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Shade

Monster Junkie
Giant, Island

http://www.enworld.org/showthread.php?t=224671&page=7&pp=15

Giant, Island
Huge Giant
Hit Dice: 13d8+78 (160 hp)
Initiative: +1
Speed: 40 ft. (8 squares), swim 30 ft.
Armor Class: 21 (–2 size, +1 Dex, +12 natural) touch 9, flat-footed 20
Base Attack/Grapple: +9/+29
Attack: Slam +19 melee (1d6+12) or rock +8 ranged (2d8+12)
Full Attack: 2 slams +19 melee (1d6+12) or rock +8 ranged (2d8+12)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, rock catching
Saves: Fort +14, Ref +5, Will +4
Abilities: Str 35, Dex 13, Con 23, Int 8, Wis 10, Cha 14
Skills: Hide -2, Listen +5, Spot +5, Swim +20
Feats: Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Power Attack
Environment: Warm islands
Organization: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +4

This massive humanoid towers three times the height of a tall human. Little more than rags which may have once been a ship's sail cover its twisted, sky-blue body. Its single eye glares menacingly beneath a jutting ivory horn on its forehead.

Island giants are omnivorous, able to subsist on large amounts of seaweed or on the carcasses of beached whales. However, they prefer fresh meat, and consider a shipful of sailors a perfect meal.

Male island giants are infertile. They lead a solitary existence, hating all other creatures, even their own kind. They view smaller creatures as nothing more than food or sources of amusement. They are very imaginative in their brutality.

An adult male is about 18 feet tall and weighs about 8,000 pounds. Skin coloration ranges from slate gray to sky blue to tan. Although all are mostly humanoid and cyclopean, their characteristics vary, some with multiple horns, others with the hindquarters of beasts, yet others with reptilian tails, or even spiked spines. Island giants can live to be 1,000 years old.

An island giant's bag usually contains 1d4+1 throwing rocks, bits of food, pieces of ships, driftwood, and crude religious fetishes.

Island giants speak an odd dialect of Giant.

Combat

Island giants prefer to throw rocks until foes come within range, then pummel them with their powerful fists. Island giants are intelligent enough to try to gain a tactical advantage, attempting to ambush and trap ships, taking prisoners for later meals.

Rock Catching (Ex): An island giant can catch Small, Medium, or Large rocks (or projectiles of similar shape).

Once per round, an island giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The island giant must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex): The range increment is 140 feet for an island giant’s thrown rocks.

Skills: An island giant 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.

Female Island Giants

Female island giants have identical statistics to males, but also have the power to assume the form of any humanoid or giant. They generally take on an attractive appearance to attract mates or lure prey.

Change Shape (Su): A female island giant can assume the shape of any giant or humanoid of Small to Huge size. An island giant can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but an island giant reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Skills: *When using its change shape ability, a female island giant gets a +10 circumstance bonus on Disguise checks.

Young Island Giants

Young island giants have the following statistics. They never take class levels, advancing by Hit Dice until becoming an adult island giant at 13 Hit Dice.

Medium Giant (Aquatic)
Hit Dice: 6d8+12 (39 hp)
Initiative: +3
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 20 (+3 Dex, +7 natural) touch 13, flat-footed 17
Base Attack/Grapple: +4/+8
Attack: Slam +8 melee (1d3+4)
Full Attack: 2 slams +8 melee (1d3+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Amphibious, low-light vision
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 19, Dex 17, Con 15, Int 8, Wis 10, Cha 14
Skills: Hide +6, Listen +3, Spot +3, Swim +12
Feats: Cleave, Great Cleave, Power Attack
Environment: Warm islands
Organization: Solitary or brood (2-12)
Challenge Rating: 4
Treasure: None
Alignment: Often chaotic evil
Advancement: 7-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: -

Island Giant Society

Island giants are extremely solitary. A female gives birth to a brood of 1d10+2 young on land. The young then struggle to the ocean quickly before falling prey to others of their kind or other predators. Their own mother will devour them if they tarry too long. As a result, only about one in every 50 young island giants reach adulthood. Males that meek it to land seek a remote location to establish a domain, while females search for potential mates.

Island Giant Characters

An island giant cleric has access to two of the following domains: Chaos, Strength, and Water.

Originally appeared in Land of Fate (1992).
 
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Shade

Monster Junkie
Bassnip

http://www.enworld.org/showthread.php?t=78935&page=48&pp=15

Bassnip
Tiny Animal (Aquatic)
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: Swim 50 ft. (10 squares)
Armor Class: 15 (+2 size, +3 Dex), touch 13, flat-footed 12
Base Attack/Grapple: +0/-10
Attack: Bite +5 melee (1d3-2/18-20/x3)
Full Attack: Bite +5 melee (1d3-2/18-20/x3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Augmented critical
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 7, Dex 16, Con 11, Int 1, Wis 12, Cha 2
Skills: Hide +12, Listen +3, Spot +3, Swim +9
Feats: Alertness, Weapon Finesse (B)
Environment: Temperate or warm aquatic
Organization: Solitary or school (10-20)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-4 HD (Tiny); 5-7 HD (Small)
Level Adjustment: -

This fish is over a foot long, with a pink troutlike body. Its most noticeable feature, however, is its horizontal, scissorlike jaws.

Bassnip are a strange breed of fish that, despite their fearsome jaws, subsist mostly on algae and other plants in the lake. However, if hungry enough, bassnip will attack larger creatures, snipping off small bits of flesh with surgical precision.

Bassnip flesh is extremely poisonous when eaten (Ingested, Fort DC 10, Initial damage 1d4 Con, secondary damage nauseated for 3 hours).

A bassnip is 1-1/2 feet long and weighs about 7 pounds.

COMBAT

Bassnips bite with their shearlike jaws with the finesse of a skilled surgeon.

Augmented Critical (Ex): A bassnip's bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit. Additionally, the victim must succeed on a DC 13 Fortitude save or take 1 point of Charisma drain due to the horrific scarring caused by the shearlike jaws. The save DC is Dexterity-based.

Skills: A bassnip 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 Dungeon Magazine #71 (1998).
 
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Shade

Monster Junkie
Ambuchar Devayam/Tan Chin

http://www.enworld.org/showthread.php?t=73266&page=42&pp=15

Ambuchar Devayam/Tan Chin
Medium Undead (Extraplanar, Incorporeal)
Hit Dice: 16d12 (104 hp)
Initiative: +4
Speed: Fly 30 ft. (6 squares)(perfect)
Armor Class: 23 (+4 Dex, +5 deflection, +4 profane), touch 23, flat-footed 19
Base Attack/Grapple: +8/-
Attack: Incorporeal touch +12 melee (1d10 plus energy drain plus frightful touch)
Full Attack: 2 incorporeal touches +12 melee (1d10 plus energy drain plus frightful touch)
Space/Reach: 5 ft./5 ft.
Special Attacks: Draining gaze, energy drain, frightful touch, possession, slaves of Tan Chin, spell-like abilities, stamp of Tan Chin
Special Qualities: Crystal phylactery, damage reduction 15/magic and silver, darkvision 60 ft., immunity to cold, incorporeal traits, +8 turn resistance, undead traits
Saves: Fort +5, Ref +9, Will +10
Abilities: Str -, Dex 18, Con -, Int 19, Wis 18, Cha 21
Skills: Bluff +24, Concentration +24, Diplomacy +7, Disguise +5 (+7 acting), Intimidate +26, Knowledge (arcana) +23, Knowledge (history) +23, Knowledge (the planes) +23, Spellcraft +25 (+27 scrolls), Survival +4 (+6 on other planes), Use Magic Device +24 (+26 scrolls)
Feats: Ability Focus (possession), Empower Spell-Like Ability, Greater Spell Penetration, Quicken Spell-Like Ability, Spell Penetration, 1 more
Environment: Solon (or unnamed home plane)
Organization: Solitary or Court (Ambuchar Devayam plus 2d6 dowagu and 4d4 5th-level necromancers and 20-30 HD of random undead)
Challenge Rating: 18
Treasure: Triple standard
Alignment: Lawful evil
Advancement: -
Level Adjustment: -

An unnerving chill surrounds a pair of disembodied golden eyes.

Ambuchar Devayam was once known as Tan Chin, a powerful necromance and the emperor of the Shou Lung region of Kara-Tur. He was a cruel ruler, and his people revolted and banished him from the land. Tan Chin ventured to the region of Solon and unconvered ancient Imaskari magic, which he combined with his own potent necromancy to become a unique undead entity upon his death. He then conqured Solon and took the name Ambuchar Devayam and made himself raja of Solon. He now seeks to reclaim Shou Lung through his ever-growing army of the undead.

Ambuchar Devayam spends most of his time in Solon in the Star Houses or the Ebony Temple, wherein his crystal phylactery resides. The Ebony Temple has portals to various unknown planes, and it is assumed that the unnamed plane upon which his essence resides can be reached there. It is said that acquiring four ebony artifacts of the Imaskari from these other planes, and tossing them into the Bottomless Pit of Fire in the Ebony Temple will destroy Ambuchar Devayam forever.

Ambuchar Devayam is 6 feet tall and weightless in his incorporeal state.

Ambuchar Devayam speaks Common, Infernal, and Undercommon.

COMBAT

Ambuchar Devayam feeds upon the life force of the living, and as such prefers to use his energy drain attack when possible. He often possesses other beings, and retains the use of his supernatural and spell-like abilities while in these hosts.

Crystal Phylactery (Su): The raja Ambuchar Devayam's soul is tied to the Material Plane through a phylactery, like a lich's, which is apparently made of crystal. If he is ever destroyed, his phylactery regenerates his incorporeal "body" in one hour. In addition, if the crystal phylactery is destroyed by normal means, it reforms itself in 24 hours. (If Ambuchar Devayam is destroyed while his crystal phylactery is destroyed, he does not reform until the phylactery does.) The phylactery should be considered an artifact, and the means of its permanent destruction should be determined by the DM.

Draining Gaze (Su): 1 point of Constitution drain, range 30 feet, Fortitude DC 23 negates. The save DC is Charisma-based.

Energy Drain (Su): Living creatures hit by Ambuchar Devayam's incorporeal touch attack gain one negative level. The DC is 23 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, Ambuchar Devayam gains 5 temporary hit points.

Frightful Strike (Su): Any creature struck by the incorporeal touch of Ambuchar Devayam must succeed on a DC 23 Will save or cower for 1d4 rounds. Even on a successful save, the victim must make a second DC 23 Will save or be panicked for 1d4 rounds. The save DCs are Charisma-based.

Possession (Su): Once per round, Ambuchar Devayam can attempt to merge his incorporeal body with a creature on the Material Plane. This ability functions as the magic jar spell, except that it does not require a receptacle and as outlined below. To use this ability, Ambuchar Devayam attempts to move into the creature's space; if the creature fails a DC 25 Will save, Ambuchar Devayam merges with the creature and takes possession of it. If the save succeeds, Ambuchar Devayam does not possess the creature and cannot move into its space, and the creature is immune to Ambuchar Devayam's possession for 1 hour. Attempting to possess a creature does not provoke attacks of opportunity.

While possessing a creature, Ambuchar Devayam keeps his Su and Sp abilities, including his gaze and touch attacks. In addition, each day that Ambuchar Devayam possesses a creature, the possessed creature suffers a negative level. These negative levels cannot be removed in any way while the creature is possessed, but they also do not result in actual level loss until the possession ends. However, as normal, a creature with as many negative levels as HD still dies.

Slaves of Tan Chin (Su): Any creature that has been marked with the Stamp of Tan Chin (either by a dowagu or Ambuchar Devayam himself) becomes a zombie (or greater undead, at the DM's discretion) immediately upon its death. The victim is now under the completely control of Ambuchar Devayam and will seek him out immediately to receive orders. Undead marked by the Stamp of Tan Chin are so completely controlled by Ambuchar Devayam that they may not be rebuked, commanded, or otherwise magically controlled by any other creature.

Spell-Like Abilities: Ambuchar Devayam may use any spell from the necromancy school as a spell-like ability. He may use each spell only once per day, but may apply his Empower Spell-Like Ability and Quicken Spell-Like Ability to up to three spell-like abilities each (caster level limits still apply). Caster level 20th. Save DCs are 15 + spell level.

Stamp of Tan Chin (Su): As a full round action, Ambuchar Devayam may place a dark tattoo upon a creature as long as he possesses some corporeal creature. This mark cannot be removed through anything short of divine intervention or the destruction of Ambuchar Devayam. Attempts to conceal the mark always fail--it is clearly visible even through armor, clothing, and makeup. Even spells, such as shapechange or alter self, cannot conceal the mark. The victim still gains the benefits of these spells, but the mark is always present in their current form.

Originally appeared in FRA3: Blood Charge (1990).
 
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Shade

Monster Junkie
Horag

http://www.enworld.org/showthread.php?t=224671&page=7&pp=15

Horag
Large Giant
Hit Dice: 8d8+24 (60 hp)
Initiative: -1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 18 (–1 size, -1 Dex, +7 natural, +3 hide armor) touch 8, flat-footed 18
Base Attack/Grapple: +6/+16
Attack: Greataxe +12 melee (3d6+9/x3) or slam +11 melee (1d4+6)
Full Attack: Greataxe +12/+7 melee (3d6+9/x3) or 2 slams +11 melee (1d4+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +9, Ref +1, Will +3
Abilities: Str 23, Dex 8, Con 17, Int 8, Wis 12, Cha 7
Skills: Climb +7, Jump +6, Listen +5, Spot +5 (includes armor check penalty)
Feats: Power Attack, Improved Sunder, Weapon Focus (greatsword)
Environment: Temperate hills
Organization: Solitary, mated pair (horag and ogre or hill giant mate), gang (horag plus 3–4 ogres or 2-5 hill giants), band (horag plus 5–8 ogres or 6–9 hill giants plus 35% noncombatants), hunting/raiding party (horag plus 6–9 hill giants plus 2–4 dire wolves), or tribe (horag plus 21–30 hill giants plus 35% noncombatants plus 12–30 dire wolves, 2–4 ogres, and 12–22 orcs)
Challenge Rating: 5
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +3

This hulking humanoid is larger than an ogre, with a stooped posture and long arms.

Horags are the result of a rare union between a large ogre and small hill giant. Almost all are born male. Although they breed true, they are so rare that they generally mate with ogres or hill giants, with the child always being an odd-looking member of the other parent's race.

Horags tend to dwell among the tribes of their parents. A few strike off on their own, lairing in a cave partially blocked by loose rubble and large stones, carefully concealed from outsiders. Although omnivorous, they prefer meat.

Horags occasionally serve as mercenaries alongside ogres or half-ogres, providing added muscle and slightly better tactical sense.

Adult horags stand 10 feet tall and weigh around 900 pounds. Their skin color ranges from dull yellow to deep ruddy brown, with brown or black eyes and hair. Horags can live to be 100 years old.

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

Combat

Horags prefer melee combat, pummeling foes with their meaty fists or with greatclubs or greataxes. Among hill giants, horags serve as tacticians, but take a more prominent role as damage-soakers among their smaller ogre cousins.

Horags As Characters

Horag characters possess the following racial traits.
  • +12 Strength, –2 Dexterity, +6 Constitution, –2 Intelligence, +2 Wisdom, –4 Charisma.
  • Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • A horag's base land speed is 40 feet.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: A horag begins with eight levels of giant, which provide 8d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
  • Racial Skills: A horag's giant levels give it skill points equal to 11 x (2 + Int modifier, minimum 1). Its class skills are Climb, Jump, Listen, and Spot.
  • Racial Feats: A horag's giant levels give it three feats.
  • Weapon and Armor Proficiency: A horag is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
  • +7 natural armor bonus.
  • Automatic Languages: Common, Giant. Bonus Languages: Draconic, Dwarven, Goblin, Orc.
  • Favored Class: Barbarian.
  • Level adjustment +3.

Originally appeared in Against the Giants: The Liberation of Geoff (1999).
 
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Shade

Monster Junkie
Amebelodon

http://www.enworld.org/showthread.php?t=67093&page=38&pp=15

Amebelodon
Huge Animal
Hit Dice: 11d8+66 (115 hp)
Initiative: +0
Speed: 40 ft. (8 squares), swim 15 ft.
Armor Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +8/+27
Attack: Slam +17 melee (2d8+11)
Full Attack: Slam +17 melee (2d8+11) and 2 stamps +12 melee (2d6+5)
Space/Reach: 15 ft./10 ft.
Special Attacks: Toss muck, trample 2d12+16
Special Qualities: Low-light vision, marsh move, scent
Saves: Fort +13, Ref +7, Will +5
Abilities: Str 32, Dex 11, Con 23, Int 2, Wis 10, Cha 5
Skills: Listen +9, Spot +9, Swim +19
Feats: Alertness, Endurance, Improved Natural Attack (slam), Iron Will
Environment: Temperate swamps
Organization: Solitary, pair, or herd (3-6)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10-27 HD (Huge)
Level Adjustment: -

This gigantic elephantlike creature has two sets of tusks, the upper pair like those of a typical elephant, and the lower pair longer, straighter, and shovel-like.

The amebelodon is a proboscidean adapted to life in swamps and rivers. It uses its shovel-like tusks to scoop up water plants which make up the bulk of its diet or to scrape bark from trees.

An amebelodon stands 10 feet high at the shoulder and weighs over 4,000 pounds.

COMBAT

An amebelodon fights much like an elephant, although its tusks are not useful in battle.

Marsh Move (Ex): Amebelodons take no movement penalties for moving in marshes or mud.

Toss Muck (Ex): As a standard action, an amebelodon can toss a tuskful of muck at a target within 20 feet. This requires a ranged touch attack. The target is blinded until it takes a move action to wipe off the muck. This ability may only be used in muddy or marshy terrain.

Trample (Ex): Reflex half DC 25. The save DC is Strength-based.

Skills: An amebelodon 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 #137 (1988).
 
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Shade

Monster Junkie
Kookaburra

http://www.enworld.org/showthread.php?t=199555&page=18&pp=15

Kookaburra
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +4
Speed: 5 ft, fly 120 ft. (24 squares)(good), swim 10 ft.
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +6 melee (1d3-4)
Full Attack: Bite +6 melee (1d3-4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Laughter imitation, low-light vision
Saves: Fort +2, Ref +6, Will +2
Abilities: Str 3, Dex 18, Con 10, Int 2, Wis 14, Cha 7
Skills: Hide +12, Spot +6, Swim +4
Feats: Flyby Attack, Weapon Finesse (B)
Environment: Temperate forests and marshes
Organization: Solitary or family (2-12)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

This squat bird has a large beak and small talons. Its call sounds like human laughter.

Kookaburras are carnivores, preying mostly on lizards, snakes, insects, mice and raw meat. They are territorial, with families singing as a chorus to mark their territory.

Kookaburras live in loose family groups, with the young from a previous generation helping to raise the next generation.

A kookaburra is 1-1/2 feet long and weighs about 1 pound. Body coloration ranges from white to cream-colored, while wings range from blue to brown with similar coloration on the tail. Some specimens have dark stripes around their eyes, and some have spots on their wings.

A kookaburra familiar grants its master a +3 bonus on Bluff checks.

COMBAT

A kookaburra perches on a branch and waits patiently for prey to come near, then swoops down upon it.

Laughter Imitation (Ex): A kookaburra's call sounds like humanoid laughter. Listeners must succeed on a DC 10 Wisdom check to detect the ruse. A kookaburra does not intentionally use this ability to confuse humanoids, unless it has been taken as a familiar. The check DC is Constitution-based.

Skills: A kookaburra 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 #186 (1992).
 
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Shade

Monster Junkie
Ogre, Stonecrown

http://www.enworld.org/showthread.php?t=227195&page=1&pp=15

Ogre, Stonecrown
Large Giant
Hit Dice: 4d8+12 (30 hp)
Initiative: -1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft., climb 20 ft.
Armor Class: 16 (–1 size, –1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16
Base Attack/Grapple: +3/+14
Attack: Greataxe +10 melee (3d6+10/x3)
Full Attack: Greataxe +10 melee (3d6+10/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood frenzy
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +7, Ref +0, Will +1
Abilities: Str 25, Dex 8, Con 17, Int 9, Wis 10, Cha 7
Skills: Climb +6, Listen +3, Spot +3 (includes armor check penalty)
Feats: Power Attack, Weapon Focus (greataxe)
Environment: Temperate hills and mountains
Organization: Solitary, pair, gang (3–4), band (5–8), tribe (2-20 plus 1 leader of 1st level), or company (2-20 plus 1 leader of 1st level per 5 ogres and 1 captain of 2nd level)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +4

This fat, oversized humanoid stands over nine feet tall. Its greasy, filth-covered skin is covered in piercings, and it wears filthy animal hides. A rank odor, like a large volume of sour milk, surrounds the being.

Stonecrown ogres are a stronger, larger, and meaner variant of their more common cousins. When injured, they fly into a deadly blood frenzy, landing more frequent blows on foes and friends alike.

In the wild, stonecrown ogres form tribes, with leaders tending to possess superior armor such as chain shirts or breastplates. Others form mercenary companies, led by captains wearing superior armor and wielding stonecrown arbalests (see below).

Adult stonecrown ogres stand 9 to 10 feet tall and weigh 650 to 700 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.

Stonecrown ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common, Goblin, or Orc.

Combat

Stonecrown ogres are voracious hunters with little discipline and no great cunning, although those that train and fight together long enough can learn to control their battle frenzy to attack as a unit.

Blood Frenzy (Ex): If a stonecrown ogre takes damage from an attack, spell, trap, or any other source, it must make a successful Will save (DC 10 + points of damage suffered since its last action) at the start of its next action or enter a blood frenzy. While in a blood frenzy, the ogre
must attempt to attack the most recent creature or object to damage it; if that is not possible, it must attempt to attack the nearest creature instead. In addition, it gains a single extra attack each round at its highest bonus when making a full attack. The blood frenzy lasts until either the ogre or its opponent is dead, after which the stonecrown ogre is fatigued.

To end the frenzy before its duration expires, the stonecrown ogre may attempt a DC 20 Will save once per round as a free action. Success ends the frenzy immediately; failure means it continues.

Skills: Stonecrown ogres have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Stonecrown Arbalests

Stonecrown ogres craft special rock-hurling heavy crossbows. The 10-pound stones hurled from these arbalests are able to damage equipment as well as dealing damage.

Stonecrown Arbalest: Exotic ranged weapon, damage 2d8 bludgeoning, range increment 30 feet. A stonecrown arbalest threatens a critical hit on a roll of 20 and deals triple damage on a successful critical hit. A stonecrown arbalest may also be used to make ranged sunder attempts.

Stonecrown Ogres As Characters

Stonecrown ogres characters possess the following racial traits.
  • +14 Strength, –2 Dexterity, +6 Constitution, –2 Intelligence, –4 Charisma.
  • Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • A stonecrown ogre's base land speed is 40 feet. It also has a climb speed of 20 feet.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: A stonecrown ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
  • Racial Skills: A stonecrown ogre’s giant levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot.
  • Racial Feats: A stonecrown ogre’s giant levels give it two feats.
  • Weapon and Armor Proficiency: A stonecrown ogre is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
  • Weapon Familiarity: Stonecrown ogres may treat stonecrown arbalests as martial weapons rather than exotic weapons.
  • +5 natural armor bonus.
  • Special Attacks: Blood frenzy (see above).
  • Automatic Languages: Giant. Bonus Languages: Common, Goblin, Orc.
  • Favored Class: Barbarian.
  • Level adjustment +4.

New Feat

Controlled Frenzy [General, Fighter]
Prerequisite: Blood frenzy special attack.
Benefits: You may enter a blood frenzy without first taking damage.
Normal: Without this feat, you can only enter a blood frenzy after taking damage.

Originally appeared in Warlock of the Stonecrowns (1995).
 
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Shade

Monster Junkie
Hag, Mountain

http://www.enworld.org/showthread.php?t=199651&page=41&pp=15

Hag, Mountain
Medium Monstrous Humanoid
Hit Dice: 5d8+5 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17
Base Attack/Grapple: +5/+9
Attack: Claw +9 melee (1d4+4) or rusty dagger +9 melee (1d4+4/19-20 plus disease)
Full Attack: 2 claws +9 melee (1d4+4) or rusty dagger +9 melee (1d4+4/19-20 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Hag's curse, horrific appearance, rusty dagger, spell-like abilities
Special Qualities: Darkvision 90 ft., immunity to disease and poison, +2 racial bonus on saving throws against mind-influencing spells and abilities, spell resistance 16
Saves: Fort +4, Ref +5, Will +5
Abilities: Str 19, Dex 12, Con 12, Int 12, Wis 13, Cha 14
Skills: Climb +12, Concentration +5, Craft (any one) +5, Hide +5, Knowledge (any one) +5, Listen +7, Spot +7
Feats: Alertness, Great Fortitude
Environment: Any mountains
Organization: Solitary or covey (3 hags of any kind plus 1–8 ogres and 1–4 evil giants)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: -

This creature looks like an old female human, with sickly brown flesh that is cracked and haggard. Its long, dirty hair resembles diseased roots.

Mountain hags are found in rocky wastes and forbidding mountains, lairing in caves where they hatch evil plots. They are as likely to be found in a hag covey as others of their kind.

A mountain hag is about the same height and weight as a female human.

Mountain hags speak Giant and Common.

COMBAT

Mountain hags usually remain in hiding until they can affect as many foes as possible with their horrific appearance, then lash out with their rusty daggers. They do not hesitate to use their spell-like abilities or potent curse if outclassed by adversaries.

Hag's Curse (Su): A mountain hag can bestow a terrible curse by touch. The victim must succeed on a DC 14 Fortitude save or take 1d4 points of Constitution damage and suffer a -2 penalty on saving throws vs. disease or poison. Additionally, the victim's natural healing rate is halved, and any time it takes damage it must succeed on a DC 14 Fortitude save or contract a random disease. The curse lasts for 30 days unless removed with a remove curse spell or similar magic. A mountain hag may only curse one individual at a given time. If it chooses to curse a second victim, the curse is immediately lifted from the first victim. The save DCs are Charisma-based.

Horrific Appearance (Su): The sight of a mountain hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a DC 14 Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim’s Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag’s horrific appearance for 24 hours. The save DC is Charisma-based.

Rusty Dagger (Ex): Every mountain hag wields a rusty dagger that transmits slimy doom (as an injury, rather than contact, disease) on a successful hit. If taken from the mountain hag or upon the hag's death, the rusty dagger quickly crumbles to dust.

Spell-Like Abilities: 3/day—darkness, ghoul touch (DC 14); 1/day—fly. Caster level 5th. The save DC is Charisma-based.

Skills: Mountain hags have a +4 racial bonus on Use Magic Device checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.

Originally appeared in Imagine Magazine #5 (1983).
 
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Shade

Monster Junkie
http://www.enworld.org/showthread.php?t=219404&page=12&pp=15

Bauh-Yin
Medium Outsider (Chaotic, Extraplanar, Spirit)
Hit Dice: 5d8+10 (32 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +5/+6
Attack: Claw +6 melee (1d6+1) or scimitar +6 melee (1d6+1/18-20)
Full Attack: 2 claws +6 melee (1d6+1) or scimitar +6 melee (1d6+1/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Change shape, incite riot, sneak attack +1d6, spell-like abilities, summon bauh-yin
Special Qualities: Aversion to water, darkvision 60 ft., immunity to cold, electricity, and fire, telepathy 60 ft.
Saves: Fort +5, Ref +6, Will +4
Abilities: Str 12, Dex 14, Con 14, Int 9, Wis 11, Cha 15
Skills: Balance +7, Bluff +10, Climb +13, Diplomacy +4, Disguise +2* (+4 acting), Gather Information +4, Hide +6, Intimidate +12, Jump +15, Knowledge (history) +7, Knowledge (local) +7, Move Silently +6, Tumble +12
Feats: Ability Focus (incite riot), Improved Initiative
Environment: Spirit World
Organization: Solitary or insurrection (2-6)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic neutral
Advancement: 6-15 HD (Medium) or by character class
Level Adjustment: +5

This white-robed human has the head of a panther.

Bauh-yin are spirits that were once the most devoted followers of the Black Leopard. Reborn in the Spirit World, they continue to serve the Black Leopard as his eyes and ears on the Material Plane.

The appearance of a bauh-yin is often considered a good omen among the impoverished, and an ill omen for those in positions of power, for the bauh-yin often incite riots and upheavals in their wake.

A bauh-yin is about the same height and weight as a tall, thin human. Although the majority of bauh-yin have the head of a jaguar, they can appear as lions or wildcats.

Bauh-yin are mute, but understand Common and Celestial and can communicate telepathically.

COMBAT

Bauh-yin are agile, crafty combatants. They have no hesitations to summon others of their kind, and are generally happy to answer the calls of their brethren.

Aversion to Water (Ex): Bauh-yin hate water, and will never willingly cross water if it can be avoided. A bauh-yin exposed to an effect that puts it in contact with water (such as a rainstorm created by a control weather spell) must succeed on a DC 22 Will save or it must stay at least 20 feet from the source of water; if already within 20 feet, it must immediatelly move away. A bauh-yin unable to move away, or one attacked by a water effect, is overcome with revulsion. This revulsion reduces the creature's Dexterity score by 4 points until the effect wears off or the subject is no longer within 20 feet of a source of water. This ability is otherwise similar to antipathy as the spell (caster level 16th).

Change Shape (Su): A bauh-yin can assume the shape of any feline creature of Diminutive to Large size. In feline form, the bauh-yin loses its natural attacks but retains its special abilities. A bauh-yin can remain in its feline form until it chooses to assume a new one. A change in form cannot be dispelled, but a bauh-yin reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Incite Riot (Su): Once per day, a bauh-yin can incite up to one creature per Hit Die to riot. Affected creatures must be within 25 ft. + 5 ft./Hit Die of the bauh-yin, and must succeed on DC 16 Will saves. A creature that fails its save attacks the nearest creature on its next turn, whether friend or foe. An affected creature attacks with whatever weapon is in hand, or with natural weapons. An unarmed creature attacks with an unarmed strike. An affected creature not already adjacent to another creature will move or (if possible) charge the nearest creature; if the nearest creature is not within range of a charge, the subject moves toward the nearest creature along the most efficient route. This is a mind-affecting, enchantment effect. The save DC is Charisma-based.

Spell-Like Abilities: At will--greater teleport; 3/day--scare (DC 14). Caster level 5th. The save DCs are Charisma-based.

Summon Bauh-yin (Sp): Once per day a bauh-yin can attempt to summon 1d4 bauh-yin with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.

Skills: Bauh-yin have a +4 racial bonus on Balance, Climb, Hide, Jump, and Move Silently checks.

*When using its change shape ability, a bauh-yin gets an additional +10 circumstance bonus on Disguise checks.

Bauh-yin in the Realms

In the Forgotten Realms, the bauh-yin are found in the T'u Lung province of Kara-Tur. They are normally only found in the drainage area of the Fenghsintzu river, where the Black Leopard Cult flourished thousands of years ago.

Originally appeared in OA5 - Mad Monkey vs. the Dragon Claw (1988).
 
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Shade

Monster Junkie
Silatic, Gold

http://www.enworld.org/showthread.php?t=224622&page=3

Silatic, Gold
Medium Ooze
Hit Dice: 9d10+54 (103 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 12, flat-footed 13
Base Attack/Grapple: +6/+10
Attack: Pseudopod +10 melee (1d6+4)
Full Attack: 3 pseudopods +10 melee (1d6+4)
Space/Reach: 5 ft./5 ft. (50 ft. with pseudopod)
Special Attacks: Alacrity, digest metal
Special Qualities: Blindsight 60 ft., damage reduction 10/magic, metalsense, ooze traits, resistance to acid 10 and fire 10, spell resistance 13, split
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 19, Dex 16, Con 22, Int 5, Wis 11, Cha 1
Skills: Climb +7, Hide +6, Move Silently +6
Feats: Cleave, Improved Initiative, Improved Sunder, Power Attack
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: See text
Alignment: Always neutral
Advancement: 10-18 HD (Medium); 19-27 HD (Large)
Level Adjustment: -

This shifting, quivering amorphous blob appears to consist of molten gold.

Silatics are metal-devouring oozes. They may be found anywhere, but since they need not breathe, they are often found floating through space. Outside the presence of gravity, silatics float gracefully, fanning their bodies in a fluid motion.

Several breeds of silatics are known to exist, each associated with a specific type of metal. A silatic eats only its associated metal, and possesses the ability to sense this same metal. Silatics may form a pair (or more, depending on type) of long, thin pseudopods that can stretch up to fifty feet. They generally feed with one pseudopod, reserving the other for defense.

When a gold silatic reaches 18 Hit Dice, it begins looking for an isolated spot in which it can split into smaller silatics.

Silatics do not hoard nor covet treasure, but up to 1d10 pounds per Hit Die of the associated metal may be recovered from a slain silatic.

A gold silatic can grow to a diameter of up to 6 feet and a thickness of about 6 inches. A typical specimen weighs about 400 pounds.

COMBAT

Silatics attack with their psuedopods, which possess incredible reach. They generally ignore other creatures, only defending themselves if bothered while feeding.

Alacrity (Su): When making a full attack action, a gold silatic may make one extra pseudopod attack.

Digest Metal (Ex): Three rounds after a silatic first comes into contact with metal, its psuedopods automatically secrete a digestive fluid that disolves metal as if it was acid. Silatic digestive fluid is targeted towards a specific metal, but is also damaging to any other types of metal. The liquid does not affect living beings or non metallic objects, but when it gets on the surface of living beings and non-metallic objects it will then start to digest metalic items that they later touch.

Any melee hit deals metal digestion damage, and the opponent’s armor dissolves and become useless immediately unless they succeed on DC 20 Reflex saves. A metal weapon that strikes a silatic that has secreted digestive fluid also disolves immediately unless it succeeds on a DC 20 Reflex save. The save DC is Constitution-based.

The silactic’s digestive touch deals 1 points of damage per round to unattended metal objects, but the ooze must remain in contact with the object for 3 full rounds to start dealing this damage. Once a silatic's digestive fluid has disolved a metal object the creature will spend the next 3 rounds reabsorbing the fluid, and the metal it contains. A silatic that is interupted while eating cannot detect its own digestive fluids, but if the digestive fluid disolves and absorbs metal, the silatic can detect the metal contained within the fluid.

Metalsense (Ex): A silatic ooze can sense the location and amount of its associated metal within a distance of 100 ft. This includes coins, armor, weapons and even other silatics of the same metal type. Like blindsense, opponents the silatic senses (for example, carrying gold coins or wearing iron armor) but can’t actually see still have total concealment against the silatic.

Split (Ex): A gold silatic of 18 or more Hit Dice may split into two gold silatics as a full round action, each with half as many HD (if the original had an odd number of HD, one of the "children" will have one more HD than the other). The two new oozes are mentally incapacitated and instinctively move away from each other (taking penalties on all other actions as if they are frightened) for five hours. After those five hours, if the two children are still close to each other, they will fight to the death.

Silatics and Spelljammer

If you are using the Spelljammer rules presented at www.spelljammer.org, make the following adjustments.
  • Add the Wildspace subtype.
  • Give it a Tactical Speed of 1.

Originally appeared in Monstrous Compedium Appendix 9 (1991).
 
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