Creature Catalog new 3.5 conversions

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Monster Junkie
Deathglow Moth

http://www.enworld.org/forum/genera...ting-creatures-other-campaign-settings-4.html

Deathglow Moth
Small Magical Beast
Hit Dice: 2d10 (11 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 30 ft. (average)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +2/-6
Attack: Bite +5 melee (1d4-4)
Full Attack: Bite +5 melee (1d4-4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Deathglow
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +3, Ref +6, Will +0
Abilities: Str 3, Dex 17, Con 10, Int 1, Wis 10, Cha 14
Skills: Spot +5
Feats: Ability Focus (deathglow), Weapon Finesse (B)
Environment: Any forests and mountains
Organization: Solitary or pack (2-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-5 HD (Small), 6-8 HD (Medium)
Level Adjustment: -

A moth the size of a hawk flutters into view, its feathery antennae sampling the air. Its translucent abdomen glows with a sickly, yellow-green luminescence.

The first deathglow moths arose from magical experimentation. Since then, these creatures are able to breed true.

Found almost exclusively in the deepest forests and highest mountains, deathglow moths roost like bats high in the forest canopy. They instinctively seek trees with simlar coloration and pattern in which to roost, providing natural camouflage to protect it from faster flying predators. Although little is known of their reproductive process, both the eggs and larvae of the deathglow moth are immune to the deathglow effect.

Deathglow moths are predatory, feeding mostly on small birds and mammals. If hungry, they will attack humanoids. Although they can kill other creatures with their deadly glow, they derive no sustenance from the drain and must consume their prey like most other predators. While feeding, deathglow moths instinctively extinguish their glow, making them more difficult to spot, but easier to slay. Their glowing abdomens cannot be harvested, for their light extinguishes with their deaths.

A deathglow moth is about 3 feet long with a 3-foot wingspan and weighs 2 pounds. Coloration varies from a barklike brown to moss green to a near-albino like the white of birch trees. The abdominal glow is a sickly yellow-green, more greenish in males and tending more torward yellow in females. Lifespan is unknown.

COMBAT

Deathglow moths flutter through the forests, seeking prey. Once prey is spotted, the moths attack from above, biting with their small mouths while their deadly glow saps the victim's strength.

Deathglow (Su): A deathglow moth's abdomen continuously glows with a sickly light. All creatures within a 10-foot radius must succeed on a DC 15 Fortitude save or take 1d3 points of Strength damage. A creature reduced to Strength 0 by a deathglow moth dies. The moth can suppress or resume the glow as a free action. The save DC is Charisma-based.

In Jakandor

Deathglow moths originated in Jakandor, and many Charonti scholars believe that they transformed from normal moths exposed to the Wasting Plague.

Originally appeared in Jakandor, Land of Legend (1998).
 
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Shade

Monster Junkie
Platyhystrix

http://www.enworld.org/forum/general-monster-talk/67093-converting-prehistoric-animals-30.html

Platyhystrix
Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +1
Speed: 10 ft. (2 squares), swim 10 ft.
Armor Class: 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14
Base Attack/Grapple: +0/-3
Attack: Bite +2 melee (1d8+1)
Full Attack: Bite +2 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Hold breath, low-light vision, thermal regulation
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 13, Dex 12, Con 15, Int 1, Wis 11, Cha 5
Skills: Hide +7*, Listen +3, Spot +3, Swim +9
Feats: Alertness
Environment: Warm marshes
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small); 4-6 HD (Medium); 7-10 HD (Large)
Level Adjustment: -

A green salamander-like creature, nearly three feet long, climbs from the water on short, sturdy legs. Its most remarkable feature, however, is the skin-covered sail arising from its back.

A platyhystrix ("plah-tee-hiss-stricks") is a sail-backed amphibian related to eryops. Adventurers sometimes call them "salamanders with a sail" or "flat porcupines".

A platyhystrix is 2 to 3 feet long, weighing around 75 pounds.

COMBAT

A platyhystrix preys on creatures smaller than itself, such as large insects and smaller amphibians.

Hold Breath (Ex): A platyhystrix can hold its breath for a number of rounds equal to 10 times its Constitution score before it risks drowning. For a typical platyhystrix, this is 150 rounds, or 15 minutes.

Thermal Regulation (Ex): A platyhystrix has a +2 racial bonus on saving throws made to avoid taking nonlethal damage in areas of extreme heat or cold.

Skills: A platyhystrix has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Originally appeared in Dragon Magazine ##176 (1991).
 
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Shade

Monster Junkie
Parrot, Undead

http://www.enworld.org/forum/genera...-converting-monsters-imagine-magazine-26.html

Parrot, Undead
Tiny Undead
Hit Dice: 1d12 (6 hp)
Initiative: +2
Speed: 5 ft. (1 square)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/–1
Attack: Claws +4 melee (1d2–5)
Full Attack: Claws +4 melee (1d2–5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach
Special Qualities: Damage reduction 2/magic or silver, darkvision 60 ft., immunity to electricity and turning
Saves: Fort +0, Ref +2, Will +4
Abilities: Str 1, Dex 15, Con 10, Int -, Wis 14, Cha 6
Skills: Jump +22
Feats: Weapon Finesse (B)
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

The rotting remains of a parrot sits on the man's shoulder, its colorful feathers turned to gray and black.

Undead parrots often accompany undead pirates. Occasionally tropical necromancers craft them as servants as well.

An undead parrot is 2 to 3 feet tall and weighs around 2 to 2-1/2 pounds.

COMBAT

Unable to fly on its rotted wings, and an undead parrot simply leaps at victims, attempting to latch on with its claws. Should it miss, it slowly reorients itself, then repeats the attack incessantly.

Attach (Ex): If an undead parrot hits with its claws attack, it digs in and latches onto the opponent’s body. An attached undead parrot is effectively grappling its prey. The undead parrot loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Undead parrots have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

Each round that an undead parrot remains attached, it automatically succeeds on a bite attack, dealing 1d2 points of damage.

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

Skills: An undead parrot has a +20 racial bonus on Jump checks. It uses its Dexterity modifier instead of its Strength modifier on Jump checks.

Originally appeared in Imagine Magazine #26 (1985)
 
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Shade

Monster Junkie
Ooze, Goop Ghoul

http://www.enworld.org/forum/genera...conversion-thread-finishing-off-oozes-14.html

Ooze, Goop Ghoul
Medium Ooze
Hit Dice: 2d10+10 (21 hp)
Initiative: -3
Speed: 5 ft. (1 square)
Armor Class: 7 (-3 Dex), touch 7, flat-footed 7
Base Attack/Grapple: +1/+1
Attack: Slam +2 melee (1d3 plus paralysis) or claw +2 melee (1d4 plus paralysis)[using human skeleton] or morningstar +1 melee (1d8 plus paralysis)[using human skeleton] or morningstar -3 melee (1d8 plus paralysis)['pile of weapons' form]
Full Attack: Slam +2 melee (1d3 plus paralysis) or claw +2 melee (1d4 plus paralysis)[using human skeleton] or morningstar +1 melee (1d8 plus paralysis)[using human skeleton] or morningstar -3 melee (1d8 plus paralysis)['pile of weapons' form]
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach to skeleton, engulf, paralysis
Special Qualities: Blindsight 60 ft., immunity to electricity, ooze traits, resistance to cold 10, split, transparent, vulnerability to fire
Saves: Fort +5, Ref -3, Will +0
Abilities: Str 11, Dex 5, Con 20, Int 7, Wis 11, Cha 6
Skills: Spot +5
Feats: Weapon Focus (slam)
Environment: Underground
Organization: Solitary or "splitlings" (2-3)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Medium)
Level Adjustment: -

A walking human skeleton approaches, its claws outstretched. As it nears, it becomes evident that a near-transparent goo has formed a pseudo-musculature upon its frame.

Goop ghouls are subterranean oozes capable of attaching to the skeletal remains of other creatures. Once attached, a goop ghoul can use the skeleton for both increased mobility and as a means of hunting prey.

Goop ghouls eat by digesting anything they can engulf. Although mostly predatory, goop ghouls are satisfied with scavenging, and can survive days without food. Goop ghouls reproduce by splitting into additional goop ghouls after consuming large quantities of flesh.

Goop ghouls prefer to inhabit unarmored skeletons, as they are not particularly strong, and dislike slower mobility. Although they have no interest in valuables, goop ghouls may wield manufactured weapons in the hands of their acquired skeletons, and thus often carry a single light or one-handed weapon.

A goop ghoul can grow to a diameter of up to 4 feet and a thickness of about 3 inches. A typical specimen weighs about 75 pounds.

COMBAT

A goop ghoul without a skeleton simply attempts to slam and paralyze prey. Once a skeleton has been aquired, a goop ghoul uses the skeleton's natural weaponry or, if available, a manufactured weapon, and seeks additional prey. A goop ghoul may coat aquired weaponry with its anesthesizing slime.

Attach To Skeleton (Ex): A goop ghoul can attach itself to the bones of a skeleton and act like muscles and ligaments, thereby using the skeleton as a means of transportation and attack. As a full round action, a goop ghoul can flow over a skeleton and attach itself in order to manipulate it. A goop ghoul can use the skeleton of any two- or four-legged Medium creature. It gains a land speed of 30 feet regardless of the sort of skeleton.

Goop ghouls can wield simple weapons if the skeleton possesses that capability, but cannot use any armor. An unarmed goop ghoul can use its own slam attack, or make a single attack with natural weaponry the skeleton possesses, such as fangs or claws.

A goop ghoul is usually encountered mounted on a skeleton. The stretched-out goop ghoul resembles rotted tissue, so the creature is easily mistaken for an undead skeleton or deteriorated zombie. It requires a DC 15 Spot check to detect the imposture.

A goop ghoul can also latch onto a skeletal undead creature, such as an animated skeleton. In this case, the goop ghoul has no control over the undead's movement and is more or less just along for the ride. Should a cleric turn the undead, the goop ghoul can simply drop off the skeleton as an immediate action.

Although a goop ghoul prefers the use of skeletons above all else, a goop ghoul can, on rare occasions, attach itself to sturdy rodlike objects that allow movement of the sort it is used to. Thus, several large sticks or a pile of swords might be used as a "skeleton" of sorts, good enough for half-normal movement (15 feet). A goop ghoul using such improvised armature cannot hold objects or wield a weapon in a normal fashion, but may use light or one-handed melee weapons incorporated into its "skeleton" as natural weapons, albeit with a competence penalty on attack rolls (-2 for light, -4 for one-handed weapons). A two-handed weapon is simply too unwieldy to use effectively in this manner. Thus, a goop ghoul animating a walking pile of longswords and battleaxes can strike with one of its weapon-limbs, but one crafted solely from greataxes could not. A goop ghoul applies its Strength modifier (if any) to these natural attacks.

Engulf (Ex): A goop ghoul can engulf a paralyzed creature as a standard action, merely by flowing its body over them. It cannot make a slam attack during a round in which it engulfs. Engulfed creatures are subject to the goop ghoul's paralysis and take 1d8 acid damage per round. If the victim regains movement before being dissolved, they may throw off the goop ghoul by succeeding on a grapple check against the goop ghoul. A goop ghoul engulfing a victim will immediately release the victim if it takes fire damage. A remove paralysis or remove disease spell targeted at the victim also makes a goop ghoul withdraw, though such spells cause no harm to the monster.

Paralysis (Ex): A goop ghoul secretes an anesthetizing slime. A target hit by a monster’s touch or engulf attack must succeed on a DC 16 Fortitude save or be paralyzed for 4d4 rounds. The goop ghoul can automatically engulf a paralyzed opponent. Once the duration of paralysis wears off the victim becomes immune to goop ghoul paralysis for one full day. The save DC is Constitution-based.

A goop ghoul may coat any weapons assumed into its form or wielded by a skeleton it controls as a free action.

Split (Ex): A goop ghoul of 4 or more HD may split into two goop ghouls as a full-round action. Each of the two new goop ghouls has half the HD and hp of the original goop ghoul (round down).

Goop ghouls gain HD in order to reproduce by dissolving Engulfed creatures. Each Medium creature that the goop ghoul kills while Engulfed allows the goop ghoul to gain 2 HD (Small creatures allow it to gain 1HD, Large creatures 4 HD). If a goop ghoul Splits immediately after stripping a creature to its skeleton, one of the two children will generally claim the skeleton for movement purposes.

Transparent (Ex): Goop ghouls are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one.

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

Monster Junkie
Cave Lord

http://www.enworld.org/forum/genera...thread-finishing-off-giants-their-kin-10.html

Giant, Goblin (Cave Lord)
Large Giant (Goblinoid)
Hit Dice: 6d8+30 (57 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 17 (–1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee (1d8+6)
Full Attack: 2 claws +9 melee (1d8+6) and bite +7 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d8+9
Special Qualities: Caveborn, damage reduction 10/slashing or piercing, darkvision 60 ft., low-light vision
Saves: Fort +5, Ref +2, Will +2
Abilities: Str 23, Dex 16, Con 20, Int 10, Wis 11, Cha 9
Skills: Bluff +4, Diplomacy +1, Disguise -1 (+1 acting), Intimidate +4, Listen +3, Move Silently +7, Spot +3
Feats: Cleave, Multiattack, Power Attack
Environment: Any underground
Organization: Solitary or tribe (1 cave lord plus 40–400 goblin warriors plus 100% goblin noncombatants plus 1 3rd-level goblin sergeant per 20 adults, 1 or 2 goblin lieutenants of 4th or 5th level, 10–24 worgs, and 2–4 dire wolves)
Challenge Rating: 5
Treasure: Double standard
Alignment: Usually chaotic evil
Advancement: 7-8 HD (Large), 9-10 HD (Huge) or by character class
Level Adjustment: +4

This massive goblin is nearly ten feet tall. It is obscenely obese, with prodigious rolls of fat beneath its gray-green skin.

Cave lords are goblinoid giants. Though most folk refer to them simply as "goblin giants", cave lords created their own moniker due to their dislike for the term. Cave lords often take control of a goblinoid tribe, commanding respect and loyalty through fear.

Cave lords are carnivorous, and have voracious appetites to maintain their great bulk. Although they eat any meat, cave lords prefer the taste of kobold flesh to all else. Cave lords direct their goblinoid tribes to raid kobold warrens for delicious captives. If the number of kobolds captured are not enough to sate their hunger, the cave lords devour goblins from their own tribe. These acts of cannibalism are always performed in private, in an unusual ritual involving chanting and the burning of strange herbs. Because of their similar roles and cannibalistic tendencies, a great rivalry exists between cave lords and barghests. A single tribe can never support both creatures.

In dealings with other races, cave lords are particularly dangerous. They are often acceptive to offers of alliances and truces, but the deceptive creatures are quick to betrayal.

A typical cave lord is 9 to 10 feet tall and obscenely obese, weighing nearly a ton. Some grow to heights of 12 feet or more. Goblin giants can live to be 150 years old.

A goblin giant's bag usually contains kobold bones, subterranean herbs, flint and tinder, and bits of food.

Cave lords speak Giant and Goblin.

Combat

Despite its great girth, a cave lord is suprisingly swift and agile, a fact that they use to their advantage. Cave lords are good tacticians, directing their goblin minions to great effect.

Caveborn (Su): Despite its tremondous bulk, a cave lord can supernaturally alter its dimensions to travel through its subterranean realm. It is treated as being one size smaller than it actually is for the purposes of squeezing (see page 149 of the Player’s Handbook for the rules for squeezing).

Rend (Ex): If a cave lord hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+9 points of damage.

Vulnerability to Sunlight (Ex): A cave lord takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun.

Skills: Cave lords have a +4 racial bonus on Move Silently checks.

Cave Lord Characters

Most cave lords are rogues or fighters. Their favored class is rogue. Cave lord clerics worship the same deities as goblins, primarily Maglubiyet. A cave lord cleric has access to two of the following domains: Chaos, Evil, or Trickery.

Cave Lords in Krynn

Evidence seems to indicate that cave lords are relatively new to Krynn. Some speculate that they were a byproduct of the Chaos War, but this theory cannot be proven with hard evidence at this time.

Originally appeared in Dragon Magazine #256 (1999).
 
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Shade

Monster Junkie
Surchur

http://www.enworld.org/forum/general-monster-talk/219404-converting-monsters-dragon-magazine-12.html

Surchur
Large Aberration
Hit Dice: 5d8+10 (32 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 18 (–1 size, +3 Dex, +6 natural) touch 12, flat-footed 15
Base Attack/Grapple: +3/+11
Attack: Tentacle +6 melee (1d4+4)
Full Attack: 5 tentacles +6 melee (1d4+4)
Space/Reach: 10 ft./5 ft. (10 ft. with tentacles)
Special Attacks: Constrict, digest, improved grab
Special Qualities: Darkvision 60 ft., spell resistance 10
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 18, Dex 17, Con 14, Int 8, Wis 11, Cha 9
Skills: Spot +8
Feats: Power Attack, Stand Still
Environment: Temperate or warm land and underground
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral
Advancement: 6-9 HD (Large), 10-20 HD (Huge)
Level Adjustment: -

This vaguely humanoid tan-skinned creature stands nearly ten feet tall. In place of a head is an octet of slimy, brownish-green tentacles ringing an orifice lined with row upon row of cilia. From the center of its back project a pair of ivory horns, similar to those of a bull.

Surchurs are carnivorous aberrations found primarily in jungles, although they can survive in nearly any environment. Although they will eat any live meat they can catch, surchurs prefer to the taste of humanoid flesh.

A surchur's horns can fetch 100 to 600 gp on the open market, depending on the size and strength of the surchur from which it was claimed.

A surchur is 9 to 10 feet tall and weighs around 1,000 pounds. Body coloration varies from tan to light brown

Surchurs cannot speak, but understand Undercommon.

Combat

A surchur lashes out with its tentacles, seeking to attack a single creature and drag it into its cilia-lined maw, where it immediately begins digesting the still-living prey. It continues to lash out at other nearby prey, and should it catch another victim, it will eject the previous captive to make room for a fresher meal.

Constrict (Ex): A surchur deals automatic tentacle damage with a successful grapple check.

Digest (Ex): A surchur can try to transfer a grabbed opponent of a smaller size than itself to its mouth by making a successful grapple check. Once inside, the opponent takes 2d8 points of acid damage per round from the surchur's digestive juices. A creature in the mouth may attempt an opposed grapple or Escape Artist check to break free. A surchur suffers no penalty on grapple checks to maintain the hold. A surchur may only digest one creature at a time. It prefers fresh meat, so will often discard a digesting creature to make room for a newly grabbed victim.

Improved Grab (Ex): To use this ability, a surchur must hit a creature of its size category or smaller with its tentacle attack. It can 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 attaches the tentacle to the opponent.

If a surchur begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the surchur gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.

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

Monster Junkie
Grasshopper, Giant

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-16.html

Grasshopper, Giant
Large Vermin
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+9
Attack: Slam +4 melee (1d8+3) or bite +4 melee (1d4+3)
Full Attack: Slam +4 melee (1d8+3) or bite +4 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., great leaper, limited flight, vermin traits
Saves: Fort +5, Ref +2, Will +1
Abilities: Str 17, Dex 12, Con 15, Int —, Wis 10, Cha 11
Skills: Hide +1, Jump +33, Spot +4
Feats: —
Environment: Any temperate or warm land
Organization: Solitary or swarm (2-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-10 HD (Large), 11-17 HD (Huge), 18-20 HD (Gargantuan)
Level Adjustment: -

A horse-sized grasshopper clings to a massive plant nearby. It leaps forth, and the earth tremors with its landing.

Giant grasshoppers can be found anywhere their lesser kin are common. They are often trained as mounts by insectile humanoids and occasionally other creatures.

A giant grasshopper is x feet long and weighs x pounds.

Combat

A giant grasshopper is non-aggressive, preferring flight to fight. It normally injures others only if they get in its way as it attempts its escape...or happen to be too close to where it lands. A giant grasshopper trained as a mount fights alongside its rider.

Great Leaper (Ex): A giant grasshopper has a +30 racial bonus on Jump checks. A giant grasshopper treats all Jump checks as if it had a 20-foot running start. For purposes of determining distance, a giant grasshopper treats vertical leaps as if they were horizontal leaps. Thus, a giant grasshopper with a Jump check result of 40 can leap 40 feet vertically or horizontally.

Limited Flight (Ex): A grasshopper may fly at a speed of 60 feet (average), but must begin and end its flight in the same round. As a full-round action, a giant grasshopper may combine its limited flight and great leaper abilities to cover greater ground.

Skills: A giant grasshopper has a +4 racial bonus on Hide and Spot checks. *Because of its camouflage, the Hide bonus increases to +12 when a grasshopper is surrounded by foliage.

Originally appeared in Rules Cyclopedia (1991).
 
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Monster Junkie
Cacops

http://www.enworld.org/forum/general-monster-talk/67093-converting-prehistoric-animals-31.html

Cacops
Tiny Animal (Aquatic)
Hit Dice: 1d8+2 (6 hp)
Initiative: +2
Speed: 10 ft. (2 squares), swim 40 ft.
Armor Class: 17 (+2 size, +2 Dex, +3 natural), touch 14, flat-footed 15
Base Attack/Grapple: +0/-9
Attack: Bite +4 melee (1d4-1)
Full Attack: Bite +4 melee (1d4-1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Amphibious, light fortification, low-light vision
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 9, Dex 14, Con 15, Int 1, Wis 11, Cha 5
Skills: Hide +11*, Listen +3, Spot +3, Swim +8
Feats: Alertness, Weapon Finesse (B)
Environment: Warm marshes
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny), 3-4 HD (Small)
Level Adjustment: -

The back of this foot-and-a-half long amphibian is lined with a double row of bony plates.

A cacops is a nocturnal amphibian with a heavily built skull and armored plates on its back. Cacops often fall prey to their larger cousins, such as eryops.

A cacops is 16 inches long, weighing 10 pounds.

COMBAT

Cacops hunt smaller creatures, biting with a mouth lined with sharp teeth.

Light Fortification (Ex): A cacops' bony plates protect its vital areas and makes it resistant to extra damage from critical hits and sneak attacks. Anytime a cacops is hit by a critical hit or a sneak attack, it has a 25% chance to resist the extra damage.

Skills: A cacops has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

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

Originally apperead Dragon Magazine #176 (1991).
 
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Monster Junkie
Death Ox

http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-16.html

Death Ox
Large Magical Beast
Hit Dice: 6d10+36 (69 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 20 (–1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple: +6/+14
Attack: Gore +9 melee (1d8+6)
Full Attack: Gore +9 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Death gaze, powerful charge, trample 1d8+6
Special Qualities: Darkvision 60 ft., immunity to death magic, low-light vision, scent
Saves: Fort +11, Ref +5, Will +4
Abilities: Str 19, Dex 10, Con 23, Int 1, Wis 10, Cha 12
Skills: Listen +7, Spot +2
Feats: Ability Focus (death gaze), Improved Initiative, Iron Will
Environment: Any temperate
Organization: Solitary, pair, pack (3–4), or herd (5–13)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 6–12 HD (Large); 13–18 HD (Huge)
Level Adjustment: -

This huge, scaly bull has a rich mahogany hide. A patch of heavy black hair hangs over its eyes.

Death oxen are relatives of the gorgon. They are less aggressive than gorgons, and are mostly herbivourous, only eating flesh when hapless creatures wander into its gaze or in times of famine. Death oxen often graze with other creatures, keeping their heads low and allowing their hair to block their deadly gaze from accidentally slaying the other grazers.

Death oxen travel in nomadic family groups, generally consisting of a single male, three females, and several calves. Death oxen calves are raised communally by all the females in the group, and once mature, leave to establish their own families. A solitary death ox is nearly always a young bull looking for females. Should two male death oxen meet, a battle for dominance usually ensues, with the loser either becoming subservient to the alpha male or wandering on.

Thanks to their deadly gaze, death oxen need fear few predators. Only humanoids, who covet their thick hide, dare hunt them. The blood of death oxen is also rumored to be a power component for death magic.

A typical death ox stands over 8 feet tall at the shoulder and measures 9 feet from snout to tail. It weighs about 8,000 pounds.

COMBAT

Whenever possible, a death ox begins an encounter by charging at its opponents.

Death Gaze (Su): Death, 30 ft, Fort Save DC 16 negates, the save DC is Charisma-based. A death ox may suppress or resume its gaze as a free action (by covering its eyes with its hair).

Powerful Charge (Ex): A death ox deals 2d8+12 points of damage when it makes a charge.

Trample (Ex): Reflex DC 19 half. The save DC is Strength-based.

Originally appeared in Polyhedron #67 (1992).
 
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Shade

Monster Junkie
Narek (The Thing in the Shaft)

http://www.enworld.org/forum/genera...ting-creatures-other-campaign-settings-4.html

Narek (The Thing in the Shaft)
Gargantuan Aberration
Hit Dice: 20d8+140 (230 hp)
Initiative: +5
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 21 (-4 size, +1 Dex, +14 natural), touch 7, flat-footed 20
Base Attack/Grapple: +15/+39
Attack: Tentacle +24 melee (1d8+12)
Full Attack: 12 tentacles +24 melee (1d8+12)
Space/Reach: 20 ft./20 ft. (40 ft. with tentacles)
Special Attacks: Crush, drag
Special Qualities: Darkvision 60 ft., immunity to fire, mind-affecting spells or abilities, and polymorph, tremorsense 60 ft.
Saves: Fort +13, Ref +7, Will +13
Abilities: Str 35, Dex 13, Con 25, Int 14, Wis 12, Cha 12
Skills: Hide +16, Listen +24, Move Silently +24, Spot +24
Feats: Awesome Blow, Combat Reflexes, Improved Bull Rush, Improved Initiative, Power Attack, Stealthy, Weapon Focus (tentacle)
Environment: The Library of Kas (Tovag)
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Neutral evil
Advancement: -
Level Adjustment: -

A gigantic mass of hundreds of dark, slimy tendrils spills forth from the shaft, lashing wildly in alien fury.

Narek was once a human, bastard son of none other than Kas the Destroyer. Narek had a natural talent for the arcane arts, and learned quickly from his father. Too quickly, unfortunately, for Kas did not appreciate being outdone. Kas imprisoned Narek in an eternal tomb, with only his magical tomes to occupy his time. Overconfident in his own abilities, Narek attempted a powerful spell to gain his freedom. The spell went awry, transforming him into a hideous abomination. He is now known only as the Thing in the Shaft, his sole joy derived from inflicting pain and suffering on others.

Should the Thing in the Shaft ever be freed from its eternal prison, it would unleash a reign of terror and madness. After years of dwelling in dark confines, the Thing would seek out wells, cellars, dark alleyways, and other such locales from which to prey on the living.

The Thing in the Shaft need not eat or drink. Its hatred and chagrin fuel its continued existence.

Narek is 25 feet in diameter and weighs 15 tons.

Narek cannot speak, but understands Common, Draconic, Abyssal, and Infernal.

Combat

Narek can use only three tentacles at once against a Small or Medium opponent. Against a larger foe, it can use three additional tentacles for each extra 5 feet of face the opponent has, provided that it has the reach. Against a Tiny or smaller opponent, the creature can use only one tentacle. It can use a maximum of three tentacles against all foes in any single 5-foot by 5-foot area.

Crush (Ex): Narek can use its whole body to crush any adjacent opponents three or more sizes smaller than itself as a standard action. A crush attack affects as many creatures as can fit under Narek's body. Each creature in the affected area must succeed on a DC 32 Reflex save or be pinned, automatically taking 4d6+18 points of bludgeoning damage. The save DC is Strength-based. Thereafter, if Narek chooses to maintain the pin, treat it as a normal grapple attack. While pinned, the opponent takes crush damage each round.

Drag (Ex): If Narek hits with a tentacle attack, the tentacle deals normal damage and latches onto the opponent’s body. Once Narek has latched onto a victim with at least four tentacles, it attempts to drag the victim closer on its turn. This activity resembles the bull rush maneuver, except that Narek drags its victim 10 feet closer +1 foot for each point by which its Strength check exceeds the victim's. If Narek draws a creature to within 10 feet of itself, it can make a crush attack in the same round.

A tentacle has 20 hit points and can be attacked by making a successful sunder attempt. However, attacking one of Narek's tentacles does not provoke an attack of opportunity. If the tentacle is currently attached to a target, Narek takes a –4 penalty on its opposed attack roll to resist the sunder attempt. Severing Narek's tentacles deals damage to the creature equal to half the limb's hit points. Narek regrows severed limbs within a day.

If Narek begins its turn with at least one tentacle attached, it gains a +2 circumstance bonus on attack rolls to attach additional tentacles for every tentacle that was attached at the beginning of the opponent's turn.

Skills: Narek has a +4 racial bonus on Hide checks.

Originally appeared Vecna Reborn (1998).
 
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