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Shade

Monster Junkie
Dingonek

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

Dingonek
Large Magical Beast
Hit Dice: 8d10+40 (84 hp)
Initiative: +5
Speed: 30 ft. (6 squares), swim 30 ft., burrow 15 ft.
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +8/+19
Attack: Bite +14 melee (2d8+7) or tail slap +14 melee (2d8+10)
Full Attack: Bite +14 melee (2d8+7) and 2 claws +12 melee (2d6+3) and tail slap +12 melee (2d8+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Head butt, pounce, powerful charge, tail sweep
Special Qualities: Darkvision 60 ft., low-light vision, tremorsense 60 ft.
Saves: Fort +11, Ref +7, Will +3
Abilities: Str 24, Dex 13, Con 20, Int 2, Wis 12, Cha 6
Skills: Listen +7, Spot +6, Swim +15
Feats: Improved Initiative, Multiattack, Power Attack
Environment: Warm plains and forests (rivers)
Organization: Solitary or pair
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Large); 17-32 HD (Huge)
Level Adjustment: -

Larger and nearly as bulky as a hippo, this unusal creature bears the traits of many animals. Its head combines the features of a lioness and otter, but with long saberlike fangs. Its body is covered in the thick scales of an armadillo dotted with leopard-like spots. Its tail is long and thick, while its legs end in reptilian claws.

Dingoneks are among the most feared creatures in warm areas near water. More than a match for crocodiles and hippopatami, and with a temper to match the latter, these carnivores are fearless and fast. In fact, some local humanoids have coined the phrase "brave as a dingonek" to indicate stupidly fearless and aggressive behavior.

A dingonek is 15 feet long and weighs 4 to 5 tons.

COMBAT

Dingoneks prefer to charge prey, using its bulk as a massive ram. It is a swift burrower, know to dig a shallow hole to prepare an ambush or to burst into campsites or villages. Dingoneks are also strong swimmers, making escape difficult and direrting their attention the best tactic for survival.

Head Butt (Ex): When a dingonek charges, it may make a head butt attack at its full attack bonus which deals 2d10+7 points of bludgeoning damage. The victim must also succeed on a DC 21 Fortitude save or be stunned for 1d2 rounds. The save DC is Strength-based.

Pounce (Ex): If a dingonek charges a foe, it can make a full attack, including a head butt attack.

Powerful Charge (Ex): When a dingonek charges, its claw attacks deal 4d6+6 points of damage.

Tail Sweep (Ex): A dingonek can sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 20 feet extending from an intersection on the edge of the dingonek's space in any direction. Medium or smaller creatures within the swept area take automatic tail slap damage (DC 21 Reflex half). The save DC is Strength-based.

Skills: A dingonek 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 #122 (1987).
 
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Shade

Monster Junkie
Megalosaurus

http://www.enworld.org/showthread.php?t=67093&page=39&pp=15

Megalosaurus
Huge Animal
Hit Dice: 10d8+40 (85 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (-2 size, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple: +7/+23
Attack: Claw +13 melee (2d6+8)
Full Attack: 2 claws +13 melee (2d6+8) and bite +11 melee (1d8+4 plus lacerate)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, lacerate
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +7, Will +5
Abilities: Str 26, Dex 10, Con 19, Int 2, Wis 15, Cha 11
Skills: Listen +13, Spot +12
Feats: Alertness, Multiattack, Run, Track
Environment: Warm and temperate forests and plains
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment: -

This large bipedal reptile is obviously a predator, as indicated by its long jaws and knife-like teeth. Its arms are powerfully muscled and bear three claws. Small studs of bone run in lines on either side of its back.

Megalosaurs are savage predators that specialize in hunting sauropods and other massive dinosaurs.

A megalosaurus usually grows to 30 feet in length, and many weigh over two tons. They are usually pack hunters, specializing in sauropods, especially old, young, infirm or wounded ones. Lone megalosaurs are not unknown, however, but they feed mainly on iguanodons and similar species.

COMBAT

Megalosaurs hunt not by speed or stealth but by sheer persistence. A pack will overwhelm a potential target, biting it multiple times with one or two grabbing hold to slow they prey down. After a few successful attacks, the pack retreats, waiting for their victim to bleed to death before moving in to feast.

Improved Grab (Ex): In order to use this ability, a megalosaurus must hit with a claw attack. If it hits, it can make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it deals automatic bite damage each round.

Lacerate (Ex): The bites of a megalosaurus leave deep, bleeding wounds. Any creature injured by a megalosaurus’ bite attack takes an additional 1 point of damage each round from the bleeding until the wound is bound (Heal check DC 15) or the target dies. This damage stacks from multiple attacks; for example, a creature bitten three times by a megalosaurus bleeds for 3 points of damage each round.

Skills: A megalosaurus receives a +2 racial bonus on all Listen and Spot checks.

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

Monster Junkie
Dinosaur, Brachiosaurus

http://www.enworld.org/showthread.php?t=67093&page=39&pp=15

Dinosaur, Brachiosaurus
Colossal Animal
Hit Dice: 28d8+282 (408 hp)
Initiative: -2
Speed: 40 ft. (8 squares)
Armor Class: 15 (-8 size, -2 Dex, +15 natural), touch 0, flat-footed 15
Base Attack/Grapple: +21/+52
Attack: Stamp +28 melee (5d8+15/19-20)
Full Attack: 2 stamps +28 melee (5d8+15/19-20)
Space/Reach: 50 ft./40 ft.
Special Attacks: Trample 10d8+22
Special Qualities: Damage reduction 6/- (from Damage Reduction feats), low-light vision, scent
Saves: Fort +27, Ref +14, Will +13
Abilities: Str 40, Dex 7, Con 29, Int 1, Wis 14, Cha 12
Skills: Listen +15, Spot +27
Feats: Alertness, Damage Reduction (x2), Diehard, Endurance, Epic Toughness, Great Fortitude, Improved Critical (stamp), Iron Will, Skill Focus (Spot)
Environment: Warm and temperate forests and hills
Organization: Solitary, pair or pod (5-20)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 29-56 HD (Colossal); 57-84 HD (Colossal+)
Level Adjustment: -

This incredibly tall quadruped has a huge, almost erect neck, a short tail, a very broad chest, thin legs and a short head with a flat snout and a high crest.

Although the seismosaurus might be longer and heavier, the brachiosaurus is the tallest of all the dinosaurs. The largest specimens (such as the sauroposeidon) reach Colossal+ size.

Brachiosaurs are almost 90 feet long and nearly 50 feet tall. They are slow and clumsy by even the standards of the sauropods, but their long legs and neck allow it to reach the tallest branches. They are herd organisms, and because of their size have no natural enemies.

COMBAT

A brachiosaurus is most likely to use its front claws for uprooting trees, but when attacked by something large enough to concern it (usually a rival brachiosaur), it can use them to deadly effect. Against most dangers, it simply walks over them.

The stamps of a brachiosaurus are considered to be bludgeoning and slashing weapons for the purposes of overcoming damage reduction.

Trample (Ex): A brachiosaurus can literally run over any creatures in its way that are of Gargantuan or smaller size. Creatures trampled must make a Reflex save (DC 39 half) or take 10d8+22 damage. The save DC is Strength-based.

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

Monster Junkie
Avenging Spirit

http://www.enworld.org/showthread.php?t=211853&page=24&pp=15

Avenging Spirit
Medium Deathless (Incorporeal)
Hit Dice: 10d12 (65 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 30 ft. (perfect)
Armor Class: 20 (+4 Dex, +4 deflection, +2 sacred), touch 20, flat-footed 16
Base Attack/Grapple: +5/-
Attack: Incorporeal touch +9 melee (1d6+4)
Full Attack: Incorporeal touch +9 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura, spell-like abilities, spells, stonebirds, water jet
Special Qualities: Damage reduction 10/evil, darkvision 60 ft., deathless traits, incorporeal traits, natural invisibility, +2 turn resistance
Saves: Fort +3, Ref +7, Will +10
Abilities: Str —, Dex 18, Con —, Int 14, Wis 18, Cha 19
Skills: Bluff +17, Concentration +17, Diplomacy +19, Disguise +4 (+6 acting), Gather Information +6, Intimidate +19, Knowledge (local) +15, Knowledge (religion) +15
Feats: Ability Focus (water jet), Negotiator, Spell Focus (evocation), Spell Penetration
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 9
Treasure: Half standard
Alignment: Always lawful good
Advancement: 11-20 HD (Medium)
Level Adjustment: -

A cascade of blond hair appears in the air before you, accompanied by a sad, sweet song.

Avenging spirits are the souls of innocents whose murders went unpunished. Forever bound to the site of their deaths, avenging spirits persevere to protect their loved ones and avenge their own deaths. Although not malicious (except to their killers or those who would harm their loved ones), avenging spirits enjoying teasing the living with illusions and other magic.

An avenging spirit is roughly human-sized and is weightless.

An avenging spirit speaks Common, Celestial, and any other languages known in life.

COMBAT

An avenging spirit generally uses detect thoughts and discern lies to judge a presumed enemy's motivations. If combat ensues, an avenging spirit uses its water jet liberally, accompanied by spells and spell-like abilities.

Deathbed Dependent (Su): Each avenging spirit is mystically bound to the location of its death and cannot stray more than 1,000 feet from it. If somehow forced to do so, an avenging spirit is instantly destroyed.

Fear Aura (Su): An avenging spirit can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 19 Will save or be affected as though by a fear spell (caster level 10th). A creature that successfully saves cannot be affected again by the same avenging spirit's aura for 24 hours. The save DC is Charisma-based.

Natural Invisibility (Su): This ability is constant, allowing an avenging spirit to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell. An avenging spirit can choose to become fully visible or even partially invisible (which provides only concealment), often making only its golden hair or disembodied eyes visible.

Spell-Like Abilities: At will—calm animals (DC 15), charm person (DC 15), detect evil, detect thoughts (DC 17), silent image (DC 15), speak with animals; 3/day—entangle (DC 15), minor image (DC 16), plant growth; 1/day—confusion (DC 18), heat metal (DC 16), summon nature's ally IV, sunbeam (DC 21). Caster level 10th. The save DCs are Charisma-based.

Spells: An avenging spirit can cast divine spells as a 10th-level cleric. An avenging spirit has access to two domains from its deity's list. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/4+1/4+1/3+1/3+1/2+1; save DC 14 + spell level, evocation spells 16 + spell level):
0th - cure minor wounds (x2), guidance, mending, resistance (x2);
1st - command, divine favor, doom, protection from evil*, remove fear;
2nd - aid*, cure moderate wounds, eagle's splendor, hold person, silence;
3rd - daylight, dispel magic, magic circle against chaos*, searing light;
4th - control water, cure critical wounds, discern lies, holy smite*;
5th - dispel evil*, flame strike, mark of justice;
*Domain spell. Domains: Good, Law.

Stonebirds (Sp): Once per day, an avenging spirit can call forth 2d10 birds of living stone. These birds remain for 1 hour or until destroyed. This is the equivalent of a 3rd-level spell. Stonebirds have the following statistics.

Stonebird: Diminuitive Construct; HD 1d10 (5 hp); Init +2; Spd 10 ft., fly 40 ft. (average); AC 17 (touch 16, flat-footed 15); Base Atk +0; Grp -17; Atk bite +0 melee (1d4); Full Atk bite +0 melee (1d4); Space/Reach: 1 ft./0 ft.; SA explode; SQ construct traits; AL N; SV Fort +0, Ref +2, Will +0; Str 10, Dex 15, Con -, Int -, Wis 11, Cha 1.
Explode (Su): A stonebird that successfully hits a target may be commanded to detonate, dealing an additional 1d4 points of piercing damage. This destroys the stonebird.

Water Jet (Su): As a standard action, an avenging spirit can create a tremendously powerful 30-foot line of water. Any creature in the area of the line takes 2d6 points of damage (Reflex DC 21 negates). A creature failing the saving throw must succeed on a Strength check or a Balance check (DC 10 + damage dealt) or be knocked prone by the force of the blast. The save DC is Charisma-based.

Originally appeared in Polyhedron #91 (1994).
 
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Shade

Monster Junkie
Silatic, Silver

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

Silatic, Silver
Medium Ooze
Hit Dice: 7d10+42 (80 hp)
Initiative: +6
Speed: 15 ft. (3 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/+10
Attack: Pseudopod +10 melee (1d4+5)
Full Attack: 4 pseudopods +10 melee (1d4+5)
Space/Reach: 5 ft./5 ft. (25 ft. with pseudopod)
Special Attacks: digest metal
Special Qualities: Blindsight 60 ft., damage reduction 5/magic, metalsense, ooze traits, reflect spells, reflective spell resistance 12, resistance to cold 10, electricity 10, and fire 10, split
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 21, Dex 15, Con 22, Int 5, Wis 11, Cha 1
Skills: Climb +9, Hide +5, Move Silently +5
Feats: Improved Initiative, Improved Sunder, Power Attack
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: See text
Alignment: Always neutral
Advancement: 8-14 HD (Medium); 15-21 HD (Large)
Level Adjustment: -

This shifting, quivering amorphous blob appears to consist of liquid silver.

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.

Silver silatics are so rare that, until recently, they were believed to be only legends. Unlike other silatics, silver silatics may form two pairs of long, thin pseudopods, but they can stretch only 25 feet. They generally feed with one pseudopod, reserving the other for defense.

When a silver silatic reaches 14 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 silver silatic can grow to a diameter of up to 6 feet and a thickness of about 6 inches. A typical specimen weighs about 200 pounds.

COMBAT

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

A silver silatic's natural attacks are treated as silver weapons for the purposes of overcoming damage reduction.

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 19 Reflex saves. A metal weapon that strikes a silatic that has secreted digestive fluid also disolves immediately unless it succeeds on a DC 19 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.

Disease (Ex): A creature struck by a silver silatic must succeed on a DC 19 Fortitude save or acquire a disease called argyria. The disease has an onset of 1 day. The victim's skin and eyes become sensistive to sunlight, and take on a silvery-grey shade that is easily noticed by anyone they meet. The victim is dazzled in bright sunlight or within the radius of a daylight spell, and suffers a -2 penalty to Concentration checks in these light conditions. The save DC is Constitution-based.

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 silver coins or carrying silver weapons) but can’t actually see still have total concealment against the silatic.

Reflective Spell Resistance (Su): A silver silatic has a special type of spell resistance that causes any targeted spell it successfully resists to bounce off and reflect back at the caster. The caster becomes either the spell's target or the point of origin for the spell's effect, as appropriate. In addition, silver silatics are immune to gaze attacks, and such an effect is reflected back to its origin.

Split (Ex): A silver silatic of 14 or more Hit Dice may split into two silver 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 mentioned in Monstrous Compedium Appendix 9 (1991).
 
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Shade

Monster Junkie
Giant, Ogre

http://www.enworld.org/showthread.php?t=227195&page=3

Giant, Ogre
Huge Giant
Hit Dice: 14d8+70 (133 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 17 (–2 size, +9 natural) touch 8, flat-footed 19
Base Attack/Grapple: +10/+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: Dual rock throwing
Special Qualities: Low-light vision, rock catching
Saves: Fort +14, Ref +4, Will +4
Abilities: Str 33, Dex 10, Con 21, Int 6, Wis 10, Cha 7
Skills: Climb +14, Jump +14, Listen +5, Spot +6
Feats: Awesome Blow, Improved Bull Rush, Point Blank Shot, Power Attack, Quick Draw
Environment: Any mountains and deserts
Organization: Solitary, family (1 male plus 1-3 wives and 1-6 children), or clan (2-6 males plus 3-12 females and 4-24 children)
Challenge Rating: 8
Treasure: Standard
Alignment: Often chaotic neutral
Advancement: By character class
Level Adjustment: +4

This massive humanoid towers over 20 feet tall. Bristling hair covers its umber body. Elephantine ears hang to its shoulder, while a pair of glistening tusks protrude from its jaws. A single bloodshot eyes surveys its surroundings.

Ogre giants are massive cousins of traditional ogres and ogre magi. They are generally savage and straighforward. They often serve as guardians for powerful sorcerers or ogre magi, in exchange for protection for their clans.

Although they are simple creatures, easily confused or deceived, they are aware of such limitations and are quick to anger once they become aware of such trickery. Ogre giants are easily confused by large crowds, and as such cannot serve among large forces or spend much time in cities. In such a high-pressure situation, an ogre giant is likely to go berserk, leaving a swath of destruction until the pressure is relieved.

An ogre giant stands about 20 feet tall and weighs about 8,500 pounds. Skin coloration ranges from tan to umber, fading to gray at old age. Ogre giants can live to be 500 years old.

An ogre giant's bag usually contains 4d6 throwing rocks, and an assortment of goat cheese, shears and wool.

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

Combat

Ogre giants use simple tactics, preferring to lob rocks until they run out of ammunition or enemies approach within range of their beefy fists.

Dual Rock Throwing (Ex): An ogre giant can throw rocks as other types of giants can. In addition, as a full round action, an ogre giant can throw two rocks (one per hand) with no attack penalty. The range increment is 120 feet for an ogre giant’s thrown rocks.

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

Once per round, an ogre 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 ogre giant must be ready for and aware of the attack in order to make a rock catching attempt.

Ogre Giant Society

Ogre giants form small clans, far from others of their kind. Clans consist of one male and up to three wives, along with their children and unmarried siblings. Young ogre giants have the statistics of a standard ogre. They are often mistaken for common ogres from a distance, but when seen up close their racial heriatage becomes apparent.

They do not take slaves, nor do they feed on the flesh of sentient creatures, and some ogre giant clans are even are known to trade with humanoids. Clans occasionally raise livestock, such as sheep, goats, or giant versions of these animals.

Ogre giants bury their own dead and those they have slain in rock cairns. They continually add to the mass of stones over the years, with the cairns eventually resembling small mountains. Ogre giants treat any descration of these cairns as the greatest form of sacrilege, a crime punishable by death.

Ogre Giant Characters

Ogre giant characters possess the following racial traits.
  • +22 Strength, +10 Constitution, –4 Intelligence, –4 Charisma.
  • Huge size. –2 penalty to Armor Class, –2 penalty on attack rolls, –8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits quadruple those of Medium characters.
  • Space/Reach: 15 feet/15 feet.
  • An ogre giant’s base land speed is 30 feet.
  • Low-light vision.
  • Racial Hit Dice: An ogre giant begins with fourteen levels of giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +8, Ref +4, and Will +4.
  • Racial Skills: An ogre giant’s giant levels give it skill points equal to 17 x (2 + Int modifier). Its class skills are Climb, Jump, Listen, and Spot.
  • Racial Feats: An ogre giant’s giant levels give it five feats.
  • +9 natural armor bonus.
  • Special Attacks (see above): Dual rock throwing.
  • Special Qualities (see above): Rock catching.
  • Weapon and Armor Proficiency: An ogre giant is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
  • Automatic Languages: Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Orc, Goblin, Terran
  • Favored Class: Barbarian.
  • Level adjustment +4.

Originally appeared in Land of Fate (1992).
 
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Shade

Monster Junkie
Dinosaur, Camarasaurus

http://www.enworld.org/showthread.php?t=67093&page=39&pp=15

Dinosaur, Camarasaurus
Colossal Animal
Hit Dice: 18d8+129 (210 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 10 (-8 size, -1 Dex, +9 natural), touch 1, flat-footed 10
Base Attack/Grapple: +13/+39
Attack: Stamp +15 melee (4d6+10)
Full Attack: 2 stamps +15 melee (4d6+10)
Space/Reach: 40 ft./30 ft.
Special Attacks: Trample 6d6+15
Special Qualities: Low-light vision, scent
Saves: Fort +20, Ref +10, Will +10
Abilities: Str 30, Dex 9, Con 24, Int 1, Wis 14, Cha 7
Skills: Listen +14, Spot +15
Feats: Alertness, Diehard, Endurance, Great Fortitude, Iron Will, Toughness
Environment: Warm forests, hills and plains
Organization: Solitary, pair or pod (6-36)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 19-54 HD (Colossal)
Level Adjustment: -

This massive quadruped has a short box-like head atop a long neck, a stout but powerful tail and an elephantine hide.

The camarasaurs are one of the smaller and weaker types of sauropod.

Camarasaurs, while large (around 60 feet long and 20 tons), are dwarfed by most other sauropods, and they are small enough to be targeted by allosaur packs and other carnivorous dinosaurs. As such, they live and travel in large herds for protection. Their nearly horizontal backs and short necks allow them to browse short trees and saplings.

COMBAT

When attacked, camarasaurs are capable of using their powerful tails in defense, but are just as likely to run away.

The stamps of a camarasaurus are considered to be bludgeoning and slashing weapons for the purposes of overcoming damage reduction.

Trample (Ex): A camarasaurus can literally run over any creatures in its way that are of Gargantuan or smaller size. Creatures trampled must make a Reflex save (DC 29 half) or take 6d6+15 damage. The save DC is Strength based.

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

Monster Junkie
Wani

http://www.enworld.org/showthread.php?t=67093&page=39&pp=15

Wani
Gargantuan Magical Beast
Hit Dice: 25d10+150 (287 hp)
Initiative: +5
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 18 (–4 size, +1 Dex, +11 natural), touch 7, flat-footed 17
Base Attack/Grapple: +25/+49
Attack: Bite +33 melee (3d8+18) or tail slap +33 melee (3d6+18)
Full Attack: Bite +33 melee (3d8+18) and 2 claws +33 melee (3d6+12) or tail slap +33 melee (3d6+18)
Space/Reach: 20 ft./15 ft.
Special Attacks: Capsize, improved grab, swallow whole, wrecking tail
Special Qualities: Darkvision 60 ft., hold breath, low-light vision
Saves: Fort +20, Ref +15, Will +9
Abilities: Str 35, Dex 12, Con 23, Int 1, Wis 12, Cha 2
Skills: Hide +3*, Listen +3, Move Silently +11, Spot +3
Feats: Awesome Blow, Cleave, Dire Charge, Improved Bull Rush, Improved Initiative, Improved Multiattack, Multiattack, Power Attack, Snatch
Environment: Warm marshes
Organization: Solitary or colony (6–11)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 26-50 HD (Gargantuan); 50+ (Colossal)
Level Adjustment: -

This titanic crocodile is easily forty feet long.

Wani are enormous, crocodilian monstrosities rumored to have been created through magical tampering with crocodiles.

A wani is 40 to 55 feet long and weighs around 20 tons.

COMBAT

Wani attack similarly to crocodiles, lying submerged in water with only their eyes and nostrils above the surface. When prey approaches, they strike with incredible swiftness, grabbing prey and dragging it under or swallowing it whole. If their eggs are threatened, wani go on a rampage, cutting a swath of destruction through any structures that stand in their way.

Capsize (Ex): A submerged wani that surfaces under a boat or ship less than 30 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 30 to 80 feet long and a 20% chance to capsize one over 80 feet long.

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

Improved Grab (Ex): To use this ability, a wani 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, the wani establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom, or can choose to swallow the opponent whole in the following round.

Swallow Whole (Ex): A wani can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 3d8+18 points of bludgeoning damage and 8 points of acid damage per round from the wani's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Gargantuan wani's gizzard can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Wrecking Tail (Ex): A wani's tail slap attack ignores the first 10 points of hardness when attacking objects.

Skills: A wani 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.

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

Young Wani

Wani reproduce in a manner similar to crocodiles. Upon hatching from their large eggs, young wani are fifteen feet long.

Young wani have the following statistics.

Large Magical Beast
Hit Dice: 5d10+25 (52 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +5/+17
Attack: Bite +6 melee (2d6+8) or tail slap +6 melee (3d6+8)
Full Attack: Bite +6 melee (2d6+8) or tail slap +6 melee (3d6+8)
Space/Reach: 10 ft./5 ft. (10 ft. with tail slap)
Special Attacks: Improved grab
Special Qualities: Hold breath, low-light vision
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 27, Dex 12, Con 21, Int 1, Wis 12, Cha 2
Skills: Hide +3*, Listen +5, Spot +5, Swim +16
Feats: Alertness, Skill Focus (Hide)
Environment: Warm marshes
Organization: Solitary or colony (6–11)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6 HD (Large); 7-24 HD (Huge)
Level Adjustment: -

Originally appeared in Dungeon Magazine #40 (1989).
 
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Shade

Monster Junkie
Questing Beast

http://www.enworld.org/showthread.php?t=106747&page=38&pp=15

Questing Beast
Large Dragon
Hit Dice: 10d12+80 (145 hp)
Initiative: +10
Speed: 50 ft. (10 squares)
Armor Class: 25 (–1 size, +10 Dex, +6 natural), touch 19, flat-footed 15
Base Attack/Grapple: +10/+24
Attack: Bite +19 melee (1d12+10) or tail slap +19 melee (1d10+15)
Full Attack: Bite +19 melee (1d12+10) and 2 claws +19 melee (1d8+5) and tail slap +19 melee (1d10+15)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks: Breath weapon, improved grab, rake, swallow whole
Special Qualities: Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, regeneration 15, spell resistance 20
Saves: Fort +15, Ref +17, Will +9
Abilities: Str 31, Dex 30, Con 26, Int 13, Wis 14, Cha 16
Skills: Balance +27, Hide +23, Intimidate +12, Jump +27, Listen +15, Move Silently +27, Spot +15
Feats: Cleave, Improved Multiattack, Multiattack, Power Attack
Environment: Any land
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Large), 21-30 HD (Huge)
Level Adjustment: -

This bizarre creature is over ten feet long. Its body resembles that of a leopard, its haunches those of a lion, its feet are those of a deer, and its neck and head those of a serpent. Its long serpentine tail ends in a spiked ball.

The original questing beast was created by a powerful sorceress to avenge the death of her lover, a giant slain by Sir Pellinore, one of the Knights of the Round Table. Its name comes from its unusual roar, which sounds like "thirty couple hounds questing."

While the original questing beast could only be slain by those of Pellinore's bloodline, the means to destroy other questing beasts include specific weapons or powerful magic.

A questing beast is 10 feet long and weighs 2 tons.

A questing beast cannot speak, but understands Common and Draconic.

COMBAT

A questing beast simply wanders the countryside, spreading death and destruction. Their preferred prey are canines, which they always attempt to swallow whole.

Breath Weapon (Su): 40-ft. cone, once every 1d4 rounds, 5d8 acid damage, Reflex DC 23 half. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, a questing beast 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 rake.

Rake (Ex): Attack bonus +14 melee, damage 1d8+5.

Regeneration (Ex): No form of attack deals lethal damage to the questing beast. The questing beast regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the questing beast fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 145 hp). The questing beast is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.

The questing beast can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 145 hit points) and using a limited wish, wish or miracle spell to keep it dead. Legends claim that specific bloodlines and weapons can also deal lethal damage to the beast. If the questing beast loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Swallow Whole (Ex): The questing beast can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d12+10 points of bludgeoning damage and 8 points of acid damage per round from the questing beast's stomach. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

The questing beast's gizzard can hold 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents.

Skills: The questing beast has a +4 racial bonus on Balance, Hide, Jump, and Move Silently checks.

Originally appeared in Legends and Lore (1990).
 
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Shade

Monster Junkie
Koala

http://www.enworld.org/showthread.php?t=199555&page=19&pp=15

Koala
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +0
Speed: 10 ft. (2 squares), climb 10 ft.
Armor Class: 12 (+2 size), touch 12, flat-footed 12
Base Attack/Grapple: +0/-10
Attack: Claw +2 melee (1d4-2)
Full Attack: 2 claws +2 melee (1d4-2) and bite -3 melee (1d4-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent, +2 racial bonus on saves vs. poison
Saves: Fort +2, Ref +2, Will +1
Abilities: Str 7, Dex 11, Con 10, Int 2, Wis 12, Cha 7
Skills: Climb +8, Hide +10*, Listen +9, Move Silently +6
Feats: Stealthy, Weapon Finesse (B)
Environment: Temperate and warm forests
Organization: Solitary or colony (3-18)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: 1-3 HD (Small)
Level Adjustment: -

Somewhat resembling a tiny bear, this creature has large tufted ears, long limbs, and thick, light grey fur speckled with white flecks. Patches of white fur line the inside of its ears, its chin, chest, neck, inside the front limbs. Its five-fingered paws include opposable thumbs and sharp claws.

Koalas are arboreal herbivores found nearly exclusively in the eucalypt trees upon which they feed. Sometimes referred to as "koala bears", "monkey bears", and "tree-bears" due to their appearance, koalas are actually marsupials more closely related to wombats. Koalas are generally nocturnal.

Although they have keen senses of hearing and smell, koalas do not have excellent vision, and as a result do not possess low-light vision.

A koala is 2 to 3 feet long and weighs 11-31 pounds. Fur coloration varies from light grey to brown. White patches are sometimes also found on the inside of the hind legs and on the rump. Koalas have been known to live to 18 years or more.

A koala familiar grants its master a +2 bonus on saves vs. poison.

COMBAT

Koalas tend to ignore other creatures, but can become aggressive if disturbed, lashing out with their sharp claws and and a painful bite.

Skills: Koalas have a +4 racial bonus on Listen and Move Silently checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. Koalas use their Dexterity modifier instead of their Strength modifier for Climb checks.

*Koalas have a +4 racial bonus on Hide checks when in trees.

Originally appeared in Dragon Magazine #186 (1992).
 
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