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BOZ

Creature Cataloguer
Gaumahavi

http://www.enworld.org/forums/showthread.php?t=73266

Gaumahavi, Greater Purple Dragon
Colossal Dragon (Air)
Hit Dice: 36d12+396 (633 hp)
Initiative: +0
Speed: 40 ft (8 squares), fly 100 ft (clumsy)
Armor Class: 37 (-8 size, +35 natural), touch 2, flat-footed 37
Base Attack/Grapple: +36/+70
Attack: Bite +47 melee (4d8+18/19-20/x2)
Full Attack: 2 claws +46 melee (4d6+18) and bite +42 melee (4d8+9/19-20/x2) and tail slap (4d6+27)
Space/Reach: 30 ft/20 ft (30 with bite)
Special Attacks: Breath weapon, charm reptiles, crush 4d8+27, dust storm, frightful presence, improved grab, pounce, rake, spell-like abilities, tail sweep
Special Qualities: Alternate form, astral dust form, blindsense 60 ft, control winds, damage reduction 15/magic, immunity to sleep and paralysis, keen senses, spell resistance 29
Saves: Fort +31 Ref +20 Will +28
Abilities: Str 47, Dex 10, Con 33, Int 26, Wis 27, Cha 26
Skills: Balance +47, Climb +52, Concentration +42, Diplomacy +12, Hide +34, Jump +58, Intimidate +39, Knowledge (nature) +41, Knowledge (nobility and royalty) +37, Knowledge (religion) +39, Listen +44, Move Silently +42, Search +37, Sense Motive +37, Spellcraft +37, Spot +44, Survival +45 (+47 following tracks), Tumble +38
Feats: Awesome Blow, Flyby Attack, Hover, Improved Bull Rush, Improved Critical (bite), Power Attack, Run, Snatch, Stealthy, Track, Weapon Focus (bite)
Epic Feats: Dire Charge, Legendary Tracker

Environment: Temperate and cold desert and mountains
Organization: Solitary
Challenge Rating: 23
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

This wingless dragon is immense, and purple in color. Its form is snake-like, and it has a series of pointy ridges all along its spine.

Gaumahavi is a unique type of dragon. She is known by a number of epitaphs, such as the Great Dragon of the Desert Winds, and the Great Dragon of the Purple Wastes. Gaumahavi is a voracious carnivore, hunting in arid lands at high altitudes. She is solitary and avoids contact with other intelligent creatures, though she can be coerced into aiding powerful creatures. She is nomadic, and unlike most dragons she does not collect treasure.

Gaumahavi did not begin life as a dragon. Thousands of years ago, she was born as an ordinary leopard. She was the pet of a prince named Surtava, who forsook his birthright to seek enlightenment as a beggar. In time, he formed his own religion, and Gaumahavi developed a soul as a result of her close contact with this religion. She was reincarnated many times over the centuries, and the great purple dragon form is her current incarnation.

Gaumahavi is 125 feet long and weighs over 250 tons.

Gaumahavi speaks Celestial, Common, Draconic, Auran, and Terran.

COMBAT
Gaumahavi fights like a hunting predator, being most active at twilight. As in her former incarnation as a leopard, she stalks her opponents before moving in for the kill. Though she uses her breath weapon and magical abilities most of the time, she sometimes regresses into the state of mind of a great cat and pounces her prey.

Breath Weapon (Su): Gaumahavi can breathe out a 70-foot cone of powdery, purple dust, once every 1d4 rounds. All breathing creatures in that area must succeed at a Fort save (DC 39) or spend that round choking and coughing. Any creature that fails its saving throw must make a new saving throw every subsequent round, or continue choking on the dust. For every round a creature spends choking, it takes 3d6 points of nonlethal damage. The save DC is Constitution-based.

Charm Reptiles (Sp): Gaumahavi can use this ability 3 times per day. It works as a mass charm spell that affects only reptilian animals. Gaumahavi can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.

Crush (Ex): If flying, Gaumahavi can land on opponents three or more sizes smaller than herself as a standard action, using her whole body to crush them. A crush attack affects as many creatures as can fit under her body. Each creature in the affected area must succeed at a Reflex save (DC 39) or be pinned, automatically taking 4d8+27 points of bludgeoning damage. The save DC is Constitution-based. Thereafter, if she chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Dust Storm (Sp): Gaumahavi can create a dust storm twice per day. This functions as the control weather spell, except that she can only create or do away with dust storms. This effect lasts for five rounds, knocking characters off their feet on a failed Reflex save (DC 36). The save DC is Charisma-based.

Frightful Presence (Ex): Gaumahavi can unsettle foes with her mere presence. The ability takes effect automatically whenever she attacks, charges, or flies overhead. Creatures within a radius of 300 feet are subject to the effect if they have fewer HD than Gaumahavi. A potentially affected creature that succeeds on a Will save (DC 36) remains immune to Gaumahavi’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore Gaumahavi’s frightful presence.

Improved Grab (Ex): To use this ability, Gaumahavi must hit with her bite attack. She can then attempt to start a grapple as a free action without provoking an attack of opportunity. If she wins the grapple check, she establishes a hold and can rake.

Pounce (Ex): If Gaumahavi charges a foe, she can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +46 melee, damage 4d6+9.

Spell-Like Abilities: At will - color spray (DC 19), speak with animals, telekinesis (DC 23), whispering wind; 1/day - animal growth (DC 23), blink, control weather, deeper darkness, dimension door (DC 22), giant vermin, hold animal (DC 20), locate creature, project image (DC 25), rainbow pattern (DC 22), repel vermin, reverse gravity (DC 25), summon swarm, teleport (DC 23), vanish (DC 25), wind wall. Caster level 20th. The save DCs are Charisma-based.

Tail Sweep (Ex): Gaumahavi can sweep with its tail as a standard action. The sweep affects creatures four or more size categories smaller than her within a 20-foot-radius half-circle centered on her rear. Each affected creature that fails a Reflex save (DC 39 half) takes 2d8+27 points of damage. The save DC is Constitution-based.

Alternate Form (Su): Gaumahavi can assume the form of any predatory animal of (Colossal) size or smaller as a standard action. This ability functions as a polymorph spell cast on herself (caster level 20th), except that Gaumahavi does not regain hit points for changing form. Gaumahavi can remain in her alternate form until she chooses to assume a new one or return to her natural form.

Astral Dust Form (Su): Gaumahavi can use astral projection on herself only, as a standard action. She leaves behind a small portion of herself, consisting of a form of purple dust, on the Material plane. This form functions as the gaseous form spell, and allows her to see and hear anything that goes on around her. She can guide this form to any location on the Material plane at high speeds, using her winds. She can reenter the Material plane wherever her dust form exists.

Control Winds (Sp): Gaumahavi can use control winds, at will. She can affect up to a 1500-foot radius around her.

Keen Senses (Ex): Gaumahavi sees four times as well as a human in low-light conditions and twice as well in normal light. She also has darkvision with a range of 120 feet.

Skills: Gaumahavi has a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. She has a +8 racial bonus on Balance and Climb checks. Gaumahavi can always choose to take 10 on a Climb check, even if rushed or threatened.

Originally found in module FRA1 – Storm Riders (1990, Troy Denning), module FRA2 – Black Courser (1990), and module FRA3 – Blood Charge (1990).
 
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BOZ

Creature Cataloguer
Zoveri

http://www.enworld.org/forums/showthread.php?t=68207

Zoveri
Medium Outsider (Aquatic, Extraplanar, Good, Lawful)
Hit Dice: 7d8 (31 hp)
Initiative: +6
Speed: Swim 40 ft (8 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +7/+6
Attack: +1 merciful spear +7 melee (1d8/x3 plus 1d6 nonlethal)
Full Attack: +1 merciful spear +7/+2 melee (1d8/x3 plus 1d6 nonlethal)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities, summon huge water elemental
Special Qualities: Change shape, darkvision 60 ft, ink cloud, jet, ocean voice, water breathing
Saves: Fort +5 Ref +7 Will +6
Abilities: Str 9, Dex 15, Con 11, Int 14, Wis 12, Cha 16
Skills: Concentration +5, Diplomacy +13, Escape Artist +9, Hide +8*, Knowledge (the planes) +8, Listen +8, Move Silently +8, Search +7, Sense Motive +8, Spot +8, Survival +7 (+9 on other planes, +9 following tracks), Swim +9, Use Rope +2 (+4 bindings)
Feats: Alertness, Improved Initiative Negotiator, Quicken Spell-Like Ability (water breathing)

Environment: Seven Mounting Heavens of Celestia
Organization: Solitary or school (2-4)
Challenge Rating: 5
Treasure: None
Alignment: Always lawful good
Advancement: 8-14 HD (Medium); 14-21 HD (Large)
Level Adjustment: +3

This odd creature is extremely beautiful to look upon, being very fair and delicate. Its torso is that of an attractive humanoid; slim like an elf but finely muscled like a human. From the waist down, the creature’s lower body is that of an octopus.

The zoveri are a cheerful race of aquatic beings that reside in Lunia, the first layer of the Seven Heavens. The zoveri serve as guardians and beneficiaries to all that arrive in the great ocean at the base of Mount Celestia, no matter what the creature’s alignment. Lunia is usually the first stopping point of the Seven Mounting Heavens of Celestia, and as such newcomers are often unprepared to be dumped into a giant ocean. The zoveri live beneath the waves of the great ocean of Lunia, doing their best to be on hand and ensure that nothing dies there. Good beings are always taken to the shore, while other beings are assisted in whatever way is appropriate.

Many races consider zoveri to be the friendliest creatures in all the known multiverse, as they are wholeheartedly kind. Zoveri are bastions of goodness, and respect all life as sacred. The zoveri’s code of ethics dictates that they must freely and voluntarily offer aid to any life form in need. They bear no malice towards evil creatures, and will provide any necessary aid to evil beings found in their ocean, before dispelling them back to their home plane. If a creature is unwilling to be helped, a zoveri will wait until it falls unconscious and then drag it back to the shore to administer aid. A zoveri will even aid a creature that attacks it.

Though zoveri are often called “centaurs of the sea,” they are unrelated to centaurs, bariaurs, merfolk, and the like. Zoveri are playful, and love to use their elf forms to walk on land, to mingle with surface creatures. Though a zoveri may sometimes spend long periods of time in elf form, its true home is the sea and it will always return.

A zoveri is 6-7 feet tall, and weighs about 220 pounds.

A zoveri speaks Aquan, Celestial, Common, Draconic, Dwarf, and Halfling.

COMBAT
Zoveri loathe combat, and avoid fighting for fear of damaging another life form. If severely pressed into fighting, a zoveri will defend itself with its long metal spear. Zoveri are unused to combat, and rarely bring their spears with them unless expecting trouble. If possible, a zoveri would rather flee by making a darting escape in the water, searching quickly for a spot to hide. If unable to get away, a zoveri will spray ink at its opponents as a diversionary tactic to provide cover for its escape. If a band of zoveri is seriously accosted, they will summon water elementals to aid them, who honor a pact made between them millennia ago.

Spell-Like Abilities: At will – bless, create food and water, cure serious wounds (once per day per target), detect chaos, detect evil, modify memory, neutralize poison (once per day per target), resist energy (cold only); 3/day – water walk; 1/day – dispel evil, remove disease. Caster level 10th. The save DCs are Charisma-based.

Change Shape (Su): A zoveri can assume the shape of an elf as a standard action, twice per day. In elf form, a zoveri can wear armor.

Ink Cloud (Ex): A zoveri can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per day as a free action. The cloud provides total concealment, which the zoveri normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): A zoveri can jet backward once per round as a full-round action, at a speed of 160 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Ocean Voice (Su): A zoveri can make its voice carry over extremely long distances, at will. Vocal communication can carry across distances of up to 1500 feet underwater, and up to 3000 feet on the surface.

Summon Huge Water Elemental (Su): A group of four zoveri can cast summon monster VII to summon a Huge water elemental. To perform the summoning, the zoveri must form a circle and join hands, and swim an intricate dance while singing ancient songs of beckoning for 3 rounds.

Water Breathing (Sp): A zoveri can use water breathing three times per day (Caster level 20th).

Skills: A zoveri 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.

*They also have a +8 racial bonus on Hide checks when in water.

Originally found in Monstrous Compendium MC8 - Outer Planes Appendix (1991, J. Paul LaFountain) and the Planes of Law boxed set (1995).
 
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BOZ

Creature Cataloguer
Flitterling

http://www.enworld.org/forums/showthread.php?t=73262

Flitterling
Fine Fey
Hit Dice: 1/3d6 (1 hp)
Initiative: +6
Speed: 10 ft (2 squares), fly 20 ft (perfect)
Armor Class: 24 (+8 size, +6 Dex), touch 24, flat-footed 18
Base Attack/Grapple: +0/-20
Attack: Longsword +4 melee (1d2-4)
Full Attack: Longsword +4 melee (1d2-4)
Space/Reach: ½ ft/0 ft
Special Attacks: Charm song, fear song
Special Qualities: Damage reduction 5/cold iron, faerie formation, low-light vision, mushroom dependent
Saves: Fort +0 Ref +8 Will +3
Abilities: Str 3, Dex 22, Con 11, Int 12, Wis 13, Cha 18
Skills: Escape Artist +10, Hide +22, Knowledge (nature) +4, Listen +5, Move Silently +10, Perform (sing) +10, Sense Motive +5, Spot +5
Feat: Skill Focus (Perform [sing])

Environment: Temperate forest
Organization: Patch (50-300)
Challenge Rating: ½
Treasure: None
Alignment: Usually lawful good
Advancement: ---
Level Adjustment: +2

This appears to be a swarm of buzzing insects, making an oddly musical sound with all their flitting about. Closer examination reveals these to be miniscule humanoids with silvery skin, about a quarter of an inch in height. They are armed with miniature silver swords, and appear rather frail.

Flitterlings are a kindly faerie people that tend patches of magical mushrooms. Flitterlings make their homes in old hollow tree trunks, or in large specially hollowed-out mushrooms. Flitterlings surround their homes with a ring of brightly colored mushrooms, which have varying beneficial magical effects on those who eat them. Characters that befriend a group of flitterlings will be allowed to pick some of the mushrooms, as needed.

A flitterling is only ¼ inch tall, and weighs less than 1 pound.

Flitterlings speak Sylvan in nearly inaudible voices. Some also speak Common.

COMBAT
Flitterlings only fight in self-defense against enemies who would destroy them or their mushrooms. They prefer to use their songs to control attackers, or drive them away with fear. If that does not work, the flitterlings will form up into small groups and hope to overwhelm the attackers with their sheer numbers. Flitterlings will defend their mushroom rings to the death, and will always accost anyone that takes more than half of the mushrooms of any one color.

Charm Song (Su): Once per day, a group of 50 or more flitterlings can sing a song that has the effect of a charm monster spell (save DC 14) on one creature within 60 feet. Additional groups of 50 may attempt to use this song on other creatures, but two groups may not use the song on the same creature simultaneously. This is a sonic, mind-affecting effect. The save DC is Charisma-based.

Fear Song (Su): Once per day, a group of 50 or more flitterlings can sing a song that has the effect of a cause fear spell (save DC 14) within 60 feet. Additional groups of 50 may attempt to use this song on other creatures, but two groups may not use the song on the same creature simultaneously. This is a sonic, mind-affecting effect. The save DC is Charisma-based.

Faerie Formation (Ex): Flitterlings can form into a group of 5 that is able to attack a single target as if it was a single creature. Such a grouping of flitterlings makes a single attack roll per round, and gains a +5 competence bonus to armor class and a +5 morale bonus to attack and damage rolls, and otherwise has the same statistics as an individual flitterling. A formation of flitterlings cannot be flanked and is not subject to critical hits. For every point of damage done to this group of flitterlings, one flitterling is killed (maximum of 5 per group hit). Such a group cannot consist of more or less than 5 flitterlings, and if any are killed or leave the group breaks up. Forming a group is a standard action.

Mushroom Dependent (Su): Each flitterling is mystically bound to its home and the ring of mushrooms that surrounds it. If the ring of mushrooms is killed, or if any irreparable damage is done to the home, every flitterling linked to it will sicken and die within 1d6 days. A flitterling’s home does not radiate magic, but the mushrooms do.

Magic Mushrooms: The mushrooms grown by flitterlings cause various magical effects when consumed, as determined by the color of the mushroom, as follows. Each ring typically has 1d4+4 blue mushrooms (neutralize poison), 1d4+4 red mushrooms (haste, duration 1 minute), 1d4+2 yellow mushrooms (clairvoyance/clairaudience, duration 1 minute), 1d6+6 green mushrooms (cure light wounds, caster level 5th), and 1d20+40 orange mushrooms (goodberry). The ring of mushrooms is killed if more than half of any one kind of mushroom is picked before they regrow.

Originally found in O2 Blade of Vengeance – (1984, Jim Bambra), AC9 - Creature Catalogue (1986), and DMR2 - Creature Catalog (1993).
 
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BOZ

Creature Cataloguer
Ekrat

http://www.enworld.org/forums/showthread.php?t=66479

Ekrat
Tiny Fey
Hit Dice: 1d6 (3 hp)
Initiative: +4
Speed: 30 ft (6 squares)
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Dagger +6 melee (1d4-3/19-20/x2)
Full Attack: Dagger +6 melee (1d4-3/19-20/x2)
Space/Reach: 2 ½ ft/0 ft
Special Attacks: Consume magical writing
Special Qualities: Arcane sight, damage reduction 5/cold iron, low-light vision
Saves: Fort +0 Ref +6 Will +3
Abilities: Str 4, Dex 19, Con 11, Int 12, Wis 13, Cha 16
Skills: Escape Artist +7, Hide +12, Listen +11, Move Silently +9, Open Lock +8, Search +5, Spellcraft +5, Spot +5, Tumble +6
Feats: Ability Focus (consume magical writing), Weapon Finesse (B)

Environment: Temperate land
Organization: Solitary
Challenge Rating: ½
Treasure: 25% standard coins; triple standard goods (gems only); standard items (see below)
Alignment: Usually chaotic neutral
Advancement: 2-3 HD (Tiny)
Level Adjustment: +1

This being resembles a tiny elf, with leathery skin and dull yellow eyes.

The ekrat is a wily urban faerie, similar in appearance to a thin leprechaun. An ekrat makes its lair in the neighborhood of a library or museum with minimal or lax security. (Though it’s told that some enterprising ekrats have found ways into major wizardly libraries.) Ekrats feed on the magical energies contained in all sorts of magical writings. Though they can eat any vegetable matter, ekrats are well known to eat paper and even drink ink, when no magical writings are available. These little pests have been given many colorful nicknames, such as “folio fiends,” “manual monsters,” and a few names not fit for print.

An ekrat spends much of its time in its well-kept lair, munching on paper or drinking vials of ink, or sometimes amusing itself when full. Such a lair might look something like a library in its own right; many scrolls and books will be found lying around, which amount to “leftovers” and “preserves” for the ekrat to eat later. A quick perusal of an ekrat’s lair may turn up any number of scrolls, maps with magical writings, spellbooks, and more unique types of magical tomes or manuals. Ekrats keep only gems and jewels as treasures.

An ekrat is 1 foot tall, and weighs 1 pound.

An ekrat speaks Sylvan. Some ekrats also speak Common.

COMBAT
An ekrat usually carries a dagger for self-defense, but ekrats are not generally violent. An ekrat has no useful combat capabilities, and will usually flee from a fight if possible.

Consume Magical Writing (Su): An ekrat has the ability to ingest the energy of magical writing into its body for nourishment. To accomplish this, it can use erase, as the spell (Caster level 7th), 4 times per day. This power can also affect symbol spells (such as symbol of death, etc.) in the same manner, with a failure indicating that the symbol is activated instead.

An ekrat can also use this power to consume a magical book (such as a manual of bodily health, a tome of clear thought, or even a vacuous grimoire, but not an artifact). An ekrat must succeed at caster level checks in four consecutive rounds to destroy such a work. Each round that the check succeeds, the book must make a Fortitude save (DC 15). If the ekrat fails on a caster level check or if the tome makes a successful saving throw, then the consume attempt fails. The ekrat may retry the next round. The save DC is Charisma-based.

Arcane Sight (Sp): An ekrat is under the effect of a continuous arcane sight effect, as the spell (caster level 6th).

Skills: An ekrat has a +8 racial bonus on Listen checks.

Originally found in Dragon Magazine #94 (“Creature Catalog II,” February 1986, Gregg Sharp).
 
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BOZ

Creature Cataloguer
Epimetheus

http://www.enworld.org/forums/showthread.php?t=69718

Titan, Greater, Epimetheus
Colossal Outsider (Chaotic, Extraplanar, Good)
Hit Dice: 40d8+640 (820 hp)
Initiative: +6
Speed: 60 ft (12 squares)
Armor Class: 41 (-8 size, +6 Dex, +33 natural), touch 8, flat-footed 35
Base Attack/Grapple: +40/+75
Attack: Slam +51 melee (7d10+19)
Full Attack: 2 slams +51 melee (7d10+19)
Space/Reach: 30 ft/30 ft
Special Attacks: Spell-like abilities, spells
Special Qualities: Clay of creation, damage reduction 15/epic, darkvision 240 ft, spell resistance 36
Saves: Fort +42 Ref +28 Will +35
Abilities: Str 48 Dex 23 Con 43 Int 34 Wis 37 Cha 30
Skills: Balance +45, Bluff +39, Climb +58, Concentration +52, Craft (sculpting) +68, Decipher Script +47, Diplomacy +43, Disguise +10 (+12 acting), Gather Information +39, Handle Animal +48, Heal +42, Intimidate +48, Jump +68, Knowledge (arcana) +51, Knowledge (nature) +53, Knowledge (religion) +48, Knowledge (the planes) +41, Listen +42, Perform (comedy) +45, Perform (oratory) +39, Perform (sing) +39, Ride +10, Search +41, Sense Motive +27, Spellcraft +53, Spot +42, Survival +52 (+54 following tracks, +54 aboveground, +54 on other planes), Swim +48
Feats: Animal Affinity, Craft Wondrous Item, Empower Spell-Like Ability (cure critical wounds), Power Attack, Quicken Spell-Like Ability (greater teleport), Skill Focus (Craft [sculpting]), Track
Epic Feats: Craft Epic Wondrous Item, Epic Fortitude, Epic Skill Focus (Craft [sculpting]), Improved Darkvision, Legendary Climber, Legendary Leaper, Legendary Tracker

Environment: Twin Paradises of Bytopia
Organization: Solitary
Challenge Rating: 27
Treasure: Double standard
Alignment: Always chaotic good
Advancement: ---
Level Adjustment: ---

This colossal humanoid bears a pleasant, tranquil countenance. He dresses finely, but his clothes are somewhat disheveled. His eyes seem vacant, as if in a daydream.

Epimetheus is a clumsy titan, though he is friendly and means well. His name means “afterthought,” or “hindsight,” and was given to him to suggest that he does not always think before he acts. He is the son of the Titan Iapetus and the nymph Clymene, and is the brother of the Titans Prometheus and Atlas. Though often seen as a bumbling fool, Epimetheus has an equal fondness for humans as his brother Prometheus’, and he always means well.

Epimetheus was charged with the responsibility of giving a positive trait to every animal. But when it was time to give one to humans he had already used up all the traits, so his brother Prometheus (who felt that humans deserved to have something that no animal possessed) stole fire from Zeus to give as a gift to humankind. As a punishment for Epimetheus’ poor planning Zeus created Pandora, the first woman, and gave her to the foolish Titan as a wife. Though Prometheus, who had his own punishment to serve for stealing the fire, warned his brother not to trust any gift from the Olympian gods, Epimetheus fell in love with and accepted Pandora despite the warnings. Epimetheus took Pandora as his wife, and they had a daughter Pyrrha, who married her cousin Deucalion. These two humans were the only survivors of the Great Deluge that Zeus sent to destroy the Golden Age.

When the Olympians were finished creating Pandora, the trickster god Hermes presented her with a special box and warned her not to open it. Pandora was made to be curious however, and eventually Epimetheus foolishly allowed her to open the box. The opening of this box released all kinds of misfortunes upon mankind, ruining their idyllic existence, though Pandora was able to close the box just in time to leave humans with a sense of hope in times of evil.

Epimetheus has no set home, and usually wanders the plane of Bytopia lost in his thoughts.

Epimetheus is 100 feet tall and weighs 725,000 pounds.

Epimetheus speaks Abyssal, Common, Celestial, Draconic, Giant, and Sylvan.

COMBAT
Epimetheus usually avoids combat, but if drawn into battle through challenge or if animals or innocent creatures are in danger, he joins the fray. Epimetheus uses his spells and spell-like abilities to summon animals and aid them in battle, while battering adversaries with his massive fists.

Epimetheus's natural weapons, as well as any weapons he wields, are treated as epic weapons for the purposes of overcoming damage reduction.

Spell-Like Abilities: At will – animal messenger, animal trance (DC 22), calm animals (DC 21), chain lightning (DC 26), charm animal (DC 21), charm monster (DC 24), cure critical wounds (DC 24), daylight, detect animals or plants, fire storm (DC 27), greater dispel magic, hold monster (DC 25), holy smite (DC 24), invisibility, invisibility purge, levitate, neutralize poison, persistent image (DC 25), polymorph (humanoid forms only, duration 1 hour), protection from energy, read magic, remove curse (DC 23), remove disease (DC 23), speak with animals; 3/day – etherealness, freedom of movement, greater teleport, summon nature’s ally IX, word of chaos (DC 27); 1/day – awaken (DC 25), gate, greater restoration, maze, meteor swarm (DC 29), plane shift, regenerate (DC 27), reincarnate, wind walk. Caster level 25th. The save DCs are Charisma-based.

Spells: Epimetheus can cast divine spells as a 10th-level druid. The save DCs are Wisdom-based.

Typical Druid Spells Prepared (6/8/7/6/6/5; save DC 23 + spell level): 0 – create water, detect magic, detect poison, know direction, mending, purify food and drink; 1st – detect animals or plants, entangle, faerie fire, goodberry, longstrider, pass without trace, produce flame, speak with animals; 2nd – barkskin, gust of wind, heat metal, soften earth and stone, spider climb, summon swarm, warp wood; 3rd – call lightning, meld into stone, quench, remove disease, water breathing, wind wall; 4th – air walk, flame strike, freedom of movement, ice storm, rusting grasp, scrying; 5th – awaken, commune with nature, control winds, death ward, transmute mud to rock.

Epimetheus can also cast arcane spells as a 15th-level sorcerer (6/9/9/8/8/8/8/5; save DC 20 + spell level). He has access to the following spells: 0 – arcane mark, dancing lights, ghost sound, mage hand, mending, message, open/close, prestidigitation, resistance; 1st – expeditious retreat, grease, jump, Tenser’s floating disk, true strike; 2nd – cat's grace, fog cloud, fox's cunning, mirror image, touch of idiocy; 3rd – displacement, fly, haste, slow; 4th – arcane eye, confusion, scrying, stone shape; 5th – baleful polymorph, fabricate, major creation, transmute rock to mud; 6th – flesh to stone, greater heroism, true seeing; 7th – banishment, mass hold person, statue. The save DCs are Charisma-based.

Clay of Creation (Su): At will, as a full-round action, Epimetheus can shape clay into the form of any living non-unique creature that is not of extraplanar origin. The sculpture becomes a living creature with average statistics for its type. This creature will serve him until it dies, though Epimetheus usually sets it free after a specific service.

Epimetheus can control only 50 HD worth of such creatures at a given time. If he exceeds this number, all the newly created creatures fall under his control, and any excess creatures from previous castings become uncontrolled. (Epimetheus chooses which creatures are released.)

Epimetheus may also create a ball of clay, at will, as a full-round action, to give to another character. The character may activate the clay at any time by tossing the ball to the ground. The clay will instantly take the form of any creature of 4 Hit Dice or less that the character desires, as described above. This creature will serve the character until it dies, or until the character sets it free.

Something about Epimetheus’ clay makes the creatures unstable sometimes. Any creature that Epimetheus makes for himself may go berserk at the moment of its creation if he does not succeed on a DC 44 Will save. The uncontrolled creation goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a creation goes berserk, no known method can reestablish control. A creature created from a ball of clay has a 60% chance of going berserk at the moment of its creation.

Originally found in the first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz).
 
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BOZ

Creature Cataloguer
Shimnus

http://www.enworld.org/forums/showthread.php?t=73266

Shimnus (Greater Spirit)
Medium Outsider (Native)
Hit Dice: 9d8+36 (76 hp)
Initiative: +1
Speed: 30 ft (6 squares)
Armor Class: 23 (+1 Dex, +12 natural), touch 11, flat-footed 22
Base Attack/Grapple: +9/+14
Attack: Claw +14 melee (2d6+5) or +1 pincers +15 melee (2d8+6) or +2 warhammer +16 melee (1d8+7/x3)
Full Attack: 2 claws +14 melee (2d6+5) or +1 pincers +15 melee (2d8+6) or +2 warhammer +16 melee (1d8+7/x3)
Space/Reach: 5 ft/5 ft
Special Attacks: Breath weapon, rock throwing
Special Qualities: Damage reduction 10/cold iron and magic, immune to mind-affecting effects, rock catching, size change
Saves: Fort +12 Ref +7 Will +9
Abilities: Str 21, Dex 12, Con 18, Int 10, Wis 13, Cha 14
Skills: Bluff +16, Diplomacy +6, Disguise +14 (+16 acting), Intimidate +18, Jump +11, Knowledge (nature) +8, Knowledge (the planes) +6, Listen +10, Search +6, Sense Motive +7, Spot +10, Survival +7 (+9 aboveground, +9 on other planes, +9 following tracks), Swim +11
Feats: Exotic Weapon Proficiency (pincers), Great Fortitude, Iron Will, Persuasive

Shimnus – Huge Form
Huge Outsider (Native)
Hit Dice: 9d8+36 (76 hp)
Initiative: -1
Speed: 30 ft (6 squares)
Armor Class: 19 (-2 size, -1 Dex, +12 natural), touch 7, flat-footed 19
Base Attack/Grapple: +9/+30
Attack: Claw +20 melee (4d6+13) or +1 pincers +21 melee (4d8+14) or +2 warhammer +22 melee (3d6+15/x3)
Full Attack: 2 claws +20 melee (4d6+13) or +1 pincers +21 melee (4d8+14) or +2 warhammer +22 melee (3d6+15/x3)
Space/Reach: 15 ft/15 ft
Special Attacks: Breath weapon, rock throwing
Special Qualities: Damage reduction 10/cold iron and magic, immune to mind-affecting effects, rock catching, size change
Saves: Fort +12 Ref +5 Will +9
Abilities: Str 37, Dex 8, Con 18, Int 10, Wis 13, Cha 14
Skills: Bluff +16, Diplomacy +6, Disguise +14 (+16 acting), Intimidate +18, Jump +19, Knowledge (nature) +8, Knowledge (the planes) +6, Listen +10, Search +6, Sense Motive +7, Spot +10, Survival +7 (+9 aboveground, +9 on other planes, +9 following tracks), Swim +19
Feats: Exotic Weapon Proficiency (pincers), Great Fortitude, Iron Will, Persuasive

Environment: Warm mountains
Organization: Solitary or pair
Challenge Rating: 8
Treasure: Standard coins; standard goods; double items
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4

This appears to be a hunched over old woman, dressed in filthy rags. She is hideous and very broad and husky. Her hair is long and hangs loose, wildly matted and caked with filth. Her teeth are sharp and black, and her nails are long and cracked. At her side she carries a large of set iron pincers.

The shimnus is a fearsome creature that originated on some outer plane. Somehow this race migrated to the Material Plane long ago and settled there. Shimnuses live alone or in pairs and prefer the barren wilderness at the very fringe of human settlements. They have developed a taste for the food that humans eat, and like to trick humans into feeding their prodigious appetites. The shimnuses view humanoid races as fools and nuisances; minor irritants that they must endure to enjoy the pleasant conditions of the Material Plane.

These creatures all appear to be female, barely passably human in appearance. It is possible that the male shimnus are indistinguishable from the female; however, it is equally possible that there are no males or that they remained on the shimnus’ home plane when the females left. The shimnus will often pose as a bizarre old woman and attempt to dupe its victims into giving it what it wants.

A shimnus is 5-7 feet tall, and weighs 300 pounds.

A shimnus speaks Common and Giant.

COMBAT
A shimnus only fights as a last resort, preferring trickery and guile to combat. The shimnus is neither cowardly nor weak, and is a terror in battle to the unprepared. Sometimes a shimnus will attack with her unusual magic weapons (a large set of iron pincers or an iron hammer), though she is just as likely to attack with her bare hands or fiery breath.

Breath Weapon (Su): 10-foot cone, once every 1d4 rounds, damage 5d6 fire, Reflex DC 18 half. The save DC is Constitution-based.

Rock Throwing (Ex): While enlarged, a shimnus can hurl rocks weighing 60 to 80 pounds each (Medium objects) up to five range increments. The range increment is 140 feet for a shimnus’ thrown rocks.

Rock Catching (Ex): While enlarged, a shimnus can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a shimnus 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 shimnus must be ready for and aware of the attack in order to make a rock catching attempt.

Size Change (Su): Once per day, a shimnus can change its size in a fashion similar to the effect of an enlarge person spell. The size change from Medium to Huge grants a +16 size bonus to Strength, a –4 size penalty to Dexterity (to a minimum of 1), and a –2 penalty on attack rolls and AC due to its increased size. Its natural reach increases to 15 feet. The shimnus can remain at this size for 10 rounds. This ability is otherwise like the enlarge person spell.

Shimnus Pincers: This two-handed exotic weapon is sized for a Large creature. It deals 2d8 points of bludgeoning damage, threatens a critical hit on a natural 20, and deals double damage on a critical hit. A wielder that hits an opponent within one size category can attempt to start a grapple as a free action without provoking an attack of opportunity. If the wielder wins the grapple check, the pincers establishes a hold and grabs the opponent, dealing 2d8 points of damage each round the hold is maintained.

USING SHIMNUS WITH ORIENTAL ADVENTURES
If you are using Oriental Adventures rules in your campaign, consider adding the Spirit subtype.

Originally found in The Horde – Barbarian Campaign Setting (1990, David “Zeb” Cook).
 
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BOZ

Creature Cataloguer
House Hunter

http://www.enworld.org/forums/showthread.php?t=78935

House Hunter Mimic, Young
Large Aberration (Shapechanger)
Hit Dice: 10d8+50 (95 hp)
Initiative: +0
Speed: 10 ft (2 squares)
Armor Class: 20 (-1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple: +7/+17
Attack: Tentacle +7 melee (2d6+3)
Full Attack: Tongue +13 melee (2d6+6) and 2 tentacles +7 melee (2d6+3)
Space/Reach: 10 ft/10 ft (20 ft with tongue)
Special Attacks: Adhesive, crush, swallow whole
Special Qualities: Bioluminescence, darkvision 60 ft, light sensitivity, mimic shape, resistance to cold 5 and fire 5, sound imitation, tremorsense 360 ft
Saves: Fort +8 Ref +3 Will +8
Abilities: Str 23, Dex 10, Con 21, Int 3, Wis 13, Cha 10
Skills: Climb +8, Disguise +14, Listen +10, Spot +6
Feats: Alertness, Power Attack, Skill Focus (Disguise), Weapon Focus (tongue)

Environment: Any land
Organization: Pack (1-4 young, 1-6 adult, and 1-4 ancient house hunters)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 11-14 HD (Large)
Level Adjustment: ---

This looks like a small wooden shed. Dim, flickering candlelight radiates out from a nearby window, and you can hear muffled voices and laughter coming from within.

The house hunter is a larger relative of the more common mimic. This creature lacks the versatility of form of its lesser cousin, but makes up for this with a greater array of powers. These creatures live aboveground, unlike mimics, and have learned to take the form of man-made buildings and structures.

A house hunter forms a shell around it that looks like stone, wood, thatch, and other commonly used building materials to heighten its disguise. House hunters form their shells to resemble particular buildings that they have seen while traveling, and the shell can grow and change in size and shape as the house hunter grows. Young house hunters often choose forms such as sheds or outhouses, while adults tend to take the forms of houses, and ancient ones have the ability to resemble much larger and more elaborate structures such as inns, temples, and ruined towers. If the house hunter’s shell is cleaned out thoroughly, it can be converted into a crude dwelling. The creature’s treasure is usually found inside its stomach, or imbedded in the shell wall, and consists of the indigestible remains of victims.

Doors and shutters are created to cover openings in the shell, to protect and hide the mouth, long eyestalks, and huge tentacles. These apertures are opened and shut by strong muscles like those of clams. The mouth, eyes, and tentacles can be on any location on the body, and on any side. This monster is able to produce a bioluminescence at any body opening, to give the illusion of candles or lanterns inside the structure. The unarmored underside of a house hunter has a large, slippery foot-like organ like that of a snail, which allows the creature to move around.

House hunters form packs made up of several creatures of varying ages. Thus, a pack of house hunters can look very much like an odd little village (with no people). House hunters dislike sunlight greatly, and lock up their openings tightly during the day to keep their eyes from exposure. A house hunter will likewise close up and try to flee if opponents bring it close to death. A successful Strength check can force open any of the protective bony plates. A house hunter usually only moves around and attacks at night, unless fleeing from attackers.

A young house hunter is usually 10 feet tall, and weighs about 4,500 pounds.

A young house hunter does not speak. Adult and ancient house hunters speak a crude form of Common. House hunters are able to communicate telepathically amongst themselves, up to a range of 10 miles. A house hunter will not negotiate for food, and will use unintelligible speech, animal noises, and domestic sounds like bells and chimes to lure prey in.

COMBAT
House hunters cooperate as a pack to capture prey. Their powerful senses and keen intelligence allows them to anticipate the right time to strike to reap maximum reward. The adults usually strike first, with the others following their lead.

A house hunter will attack by extruding its pseudopod appendages and wrapping each one around a nearby victim. The long tongues and even longer tentacles are coated with a musty-smelling slime that adds a strong adhesive to the grip. If a grabbed opponent does not resist for five full rounds, the house hunter assumes it to be dead and drops it. Once all opponents have stopped moving, the house hunter will begin picking them up on at a time with a tongue attack, to swallow them. If any swallowed creature successfully attacks a house hunter, the house hunter will extract the creature with its tongue, and crush the creature until it ceases to resist for five more rounds.

An opponent can make sunder attempts against a house hunter’s tentacles or tongue as if they were weapons. A young house hunter’s tentacles have 5 hit points, and its tongue has 10 hit points. If a house hunter is currently grappling a target with one tentacle or its tongue, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a house hunter’s tentacle or tongue deals damage to the creature equal to half the limb’s full normal hit points. A house hunter regrows severed limbs in 1d4 rounds.

Adhesive (Ex): A house hunter exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered house hunter automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the house hunter is alive without removing the adhesive first.

Strong alcohol dissolves the adhesive, but the house hunter still can grapple normally. A house hunter can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

Crush (Ex): A young house hunter deals 2d6+6 points of damage with a successful grapple check when using its tongue, and 2d6+3 points of damage when using a tentacle.

Swallow Whole (Ex): A house hunter can try to swallow a grabbed opponent at least one size category smaller than itself by making a successful grapple check. The swallowed creature takes 2d6+6 points of crushing damage plus 1d8 points of acid damage per round from the house hunter’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the house hunter’s gut (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Bioluminescence (Su): A house hunter can produce light equivalent to a candle at any body opening.

Light Sensitivity (Ex): House hunters are dazzled in bright sunlight or within the radius of a daylight spell.

Mimic Shape (Ex): A young house hunter mimic can assume the general shape of a construction that fills roughly 150 cubic feet. The house hunter can only change its form once every 48 hours, and it takes a full 24 hours to settle into a new form. The creature cannot substantially alter its size, though. A house hunter’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the house hunter can detect the ruse with a successful Spot check opposed by the house hunter’s opposed Disguise check. Of course, by this time it is generally far too late.

Sound Imitation (Ex): A house hunter can mimic any voice or sound it has heard, as a free action. Listeners must succeed on a Will save (DC 15) to detect the ruse. The save DC is Charisma-based.

Skills: A house hunter has a +8 racial bonus on Disguise checks and a +4 racial bonus on Listen checks.

Originally found in Dungeon Magazine #19 ("The Vanishing Village," September/October 1989, Marcus L. Rowland) and Monstrous Compendium Annual One (1994).


House Hunter Mimic, Adult
Huge Aberration (Shapechanger)
Hit Dice: 15d8+105 (172 hp)
Initiative: +4
Speed: 10 ft (2 squares)
Armor Class: 20 (-2 size, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +11/+29
Attack: Tentacle +14 melee (3d6+5)
Full Attack: Tongue +20 melee (3d6+10) and 2 tentacles +14 melee (3d6+5)
Space/Reach: 15 ft/15 ft (30 ft with tongue)
Special Attacks: Adhesive, crush, swallow whole
Special Qualities: Bioluminescence, darkvision 60 ft, light sensitivity, mimic shape, resistance to cold 5 and fire 5, sound imitation, tremorsense 360 ft
Saves: Fort +12 Ref +5 Will +11
Abilities: Str 31, Dex 10, Con 25, Int 7, Wis 15, Cha 14
Skills: Climb +12, Disguise +17, Listen +12, Spot +8, Survival +6
Feats: Alertness, Blind-Fight, Improved Initiative, Power Attack, Skill Focus (Disguise), Weapon Focus (tongue)

Environment: Any land
Organization: Pack (1-4 young, 1-6 adult, and 1-4 ancient house hunters)
Challenge Rating: 8
Treasure: Standard coins; standard goods; 50% items
Alignment: Always neutral
Advancement: 16-19 HD (Huge)
Level Adjustment: ---

This looks like a nice wooden and stone cottage. Dim, flickering candlelight radiates out from a nearby window, and you can hear muffled voices and laughter coming from within.

The house hunter is a larger relative of the more common mimic. This creature lacks the versatility of form of its lesser cousin, but makes up for this with a greater array of powers. These creatures live aboveground, unlike mimics, and have learned to take the form of man-made buildings and structures.

A house hunter forms a shell around it that looks like stone, wood, thatch, and other commonly used building materials to heighten its disguise. House hunters form their shells to resemble particular buildings that they have seen while traveling, and the shell can grow and change in size and shape as the house hunter grows. Young house hunters often choose forms such as sheds or outhouses, while adults tend to take the forms of houses, and ancient ones have the ability to resemble much larger and more elaborate structures such as inns, temples, and ruined towers. If the house hunter’s shell is cleaned out thoroughly, it can be converted into a crude dwelling. The creature’s treasure is usually found inside its stomach, or imbedded in the shell wall, and consists of the indigestible remains of victims.

Doors and shutters are created to cover openings in the shell, to protect and hide the mouth, long eyestalks, and huge tentacles. These apertures are opened and shut by strong muscles like those of clams. The mouth, eyes, and tentacles can be on any location on the body, and on any side. This monster is able to produce a bioluminescence at any body opening, to give the illusion of candles or lanterns inside the structure. The unarmored underside of a house hunter has a large, slippery foot-like organ like that of a snail, which allows the creature to move around.

House hunters form packs made up of several creatures of varying ages. Thus, a pack of house hunters can look very much like an odd little village (with no people). House hunters dislike sunlight greatly, and lock up their openings tightly during the day to keep their eyes from exposure. A house hunter will likewise close up and try to flee if opponents bring it close to death. A successful Strength check can force open any of the protective bony plates. A house hunter usually only moves around and attacks at night, unless fleeing from attackers.

An adult house hunter is 15-20 feet tall, and weighs about 17 tons.

Adult and ancient house hunters speak a crude form of Common. House hunters are able to communicate telepathically amongst themselves, up to a range of 10 miles. A house hunter will not negotiate for food, and will use unintelligible speech, animal noises, and domestic sounds like bells and chimes to lure prey in.

COMBAT
House hunters cooperate as a pack to capture prey. Their powerful senses and keen intelligence allows them to anticipate the right time to strike to reap maximum reward. The adults usually strike first, with the others following their lead.

A house hunter will attack by extruding its pseudopod appendages and wrapping each one around a nearby victim. The long tongues and even longer tentacles are coated with a musty-smelling slime that adds a strong adhesive to the grip. If a grabbed opponent does not resist for five full rounds, the house hunter assumes it to be dead and drops it. Once all opponents have stopped moving, the house hunter will begin picking them up on at a time with a tongue attack, to swallow them. If any swallowed creature successfully attacks a house hunter, the house hunter will extract the creature with its tongue, and crush the creature until it ceases to resist for five more rounds.

An opponent can make sunder attempts against a house hunter’s tentacles or tongue as if they were weapons. An adult house hunter’s tentacles have 10 hit points, and its tongue has 20 hit points. If a house hunter is currently grappling a target with one tentacle or its tongue, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a house hunter’s tentacle or tongue deals damage to the creature equal to half the limb’s full normal hit points. A house hunter regrows severed limbs in 1d4 rounds.

Adhesive (Ex): A house hunter exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered house hunter automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the house hunter is alive without removing the adhesive first.

Strong alcohol dissolves the adhesive, but the house hunter still can grapple normally. A house hunter can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

Crush (Ex): An adult house hunter deals 3d6+10 points of damage with a successful grapple check when using its tongue, and 3d6+5 points of damage when using a tentacle.

Swallow Whole (Ex): A house hunter can try to swallow a grabbed opponent at least one size category smaller than itself by making a successful grapple check. The swallowed creature takes 2d8+10 points of crushing damage plus 2d6 points of acid damage per round from the house hunter’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 house hunter’s gut (AC 16). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Bioluminescence (Su): A house hunter can produce light equivalent to a candle at any body opening.

Light Sensitivity (Ex): House hunters are dazzled in bright sunlight or within the radius of a daylight spell.

Mimic Shape (Ex): An adult house hunter mimic can assume the general shape of a construction that fills roughly 1,100 cubic feet. The house hunter can only change its form once every 48 hours, and it takes a full 24 hours to settle into a new form. The creature cannot substantially alter its size, though. A house hunter’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the house hunter can detect the ruse with a successful Spot check opposed by the house hunter’s opposed Disguise check. Of course, by this time it is generally far too late.

Sound Imitation (Ex): A house hunter can mimic any voice or sound it has heard, as a free action. Listeners must succeed on a Will save (DC 19) to detect the ruse. The save DC is Charisma-based.

Skills: A house hunter has a +8 racial bonus on Disguise checks and a +4 racial bonus on Listen checks.

Originally found in Dungeon Magazine #19 ("The Vanishing Village," September/October 1989, Marcus L. Rowland) and Monstrous Compendium Annual One (1994).


House Hunter Mimic, Ancient
Gargantuan Aberration (Shapechanger)
Hit Dice: 20d8+180 (270 hp)
Initiative: +4
Speed: 10 ft (2 squares)
Armor Class: 20 (-4 size, +14 natural), touch 6, flat-footed 20
Base Attack/Grapple: +15/+41
Attack: Tentacle +20 melee (4d6+7)
Full Attack: Tongue +26 melee (4d6+14) and 2-4 tentacles +20 melee (4d6+7)
Space/Reach: 20 ft/20 ft (40 ft with tongue)
Special Attacks: Adhesive, crush, swallow whole
Special Qualities: Bioluminescence, darkvision 60 ft, light sensitivity, mimic shape, resistance to cold 5 and fire 5, sound imitation, tremorsense 360 ft
Saves: Fort +15 Ref +8 Will +15
Abilities: Str 39, Dex 10, Con 29, Int 10, Wis 17, Cha 18
Skills: Climb +18, Disguise +21, Intimidate +10, Listen +11, Move Silently +6, Search +6, Spot +11, Survival +9 (+11 following tracks)
Feats: Alertness, Blind-Fight, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Disguise), Weapon Focus (tongue)

Environment: Any land
Organization: Pack (1-4 young, 1-6 adult, and 1-4 ancient house hunters)
Challenge Rating: 11
Treasure: Double coins; double goods; 50% items
Alignment: Always neutral
Advancement: 21-40 HD (Gargantuan); 41-60 HD (Colossal)
Level Adjustment: ---

This looks like a tall stone tower. Dim, flickering candlelight radiates out from a nearby window, and you can hear muffled voices and laughter coming from within.

The house hunter is a larger relative of the more common mimic. This creature lacks the versatility of form of its lesser cousin, but makes up for this with a greater array of powers. These creatures live aboveground, unlike mimics, and have learned to take the form of man-made buildings and structures.

A house hunter forms a shell around it that looks like stone, wood, thatch, and other commonly used building materials to heighten its disguise. House hunters form their shells to resemble particular buildings that they have seen while traveling, and the shell can grow and change in size and shape as the house hunter grows. Young house hunters often choose forms such as sheds or outhouses, while adults tend to take the forms of houses, and ancient ones have the ability to resemble much larger and more elaborate structures such as inns, temples, and ruined towers. If the house hunter’s shell is cleaned out thoroughly, it can be converted into a crude dwelling. The creature’s treasure is usually found inside its stomach, or imbedded in the shell wall, and consists of the indigestible remains of victims.

Doors and shutters are created to cover openings in the shell, to protect and hide the mouth, long eyestalks, and huge tentacles. These apertures are opened and shut by strong muscles like those of clams. The mouth, eyes, and tentacles can be on any location on the body, and on any side. This monster is able to produce a bioluminescence at any body opening, to give the illusion of candles or lanterns inside the structure. The unarmored underside of a house hunter has a large, slippery foot-like organ like that of a snail, which allows the creature to move around.

House hunters form packs made up of several creatures of varying ages. Thus, a pack of house hunters can look very much like an odd little village (with no people). House hunters dislike sunlight greatly, and lock up their openings tightly during the day to keep their eyes from exposure. A house hunter will likewise close up and try to flee if opponents bring it close to death. A successful Strength check can force open any of the protective bony plates. A house hunter usually only moves around and attacks at night, unless fleeing from attackers.

An ancient house hunter is 30-40 feet tall, and weighs about 55 tons.

Adult and ancient house hunters speak a crude form of Common. House hunters are able to communicate telepathically amongst themselves, up to a range of 10 miles. A house hunter will not negotiate for food, and will use unintelligible speech, animal noises, and domestic sounds like bells and chimes to lure prey in.

COMBAT
House hunters cooperate as a pack to capture prey. Their powerful senses and keen intelligence allows them to anticipate the right time to strike to reap maximum reward. The adults usually strike first, with the others following their lead.

A house hunter will attack by extruding its pseudopod appendages and wrapping each one around a nearby victim. The long tongues and even longer tentacles are coated with a musty-smelling slime that adds a strong adhesive to the grip. If a grabbed opponent does not resist for five full rounds, the house hunter assumes it to be dead and drops it. Once all opponents have stopped moving, the house hunter will begin picking them up on at a time with a tongue attack, to swallow them. If any swallowed creature successfully attacks a house hunter, the house hunter will extract the creature with its tongue, and crush the creature until it ceases to resist for five more rounds.

An opponent can make sunder attempts against a house hunter’s tentacles or tongue as if they were weapons. An ancient house hunter’s tentacles have 15 hit points, and its tongue has 30 hit points. If a house hunter is currently grappling a target with one tentacle or its tongue, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a house hunter’s tentacle or tongue deals damage to the creature equal to half the limb’s full normal hit points. A house hunter regrows severed limbs in 1d4 rounds.

Adhesive (Ex): A house hunter exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered house hunter automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the house hunter is alive without removing the adhesive first.

Strong alcohol dissolves the adhesive, but the house hunter still can grapple normally. A house hunter can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

Crush (Ex): A house hunter deals 4d6+14 points of damage with a successful grapple check when using its tongue, and 4d6+7 points of damage when using a tentacle.

Swallow Whole (Ex): A house hunter can try to swallow a grabbed opponent at least one size category smaller than itself by making a successful grapple check. The swallowed creature takes 2d8+14 points of crushing damage plus 2d8 points of acid damage per round from the house hunter’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the house hunter’s gut (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Bioluminescence (Su): A house hunter can produce light equivalent to a candle at any body opening.

Light Sensitivity (Ex): House hunters are dazzled in bright sunlight or within the radius of a daylight spell.

Mimic Shape (Ex): An ancient house hunter mimic can assume the general shape of a construction that fills roughly 3,600 cubic feet. The house hunter can only change its form once every 48 hours, and it takes a full 24 hours to settle into a new form. The creature cannot substantially alter its size, though. A house hunter’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the house hunter can detect the ruse with a successful Spot check opposed by the house hunter’s opposed Disguise check. Of course, by this time it is generally far too late.

Sound Imitation (Ex): A house hunter can mimic any voice or sound it has heard, as a free action. Listeners must succeed on a Will save (DC 24) to detect the ruse. The save DC is Charisma-based.

Skills: A house hunter has a +8 racial bonus on Disguise checks and a +4 racial bonus on Listen checks.

Originally found in Dungeon Magazine #19 ("The Vanishing Village," September/October 1989, Marcus L. Rowland) and Monstrous Compendium Annual One (1994).
 
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BOZ

Creature Cataloguer
Horgar

http://www.enworld.org/forums/showthread.php?t=66584

Horgar (Stone-Eater)
Gargantuan Aberration
Hit Dice: 30d8+330 (465 hp)
Initiative: +0
Speed: 10 ft (2 squares)
Armor Class: 30 (-4 size, +24 natural), touch 6, flat-footed 30
Base Attack/Grapple: +22/+46
Attack: Acid squirt +19 ranged touch (20d4 acid plus 5d4 acid splash)
Full Attack: Acid squirt +19 ranged touch (20d4 acid plus 5d4 acid splash)
Space/Reach: 20 ft/15 ft
Special Attacks: Acid squirt, corrosive slime, heat, noxious stench, reflexive sunder
Special Qualities: Blindsight 60 ft, damage reduction 20/bludgeoning, immunity to acid, electricity, and fire, tremorsense 120 ft
Saves: Fort +19 Ref +10 Will +21
Abilities: Str 35, Dex 11, Con 25, Int 6, Wis 14, Cha 8
Skills: Climb +16, Listen +11, Search +10, Survival +11 (+13 following tracks)
Feats: Diehard, Endurance, Great Fortitude, Iron Will, Point Blank Shot, Track, Weapon Focus (acid spray)
Epic Feats: Epic Toughness (x4)

Environment: Underground
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always neutral
Advancement: 31-60 HD (Gargantuan); 61-90 HD (Colossal)
Level Adjustment: ---

This appears to be a cooled-down, oblong lava formation at first. It begins to move, giving it the appearance of a slug made from black granite. Even at a distance, the heat generated by this creature is intense, and its acidic odor of ammonia is powerful.

The horgar is an immense, powerful creature that eats its way through solid rock to create subterranean tunnels, passageways, and caverns. It lives deep within the earth, spending all of its time tunneling through and eating rock and earth.

Some races call this creature a stone-eater, though it is commonly known by its dwarven name of horgar, and its less commonly known gnomish name of storgin (both of which mean “stone-eater”). These mysterious creatures are sometimes worshipped as gods by primitive lesser races. Some races try to tame horgar, to use the creatures to make passageways as they want and to attack enemies. Such captive horgar are kept in glass-lined pits, and their keepers (called horgarin in the Dwarf tongue) slip long, thin spears through the cracks in their skin to prod the sensitive flesh below. Thus, a horgarin may control which direction a horgar moves, though a careless handler is likely to lose his life to his charge.

A horgar’s chitinous skin is made from five-foot thick stone, with great cracks that divide it into large plates. These plates shift and slide while the creature moves, creating small fissures from which the horgar secretes its super-heated slime. This acidic slime smells like ammonia, and the gases it produces cause creatures to gag. A horgar also constantly generates searing heat from its body, reaching between 400 and 500 degrees. As a horgar moves, it grinds against the tunnel walls it makes, as its slime and heat melt the rock and fuse it into new formations. The only exposed part of a horgar is its round head, located at one end, which just seems to be a lump of softer-looking stone.

It is easy to detect a fresh stone-eater tunnel, as it remains hot for many hours. Tunnels and other new formations cut through hard rocks such as granite remain permanent, while passages made in softer stone such as sandstone collapse as the horgar moves through them.

A horgar is at least 30 feet long and can grow up to 100 feet in length, and weighs 12,000 pounds.

COMBAT
A horgar is not an aggressive creature, by any stretch of the imagination. A horgar does not recognize most organic things as living creatures, and tends to continue moving whether or not something is in the way. If provoked or attacked, a horgar will usually try to leave. If it cannot run away, a horgar will turn to fight. It can squirt acid from its head up to 20 feet away. It will try to flee again at the first available opportunity. A horgar is both so dangerous and hard to kill that most creatures will simply leave it be.

Acid Squirt (Ex): A horgar can spit a stream of acid from its head at an opponent or area. Treat this as a splash weapon. Thus, the horgar makes a ranged touch attack with a range increment of 10 feet and a maximum range of 20 feet. A direct hit deals 20d4 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 5d4 points of acid damage from the splash.

Corrosive Slime (Ex): A horgar produces a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone.

A horgar’s mere touch deals 20d4 points of acid damage to organic creatures or objects. Against metallic creatures or objects, a horgar’s slime deals 20d8 points of damage, and against stony creatures (including earth elementals) or objects it deals 40d8 points of damage. The passage of a horgar through earth leaves pools of pure acid that form at the bottom of the tunnel. Any creatures touching these pools with bare flesh take 10d4 points of acid damage. The pools of acid evaporate in 1d3 days.

A creature’s armor and clothing dissolve and become useless immediately unless the wearer succeeds on a DC 32 Reflex save. Weapons that strike a horgar or touch one of the pools of acid it leaves behind also dissolve immediately unless the wielder succeeds on a DC 32 Reflex save.

A creature attacking a horgar with natural weapons takes damage from its slime each time an attack hits unless the creature succeeds on a DC 32 Reflex save. These save DCs are Constitution-based.

Heat (Ex): A horgar’s body generates heat so intense that anything touching its body takes 10d4 points of fire damage. Creatures striking a horgar with natural attacks or unarmed attacks are subject to this damage, but creatures striking with melee weapons do not take damage from the horgar’s heat. This heat can melt or char weapons; any weapon that strikes a horgar is allowed a DC 32 Fortitude save to avoid destruction. The save DC is Constitution-based.

The tunnels created by a horgar’s slime and body heat remain dangerously hot for three hours. Any creature or object touching the walls of such a tunnel (including the floor) takes 2d10 points of fire damage per round. Metal in contact with such a surface is affected as if by a heat metal spell, though it remains searing hot until removed from the wall. Such an item must succeed on a DC 32 Will save to avoid this effect, but must make a new save every round it remains in contact with the surface. The save DC is Constitution-based. After the first three hours, the walls remain hot for a full 24 hours after the horgar has passed, though not hot enough to burn anything.

Noxious Stench (Ex): The fumes from a horgar’s acid are inhaled poisons. Any creature that is adjacent to a horgar or one of the pools of acid it leaves behind must succeed on a DC 32 Fortitude save or take 1 point of Constitution damage. All such creatures must make a second save 1 minute later or take another 1d4 points of Constitution damage. The save DC is Constitution-based.

Reflexive Sunder (Ex): Striking a horgar's body is like hitting a granite boulder, and may destroy manufactured weapons. Any character that strikes a horgar with a slashing or piercing melee weapon must succeed on a DC 32 Reflex save or the weapon takes 3d8+12 points of damage. Weapons made of adamantine are not subject to this attack. The save DC is Constitution-based.

Originally found in module H2 – The Mines of Bloodstone (1986, Michael Dobson and Douglas Niles), and Monstrous Compendium MC5 - Greyhawk Appendix (1990).
 
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BOZ

Creature Cataloguer
Whipsting

http://www.enworld.org/forums/showthread.php?t=69690

Whipsting
Small Aberration
Hit Dice: 1d8+4 (8 hp)
Initiative: +5
Speed: 20 ft (4 squares), fly 25 feet (poor)
Armor Class: 16 (+1 size, +5 Dex), touch 16, flat-footed 11
Base Attack/Grapple: +0/-4 (+6 when attached)
Attack: Stinger +1 melee (1 plus venom)
Full Attack: Bite +6 melee (1d2) and 2 stingers +1 melee (1 plus venom)
Space/Reach: 5 ft/5 ft (15 ft with tentacles)
Special Attacks: attach, spring slam, venom
Special Qualities: darkvision 120 ft
Saves: Fort +4 Ref +5 Will +2
Abilities: Str 10, Dex 21, Con 18, Int 5, Wis 10, Cha 10
Skills: Climb +5, Jump +9, Listen +2, Spot +2
Feats: Dodge (b), Weapon Finesse

Environment: Any hills, mountains, and underground
Organization: Solitary or pack (2-6)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3 HD (Medium)
Level Adjustment: ---

This spherical creature is about the size of a cannonball, with a pair of long, tapering tentacles with pointed tips protruding from each side. Its skin is wrinkled and rubbery, muddy gray in color, with many eyes spread out along the surface.

The whipsting is a ferocious predator named for its lashing attack that creates an earsplitting crack. The whipsting can be found on rocky ledges, often in caverns or underground, or sometimes holed up in ruins. These creatures vary in intelligence from as dumb as a cow, to as smart as a human. they prefer to hunt in packs, and peacefully coexist with each other. Whipstings mate several times in their long life spans, and are believed to be hermaphroditic.

This odd-looking creature’s tentacles are surprisingly dexterous, and each ends in a leathery, sticky tip that the creature uses for both grasping and climbing. Each tip has a fixed, bony stinger protruding at an angle beside the tip that is used to inject the whipsting’s venom. The whipsting’s sucking mouth is on its underside, and consists of three shark-like teeth in a triangle pattern that can move independently and even seal the creature’s mouth. This ravenous, carnivorous scavenger will eat any meat it can find and its teeth allow it to gnaw through even plate mail. The whipsting’s elastic skin flaps appear wrinkled, but actually allow the creature to stretch and expand up to 10 times its normal size to contain its meals.

Some whipstings have been domesticated for use as guardians or pets. Sometimes merchants and nobles capture these creatures and imprison them in small coffers or drawers to protect valuables. Griffons and perytons love the taste of whipstings, and know to bite off the stingers first to avoid the venom.

A whipsting’s spherical body is from 6 inches to one foot in diameter, and its tentacles can be anywhere from 5 feet long up to 20 feet long. A whipsting weighs about 50 pounds.

COMBAT
A whipsting will usually wait for prey to approach while in a coiled position; it curls one tentacle underneath itself to form a sort of natural spring. It leaps far in this position by suddenly straightening itself out to propel itself in a wild spring. In this way, it surprises its foes and lands on it, making the loud, lashing whip crack for which it is known as it drives its envenomed stinger into its opponent. It then attaches to its prey, which it continues to slap with its tentacles to drive home its stings while it tries to constrict, smother, or strangle the prey. It will usually remain attached until that prey falls prone from ability damage, or until attacked successfully by another opponent.

A whipsting facing a large or powerful foe will avoid attacking, and if necessary seeks to flee altogether by springing away. It can use its curled tentacle to leap about like a pogo stick, in a constant pattern of bobbing and bouncing.

Attach (Ex): If a whipsting hits with a tentacle attack, it latches onto the opponent’s body and drives its stinger deep into the opponent. This deals 1 point of damage per tentacle, and injects the whipsting’s venom into the opponent. A whipsting may continue to make tentacle attacks each round that it remains attached. An attached whipsting is effectively grappling its prey. The whipsting loses its Dexterity bonus to AC and has an AC of 11, but holds on with great tenacity. Whipstings have a +10 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached whipsting can be struck with a weapon or grappled itself. To remove an attached whipsting through grappling, the opponent must achieve a pin against the whipsting.

Spring Slam (Ex): A whipsting in a coiled position can launch itself in a jump. The jump DCs for both long jumps and high jumps are halved, and no running start is required. A whipsting that leaps at least 10 feet to attack a foe this way can make a charge attack and attack with both of its stingers. The whipsting gains a +4 circumstance bonus to its attack roll, making its attack bonus +7 (which includes +1 for the stinger and +2 for charging).

Venom (Ex): A whipsting’s stinger injects its poison into its prey. This venom is also effective through skin contact. For every successful attack with the stinger, a victim must succeed on a DC 14 Fortitude save or take 1d2 points of Strength damage and 1d3 points of Dexterity damage, and be stunned for 1 round. The save DC is Constitution-based. A whipsting is immune to the effects of all whipsting venom, as are any creatures that are immune to poison.

Skills: Whipstings have a +8 racial bonus on Jump checks. Whipstings use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.

STINGWINGS
About one tenth of all whipstings are called stingwings, and have a set of tiny, flimsy, transparent wings. These wings provide a stingwing with a fly speed of 30 feet per round (average maneuverability) and an additional +8 racial bonus on Jump checks. These wings can be easily cut off with a slashing weapon if a stingwing is held down or helpless, and are automatically destroyed if a stingwing suffers any fire damage. Severing or destroying a stingwing’s wings does no damage to the creature. A stingwing fully regrows its wings in 1d3 days.

Originally found in Dragon Magazine #197 ("The Dragon's Bestiary," September 1993, Ed Greenwood) and Monstrous Compendium Annual One (1994).
 
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BOZ

Creature Cataloguer
Mortai

http://www.enworld.org/forums/showthread.php?t=68207

Mortai
Colossal Outsider (Air, Extraplanar, Good)
Hit Dice: 30d8+210 (345 hp)
Initiative: +11
Speed: Fly 120 ft (perfect) (24 squares)
Armor Class: 25 (-8 size, +7 Dex, +9 natural, +7 deflection), touch 16, flat-footed 18
Base Attack/Grapple: +30/---
Attack: ---
Full Attack: ---
Space/Reach: 30 ft/0 ft
Special Attacks: Legendary lightning, spell-like abilities
Special Qualities: Air mastery, cloud form, extended senses, gaseous form, immune to weapon damage, legend lore, power core, spell resistance 39
Saves: Fort +24 Ref +24 Will +26
Abilities: Str ---, Dex 24, Con 24, Int 23, Wis 25, Cha 25
Skills: Appraise +16, Bluff +21, Concentration +40, Diplomacy +43, Disguise +17* (+19 acting), Escape Artist +17, Gather Information +33, Hide +19*, Intimidate +13, Knowledge (any five) +39, Listen +27, Move Silently +27, Search +28, Sense Motive +42, Spellcraft +39, Spot +27, Survival +27 (+29 following tracks), Use Rope +7 (+9 bindings)
Feats: Extend Spell (wind wall), Improved Initiative, Investigator, Iron Will, Negotiator, Quicken Spell-Like Ability (control winds), Quicken Spell-Like Ability (gust of wind)
Epic Feats: Epic Reputation, Epic Skill Focus (Knowledge [any]) (x3)

Environment: Wilderness of the Beastlands
Organization: Solitary
Challenge Rating: 28
Treasure: None
Alignment: Usually neutral good
Advancement: 31-90 HD (Colossal)
Level Adjustment: ---

This appears to be a cloud of immense dimensions, so great that it spans the horizon, towering thousands of feet into the air. Along the surface of this cloud are great faces of various humanoid and other creatures; faces of wisdom and beauty. The center of the cloud pulses with a golden light, and seems to crackle with intense power.

Mortai are immensely powerful enigmatic creatures that roam the skies of the Upper Planes. Mortai are believed to be native to the Beastlands, but are sometimes found on other planes, particularly Arcadia. When seen in Arcadia, mortai are said to glow with a pulsing golden light. They are also known as the “faces in the clouds” and even the “eyes of the gods,” though they have no known connection to such higher powers. The purpose and origin of the mortai is unknown, and they are seemingly godlike in their position. Some believe them to be collections of slightly chaotic good wind spirits, or demipowers of the sky and storms. Another theory suggests that they are manifestations of the life-force of the Beastlands.

Mortai are very able creatures of the air, and are the masters of their environment. The weather around them seems to be independent of the mortai, so their role regarding the meteorologic conditions of the Beastlands is uncertain. They can, however, command the atmosphere around them with perfect control and precision when they so desire.

Mortai are usually ignored by most creatures, who either don’t realize they are there or those who know what they are and choose not to bother them. Likewise, mortai tend to ignore most activities on the ground. They are surprisingly friendly though, and do sometimes choose to interact with inquisitive creatures. They love to hold philosophical discussions and impart knowledge, often making use of their legend lore ability. Some who have spoken with a mortai have reported hearing faint voices and laughter among the clouds, as if unseen presences were listening in. Some creatures have had less friendly encounters with a mortai – they are infamous pranksters. Though the mortai mean to cause no harm, they may pester a being all day for the fun of it with wind and rain.

A mortai knows all languages, and speaks with a booming voice of wind and thunder, when it bothers to speak at all.

COMBAT
Mortai are so mighty and arrogant that they believe themselves above petty battles and common squabbles. They are pacifistic and refuse to be goaded into combat by threats, taunts, insults and the like, nor will they attack most creatures due to their actions or alignment. Because it is so high in the air, it is a serious challenge to reach a mortai to gain the position or advantage enough just to simply attack it, and then the mortai is immune to most sorts of attack. A mortai will always prefer to flee, even from obviously weaker foes, using its impressive speed.

A persistent enemy, usually an evil creature that needs to be taught a lesson, will occasionally be able to force a mortai into combat. A mortai’s main physical attack is its deadly bolt of lightning; this has no limit to number of uses per day, and the mortai can use it both to attack creatures on the ground and those who fly up to meet it. If that is not enough, the mortai has an array of potent wind-related spell-like abilities at its disposal. However, a mortai has a hidden, vulnerable core of power in its center – if a creature comes looking for this it will have to face the mortai’s lethal lightning!

Legendary Lightning (Ex): Once per round, a mortai is able to unleash an awesome lightning bolt that is 10-feet square in diameter, and affects everything in its path. This bolt always strikes the ground where the mortai directs it, and can be miles in length. All creatures and objects in the path of this bolt suffer 10d6 points of electricity damage (Reflex DC 32 half). Any creature standing on the ground when struck by this bolt must also succeed on a DC 32 Fortitude save or be stunned for 2d10 rounds. The save DCs are Constitution-based.

Spell-Like Abilities: At will – acid fog, air walk (targets another creature), call lightning (bestowed upon another creature) (DC 20), chain lightning (DC 23), control winds (DC 22), fog cloud, gust of wind (DC 19), ice storm, rainbow pattern (DC 21), summon monster IX (air elementals and outsiders only), whispering wind, wind walk, and wind wall; 7/day – cloudkill (DC 22); 3/day – control weather, whirlwind (DC 25); 1/day – elemental swarm (cast as an air spell only). Caster level 20th. The save DCs are Charisma-based.

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a mortai.

Cloud Form (Ex): A mortai is able to shift its cloudy shape to nearly any size and shape (Colossal only), and can even appear as a dark storm cloud. As such, a mortai has a +10 racial bonus on Disguise checks and a +16 racial bonus on Hide checks when among clouds.

Extended Senses (Ex): A mortai sees and hears up to 5 miles away. It also has darkvision out to the same distance.

Gaseous Form (Ex): A mortai’s insubstantial form grants it immunity to critical hits and flanking. A mortai cannot run, but it can fly, and it is subject to winds. It cannot ever wear armor, manipulate solid objects, or enter water or other liquids. It can pass through small holes or narrow openings – even mere cracks. It also can occupy squares occupied by enemies.

Legend Lore (Su): A mortai can duplicate the effects of a legend lore spell, as a free action. A mortai receives this information instantly, and the information is always accurate as if the mortai had the person or thing at hand or was in the place in question.

Power Core (Ex): A mortai has a secret core where its power is collected in one spot. This is a glowing nimbus of light no more than 10 feet across in the heart of the cloud. A creature can make a DC 25 Knowledge (the planes) check to realize that the mortai has this vulnerable place. A successful DC 30 Search check is needed to actually locate the core.

This core can be attacked with and damaged by physical weapons, and has AC 25 and damage reduction 20/magic. Damage dealt to the core of a mortai deals damage to the mortai’s normal hit point total. The core is still subject to the mortai’s gaseous form ability.

Originally found in the first edition Manual of the Planes (1987, Jeff Grubb), Monstrous Compendium MC8 - Outer Planes Appendix (1991), and Planescape Monstrous Compendium Appendix II (1995).
 
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BOZ

Creature Cataloguer
Avari

http://www.enworld.org/forums/showthread.php?t=66479

Avari
Medium Outsider (Evil, Extraplanar)
Hit Dice: 9d8+27 (67 hp)
Initiative: +4
Speed: 25 ft (5 squares), fly 40 ft (average)
Armor Class: 24 (+4 Dex, +10 natural), touch 14, flat-footed 20
Base Attack/Grapple: +9/+15
Attack: Claw +15 melee (1d6+6)
Full Attack: 2 claws +15 melee (1d6+6) and bite +10 melee (1d12+3 plus poison)
Space/Reach: 5 ft/5 ft
Special Attacks: Poison, screech, summon mobats
Special Qualities: Bat empathy, blindsense 60 ft, damage reduction 10/magic and silver, darkvision 60 ft, force resistance, immunity to acid, paralysis, and poison, resistance to cold 10 and electricity 10, spell resistance 18, telepathy 100 ft
Saves: Fort +9 Ref +12 Will +8
Abilities: Str 22, Dex 18, Con 16, Int 13, Wis 15, Cha 16
Skills: Bluff +14, Diplomacy +12, Disguise +3 (+5 acting), Escape Artist +13, Intimidate +14, Hide +17, Jump +13, Knowledge (the planes) +9, Listen +17, Move Silently +19, Sense Motive +11, Spot +12, Survival +14 (+16 on other planes), Use Rope +4 (+6 bindings)
Feats: Alertness, Flyby Attack, Lightning Reflexes, Stealthy

Environment: Grey Waste of Hades
Organization: Solitary, squad (2-4), or colony (5-20 and 5-8 dire bats and 11-20 bat swarms)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 10-18 HD (Medium); 19-27 HD (Large)
Level Adjustment: +9

This creature appears to be a human-sized bat. It has huge leathery wings and its fur is brownish-green. Rank saliva drips from its fanged mouth, and its eyes burn with hatred and cunning.

The avari are a race of humanoid creatures that live in the Lower Planes, and are the chief rivals of yugoloths for territory. Unfortunately, they are neither as powerful or as numerous as the fiends and have lost much over time. Long ago, avari dwelt in a large central community, but their many wars shattered their unity, forcing them to live in isolated clan in desolate areas of the planes. They dwell there in dank caverns filled with bats, and inhabit similar environs when found on the Material plane.

The avari are renowned for their cruelty, and have a great love of torture and causing pain. They crave gold, and love the taste of human flesh, and will negotiate with humans to gain either. Evil clerics often call an avari to the Material plane using a planar ally spell, usually offering gold in exchange for the avari's services as a guardian or torturer.

In the few places where avari have been able to thrive they have established a feudal system, using slaves and serfs to satisfied their every whim. It is surprising how such a system can be maintained when the avari dine on their servants so frequently.

An avari is 6 feet tall, and weighs 150 pounds.

An avari speaks Abyssal, Infernal and Undercommon.

COMBAT
Avari will normally begin combat by screeching, then move in to attack. They will target humans first, hoping to save them for later meals.

Poison (Ex): Injury, Fortitude DC 17, initial damage wracking pains that impose a –4 penalty on attack rolls, skill checks, and ability checks for 4d4 rounds, secondary damage paralyzed for 2d4 rounds. The save DC is Constitution-based.

Screech (Su): An avari can screech once per round, affecting all those within 60 feet. All creatures in the area must succeed on a DC 17 Will save or be stunned for 1d3 rounds. This is a sonic, mind-affecting attack. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same avari's sonic screech for 24 hours.

Summon Mobats (Sp): Three times per day, an avari can automatically summon 1d4 mobats. This ability is the equivalent of a 3rd-level spell.

Bat Empathy (Ex): Avari can communicate and empathize with normal or dire bats and other batlike creatures. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Blindsense (Ex): An avari uses echolocation to pinpoint creatures within 60 feet. Opponents still have total concealment against the avari unless it can actually see them.

Force Resistance (Ex): Avari have a +4 racial bonus on saving throws spells and effects with the force descriptor. If an effect does not allow a saving throw, but deals damage (such as magic missile), the avari instead takes only half damage from the effect.

Skills: An avari has a +4 racial bonus on Listen and Move Silently checks.

Originally found in Dragon Magazine #101 ("Creature Catalog III," September 1985, Scott Bennie).
 
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BOZ

Creature Cataloguer
The Hand and The Eye of Vecna

http://www.enworld.org/forums/showthread.php?t=73265

The Hand
Medium Monstrous Humanoid
Hit Dice: 13d8+65 (123 hp)
Initiative: +4
Speed: 30 ft (6 squares)
Armor Class: 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: +13/+20
Attack: Slam +20 melee (1d10+7) or longsword +20 melee (1d8+7/19-20) or dagger +17 ranged (1d4+7)
Full Attack: Slam +20 melee (1d10+7) and 2 longswords +20/+15/+10 melee (1d8+3/19-20) or dagger +17/+12/+7 ranged (1d4+7/19-20)
Space/Reach: 5 ft/5 ft
Special Attacks: Constrict 1d10+10, grip of ruin, improved grab, strength damage
Special Qualities: Arcane awareness
Saves: Fort +9 Ref +12 Will +8
Abilities: Str 24, Dex 19, Con 20, Int 7, Wis 10, Cha 11
Skills: Bluff +5, Diplomacy +2, Disguise +5 (+7 acting), Intimidate +7, Tumble +5
Feats: Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Power Attack, Quick Draw, Two-Weapon Fighting

Environment: Any land and underground
Organization: Solitary or cult (The Hand and The Eye, plus 1-3 clerics of 8th-12th level, plus 5-10 fighters of 2nd-6th level, plus 2-7 rogues of 3rd-6th level)
Challenge Rating: 11
Treasure: None
Alignment: Always lawful evil
Advancement: ---
Level Adjustment: ---

This squat, heavily muscled humanoid is about the same size and shape as a dwarf. However, in place of a humanoid head, a giant-sized hand sticks out of the neck. The creature wears a pleated kilt, decorated with colorful swirls and jagged stripes. It wears a thick leather belt loaded with daggers, and carries two longswords on its back. It appears to be wearing nothing else.

The Hand, or Hand Servitor as it is sometimes known, is the second lieutenant in the cult of Vecna, answering only to the Eye and the leader of the cult. This cult created this being by modifying a human, using powerful spells to bring about the transformation. It is unknown if there are more than one of these creatures, but none have ever been seen.

The Hand, as with its “brother” the Eye, was created by wizard-priest servants of Vecna, in a time when the mighty arch-lich was only a demigod striving for greater deific status. The process used to create the Hand was incredibly complex, and torturously painful for the subject. The agony of this procedure was so intense that it peeled away its essence of humanity, leaving a barely intelligent, bestial monster. Much like the Eye, the Hand is marked by odd behaviors. Its fawning submissiveness or gently stroking the hand of a friend can suddenly turn to a blind rage without warning, with the Hand flinging himself against walls. Even when totally calm, the Hand is never quite still, and trembles and twitches uncontrollably.

Since the Hand lacks the ability to communicate vocally, the priests of Vecna must use telepathy to talk with it. Though the Hand is technically below the cult’s high priests in rank, it resents this station. It inspires fear in the cult’s followers, as it carries out the decrees of the high priests. This monster is fearsome for its brute physical qualities, but does not inspire the icy terror of a more sinister being like the Eye.

When appearing in public, the Hand wears a blue-green robe with a large hood, and grips an embossed leather mask with its third hand to hide its “face.” It can carry up to twelve daggers on its belt.

The Hand is 4 ½ feet tall, and weighs 200 pounds.

The Hand has no mouth and so cannot speak. It does think, however, and can be communicated with telepathically.

COMBAT
The Hand exists to be the muscle of the cult of Vecna, and is well suited for fighting. The Hand can fight with two weapons in its normal hands, and crush creatures and objects with its strange third appendage. It normally begins combat by hurling daggers at its foes, and then closes in for melee to fight with its swords.

Constrict (Ex): The Hand deals automatic slam damage with a successful grapple check.

Grip of Ruin (Su): The Hand can hold in its third hand any object that a Large creature can hold in one hand, if it does not grapple an opponent or use its slam attack with that hand in that round. The Hand drains the hardness from an object at a rate of 1d4 points per round, until the object eventually crumbles into dust when it reaches hardness 0. Magic items can resist this drain on a DC 23 Fortitude save. The save DC is Strength-based.

Improved Grab (Ex): To use this ability, the Hand must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can either constrict or deal strength damage or both.

Strength Damage (Su): The Hand can choose to deal 1d6 points of Strength damage on a successful grapple check. If a victim reaches Strength 0 in this way, it dies.

Arcane Awareness (Su): The Hand possesses no visual, auditory, or olfactory organs and has immunity to gaze attacks, visual effects, illusions, sonic effects, scent-based attacks, and other attack forms that rely on a sense of sight, hearing, or smell. Instead, the hand has blindsight out to 60 feet and cannot be flanked or caught flat-footed. These senses can be suppressed for 1 round by a dispel magic spell.

Feats: In combination with its natural abilities, the Hand’s Two-Weapon Fighting feat allows it to attack with two longswords at no penalty.

Originally found in module WGA4 – Vecna Lives! (1990, David “Zeb” Cook) and the module Die Vecna Die! (2000).


The Eye
Medium Monstrous Humanoid
Hit Dice: 12d8+36 (90 hp)
Initiative: +14
Speed: 30 ft (6 squares)
Armor Class: 24 (+4 Dex, +4 natural, +6 insight), touch 20, flat-footed 20
Base Attack/Grapple: +12/+14
Attack: Greatsword +20 melee (2d6+3/19-20) or dagger +20 melee (1d4+2/19-20)
Full Attack: Greatsword +20 melee (2d6+3/19-20) or 2 daggers +18 melee (1d4+2/19-20)
Space/Reach: 5 ft/5 ft
Special Attacks: Death gaze
Special Qualities: Blindsight 60 ft, darkvision 60 ft, future insight, low-light vision, psychic tracker, spell-like abilities, telepathy 100 ft
Saves: Fort +7 Ref +12 Will +14
Abilities: Str 14, Dex 19, Con 17, Int 15, Wis 22, Cha 18
Skills: Bluff +9, Diplomacy +8, Disguise +14 (+16 acting), Gather Information +16, Intimidate +11, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (religion) +12, Search +11, Sense Motive +11, Spot +10, Survival +6 (+8 following tracks)
Feats: Investigator, Persuasive, Quick Draw, Track, Two-Weapon Fighting

Environment: Any land and underground
Organization: Solitary or cult (The Eye and The Hand, plus 1-3 clerics of 8th-12th level, plus 5-10 fighters of 2nd-6th level, plus 2-7 rogues of 3rd-6th level)
Challenge Rating: 13
Treasure: 10% coins; standard goods; standard items
Alignment: Always lawful evil
Advancement: ---
Level Adjustment: ---

This tall, slender humanoid has a gigantic eyeball in the place of a humanoid head, which glares menacingly. It carries a greatsword and wears long green robes, trimmed with red, and golden eyes embroidered along the hems.

The Eye, or Eye Servitor as it is sometimes known, is the first lieutenant in the cult of Vecna, answering only to the leader of the cult. This cult created this being by modifying a human, using powerful spells to bring about the transformation. It is unknown if there are more than one of these creatures, but none have ever been seen.

The Eye, as with its “brother” the Hand, was created by wizard-priest servants of Vecna, in a time when the mighty arch-lich was only a demigod striving for greater deific status. The process used to create the Eye was incredibly complex, and torturously painful for the subject. The agony of this procedure was so intense that it peeled away its essence of humanity, leaving a cold, emotionless monster. It displays several unusual behaviors as a result of its transformation. It finishes other beings’ sentences, knowing what they are going to say already. It surrounds itself with mirrors, and is fascinated by reflected images. The Eye is sadistic and cruel, and relieves its own pain and frustrations by visiting them upon others.

According to the cult priests, the Eye serves as Vecna's senses on the Material plane. It serves the Cult’s leader loyally, and is feared by the lesser members of the Cult of Vecna.

When appearing in public, the Eye wears a gray cloak with a deep hood over its robes, to conceal its head.

The Eye is stands 7 feet tall, and weighs 150 pounds.

The Eye has no mouth and so cannot speak, but can communicate telepathically with whomever it wishes.

COMBAT
The Eye was created to gain information, not to fight, but it is not without combat ability. It normally fights with a greatsword. It keeps two daggers hidden, strapped hilt down to each arm; when it cannot use its sword, it crosses its arms and whips out these daggers to fight with one in each hand.

This odd creature cannot be surprised and is superhumanly alert, with a limited precognitive sense. The Eye is lightning quick and astoundingly graceful. Its most fearsome attack is its death gaze, from which it draws sustenance. The Eye’s primary purpose is to serve as a psychic tracker for the priests of Vecna.

Death Gaze (Su): The Eye can feed on the souls of living beings by drawing them in with its gaze. This attack can be used as a free action, once per round, against a single target within 60 feet that can see the Eye. The victim must succeed on a DC 20 Will save or have its life force held in a manner similar to trap the soul. Instead of the victim’s body disappearing, it falls inert. The victim’s life force is drawn out of the body, seen by others as a ghostly version of the victim, which is then sucked into the Eye’s body and held there. The save DC is Charisma-based.

The Eye has access to all of the memories of any trapped victims. The Eye is also free to draw on all the Knowledge skills of each soul it currently stores, using the base ranks in a skill possessed by each soul, and adjusted by the Eye's own skill modifiers for the Knowledge skill in question (or its Intelligence modifier, for a skill it has no ranks in).

If the Eye is slain, any life forces trapped within it instantly return to their proper bodies. The Eye can voluntarily release any life force it has not yet devoured as a free action. A life force otherwise remains trapped within the Eye until its true body is destroyed, at which point the life force will be devoured by the Eye and permanently lost to any means short of divine intervention.

Future Insight (Su): The Eye has a precognitive insight that grants it a +6 insight bonus to AC and all its attacks. The Eye retains its Dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker. Additionally, the Eye has a +6 insight bonus to initiative and always acts in a surprise round. These adjustments are already included in the stat block above.

Psychic Tracker (Su): The eye has the ability to sense an intelligent creature’s aura over long distances, if it has seen the creature directly or through scrying. The Eye can detect most creatures up to 1 mile away. Creatures with spellcasting abilities are detectable at a range in miles equal to their total caster levels.

To track a creature’s aura, the Eye must succeed on a DC 15 Search check. If it fails the check, the Eye can retry after 1 hour of meditation. If successful, the Eye can sense the creature as if by the locate creature spell.

This tracking ability can be blocked if the creature is within 30 feet of a large concentration of magical energy. If the total caster levels of spellcasters, creatures with spell-like abilities, magic items, and active spells in the area is at least 50 levels, the Eye must succeed on a DC 15 Wisdom check or lose the ability to track the creature’s aura until the creature leaves the source of magical energy. Running water does not block this ability.

Spell-Like Abilities: The following abilities are always active on the Eye’s person, as the spells (caster level 12th); clairaudience/clairvoyance, detect magic, find traps, and true seeing. They can be dispelled, but the Eye can reactivate them as a free action.

Skills: The Eye has a +4 racial bonus on Search and Spot checks.

Originally found in module WGA4 – Vecna Lives! (1990, David “Zeb” Cook) and the module Die Vecna Die! (2000).
 
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BOZ

Creature Cataloguer
Apodalypse

http://www.enworld.org/forums/showthread.php?t=106747

Apodalypse, Progeny
Tiny Aberration (Aquatic)
Hit Dice: 3d8+3 (16 hp)
Initiative: +3
Speed: 20 ft (4 squares), swim 30 ft
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +2/-6
Attack: Bite +7 melee (2d4)
Full Attack: Bite +7 melee (2d4)
Space/Reach: 2 ½ ft/2 ½ ft
Special Attacks: Burrow, subsume
Special Qualities: Amphibious, blindsight 60 ft, damage reduction 5/good, darkvision 60 ft, fortification, immunity to cold, keen scent, necrotic life, undead aura, unliving immunities, vulnerability to holy water, vulnerability to turning
Saves: Fort +2 Ref +4 Will +4
Abilities: Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 2
Skills: Escape Artist +8, Hide +13, Move Silently +6, Swim +8
Feats: Stealthy, Weapon Finesse

Environment: Any land and underground
Organization: Cluster (1-4)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 4-6 HD (Tiny)
Level Adjustment: ---

This appears to be a wasp’s nest hanging from the ceiling, though in reality it is more like a tightly coiled snake with squamous flesh. At the end of the snake is an eyeless, shark-like head with a mouth filled with rows of sharp teeth.

An apodalypse progeny is the foul offspring of the evil parent creature. Like an adult apodalypse, this monster is partly undead and partly alive. A progeny can remain in a dormant state for years, even centuries, hanging and waiting for prey.

An apodalypse progeny is about 2 feet long when unfurled and weighs 2 pounds.

COMBAT
Progeny attack immediately when disturbed by living humanoids. They prefer to drop onto unsuspecting vitctims from above. Once active, a progeny can use its coiled length to leap up to 20 feet through the air, or to swim through water, and deliver a vicious bite.

An apodalypse progeny will try to burrow into flesh, in an attempt to subsume its victim and turn it into a mindless husk of flesh. If a progeny controls a husk for a full month, it transforms the victim’s body and becomes an adult apodalypse.

Burrow (Ex): If an apodalypse progeny hits a Small or larger living creature with a bite attack, on its next turn it can attempt to burrow into the target's flesh. The target may attempt a DC 14 Reflex save to prevent the progeny from burrowing in (a helpless creature can't prevent the burrowing). If the save fails, each round thereafter the target takes 2d4 points of Constitution damage. The save DC is Constitution-based.

If any damage is dealt to a burrowing progeny, the creature it is burrowing into takes the same amount of damage.

Subsume (Su): A burrowing apodalypse progeny will reach a creature's spinal column in 1d4+2 rounds, at which point the host automatically becomes paralyzed. Beginning with that round, the progeny will begin to digest the spinal column and lower brain stem of the victim. As the progeny eats, it replaces the spinal column with its own body, eventually attaching itself to the victim's brain when complete.

Any successful turning attempt on a progeny that is in the process of subsuming its host will kill the progeny instantly and end the subsumption.

The process of subsumption takes 6 full rounds, inflicting 2d6 hit points of damage upon the victim per round. At the end of 6 full rounds, the victim dies and the progeny takes control of the body. Subsumption prevents any form of raising or resurrection, although a wish or a miracle spell can restore the victim to life and its original form, destroying the progeny.

Amphibious (Ex): Although an apodalypse is aquatic, it can survive indefinitely on land.

Fortification (Ex): When a critical hit or sneak attack is scored on an apodalypse, there is a 50% chance that the critical hit or sneak attack is negated, and damage is instead rolled normally.

Keen Scent (Ex): An apodalypse can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Necrotic Life (Ex): Even on a failed save, an apodalypse suffers only half damage from spells or effects that deal hit point damage due to negative energy, such as inflict spells, and with a successful save, a apodalypse suffers no damage.

Undead Aura (Ex): An apodalypse registers as an undead creature for the purposes of spells and effects that detect undead (such as detect undead). An apodalypse counts as half its HD for the purposes of aura strength.

Unliving Immunities (Ex): An apodalypse is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, disease, and death effects. An apodalypse is not subject to ability drain or energy drain. An apodalypse is immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.

Vulnerability to Holy Water (Ex): Holy water scalds the flesh of an apodalypse, dealing 1d4 points of damage per direct hit with a flask.

Vulnerability to Turning (Ex): Any turning attempt targeting an apodalypse that would turn or rebuke an undead of the apodalypse's HD dazes the apodalypse for 1 round. A turn attempt that would destroy or command an undead of equivalent Hit Dice instead stuns an apodalypse for 2d4 rounds.

Skills: An apodalypse progeny 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 found in module Night of the Shark (1997, Bruce R. Cordell).


Apodalypse
Huge Aberration (Aquatic)
Hit Dice: 13d8+65 (123 hp)
Initiative: +5
Speed: Swim 20 ft (4 squares)
Armor Class: 20 (-2 size, +1 Dex, +11 natural), touch 9, flat-footed 19
Base Attack/Grapple: +9/+27
Attack: Bite +17 melee (4d6+10)
Full Attack: Bite +17 melee (4d6+10) and 4 extra limbs +15 melee (1d8+5)
Space/Reach: 15 ft/10 ft
Special Attacks: Energy drain, extra limbs, improved grab, swallow whole
Special Qualities: Amphibious, damage reduction 10/good and magic, darkvision 60 ft, fortification, immunity to cold, keen scent, necrotic life, spell resistance 21, undead aura, unliving immunities, vulnerability to holy water, vulnerability to turning
Saves: Fort +11 Ref +5 Will +11
Abilities: Str 31, Dex 13, Con 21, Int 6, Wis 12, Cha 14
Skills: Listen +9, Spot +9, Swim +18
Feats: Great Fortitude, Improved Initiative, Iron Will, Multiattack, Power Attack

Environment: Any aquatic and underground
Organization: Solitary or clutch (1 apodalypse plus 1-6 progeny)
Challenge Rating: 13
Treasure: Double standard
Alignment: Always neutral evil
Advancement: 14-26 HD (Huge); 27-39 HD (Gargantuan)
Level Adjustment: ---

This creature from the darkest of nightmares has an unstable form, a patchwork made up of the skin of humanoids with screaming faces and flailing arms, contrasted with fish scales, octopoidal tentacles, and manta wings. This mess surrounds a massive, shark-like maw.

The apodalypse was the horrible result of a foolish experiment combining reanimated shark tissue implanted in living humanoids. The first apodalypse was created using formulae and recipes found in the unholy tome, The Nekton Fragments.

An apodalypse consists of an undead core, sheathed in a husk of still-living flesh that is constantly disintegrating and falling away. This aquatic monstrosity steals the flesh of the living to maintain its form and it’s semi-undead existence. It can spend days unmoving to conserve its stolen flesh before it is forced to go hunting for the living. When prey is plentiful, an apodalypse can release a clutch of progeny, each of which has the potential to grow into a full-fledged apodalypse.

An apodalypse is about 30 feet in diameter and weighs 10 tons.

COMBAT
An apodalypse attacks with its savage bite, trying to swallow as many opponents as possible. Creatures that die within an apodalypse have their flesh cannibalized and incorporated into the evil horror. The flesh remains faintly living while it becomes a part of the beast.

Energy Drain (Su): Living creatures inside an apodalypse’s interior gain 2 negative levels each round. The DC is 18 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the apodalypse gains 5 temporary hit points.

Improved Grab (Ex): To use this ability, an apodalypse 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 try to swallow the foe the following round.

Swallow Whole (Ex): An apodalypse can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent is subject to the creature’s energy drain. A swallowed creature can cut its way out by using a light slashing or piercing weapon to kill the apodalypse from the inside (AC 15).

An apodalypse’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Extra Limbs (Ex): An apodalypse has a multitude of appendages on its body stolen from previous victims it has incorporated into its body. It may use up to four of these appendages at random in any given round, each of which usually consists of a slam, claw, bite, sting, gore, tentacle, tail slap, or wing. Each such attack form deals 1d8 points of damage of the type appropriate to the attack form (see p. 312 in the Monster Manual).

Amphibious (Ex): Although an apodalypse is aquatic, it can survive indefinitely on land.

Fortification (Ex): When a critical hit or sneak attack is scored on an apodalypse, there is a 50% chance that the critical hit or sneak attack is negated, and damage is instead rolled normally.

Keen Scent (Ex): An apodalypse can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Necrotic Life (Ex): Even on a failed save, an apodalypse suffers only half damage from spells or effects that deal hit point damage due to negative energy, such as inflict spells, and with a successful save, a apodalypse suffers no damage.

Undead Aura (Ex): An apodalypse registers as an undead creature for the purposes of spells and effects that detect undead (such as detect undead). An apodalypse counts as half its HD for the purposes of aura strength.

Unliving Immunities (Ex): An apodalypse is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, disease, and death effects. An apodalypse is not subject to ability drain or energy drain. An apodalypse is immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.

Vulnerability to Holy Water (Ex): Holy water scalds the flesh of an apodalypse, dealing 1d4 points of damage per direct hit with a flask.

Vulnerability to Turning (Ex): Any turning attempt targeting an apodalypse that would turn or rebuke an undead of the apodalypse's HD dazes the apodalypse for 1 round. A turn attempt that would destroy or command an undead of equivalent Hit Dice instead stuns an apodalypse for 2d4 rounds.

Skills: An apodalypse 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 found in module Night of the Shark (1997, Bruce R. Cordell).
 
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BOZ

Creature Cataloguer
Chevall

http://www.enworld.org/forums/showthread.php?t=73262

Chevall
Horse Form
Large Fey (Shapechanger)
Hit Dice: 7d6+14 (38 hp)
Initiative: +2
Speed: 60 ft (12 squares)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+10
Attack: Hoof +5 melee (1d6+3)
Full Attack: 2 hooves +5 melee (1d6+3) and bite +0 melee (1d8+1)
Space/Reach: 10 ft/5 ft
Special Attacks: Summon equines
Special Qualities: Change shape, equine empathy, damage reduction 10/magic or cold iron, low-light vision
Saves: Fort +4 Ref +7 Will +6
Abilities: Str 16, Dex 15, Con 15, Int 12, Wis 13, Cha 15
Skills: Disguise +7*, Handle Animal +12, Jump +15, Knowledge (nature) +10, Listen +13, Move Silently +10, Search +11, Spot +13, Survival +11 (+13 following tracks, +13 aboveground)
Feats: Alertness, Point Blank Shot, Run (b), Track

Centaur Form
Large Fey (Shapechanger)
Hit Dice: 7d6+14 (38 hp)
Initiative: +2
Speed: 50 ft (10 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+10
Attack: Hoof +5 melee (1d6+3) or short bow +4 ranged (1d8/x3)
Full Attack: 2 hooves +5 melee (1d6+3) and club +0 melee (1d8+1) or short bow +4 ranged (1d8/x3)
Space/Reach: 10 ft/5 ft
Special Attacks: Summon equines
Special Qualities: Change shape, equine empathy, damage reduction 10/magic or cold iron, low-light vision
Saves: Fort +4 Ref +7 Will +6
Abilities: Str 16, Dex 15, Con 15, Int 12, Wis 13, Cha 15
Skills: Disguise +7*, Handle Animal +12, Jump +11, Knowledge (nature) +10, Listen +13, Move Silently +10, Search +11, Spot +13, Survival +11 (+13 following tracks, +13 aboveground)
Feats: Alertness, Point Blank Shot, Run (b), Track

Environment: Temperate and warm plains, forest, and mountains
Organization: Solitary or family (2-3)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +2

This horse is clearly different from most animals, though it is hard to say exactly why. There appears to be a faint sparkle of intelligence in its eyes.

The chevall is a magical equine creature that has the ability to assume the form of a centaur. These beings roam about in horse form, checking on the welfare of horses in the service of humans, to make sure the beasts are treated well. If a chevall finds such an animal that has been neglected or suffered maltreatment, it will do everything in its power to free the animal.

The chevall race was created by an Immortal being named Zirchev, of the Known World of Mystara. He created the chevall to be the protector of horses in the land of Traladar, and thus they are concerned with the welfare of all equines. They were originally native to the plains, but now appear anywhere that wild or captive horses can be found.

Dogs are wary of the scent of a chevall in horse form, but horses never fear a chevall. They hate wolves, and are the instinctive blood enemies of werewolves.

Chevalls forage as they travel, and favor vegetables and grains. They also have a bit of a sweet tooth, and like fruits (particularly apples), sweet pastries, and the like. They are not vegetarians by nature, but prefer not to eat meat by choice. Chevalls will trade any treasure they acquire for food or other goods, and will bargain with centaurs, fey, elves, and other friendly creatures.

A chevall can speak Common and Sylvan while in centaur form. In either form, a chevall can speak to and understand horses, in a language that sounds nothing more than neighs and whinnies to a humanoid.

COMBAT
A chevall in centaur form is usually armed with a wooden club and short bow. While in horse form, it resorts to kicking and biting. A chevall is not aggressive, but will defend itself and any horses, and may resort to violence against a foe of its charges where there is no other recourse.

Summon Equines (Su): Once per day a chevall can summon 1d3 light warhorses or 1 heavy warhorse as a standard action. The horses arrive in 1d4 rounds. This ability is the equivalent of a 3rd-level spell.

Change Shape (Su): A chevall’s natural form is that of a horse. In this form, a chevall may be of any color (though each individual cannot change its color), and is about the size of a light warhorse.
A chevall also assume the form of a centaur; a chevall in its centaur form always assumes the same appearance and traits, much like a lycanthrope would. A chevall’s centaur form has the upper torso of a human, as with normal centaurs, and its lower body is the same as in its horse form, though somewhat smaller than the average centaur’s. The centaur form’s ears are pointed like an elf’s.
A chevall remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the chevall revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in centaur form.

Equine Empathy (Ex): In either form, a chevall can communicate and empathize with normal horses. This gives a chevall a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack." A paladin’s mount cannot be affected by this ability, as are any other equine creatures with an Intelligence of 10 or higher.

Skills: *When using its change shape ability, a chevall gets an additional +10 circumstance bonus on Disguise checks.

Carrying Capacity: A light load for a chevall is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A chevall can drag 3,450 pounds.

Originally found in module B10 – Night’s Dark Terror (1986, Jim Bambra, Graeme Morris, & Phil Gallagher), AC9 - Creature Catalogue (1986), GAZ1 – The Grand Duchy of Karameikos (1987), DMR2 - Creature Catalog (1993), and Mystara Monstrous Compendium Appendix (1994).
 
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BOZ

Creature Cataloguer
Orpsu

http://www.enworld.org/forums/showthread.php?t=66479

Orpsu
Small Aberration
Hit Dice: 1d8+5 (9 hp)
Initiative: +2
Speed: 5 ft (1 square), fly 40 ft (poor)
Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +0/-4
Attack: Horn +1 melee (1d6)
Full Attack: Horn +1 melee (1d6) and fang slash -4 melee (1d3)
Space/Reach: 5 ft/5 ft
Special Attacks: Bleeding wound, blood drain, paralysis
Special Qualities: Darkvision 150 ft, flight, immune to mind-affecting effects, low-light vision, telepathy 20 ft
Saves: Fort +2 Ref +2 Will +3
Abilities: Str 10, Dex 15, Con 14, Int 6, Wis 12, Cha 12
Skills: Listen +3, Spot +3
Feats: Flyby Attack, Toughness (b)

Environment: Temperate desert and plains and underground
Organization: Pair, family (2 orpsu plus 1-4 young), hunting pack (6-7), or colony (4-12 plus 1-4 young)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral evil
Advancement: 2-3 HD (Small)
Level Adjustment: ---

This hairless beast has a small body, with four bony protrusions that project out from its body like a pair of back-to-back crescents. The front crescent curls around the creature’s raking fangs, while the rear crescent wraps around its rat-like tail, and a leathery-skinned membrane stretches out like a sheet between the four tips.

The orpsu is a decidedly nocturnal hunter that is also called a “night stirge.” While it has no relation to stirges, it is a flying predator that feeds on fresh blood. They are commonly found in temperate wastelands, and inhabit rocky places like caverns and ruins, and tall trees. They hunt in open, rolling scrubland and plains, and feast on sheep, cattle, woodland animals (particularly badgers, foxes, and otters), large birds, and even humanoids.

Orpsu live in mated pairs, and produce litters of live, instantly active and hungry young, every three summers. Such offspring remain in a family group which will eventually grow to over a dozen, and which point the oldest orpsu split off in pairs to mate and make new families in new hunting territories.

Orpsu have mottled skin of crimson, purple, mauve, or cinnamon-brown hue, which is veined and leathery. This weird creature has a prehensile tail that is too weak to hold struggling prey or wield any sort of weapon, but allows the orpsu to drag small objects or coil around a tree limb when at rest. Its razor-sharp, blade-like bony “horns” are used like wings, and an orpsu steers by angling the membranes attached to its horns and tilting its body. The orpsu has a row of 4 or more stout, downward pointing fangs; but with no lower jaw, it cannot attack by biting in the normal fashion, and thus slashes or rakes with its fangs instead. Orpsu have no legs or feet, and can only move on the ground by clumsily undulating their bodies.

An orpsu is 3 feet long, with its horns spanning over 2 feet in width, and weighs about 20 pounds.

Orpsu make no calls or noises, and only communicate with each other telepathically. This telepathic communication is incomprehensible and confusing to any other creature that is able to listen to it using magic, psionics, or other abilities.

COMBAT
Orpsu hunt only in darkness, to avoid attacks from larger predators when flying in the open. An orpsu will try to paralyze its prey before attacking, and catch and overcome most of its prey this way. If an orpsu paralyzes a victim, or comes across a sleeping or otherwise helpless creature, it will glide down and land belly-down on the prey, wrapping its tail around the body. A cluster of soft, white, flexible tentacles emerge from slits in the abdomen, which penetrate the victim’s body and begin to drain blood. It is unable to maintain a firm grip with either the tail or tentacles, and any mobile victim or assisting friend will cause the orpsu to bound into the air and fly away.

If an orpsu is unable to find suitable prey to drain blood from, it will swoop down on prey to use its natural attacks. An orpsu is relatively clumsy in flight, and instinctively attacks at an angle as it passes, leaving it able to use only one horn to attack at a time. An orpsu is at a disadvantage if knocked out of the air, so it will be careful to attack only slowed or otherwise vulnerable targets if it can help it.

Bleeding Wound (Ex): The damage an orpsu deals with its natural attacks causes a persistent wound. An injured creature loses 1 additional hit point each round. Multiple wounds result in cumulative hit point loss from bleeding. The continuing hit point loss can be stopped by a successful DC 15 Heal check (per wound), a cure spell, or a heal spell. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points.

Blood Drain (Ex): An orpsu can drain blood from a living victim by making a successful touch attack on a helpless victim. On each following round, the orpsu drains blood, dealing 1 point of Constitution damage each round it remains in contact with the victim. If the victim regains movement or if the orpsu is attacked, the orpsu detaches from the victim.

Paralysis (Su): Once per day, an orpsu can cause a single living being within 60 feet to become paralyzed. The creature must succeed on a DC 11 Will save or be paralyzed for 1d4+1 rounds. If the creature succeeds on the save, it is instead affected as by the slow spell for 1d4+1 rounds. The save DC is Charisma-based.

Flight (Ex): An orpsu's body is able to levitate naturally, practically floating on the air and using the flailing of its tail for propulsion. This allows the orpsu to fly at a speed of 40 feet, and grants the orpsu a permanent feather fall effect (as the spell) with personal range.

Telepathy (Su): An orpsu can communicate telepathically with other orpsu, provided they are within 20 feet.

Orpsu Young: Tiny aberration; CR 1/2; HD 1/2d8 (2 hp); AC 15 (touch 15, flat-footed 12); Base Atk/Grp +0/-8; Atk +1 melee (1d4-1, horn); Full Atk +1 melee (1d4, horn) and -4 melee (1d2-1, fang slash); Space/Reach 2-1/2 ft./0 ft.; Sv Fort +0, Ref +3, Will +3; Str 8, Dex 17, Con 10; Int 6; Wis 12; Cha 12;
Skills and Feats; Listen +3, Spot +3, Flyby Attack.

IN THE REALMS
Orpsu are common in Kara-Tur and the steppes, plains, and deserts that lie west of the Eastern Realms.

Originally found in Dragon Magazine #101 ("Creature Catalog III," September 1985, Ed Greenwood), FR13 – Anauroch (1991), and Monstrous Compendium MC11 - Forgotten Realms Appendix II (1991).
 
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BOZ

Creature Cataloguer
Presence (and whisps)

http://www.enworld.org/forums/showthread.php?t=66584

Presence
Small Aberration (Incorporeal)
Hit Dice: 11d8+11 (60 hp)
Initiative: +0
Speed: Fly 5 ft (1 square) (perfect)
Armor Class: 14 (+1 size, +3 deflection), touch 14, flat-footed 14
Base Attack/Grapple: +8/---
Attack: ---
Full Attack: ---
Space/Reach: 5 ft/5 ft
Special Attacks: Whisps
Special Qualities: Damage reduction 10/good or silver, darkform, immune to mind-affecting effects, incorporeal traits, lifesense, unnatural senses
Saves: Fort +6 Ref +3 Will +13
Abilities: Str ---, Dex 10, Con 13, Int 18, Wis 19, Cha 17
Skills: Hide +10*, Knowledge (any three) +16, Listen +15, Search +14, Sense Motive +14, Spellcraft +10, Spot +15
Feats: Alertness, Great Fortitude, Iron Will, Stealthy

Environment: Any land and underground
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral evil
Advancement: 12-22 (Small)
Level Adjustment: ---

Whisp
Tiny Aberration (Incorporeal)
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: Fly 50 ft (10 squares) (perfect)
Armor Class: 18 (+2 size, +3 Dex, +3 deflection), touch 18, flat-footed 15
Base Attack/Grapple: +1/---
Attack: Incorporeal touch +13 melee (1d6)
Full Attack: Incorporeal touch 13 melee (1d6)
Space/Reach: 2 ½ ft/0 ft
Special Attacks: ---
Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft, incorporeal traits, mindless
Saves: Fort +0 Ref +3 Will +6
Abilities: Str ---, Dex 16, Con 10, Int ---, Wis 19, Cha 17
Skills: ---
Feats: ---

This appears to be a small, swirling cloud of malevolent, unnatural darkness.

The presence is a true aberration that seems to have no real place in the world. It is highly intelligent, and spends most of its time in long-abandoned and little-frequented places, engaging in deep, introverted speculations on evil philosophy. Presences hate all creatures that are not of evil alignment. A presence has no physical senses, but is able to mentally detect nearby living creatures.

A presence is about 2 to 3 feet in diameter.

COMBAT
A presence seldom moves, and will destroy anything that disturbs its philosophical deliberations. A presence is essentially helpless, but can create “whisps”: tiny snake-like, writhing, green smoky clouds that are extensions of its life force. A presence will not create more whisps than it has hit points to spare, and will retain about half of its own hit points to defend itself in case of absolute need.

Whisps (Su): A presence can create whisps at will, using its own life force, which enable it to attack enemies. To create a whisp, a presence sacrifices four of its hit points. A presence can create as many whisps as it has Hit Dice as a standard action, and it cannot have more whisps than it has Hit Dice. A presence cannot convert all of its hit points into whisps. If the presence re-absorbs a whisp (as a free action), it regains all the hit points that the whisp had remaining.

A presence has total control over its whisps, and its control over them cannot be blocked by any means. A whisp is fast-moving and mobile, and each one moves independently, and can move up to 50 feet away from the presence. A whisp can move and attack in the same round in which it is created.

A whisp has no independent will of its own, though each one is treated as a separate creature for combat purposes. Whisps use the presence's base attack bonus, but use their own Dexterity modifier to determine their melee attack bonus with natural weapons.

Darkform (Ex): A presence’s physical form seems to consist of a shadowy illumination that grants it concealment (20% miss chance). This effect is otherwise like the darkness spell.

Lifesense (Su): A presence continually detects the presence of living creatures and their alignments within 60 feet. This functions similar to a detect undead spell, except that it detects living creatures instead of undead, and the presence is never stunned if a living creature has more than twice its Hit Dice. Additionally, this ability allows the presence to use detect evil as a free action on any living creatures it detects. Lifesense is always active.

Unnatural Senses (Su): A presence has no sense of sight, hearing, touch, smell, or taste. However, it can see and hear exactly what its whisps see and hear if it created has any. A presence can likewise make checks for any skill with Intelligence, Wisdom, or Charisma as its key ability, through what a whisp observes.

Skills: *A presence has a +8 racial bonus on Hide checks when hiding in shadows or areas of darkness.

Originally found in module UK2 – The Sentinel (1983, Graeme Morris).
 
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BOZ

Creature Cataloguer
Tyrannabyss

http://www.enworld.org/forums/showthread.php?t=78935

Tyrannabyss
Huge Aberration (Aquatic)
Hit Dice: 5d8+20 (42 hp)
Initiative: +1
Speed: 20 ft (4 squares), swim 40 ft
Armor Class: 14 (-2 size, +1 Dex, +5 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+16
Attack: Tentacle rake +6 melee (1d4+5) or stinger +2 ranged (1d4+2 plus paralysis)
Full Attack: 2 tentacle rakes +6 melee (1d4+5) and stinger +0 ranged (1d4+2 plus paralysis)
Space/Reach: 15 ft/10 ft
Special Attacks: Drag, improved grab, paralysis, rend armor, stinger
Special Qualities: Amphibious, boneless, damage reduction 5/slashing or piercing, darkvision 60 ft, fast healing 1
Saves: Fort +5 Ref +2 Will +4
Abilities: Str 20, Dex 13, Con 18, Int 5, Wis 11, Cha 6
Skills: Hide –1*, Listen +3, Move Silently +3, Spot +3, Swim +13
Feats: Multiattack, Stealthy

Environment: Any aquatic
Organization: Solitary or school (2-4)
Challenge Rating: 6
Treasure: 10% standard
Alignment: Always neutral
Advancement: 6-10 HD (Huge); 11-15 HD (Gargantuan)
Level Adjustment: ---

This creature resembles a gigantic slug, with a toothy maw surrounded by four 10-foot long, clawed tentacles. On top of the creature are four short eyestalks. Beneath its mouth is a small opening, with an elongated tube protruding out from it. The creature’s slimy hide is rubbery and grey.

The tyrannabyss is a foul hunter that inhabits coastal saltwater areas, especially reefs and rocky shoals. It is usually content as a bottom feeder, prowling the sea floor in search of prey. It is smart enough to know, however, that land creatures are a good source of food, and explores buildings near the shore for an easy meal. These creatures also cling to the bottom of ships with their numerous suckers, to prey on the boat’s crew.

A tyrannabyss has a circular mouth, with rows of rasping teeth that are meant more for grinding and sawing than biting. Below this mouth is the tube from which the tyrannabyss fires its harpoon-like barbed sting. The creature’s hide is covered in a thick mucuous that leaves a trail of foul-smelling slime while moving on land. A tyrannabyss is able to swim quite rapidly for short distances by undulating its huge body.

A tyrannabyss is 20 feet long and weighs about 1,000 pounds.

COMBAT
A tyrannabyss prefers to attack using surprise, and uses its eyestalks to peek around corners, through doors, and above the surface of the water. When a victim approaches, it surges out from hiding, firing its stinger at the nearest target. If it impales a victim, the tyrannabyss will dive into the water. In melee, a tyrannabyss tries to grab a foe with its tentacles, and dive into the water – a drowned opponent does not resist. By holding a victim in place with its tentacles, a tyrannabyss is able to cut through the armor with its mouth to get to the soft flesh below.

Drag (Ex): If a tyrannabyss hits with a stinger attack, the stinger buries itself in its target, held in place by numerous barbs on the stinger's surface. Each round thereafter that a creature remains impaled by a stinger, it takes additional stinger damage automatically and incurs a cumulative -1 circumstance penalty on attack rolls, saves, and skill checks.

After impaling a victim, a tyrannabyss drags the opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 21 Escape Artist check or a DC 17 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. Either way, the stinger breaks off in the victim and the victim remains impaled. A tyrannabyss can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round.

The stinger has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a tyrannabyss’s stinger does not provoke an attack of opportunity. If the stinger is currently attached to a target, the tyrannabyss takes a –4 penalty on its opposed attack roll to resist the sunder attempt. Severing the stinger deals no damage to a tyrannabyss, but the victim remains impaled by the severed stinger.

A creature impaled by a broken stinger takes 1d6 points of damage per round automatically until the stinger is removed. Removing a stinger (a full-round action) deals 2d8 points of damage to the victim, but if the character removing the stinger makes a successful Heal check (DC 20), this damage is reduced to 1d4 points.

A tyrannabyss can draw in a creature and make tentacle rake attacks with a +4 bonus on its attack roll in the same round. It takes 3 full rounds to rearm the stinger; in the meantime, the tyrannabyss cannot use this attack again. The stinger cannot be rearmed if it is severed or currently impaling a creature.

Improved Grab (Ex): To use this ability, a tyrannabyss must hit with both tentacle attacks. 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 rend the character’s armor.

Paralysis (Ex): Living creatures hit by a tyrannabyss’ stinger must succeed on a DC 16 Fortitude save or be paralyzed for 2d6 rounds. The save DC is Constitution-based.

Rend Armor (Ex): On a successful grapple check, a tyrannabyss pulls a character to its mouth, which rips apart any armor worn by its foe. This attack deals 2d6+7 points of damage to the opponent’s armor. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check. Creatures not wearing armor, or whose armor has been destroyed by this ability, are unaffected by this special attack, but instead take automatic bite damage each round.

Stinger (Ex): Most encounters with a tyrannabyss begin when it fires its barbed stinger. If a stinger misses its intended target, it is quickly reeled in. Reeling in the stinger is a full-round action. The stinger has a range of 10 feet (no range increment).

Amphibious (Ex): Although a tyrannabyss is aquatic, it is covered with a thick coat of mucous that allows it to survive indefinitely on land, as long as the tyrannabyss remains damp.

Boneless (Ex): The tyrannabyss has no bones or solid organs and is able to squeeze itself through openings much smaller than its apparent size. Treat the tyrannabyss as occupying a space 10 feet smaller than listed for the purposes of determining what hampers movement and when squeezing through spaces.

Fast Healing (Ex): A tyrannabyss heals only if it is submerged in seawater.

Skills: A tyrannabyss 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 tyrannabyss has the ability to assume the coloration of its surroundings, providing a +4 racial bonus on Hide checks. *A tyrannabyss has an additional +8 racial bonus on Hide checks when submerged.

Originally found in Dungeon Magazine #2 (“The Keep at Koralgesh,” November/December 1986, Robert B. Giacomozzi and Jonathan H. Simmons).
 
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BOZ

Creature Cataloguer
Noctral

http://www.enworld.org/forums/showthread.php?t=68207

Noctral
Medium Outsider (Extraplanar, Good, Lawful)
Hit Dice: 5d8+10 (32 hp)
Initiative: +5
Speed: 5 ft (1 square), fly 90 ft (average)
Armor Class: 19 (+5 Dex, +4 natural), touch 15, flat-footed 14
Base Attack/Grapple: +5/+9
Attack: Claw +9 melee (2d4+4)
Full Attack: 2 claws +9 melee (2d4+4) and bite +4 melee (1d4+2)
Space/Reach: 5 ft/5 ft
Special Attacks: Swoop
Special Qualities: Darkvision 60 ft, legend lore, lore keeper, spell-like abilities, spell resistance 17, superior low-light vision, telepathy, uncanny alertness, unlimited knowledge
Saves: Fort +6 Ref +9 Will +9
Abilities: Str 18, Dex 20, Con 14, Int 20, Wis 20, Cha 15
Skills: Concentration +6, Decipher Script +8, Diplomacy +7, Gather Information +8, Hide +11*, Knowledge (history) +16*, Knowledge (the planes) +15*, Knowledge (any three) +17*, Listen +18, Move Silently +11*, Search +8, Sense Motive +8, Spellcraft +8, Spot +14, Survival +7 (+9 on other planes)
Feats: Flyby Attack, Stealthy (b), Wingover

Environment: Seven Mounting Heavens of Celestia
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always lawful good
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: +7

This great owl is about the same height as a tall human, with a tremendous wingspan, making the creature an impressive sight to behold. It has a heart-shaped face, with huge golden eyes. Its glossy feathers are a deep shade of red.

The noctral is a benevolent advisor and sage to the inhabitants of Celestia. Noctrals delight in every opportunity to show off their intelligence and knowledge, but have a tendency to be a bit arrogant toward lesser creatures. Noctrals are active at dusk, and at night, and are often found lecturing near places of knowledge or power. They spend most of their time providing advice to their companions, and are right more often than not. It should be noted that, despite their wisdom and stately manner, noctrals are still predators and need to hunt for food – even if it needs to kill and eat an animal while lecturing on one topic or another.

In their capacity as “the keepers of lore and the knowers of history,” any given noctral is likely to know just about anything. This is their true power, and the reason why anyone in Celestia will seek out a noctral for information. All noctrals have a vast store of general knowledge, but each one has one or more fields of expertise, much like a sage. Even if a noctral is not intimately familiar with a fact, they know much lore and can magically discern a bit of information they did not know already. A noctral will always help a good being in need, but will never share information if it believes the individual may use it for evil.

Noctrals befriend the inhabitants of their home plane, be they archons, angels, or petitioners of note. They also serve as advisors to the gods of the upper planes, allowing noctrals to exist under the protection of the gods. Should a noctral ever be harmed or killed, it is likely that one or more gods will take notice and send a powerful celestial to aid or avenge the noctral, or even intervene directly themselves.

This avian race appears much like a giant owl. Noctral plumage ranges from a deep russet, to a dove gray, and even to black. In twilight, their feathers provide them with a cloak of soft shadow.

A noctral makes a hooting call much like owls, but does not speak aloud, except through magic. Noctrals use their telepathy to communicate with intelligent creatures.

A noctral is about as tall as a human, with a 20-foot wingspan, and weighs about 100 pounds, due to its hollow bones.

COMBAT
Though normally peaceful, noctrals are powerful, dangerous predators, capable of swift, deadly attacks. They attack with their large, razor-sharp talons and hooked beaks, making their diving swoop attack when possible.

These kind, peaceful creatures prefer to find a non-violent way to resolve conflict. They typically hide from foes invisibly, hiding in total darkness and listening. When they must fight, noctrals prefer to attack from a position of surprise. When accosted by a powerful fiend, groups of skilled adversaries, or other dangerous foes, a noctral will retreat to muster help from its celestial friends.

Swoop (Ex): A noctral can execute a swoop attack that is similar to a charge action in all respects, except as noted here. The noctral must fly toward its target for a minimum of 50 feet in a straight line. If the swoop attack succeeds, the noctral can attempt to grapple the target without provoking an attack of opportunity or deal double claw damage (4d4+8 points) instead.

Discern Lies (Su): When a noctral uses its telepathy to communicate with a creature, the noctral can discern lies, as the spell (caster level 5th) as a free action. The creature can resist with a DC 14 Will save. The save DC is Charisma-based.

Legend Lore (Sp): Three times per day, a noctral can use legend lore, as the spell (caster level 15th).

Lore Keeper (Ex): A noctral has the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The noctral adds its Hit Dice and its Intelligence modifier to the lore check, which otherwise functions exactly like a bardic knowledge check. The synergy bonus from a noctral’s Knowledge (history) skill applies to this lore check.

Spell-Like Abilities: At will—invisibility, speak with animals, tongues. Caster level 8th.

Superior Low-Light Vision (Ex): A noctral can see five times as far as a human can in dim light.

Telepathy (Su): A noctral can communicate telepathically with any creature within 1 mile that has a language.

Uncanny Alertness (Ex): During the time from sunset to sunrise, noctrals are never caught flat-footed and cannot be flanked. When sleeping, a noctral may make Listen and Spot checks just as it would when awake.

Unlimited Knowledge (Ex): A noctral is not limited by its HD when assigning ranks to Knowledge skills.

Skills: A noctral has a +8 racial bonus on Listen checks and a +4 racial bonus on Spot checks.

*When in flight, a noctral gains a +8 bonus on Move Silently checks.

*A noctral has a +8 racial bonus on any Knowledge check involving its home plane.

*In twilight, a noctral’s feathers grant it a +4 racial bonus on Hide checks.

Originally found in Monstrous Compendium MC8 - Outer Planes Appendix (1991, J. Paul LaFountain), and Planescape Monstrous Compendium Appendix II (1995).
 
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BOZ

Creature Cataloguer
Urisk (and Lubin)

http://www.enworld.org/forums/showthread.php?t=66479

Urisk
Small Fey
Hit Dice: 2d6+2 (9 hp)
Initiative: +2
Speed: 40 ft (8 squares)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +1/-4
Attack: Head butt +1 melee (1d6-1) or handaxe +2 melee (1d4-1)
Full Attack: Head butt +1 melee (1d6-1) or handaxe +2 melee (1d4-1)
Space/Reach: 5 ft/5 ft
Special Attacks: Enhance weapons
Special Qualities: Animal companion, damage reduction 5/cold iron, low-light vision, nature stealth, pass without trace, spell-like abilities, wild empathy
Saves: Fort +1 Ref +6 Will +5
Abilities: Str 9, Dex 16, Con 13, Int 12, Wis 14, Cha 15
Skills: Balance +5, Handle Animal +9, Hide +14, Jump +3, Knowledge (nature) +6, Listen +7, Move Silently +10, Ride +10, Spot +7, Survival +2 (+4 aboveground)
Feats: Animal Affinity, Stealthy (b)

Environment: Temperate forest, mountains, and hills
Organization: Solitary or band (2-5)
Challenge Rating: 2 (Lubin 1)
Treasure: Standard coins; 10% goods; no items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +2 (Lubin +1)

This being looks like a very short human, with the head and legs of a goat, and a small bushy tail wagging behind it. It has a human torso and arms, but its whole body is covered in shaggy brown hair.

The urisk is a rarely encountered creature of the wilderness with a similar appearance to a satyr. A urisk is a solitary wanderer with no established lair, though its small caches of gold and golden jewelry can be found buried throughout the lands it roams. It is sometimes found alone, but usually travels with mammalian companions appropriate to the terrain, such as goats, bears, sheep, rams, and deer.

Urisks are particularly friendly with gnomes and druids, and creatures of the wilderness. They are neutral towards humans, elves, halflings, and dwarves, and hate all evil humanoids such as orcs and goblins.

A urisk is 3 feet tall and weighs 45 pounds.

A urisk speaks Sylvan, Common, Gnome, Dwarf, Elf, and Orc.

COMBAT
A urisk usually attacks with its head butt, though some prefer to carry small weapons such as daggers, hand axes, clubs, and short swords. A urisk is intimately familiar with the terrain it inhabits, and can become effectively invisible to the casual observer.

Enhance Weapons (Su): A urisk gains a +1 enhancement bonus on its attack rolls when wielding a melee weapon, and the weapon is treated as magical for the purpose of overcoming damage reduction. This enhancement bonus does not stack with any other enhancement bonus on a weapon (such as the enhancement bonus of masterwork weapons or magic weapons).

Animal Companion (Su): A urisk may have up to 4 animal companions at a time. This animal is a loyal companion that accompanies the urisk on its adventures as appropriate for its kind. An animal companion is completely typical for its kind. A urisk may select any creature of the animal type of Large or smaller size, and all of its animal companions must be mammals. There is no limit on the number of Hit Dice of mammals that may serve as companions for a urisk, but any given animal may not have more than three times the number of Hit Dice as the urisk. Each of a urisk’s animal companions will be completely at ease with one another, and can work together even if they would not normally do so.

If a urisk releases one of its companions from service, it may gain a new one using its special charm ability. This charm can also replace an animal companion that has perished. A urisk may use this power four times per day, but cannot gain a new animal companion if it already has four in its service. This power functions as the charm animal spell (DC 13), except that the effect lasts until the urisk releases the animal, or the urisk or animal dies. The save DC is Charisma-based.

A urisk can handle one of its animal companions as a free action, or push it as a move action. The urisk gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion. The animal companion will obey the urisk’s commands completely, even if it must risk its own life to do so (though it will not obey suicidal or obviously harmful orders).

Nature Stealth (Ex): A urisk can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment, and can use the Hide skill in any natural terrain, even while being observed.

Pass Without Trace (Su): A urisk may pass without trace (as the spell) for up to one hour a day in any terrain. The duration does not need to be continuous.

Spell-Like Abilities: At will - speak with animals; 3/day - warp wood (DC 14). Caster level 12th. The save DCs are Charisma-based.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the urisk has a +6 racial bonus on the check, and a +2 synergy bonus due to its Handle Animal skill.

LUBIN
The lubin is a variant species much like the urisk. They appear the same as urisks, but are 2 1/2 feet tall on average, and have black fur. Lubins live in forest and fields, and can speak Sylvan, Elf, Gnome, and Common. They are usually chaotic neutral in alignment.
Lubins and Urisks otherwise share the same tendencies and special abilities, though lubins lack the ability to take animal companions. Instead, they can cast charm person as a spell-like ability, 3 times per day.

Originally found in Dragon Magazine #94 (“Creature Catalog II,” February 1986, Roger E. Moore).
 
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BOZ

Creature Cataloguer
Fire Falcon

http://www.enworld.org/forums/showthread.php?t=69690

Fire Falcon
Diminutive Magical Beast
Hit Dice: 1d10 (5 hp)
Initiative: +4
Speed: 10 ft (2 squares), fly 90 ft (average)
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +1/-14
Attack: Claw +2 melee (1d4-3)
Full Attack: 2 claws +2 melee (1d4-3) and bite +0 melee (1d3-3) and 2 wings +0 melee (1d3-3)
Space/Reach: 2 1/2 ft/2 1/2 ft
Special Attacks: dive, flame spheres, wing buffet
Special Qualities: darkvision 60 ft, fierce guardian, immunity to fire, immunity to force damage, low-light vision
Saves: Fort +2 Ref +6 Will +2
Abilities: Str 4, Dex 19, Con 10, Int 2, Wis 14, Cha 6
Skills: Hide +16, Spot +14
Feats: Flyby Attack, Multiattack (b)

Environment: Any desert and mountains
Organization: Family (2-6) or flock (6-24)
Challenge Rating: 1
Treasure: No coins; standard goods; no items
Alignment: Always neutral
Advancement: 2-3 HD (Diminutive)
Level Adjustment: +2 (cohort)

This is a small, russet-colored raptor. It appears to be a normal bird of prey.

The fire falcon is a small carnivorous bird that lives in distant, unsettled areas. It prefers to be left in peace by larger creatures, including humanoids. Fire falcons tend to form small flocks of 3 or 4 families, and all the birds in a flock will protect the young of any other falcon. They build their nest high up on mountains if possible, or will hidden among tufts of tundra grass or in a desert mesa. They like to line their nests with shiny objects, which fascinate them.

A fire falcon is 8 inches in length, with a wingspan of 2 ½ feet, and weighs about 1 pound.

COMBAT
Fire falcons prey on small creatures such as rabbits, rodents, and other smaller birds, which can be dispatched with their normal attacks. These raptors are not aggressive, but will always attack to drive off larger intruders. Anything bigger than a fire falcon is attacked with their flame spheres at first.

If this tactic proves unsuccessful, the falcon will attack, providing the intruders continue approaching while there are young in the nest. If necessary, the fire falcon will rake with its talons and use its bite and wing attacks. It directs these attacks at the opponent’s face and hair, preferring targets with long, flowing hair over those fully clad in metal.

Dive (Ex): Once per hour, a fire falcon can move ten times its normal speed (900 feet) when it makes a flying charge attack from a higher altitude than its target.

Flame Spheres (Su): Four times per day, a fire falcon can discharge two highly flammable spheres, one from each of its wingtips up to a range of 60 ft. When they hit anything, these spheres explode in a 10-foot-radius, and deal 1d6 points of fire damage to everything in the radius. On the round following a burst, the same targets take an additional 1d6 points of damage, and an additional 1d3 points of damage on the next round. If desired, the targets can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Wing Buffet (Ex): If a fire falcon hits with both wing attacks, it slaps its target in the face, causing the target to lose its Dexterity bonus to AC, even if it normally cannot lose this bonus. If the target is mounted, it also loses its Dexterity bonus to Ride checks, and must succeed on a Ride check with a –10 penalty to the DC to stay mounted. The DC for the check increases by +2 for every additional fire falcon that is buffeting the target. If the target is blind, or wearing a full face helmet, it is immune to the buffet.

Fierce Guardian (Ex): A fire falcon that is guarding its young gains a +6 morale bonus to Will saves and attack rolls when its young are threatened.

Immunity to Force Damage (Ex): A fire falcon takes no damage from force effects, such as a magic missile generated by a spell or spell-like ability.

Skills: Fire falcons have a +8 racial bonus on Spot checks.


A fire falcon can be acquired as a familiar by a 5th-level arcane spellcaster with the Improved Familiar feat.

Training A Fire Falcon

A fire falcon serves readily as a hunting or guard animal, but it requires training. Training a fire falcon requires a different amount of time depending on the specific training it undergoes. See the Handle Animal skill description for more information on training and handling animals and magical beasts.

Fire falcon eggs are worth 750 gp apiece on the open market, while young are worth 1,000 gp each. Professional trainers charge 1,000 gp to rear or train a fire falcon.

Originally found in Monstrous Compendium MC14 – Fiend Folio Appendix (1992, Tim Beach).
 
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