmind some of the Stygian powers in that book.

Originally appeared in Dragon Magazine #138 (1988).
 
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Shade

Monster Junkie
Cryptknight

http://www.enworld.org/showthread.php?t=66584&page=24&pp=30

Cryptknight
Medium Undead
Hit Dice: 9d12 (58 hp)
Initiative: +0
Speed: 20 ft. (4 squares) in half-plate armor; base speed 30 ft.
Armor Class: 20 (+7 armor, +3 natural), touch 10, flat-footed 20
Base Attack/Grapple: +4/+5
Attack: Greataxe +9 melee (1d12+8/x3)
Full Attack: Greataxe +9 melee (1d12+8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura, temporal slide
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., delay damage, immunity to cold, spell extension
Saves: Fort +3, Ref +3, Will +7
Abilities: Str 17, Dex 10, Con —, Int 2, Wis 13, Cha 14
Skills: Listen +7, Spot +7
Feats: Greater Weapon Focus (greatsword), Greater Weapon Specialization (greatsword), Weapon Focus (greatsword), and Weapon Specialization (greatsword)
Environment: Any
Organization: Solitary or order (2-10)
Challenge Rating: 6
Treasure: None
Alignment: Always lawful evil
Advancement: 10-20 HD (Medium)
Level Adjustment: -

A skeletal figure shambles forth, its movements erratic and flickering as if not in the same timeline as everything around it. Its plate armor and greataxe seem archaic and ancient.

Cryptknights are the undead remnants of fighters that were time-trapped at the moment of their deaths. This unique condition originated in the wizard Martek's tomb, but similar temporal anomalies could occur elsewhere and create similar beings.

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

Cryptknights cannot speak.

COMBAT

Cryptknights are straightforward warriors, wielding their greataxes with masterful skill.

Delay Damage (Su): Any effect takes a full round to affect a cryptknight. For example, weapon damage done to a cryptknight applies one round after the successful attack. Similarly, a spell affects a cryptknight one round after it normally would (a fireball targeting an area including a orc and a cryptknight would damage the orc immediately but the cryptknight one round later). This also applies to nondamaging effects.

Spell Extension (Su): Any spell effect with a duration other than concentration, instantaneous, or permanent is doubled in duration (as by the extend spell metamagic feat) in its effect on a cryptknight. That is, a spell with a one round effect would last for two rounds. In addition, the effect of the spell begins one round later than usual (see Delay Damage).

Temporal Slide (Su): A cryptknight can manipulate time as it moves, allowing it to seemingly disappear and reappear elsewhere instantaneously. As a free action that does not provoke an attack of opportunity, a cryptknight moves its current speed (following the normal rules for movement). The cryptknight can use this ability every other round.

Feats: Cryptknights count as fighters of a level equal to their Hit Dice for the purposes of meeting prerequisites for feats.

Originally appeared in I5 - Lost Tomb of Martek (1983).
 
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