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Shade

Monster Junkie
Duruch’i-lin, Ch’i-lin

http://www.enworld.org/forum/genera...verting-oriental-adventures-creatures-20.html

Duruch’i-lin, Ch’i-lin
Gargantuan Magical Beast (Extraplanar)
Hit Dice: 32d10+256 (432 hp)
Initiative: +12
Speed: 60 ft. (12 squares), fly 90 ft. (perfect)
Armor Class: 33 (-4 size, +4 Dex, +8 deflection, +15 natural), touch 18, flat-footed 29
Base Attack/Grapple: +32/+57
Attack: Bite +41 melee (2d10+13) or 6 magic bolts +36 ranged (3d6+4 force)
Full Attack: Bite +41 melee (2d10+13) and 2 hooves +36 melee (1d10+6) or 6 magic bolts +36 ranged (3d6+4 force)
Space/Reach: 20 ft./15 ft.
Special Attacks: Aura of golden flames, magic bolts, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to death effects, poison, and mind-affecting spells and abilities, low-light vision, plane shift, telepathy 200 ft., unearthly grace, water walk, wild empathy
Saves: Fort +34, Ref +34, Will +28
Abilities: Str 36, Dex 18, Con 26, Int 27, Wis 23, Cha 27
Skills: Balance +39, Concentration +43, Diplomacy +47, Handle Animal +43, Heal +41, Knowledge (arcana) +43, Knowledge (geography) +43, Knowledge (nature) +43, Knowledge (religion) +43, Knowledge (the planes) +43, Listen +41, Move Silently +39, Search +43, Sense Motive +41, Spellcraft +47, Spot +41, Survival +6 (+10 following tracks, +10 to keep from getting lost or to avoid natural hazards, +10 in aboveground natural environments, +10 on other planes)
Feats: Blind-Fight, Combat Expertise, Dire Charge, Epic Reflexes, Epic Will, Eyes in the Back of Your Head, Flyby Attack, Improved Initiative, Improved Trip, Knock Down, Superior Initiative
Environment: Peaceable Kingdoms of Arcadia
Organization: Solitary
Challenge Rating: 22
Treasure: None
Alignment: Always lawful good
Advancement: 33-42 HD (Gargantuan), 43-80 HD (Colossal)
Level Adjustment: —

This creature resembles a gigantic unicorn, but with long, wolflike jaws. Its blunt, fleshy horn extends from its forehead at least five feet. Its coat a riot of color, with splotches of red, yellow, black, white, and blue, and a brilliant yellow belly.

The duruch’i-lin is a beloved creature, seldom seen by mortals. The appearance of these creatures is always associated with longevity, health, and good fortune. The female duruch’i-lin is a “ch’i-lin”, while the male is a “duru.”

A ch’i-lin has an affinity with all living creatures. She is especially fond of creatures of the forest, with whom she shares a strong bond of friendship and trust. A ch’i-lin seldom walks on the ground, fearing she will accidentally trample an innocent insect or damage the vegetation. She eats only minerals and drinks only from the purest of streams.

A ch’i-lin has no permanent lair, preferring to roam the wilds in the company of her animal friends. When desiring privacy, she uses plane shift to find a quiet place of meditation, sometimes for up to a decade at a time. A ch’i-lin tends to shun the civilized world, but she often makes an appearance when an especially benevolent ruler or wise sage is about to be born.

Legends claim that the first ch’i-lin was a blending of the bodies of two creatures, the ch’i (a stag with silver antlers and emerald eyes) and the lin (a war horse with a golden coat whose every step cracked the earth). Both creatures are reputedly now extinct.

A typical adult ch’i-lin grows to 64 feet in length, stands 40 feet high at the shoulder, and weighs 300 tons. Females are noticeably larger and more powerfully built than the males of the species (see the duru entry).

A ch’i-lin can speak Common and Auran, and can communicate telepathically with any creature that has a language and communicate empathically with any creature that is not mindless. Her voice sounds like the tinkling of silver bells.

COMBAT

The ch’i-lin is normally passive and docile, and resorts to violence only as a last resort.

Aura of Golden Flames (Sp): Three times per day, a ch'i-lin may produce an aura of golden flame around itself, which lasts for 1 round per caster level. Any weapon that strikes the ch'i-lin while it is so protected has its hardness reduced by 5 for 10 rounds, thereby increasing the effectiveness of sunder attempts against the weapon. In addition, rolling a 1 on an attack with an affected weapon causes it to take damage equivalent to the amount it would have dealt on a successful hit. This is the equivalent to a 4th level spell. Caster level 20th.

Magic Bolts (Su): As a standard action, a ch’i-lin can unleash a volley of magical bolts from its horn. Each bolt can be targeted at a different creature, or the ch’i-lin may target multiple bolts at a single creature. Each bolt requires a ranged attack roll, with a range increment of 60 feet, and deals 3d6+4 points of force damage on a hit. The ch’i-lin's bolts are treated as magic weapons with a +4 enhancement bonus.

Plane Shift (Sp): A ch’i-lin can enter Peaceable Kingdoms of Arcadia, the Astral Plane, or the Material Plane. This ability transports the ch’i-lin and up to eight other creatures, provided they remain in physical contact with the ch’i-lin. It is otherwise similar to the spell of the same name (caster level 20th).

Spell-Like Abilities: At will—bless, invisibility (self only). Caster level 20th.

Unearthly Grace (Su): A ch’i-lin adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

Water Walk (Su): A ch’i-lin continually walks on water as the water walk spell (caster level 20th).

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a ch’i-lin has a +10 racial bonus on the check.

Duruch’i-lin and Oriental Adventures
If you are using Oriental Adventures in your campaign, duruch’i-lin possess the Spirit subtype and hail from the Spirit World.

Originally appeared in Monstrous Compendium Kara-Tur Appendix (1990).
 
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Shade

Monster Junkie
Genie, Tasked, Herdsman

http://www.enworld.org/forum/general-monster-talk/268436-converting-al-qadim-creatures-32.html

Genie, Tasked, Herdsman
Large Outsider (Native)
Hit Dice: 3d8+6 (19 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+5
Attack: Spear +5 melee (1d8+3/x3) or short sword +5 melee (1d6+2/19–20) or composite longbow +5 ranged (1d8/x3)
Full Attack: Spear +5 melee (1d8+3/x3) or short sword +5 melee (1d6+2/19–20) or composite longbow +5 ranged (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., herd animal empathy, plane shift, telepathy 100 ft., tireless march
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 14, Dex 15, Con 14, Int 12, Wis 15, Cha 13
Skills: Climb +2 (+4 ropes), Escape Artist +2 (+4 to escape rope bonds), Handle Animal +7, Hide +3, Jump +15, Knowledge (nature) +9, Listen +7, Move Silently +7, Ride +10, Spot +7, Survival +8 (+10 in aboveground natural environments), Use Rope +7
Feats: Endurance (B), Improved Initiative (B), Mounted Archery (B), Mounted Combat (B), Point Blank Shot, Track
Environment: Temperate and warm plains
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: 4-9 HD (Medium)
Level Adjustment: +5

This creature resembles a short, wiry human with heavy brows and jet-black hair falling in loose curls. Its skin is dark and wrinkled as if from years of exposure to the sun and wind. It possesses a vaguely rancid smell, mingled with the scent of the herd animals it tends.

Herdsman tasked genies, as their name implies, live to tend herds of animals. Their lives are completely centered around the welfare of their herds, and they are entirely willing to disobey their masters if ordered to take a herd into danger.

Although often solitary, herdsman genies gather in groups when the size of their herds requires it. All groups of herdsman genies are extremely mobile. They know when a given area has been thoroughly grazed and will move on, but have little regard for the artificial boundaries of kingdoms' borders or farmers' fences. This unwillingness to acknowledge settled authority often leads to conflict, they moderate this tendency if their master specifically admonishes them about it.

Herdsman genies tend to push out competing nongenie herdsmen and predators which might threaten their herds. If they feel threatened, they may stealthily force march their animals an entire night’s travel with no ill effect on either themselves or their animals.

Herdsman tasked genies are sociable creatures. They love to race, whether on foot or mounted, and often hold running contests. Some races are made more difficult by stampeding a herd behind the runners. Camel and horse races are also common, as well as mounted sports that can last all day, with complex rules and scoring systems. Males also enjoy wagering and haggling, while young females prefer roping, branding, shearing, and trick riding contests to mounted team sports.

Herdsman genies feed upon the blood of their charges, which is carefully drained so as not to weaken the animal and must be drunk immediately. They also drink milk and make it into various cheeses, curds, yogurts and fermented liquors.

Some groups of herdsman tasked genies adopt the religions of nearby humanoids, and are zealous in their new faith. These groups will try to convert others they meet, and they don't mind forcing the convert to make up his mind.

A typical herdsman genie stands 6 feet tall and weighs 150 to 175 pounds.

Herdsman genies speak Common, one elemental language (Aquan, Auran, Ignan, or Terran) and one alignment language (Abyssal, Celestial, or Infernal).

COMBAT

Herdsman genies fight only in self-defense or in defense of their herds. They excel at mounted combat and mounted archery, preferring tactics that keep their opponents away from their herds and the slower members of their groups. If that is unsuccessful they may, in desperation, attempt to stampede the herd into their opponents.

Herd Animal Empathy (Ex): This power works like the druid’s wild empathy class feature, except it only works on domestic herd animals (camels, cattle, elephants, horses, pigs, sheep, etc.) and their wild relatives. A herdsman genie also has a +4 racial bonus on Animal Handling, Knowledge (geography), Knowledge (nature), Ride, Sense Motive and Survival checks involving such herd animals.

Furthermore, herdsmen genies can drive herd animals with a Stampede special attack (such as Bison) to stampede over their enemies. This requires a DC 25 Handle Animal check.

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

Spell-Like Abilities: 1/day—flame blade, phantom steed, remove fear, unseen servant. Caster level 9th. The save DCs are Charisma-based.

Tireless March (Su): Once a week, a group of at least 3 herdsmen genies can drive a herd of animals on a special forced march of up to 12 hours duration. Both the genies and the herdbeasts automatically succeed at Constitution checks to resist nonlethal damage and fatigue from this forced march.

Originally appeared in Monstrous Compendium Al-Qadim Appendix (1992).
 
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Shade

Monster Junkie
Rekeihs

http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants-11.html

Rekeihs
Medium Plant
Hit Dice: 4d8+12 (30 hp)
Initiative: -1
Speed: 10 ft. (2 squares)
Armor Class: 15 (–1 Dex, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Tentacle +12 melee (1d10+3)
Full Attack: 4 tentacles +12 melee (1d10+3)
Space/Reach: 5 ft./5 ft
Special Attacks: Constrict 1d10+3, explosive spawning, improved grab
Special Qualities: All-around vision, darkvision 60 ft., low-light vision, myopic, plant traits, resistance to cold 10, vulnerability to fire
Saves: Fort +9, Ref +2, Will +4
Abilities: Str 16, Dex 9, Con 16, Int 3, Wis 12, Cha 9
Skills: Jump -9, Listen +8, Search +0, Spot +5*
Feats: Improved Disarm (B), Power Attack, Weapon Focus (tentacle)
Environment: Warm marshes and underground
Organization: Solitary or patch (2-5)
Challenge Rating: 3
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 5-6 HD (Medium); 7-12 HD (Large)
Level Adjustment: —

This creature has a bulbous shape with four stout legs and four tentacles evenly-spaced around its body. Above each tentacle is a single unblinking eye. A wavy growth of filaments extend from the top of its head. The eyes are dull black with green pupils.

The rekeihs (pronounced ree-KAYZ; the name is the same in singular or plural forms) is a carnivorous plant found in tropical swamps and other warm, damp areas. It preys largely upon live animals, including adventurers who wander into its territory.

A rekeihs has four powerful legs that form its major root systems; these are used to draw nourishment from slain animal victims and, when necessary, from muddy soil. The four upper tentacles of the rekeihs are secondary roots that anchor themselves in mud when the creature is stationary. Although nearsighted, a rekeihs possesses keen vibratory and auditory sensors. Rekeihs are drawn toward moving light sources and will often attack illuminated beings at night.

An adult rekeihs stands between 5 and 6 feet tall and weighs from 250 to 300 pounds. The main body of a rekeihs is a dull, mottled green; the legs and tentacles are darker, turning to purple or even blue in older specimens.

COMBAT

A rekeihs lashes out with its tentacles when prey approaches within its sensory range.

All-Around Vision (Ex): A rekeihs's many eyes gives it a +4 racial bonus on Search and Spot checks, and it can't be flanked.

Constrict (Ex): A rekeihs deals 1d10+3 points of damage with a successful grapple check.

Explosive Spawning (Ex): If a rekeihs kills a creature of its own size or greater it can use the body to reproduce. The rekeihs attaches its four legs to the corpse, so the attached rekeihs can not move away from the corpse but may fight normally. The rekeihs sends rootlets throughout the body. After 1d6 minutes the rekeihs explodes, dying and causing 6d4 damage to everything within a 30-foot burst. The corpse is so mutilated by this process that it cannot be returned to life by a raise dead spell. 1d4+2 baby rekeihs (see below) emerge from the remains of the rekeihs and corpse.

Improved Grab (Ex): To use this ability, a rekeihs must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Myopic (Ex): A rekeihs is nearsighted, resulting in a -8 racial penalty on Spot checks made beyond 30 feet.

Skills: A rekeihs has a +2 racial bonus on Listen checks.

Baby Rekeihs
Small Plant
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 10 ft. (2 squares)
Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15
Base Attack/Grapple: +0/-3
Attack: Tentacle +3 melee (1d4+1)
Full Attack: 2 tentacles +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft
Special Attacks: —
Special Qualities: All-around vision, darkvision 60 ft., low-light vision, myopic, plant traits, resistance to cold 10, vulnerability to fire
Saves: Fort +4, Ref +0, Will +1
Abilities: Str 12, Dex 11, Con 14, Int 3, Wis 12, Cha 9
Skills: Listen +5, Search +5, Spot +5* (-3 beyond 30 feet)
Feats: Improved Disarm (B), Weapon Focus (tentacle)
Challenge Rating: 1/2

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

Monster Junkie
Octopus, Sea Demon

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-43.html

Octopus, Sea Demon
Huge Magical Beast (Aquatic)
Hit Dice: 12d10+48 (114 hp)
Initiative: +6
Speed: 30 ft. (6 squares), climb 10 ft., swim 40 ft.
Armor Class: 20 (-2 size, +2 Dex, +10 natural), touch 6, flat-footed 20
Base Attack/Grapple: +12/+28
Attack: Tentacle +18 melee (1d8+8/19-20)
Full Attack: 8 tentacles +18 melee (1d8+8/19-20) and bite +13 melee (3d6+4)
Space/Reach: 15 ft./15 ft. (30 ft. with tentacles)
Special Attacks: Constrict 1d8+8, improved grab, vortex
Special Qualities: Darkvision 60 ft., ink cloud, jet, low-light vision, spell resistance 15, water dependent
Saves: Fort +12, Ref +10, Will +7
Abilities: Str 26, Dex 14, Con 19, Int 11, Wis 16, Cha 11
Skills: Climb +16, Escape Artist +12, Hide +8, Listen +15, Spot +15, Swim +16
Feats: Alertness, Combat Reflexes, Improved Critical (tentacle), Improved Initiative, Power Attack
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 9
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: 13-15 HD (Huge); 16-36 HD (Gargantuan)
Level Adjustment: —

This massive octopoid has ten tentacles, all lined with wicked barbs and suckers.

Sea demons are massive octopoids capable of hunting on land or sea. Because they are still dependent upon water, they are only found in coastal areas when on land. Sea demons generally make their lairs underwater, but on occasion will take up residence in a half-flooded coastal cave or a deep lagoon.

Sea demons hate all other creatures, especially others of their own kind. As a result, they live a fairly solitary existence. Sea demons eat whatever they can catch, preying mainly on giant marine life, such as small whales and giant fish. It may come ashore to hunt, especially if the food in the surrounding seas has been depleted. Sea demons have also been known to attack ships and dine upon their crews, especially if the vessels venture too close to their lairs.

These creatures are aggressive and territorial hunters with bodies at least 10 feet in diameter. Their tentacles are studded with barbs and sharp-edged suckers and reach 30 feet or more in length.

COMBAT

An opponent can attack a sea demon's tentacles with a sunder attempt as if they were weapons. A sea demon has 10 tentacles with 10 hit points each (Gargantuan sea demons have 12 tentacles with 20 hit points each and can make 10 tentacle attacks as part of a full attack). If a sea demon is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a sea demon's tentacles deals 5 points of damage to the creature. A sea demon usually withdraws from combat if it loses four tentacles. The creature regrows severed limbs in 1d10+10 days.

Constrict (Ex): A sea demon deals 1d8+8 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a sea demon must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Ink Cloud (Ex): A sea demon can emit a cloud of jet-black ink in a 60 foot spread (80 feet for a Gargantuan sea demon) once per minute as a free action. The cloud provides total concealment, which the sea demon normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): A sea demon can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Vortex (Su): Once every 10 minutes, a sea demon can use its tentacles to stir the sea into a whirlpool. The sea demon must be underwater to create a vortex. It can sustain a vortex for up to 1 round for every 2 HD it has. The sea demon can move through the water or along the bottom at its swim speed while creating a vortex. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall (60 feet for a Gargantuan sea demon). The sea demon controls the exact height, but it must be at least 10 feet.

The sea demon's movement while it uses its vortex attack does not provoke attacks of opportunity. Another creature might be caught in the vortex if it touches or enters the vortex, or if the sea demon moves into or through the creature's space.

Creatures one or more size categories smaller than the sea demon might take damage when caught in the vortex, and may be swept up by it. An affected creature must succeed on a DC24 Reflex save when it comes into contact with the vortex or take 2d8 bludgeoning damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based.

Creatures trapped in the vortex cannot move except to go where the sea demon carries them or to escape the whirlpool. Creatures caught in the whirlpool can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the vortex take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The sea demon can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume.

The sea demon can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be.

If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the sea demon and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.

Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.

A sea demon cannot use any other attack while it is creating a vortex and does not threaten the area around it.

Water Dependent (Ex): Sea demons can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules).

Skills: A sea demon can change colors, giving it a +4 racial bonus on Hide checks. A sea demon also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A sea demon 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 sea demon also has a +8 racial bonus on Climb checks, and can always choose to take 10 on Climb checks, even if rushed or threatened.

Originally appeared in Monstrous Compendium Annual Volume Four (1998).
 
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Shade

Monster Junkie
Octopus, Giant, Blue Ring

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-46.html

Octopus, Giant, Blue Ring
Medium Magical Beast (Aquatic)
Hit Dice: 3d10+3 (19 hp)
Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft., swim 30 ft.
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Tentacle +4 melee (1d2+2 plus poison)
Full Attack: 6 tentacles +4 melee (1d2+2 plus poison) and bite -1 melee (1d4+1 plus poison)
Space/Reach: 5 ft./5 ft. (10 ft. with tentacles)
Special Attacks: Constrict 1d6+1, improved grab, poison
Special Qualities: Darkvision 60 ft., ink cloud, jet, low-light vision
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 12, Dex 16, Con 12, Int 12, Wis 12, Cha 13
Skills: Climb +9, Escape Artist +13, Hide +12, Listen +8, Move Silently +9, Spot +9, Swim +9
Feats: Alertness, Stealthy
Environment: Underground aquatic
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: —

The body of this octopus is covered with hundreds of blue circles. It has large golden eyes, a greenish-brown beak, and its skin color wavers from dark grayish-brown to dirty white.

Blue-ring octopi are nomadic, shy creatures that live in the cracks and crevices of Underdark’s oceans, constantly struggling to escape the notice of the more powerful aquatic races. They live everywhere from the shallows to the deepest trenches; they have found underwater connections to the oceans of the surface world and have sometimes been found living in the colder waters of the surface world, where they are allies of the tool-using tako and the locathah.

When captured by aboleth or kuo-toa, blue-ringed octopi are well-treated and bred for use as a servitor race. However, their brethren always somehow learn of this captivity and seek to free their comrades. This has led to some wild speculation that the blue-rings are telepathic or mages of some kind, though no evidence has ever confirmed this.

Although nearly all are good beings, legends tell of a rogue group of "black ring octopi", led by the secretive Master of The Black Circle.

A giant blue ring octopus is 4 to 6 feet long. The tentacles of a typical specimen are 4 to 10 feet in length.

COMBAT

Though they almost always strive to avoid combat, when forced to stand and fight they are remarkably skilled fighters. Initially, most blue-rings depend on evasive tactics, releasing their poisonous, milky-white ink before jetting away to protective cover. If escape is thwarted, blue-rings hold nothing back, attacking with envenomed tentacles and beak.

An opponent can attack a giant blue ring octopus’s tentacles with a sunder attempt as if they were weapons. A giant blue ring octopus’s tentacles have 10 hit points each. If a giant octopus is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant blue ring octopus’s tentacles deals 5 points of damage to the creature. A giant blue ring octopus usually withdraws from combat if it loses four tentacles. The creature regrows severed limbs in 1d10+10 days.

Constrict (Ex): A giant blue ring octopus deals 1d6+1 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a giant blue ring octopus must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Ink Cloud (Ex): A giant blue ring octopus can emit a cloud of jet-black ink in a 60 foot spread once per minute as a free action. The cloud provides total concealment, which the giant blue ring octopus normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): A giant blue ring octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Poison (Ex): A blue-ringed octopus's poison affects any opponent it hits with a tentacle or its ink cloud.

Blue-Ring Octopus Venom: Inhaled or injury, Fortitude DC 12, initial damage 1d2 Con plus 1d4 rounds blindness, secondary damage 1d2 Con. The save DC is Constitution-based.

Skills: A blue-ringed giant octopus can change colors, giving it a +4 racial bonus on Hide checks. A giant blue ring octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A giant blue ring octopus 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 blue-ringed giant octopus also has a +8 racial bonus on Climb checks, and can always choose to take 10 on Climb checks, even if rushed or threatened.

Red Shamans
A few octopi from every spawning have rings of ox-blood red. These "red shamans" are sheltered and jealously guarded because of their innate spellcasting ability. The chromatophores of red shamans are incredibly weak, preventing them from camouflaging themselves. As a result, they often spend their entire lives deep within narrow cleft of rock, where other members of their tribe bring them food and seek their help and advice.

Octopus, Giant, Red Shaman
Large Magical Beast (Aquatic)
Hit Dice: 8d10+16 (60 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft., swim 30 ft.
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +8/+15
Attack: Tentacle +10 melee (1d3+3 plus poison)
Full Attack: 6 tentacles +10 melee (1d3+3 plus poison) and bite +5 melee (1d6+1 plus poison)
Space/Reach: 10 ft./5 ft. (20 ft. with tentacles)
Special Attacks: Constrict 1d8+4, improved grab, poison, spells
Special Qualities: Darkvision 60 ft., ink cloud, jet, low-light vision
Saves: Fort +8, Ref +8, Will +5
Abilities: Str 16, Dex 14, Con 14, Int 12, Wis 16, Cha 15
Skills: Climb +11, Escape Artist +12, Hide +3, Listen +7, Heal +10, Knowledge (nature) +8, Knowledge (religion) +8, Spot +7, Swim +11
Feats: Craft Wand, Eschew Materials, Negotiator
Environment: Underground aquatic
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: —

Poison (Ex): A red shaman's poison affects any opponent it hits with a tentacle or its ink cloud.

Blue-Ring Octopus Venom: Inhaled or injury, Fortitude DC 16, initial damage 1d4 Con plus 1d4 rounds blindness, secondary damage 1d4 Con. The save DC is Constitution-based.

Spells: Red shamans can cast divine spells as 8th-level clerics. A red shaman has access to two of the following domains: Community, Liberation, or Weather. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; save DC 12 + spell level):
0—detect magic, guidance, light, read magic, resistance, virtue;
1st—bless water, divine favor, entropic shield, obscuring mist, remove fear*, sanctuary;
2nd—aid, fog cloud*, owl's wisdom, resist energy, silence;
3rd—call lightning*, dispel magic, prayer, wind wall;
4th—control water, divine power, freedom of movement*;
*Domain spell. Domains: Liberation and Weather.

Skills: A red shaman can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A red shaman 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 red shaman also has a +8 racial bonus on Climb checks, and can always choose to take 10 on Climb checks, even if rushed or threatened.

Originally appeared in Dragon Magazine #227 (1996).
 
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Shade

Monster Junkie
Squid, Vampire

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-61.html

Squid, Vampire
Large Magical Beast (Aquatic)
Hit Dice: 7d10+14 (52 hp)
Initiative: +3
Speed: Swim 30 ft. (6 squares)
Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +7/+17
Attack: Tentacle +12 melee (1d4+6)
Full Attack: 6 tentacles +12 melee (1d4+6) and bite +7 melee (2d8+9/18-20×3)
Space/Reach: 10 ft./10 ft. (20 ft. with tentacles)
Special Attacks: Augmented critical, ball of fangs, constrict 1d4+6, improved grab, ramming
Special Qualities: Darkvision 120 ft., jet, murkvision, superior low-light vision
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 23, Dex 16, Con 15, Int 10, Wis 12, Cha 11
Skills: Hide +8, Move Silently +12, Spot +7, Swim +14
Feats: Blind-Fight, Power Attack, Stealthy
Environment: Underground aquatic
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually lawful neutral
Advancement: 8-11 HD (Large); 12-21 HD (Huge)
Level Adjustment: —

This pale white squid has lambent blue-green eyes and a maw full of spiky, needle-sharp teeth.

Creations and servitors of the illithids, the vampire squid are tools of the mind flayers, meant to extend their masters’ reach into the waters of the sunless seas below the earth.

Vampire squid are entirely devoted to their creators, the illithids, and obey their every command without hesitation. However, they are not innately evil, and if they can be lured away from their masters they are honorable, trustworthy creatures. Those few vampire squid that have been captured by other races often serve as transportation, able to pull great rafts or war-barges through the water; however, these captured vampire squid never reproduce; it is believed that they cannot bear young without magical or psionic assistance from the illithids, and that this accounts for their loyalty to the mind flayers.

Vampire squid eat hundreds of pounds of fish, insects, and mollusks; they are almost always solitary for this reason as two such predators sharing the same space quickly destroy the local fish stocks. They gather together only to mate or to serve their masters, who provide them with land-based foodstuffs.

A vampire squid's body is 10 feet long with 20-foot tentacles.

Vampire squids understand Undercommon.

COMBAT

When it sights its prey, the vampire squid prefers to attack by surprise, gathering speed as it approaches on a collision course. It can turn its maw inside out, putting spiky teeth on the outside, thus transforming into a mass of sword-sized spikes, much like an underwater hedgehog.

An opponent can attack a vampire squid’s tentacles with a sunder attempt as if they were weapons. A vampire squid’s tentacles have 10 hit points each. If a vampire squid is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a vampire squid’s tentacles deals 5 points of damage to the creature. A vampire squid usually withdraws from combat if it loses five tentacles. The creature regrows severed limbs in 1d10+10 days.

Augmented Critical (Ex): A vampire squid's bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

Ball of Fangs (Ex): A vampire squid can invert its toothy maw as a defensive measure, surrounding its body with its sword-long teeth. Inverting its maw takes a swift action, as does reverting back to its normal configuration. An inverted vampire squid can not use its bite attack, charge, Run or use its jet special ability.

Any creature striking an inverted vampire squid with a handheld or natural weapon takes 1d8+2 points of piercing and slashing damage (halved on a successful DC 15 Reflex save); except for opponents wielding handheld weapons with exceptional reach, such as longspears, who can attack the squid without taking damage from the exposed teeth. The save DC is Constitution-based.

Constrict (Ex): A vampire squid deals 1d4+6 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a vampire squid must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. *A vampire squid has a +4 racial bonus on grapple checks.

Jet (Ex): A vampire squid can jet backward once per round as a full-round action, at a speed of 120 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Murkvision (Ex): A vampire squid's vision is not limited in dark or murky water. It treats all water as clear water for purposes of determining vision.

Ramming (Ex): As a standard action, a vampire squid can swim at up to quadruple speed (120 feet) and ram a waterborne target (such as a ship or another creature). To ram, the vampire squid must end its movement in the target's space. This attack deals 2d12+9 points of damage. If the target is a creature, it can attempt either an attack of opportunity or a DC 19 Reflex save for half damage. The save DC is Strength-based.

Upon ramming a ship, the vampire squid can make a Strength check to breach its hull, which causes the ship to sink in 1d10 minutes. The break DC varies with the type of vessel rammed, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30. (See Chapter 5 of the DMG for information about ships). Regardless of the check result, every creature aboard must attempt a DC 15 Reflex saving throw. Success means the creature takes 1d6 points of damage from being thrown about by the impact; failure means the creature is hurled overboard.

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

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

Originally appeared in Dragon Magazine #227 (1996).
 
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Shade

Monster Junkie
Owlbear, Winged

http://www.enworld.org/forum/general-monster-talk/82565-send-clowns-converting-oddballs-32.html

Owlbear, Winged
Large Magical Beast
Hit Dice: 5d10+25 (52 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 50 ft. (clumsy)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +5/+14
Attack: Claw +9 melee (1d8+5)
Full Attack: 2 claws +9 melee (1d8+5) and bite +4 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Darkvision 60 ft., scent, superior low-light vision
Saves: Fort +9, Ref +5, Will +2
Abilities: Str 21, Dex 12, Con 21, Int 6, Wis 12, Cha 10
Skills: Listen +12, Move Silently +3*, Spot +8
Feats: Flyby Attack, Wingover
Environment: Temperate forests
Organization: Solitary, pair, or pack (3–8)
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 6–8 HD (Large); 9–15 HD (Huge)
Level Adjustment: —

This creature blends the features of a brown bear and a giant owl. Its thick, shaggy coat of feathers and fur is brown-black, while its claws and hooked beak are dull ivory. Its large round eyes are gleaming yellow.

Winged owlbears are rumored to have first arisen as the result of magical crossbreeding between giant owls and brown bears. As a result, they are more intelligent than their landbound kin, and possess some of the superior senses of their giant owl progenitors.

Although they can be found nearly anywhere, winged owlbears prefer wooded forests or mountainous terrain. Their flying capabilities allow them to claim large areas as their territory--usually ten to twenty square miles.

A full-grown male can stand as tall as 8 feet and weigh up to 1,500 pounds. A winged owlbear's lifespan is around 25 years.

COMBAT

Every bit as ferocious as their more common cousins, winged owlbears also possess the silent flight of a giant owl, making them especially deadly hunters. Once prey is approached, they slash with claws and beak, trying to grab their prey and rip it apart. Occasionally winged owlbears grab prey and drop it from great heights to soften it up.

Improved Grab (Ex): To use this ability, a winged owlbear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

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

Skills: Winged owlbears have a +8 racial bonus on Listen checks and a +4 racial bonus on Spot checks. *When in flight, winged owlbears gain a +8 bonus on Move Silently checks.

Originally appeared in Dragon Magazine #214 (1995).
 
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Shade

Monster Junkie
Clownfish, Giant

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-29.html

Clownfish, Giant
Small Animal (Aquatic)
Hit Dice: 1d8+2 (6 hp)
Initiative: +1
Speed: Swim 30 ft. (6 squares)
Armor Class: 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12
Base Attack/Grapple: +0/-5
Attack: Unarmed strike +1 melee (1d2-1)
Full Attack: Unarmed strike +1 melee (1d2-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Immunity to paralysis and poison, low-light vision
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 9, Dex 12, Con 14, Int 1, Wis 11, Cha 10
Skills: Intimidate +1, Listen +3, Spot +4, Swim +9
Feats: Alertness
Environment: Temperate and warm aquatic
Organization: Solitary or school (2-12)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This bright orange fish is vertically striped with wide bands of white. Each white band is bordered on both sides with a narrow black band, and the tail and fins are each black at the tips.

Larger versions of the tiny tropical clownfish, or clown anemonefish, giant clownfish make their homes in shallow, tropical waters. Giant clownfish are often called “bogeyfish” or “bogeys”.

In the wild, giant clownfish are most often encountered within the vicinity of a giant sea anemone. Clownfish exude a slimy coating that protects them from the anemone’s paralytic stings, so they are safe from most creatures while nestled within the anemone’s tentacles. In addition, the giant sea anemone serves as a food source for the clownfish, who often eat the tiny sea creatures that occasionally are caught in the anemone's tentacles. They also eat algae that forms on sea coral.

Clownfish are frequently preyed upon by sharks, rays, and large fish as well as ixitxachitl, sahuagin, and crabmen. Many giant clownfish are raised by sea sprites, who like them for their vivid coloration and often use the clownfish as riding mounts. The clownfish do not mind such servitude, as they are then protected not only by the sea sprites but also by the barracudas that many sea sprites use as guards and pets.

The female lays hundreds of reddish-orange eggs at a time, usually along the sea floor next to a giant sea anemone. The male, smaller than the female, follows in his mate's wake and fertilizes the eggs immediately after they’re laid. It is the male’s job to guard the eggs during the two weeks or so that it takes for them to hatch. If egg-eating fish or small marine creatures move too close to a clownfish’s nest, it can scare off the intruders by making loud clicking sounds. Newly-hatched clownfish are translucent and immediately go off on their own to feed. They gradually take on the standard coloration and find homes for themselves among giant sea anemones.

A giant clownfish averages 3 feet in length and weighs about 30 pounds.

COMBAT

Giant clownfish are essentially harmless to man-sized creatures, as they have no teeth and can swallow only creatures smaller than their own mouths. In extreme situations they can ”head butt” creatures that get too close, more to suggest the creature leave the vicinity than causing actual harm.

Skills: A giant clownfish 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 use their Dexterity modifier instead of their Strength modifier for Swim checks.

Originally appeared in Dragon Magazine #250 (1998).
 
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Shade

Monster Junkie
Arcadian Pony

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-22.html

Arcadian Pony
Medium Magical Beast (Extraplanar)
Hit Dice: 4d8+4 (26 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +4/+7
Attack: Tentacle +7 melee (1d2+3)
Full Attack: Tentacle +7 melee (1d2+3) and 2 hooves +2 melee (1d3+1) and bite +2 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disarm, trip
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 16, Dex 13, Con 14, Int 3, Wis 11, Cha 4
Skills: Listen +4, Spot +3
Feats: Endurance, Run
Environment: Peaceable Kingdoms of Arcadia
Organization: Domesticated or herd (6–30)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral, often lawful
Advancement: 5-6 HD (Medium)
Level Adjustment: +1 (cohort)

This strong, thick-bodied pony has green hide. Its ears resemble those of a rabbit, and a long tentacle grows from its breastbone.

Arcadian ponies hail from the harmonious, perfectly ordered plains of Arcadia. They are often imported to Sigil, where they are used to pull carts. Because an arcandian pony's tentacle is capable of fine manipulation, the beasts often carry a torch to light their way through darkened streets.

Although arcadian ponies will pull carts for benevolent masters, they will never carry riders.

A typical arcadian pony stands under 5 feet high at the shoulder and weighs 600 to 800 pounds.

COMBAT

Arcadian ponies are not afraid of combat but would rather flee than fight. They will try to trip or disarm opponents using their prehensile tentacle, then attack the disadvantaged foe with hooves and teeth

Disarm (Ex): An arcadian pony that hits with its tentacle attack can attempt to disarm the opponent (+9 check modifier, including a +2 racial bonus) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to disarm the pony.

Trip (Ex): An arcadian pony that hits with its tentacle attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the pony.

Training an Arcadian Pony
Although intelligent, an arcadian pony requires training before it will perform dangerous tasks on command. To be trained, an arcadian pony must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly arcadian pony in fighting, guarding or hunting (see the Handle Animal skill for details) requires a DC 25 Handle Animal check. They can be trained in non-hazardous labor (such as fetching and carrying, drawing carts by themselves, and carrying torches) with a DC 20 Handle Animal check, but can never be trained in combat riding or riding.

Arcadian pony colts are worth 1,000 gp each on the open market, while adults are worth 1,500 gp per head. Arcadian ponies mature at the same rate as horses. Professional trainers charge 1,000 gp to rear or train an arcadian pony, which serves a good or neutral master with absolute faithfulness for life.

Originally appeared in In the Cage: A Guide to Sigil (1995).
 
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Shade

Monster Junkie
Sprite, Gremlin

http://www.enworld.org/forum/genera...l-conversion-thread-finishing-off-fey-44.html

Sprite, Gremlin
Tiny Fey (Extraplanar)
Hit Dice: 1d6 (3 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +0/-6
Attack: Hammer +4 melee (1d2+2) or hammer +5 ranged (1d2+2)
Full Attack: Hammer +4 melee (1d2+2) or hammer +5 ranged (1d2+2)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Darkvision 60 ft., low-light vision, spell resistance 5
Saves: Fort +0, Ref +5, Will +4
Abilities: Str 15, Dex 16, Con 10, Int 15, Wis 14, Cha 16
Skills: Bluff +5, Climb +7, Concentration +2, Disable Device +10, Escape Artist +5, Hide +15, Listen +6, Move Silently +9, Open Lock +9, Search +4, Spot +6
Feats: Nimble Fingers
Environment: Any
Organization: Solitary, squad (5-10 plus one sawj of 3rd to 5th level), platoon (20-40 plus 1 looey of 2nd to 3rd level and 4 sawjes of 3rd to 5th level), company (41-200 plus 2 to 10 looeys of 2nd to 3rd level and 8 to 20 sawjes of 3rd to 5th level and 1 cap'em of 4th to 7th level)
Challenge Rating: 1
Treasure: Standard
Alignment: Always chaotic, often neutral
Advancement: By character class (sorcerer)
Level Adjustment: +4

This tiny creature resembles a bipedal jackrabbit crossed with a bull terrier. It is garbed in green breeches and a red jacket, and wears spats and a top hat.

Gremlins are mischevious sprites that embody the spirit of Murphy's Law: "anything that can go wrong, will".

Gremlins are an enigma. Although most display chaotic behavior, their society is strictly arranged into military hierarchies and formations.

Gremlins find simple pranks to be the best. Some favorites are: tripping people at the top of a darkened stairwell; blowing out a party’s torches just before an encounter with a monster; giving false or inaccurate information by pretending to be the voice of a “magic” mirror or some other object; removing arrowheads from their shafts; and drinking up all the lantern oil a party may be carrying.

Gremlins are not dependent on spells to carry out their disruptive duties. Since they are able to draw on generations of mechanical and technological knowledge gleaned from gremlin and human experiments, gremlins view magic as simply a supplement, an additional aid to be used only when a task really requires it.

A gremlin stands 1-1/2 feet tall and weighs up to 17 pounds.

Gremlins speak Sylvan. Some also speak Common.

COMBAT

Gremlins avoid direct confrontations, preferring to hide from opponents and torment them with their trickery. When they do fight they rely on ambushes and their magical abilities, only resorting to their pint-sized weaponry if they're cornered.

Spell-Like Abilities: At will—feather fall, invisibility (self only). Caster level 8th.

Spells: A gremlin casts spells as a 1st-level sorcerer, and can also cast cleric spells and those from the Artifice, Chaos, and Trickery domains as arcane spells.

Typical Sorcerer Spells Known (6/4):
0—dancing lights, mage hand, open/close, prestidigitation;
1st—animate rope, grease.

Skills: Gremlins have a +2 racial bonus on Climb, Disable Device, Listen, Move Silently, Search, and Spot checks. Gremlins use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher.

Gremlin Society
Young gremlins, or widgets, live with their parents until they become young males, known as grunts (young females are called "fifinellas"). They are then inducted into the Gremlin Forces and assigned to whatever division suits them: land, sea, or air.

Land gremlins live in underground burrows. The entrances are concealed or camouflaged to look like the entrance to a giant rat warren or some wild animal’s burrow. Marine gremlins (see below) have adapted to undersea life and live in grottos and undersea caverns. Spandules are gremlins which live entirely in the upper reaches of the sky. Spandules either ride on the backs of large flying creatures such as rocs, or live on high mountain peaks.

Starting at the bottom of the heap, the gremlin works his way up through the ranks until he either perishes in the line of duty or retires. Retired gremlins usually take the rank of Warrant Officer and become specialists.

The ultimate authority among gremlinkind is the Chief, who presides over a council of 10 of the highest-ranking gremlins. The Chief is chosen by the council members from among themselves and rules for a term of somewhere around four years; the council promotes a lower-ranking officer from among the brass to take the seat vacated by the newly-elected Chief. Re-election is possible. Chiefs who are not re-elected retire and become Inspector-Generals.

Gremlins as Characters
A gremlin character exchanges its 1 HD of fey for its first class level, so a 1st-level gremlin sorcerer has a d4 Hit Die, a +0 base attack bonus, the base save bonuses of a sorcerer, and the sorcerer's skill points and class skills.

Gremlin characters possess the following racial traits.
  • +4 Strength, +6 Dexterity, +4 Intelligence, +4 Wisdom, +6 Charisma.
  • Tiny size. +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, –8 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
  • A gremlin's base land speed is 20 feet.
  • Darkvision 60 ft., low-light vision.
  • Skills: Gremlins have a +2 racial bonus on Climb, Disable Device, Listen, Move Silently, Search, and Spot checks. Gremlins use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher.
  • Special Attacks (see above): Spell-like abilities, spells.
  • Special Qualities (see above): Spell resistance equal to 5 + class levels.
  • Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
  • Favored Class: Sorcerer.
  • Level adjustment +4.
Marine Gremlins
Marine gremlins have webbed feet with fins on the backs of their heels. They have a set of secondary gills which enable them to breathe underwater and live in grottos and undersea caverns. Marine gremlins have the Aquatic subtype, a swim speed of 20 ft. and the amphibious special quality.

Originally appeared in Dragon Magazine #79 (1983).
 
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Shade

Monster Junkie
Golem, Transient

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-53.html

Golem, Transient
Medium Construct (Incorporeal)
Hit Dice: 13d10+20 (91 hp)
Initiative: +3
Speed: Fly 10 ft. (perfect)
Armor Class: 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13
Base Attack/Grapple: +6/+6
Attack: Incorporeal touch +9 touch (infusion)
Full Attack: Incorporeal touch +9 touch (infusion)
Space/Reach: 5 ft./5 ft.
Special Attacks: Infusion
Special Qualities: Construct traits, crystal phylactery, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +4, Ref +7, Will +7
Abilities: Str —, Dex 17, Con —, Int —, Wis 17, Cha 16
Skills: —
Feats: —
Environment: Any
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Usually neutral
Advancement: —
Level Adjustment: —

The nearby fog as well has a slight tang of hot copper.

A transient golem is a sad creature of mist that craves life, to live as something more than semi-sentient air and water. Only in corporeal form can it feel physical sensations, experience human emotions, reason, and remember. Sadly, the transient golem can only assume a corporeal form by stealing life from other creatures, and this lasts but a short period of time.

When empowered by the essence of any living creature, the transient golem takes on that creature's form and appearance. Even clothing, armor, and weapons are duplicated, although they are merely solidified mist and do not function as the original objects.

The creator of the original transient golem is a mystery lost to the ages. It is speculated that a powerful wizard used a combination of a crystal ball, the trap the soul spell, and thirteen bound mist horrors.

COMBAT

In its natural mistlike form, the golem instinctually seeks out a host from which to steal life energy via infusion. Once the creature assumes a physical form, its next instinct is self-preservation, and it will take the most direct course of action available to it to maintain its new shape. The monster also begins to accumulate experience and memories immediately, and it quickly develops sophisticated methods to sustain itself without revealing its true nature.

A transient golem's armor class has a deflection bonus equal to its Charisma bonus or +1, whichever is higher.

Immunity to Magic (Ex): A transient golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

All spells with the Abjuration descriptor always function against a transient golem as if the golem was a creature of a type most vulnerable to the spell. e.g. a protection from evil spell affects a transient golem as if it was a summoned creature with the Evil subtype despite it being neutral and unlikely to be summoned. If the Abjuration would trap or control the golem, such as the dismissal, imprisonment or sequester spells, it instead "kills" the golem and forces it to return to its crystal phylactery (see below).

Note that this means protection from evil, magic circle against chaos and similar spells automatically prevent a transient golem using its Infusion attack, since they prevent summoned monsters from making bodily contact with those they are warding.

Infusion (Su): An incorporeal transient golem can attempt to enter the body of a living, corporeal creature in order to steal its life-force and copy its mind and body. First, the golem must succeed at an incorporeal touch attack to enter an orifice on its victim. If successful, on the next round the victim must succeed at a DC 19 Fort save or the transient golem enters their mind and nervous system, causing excruciating agony (-4 to attacks, skills and ability checks) for 1d4+1 rounds. In addition, the victim takes 1d3 Con damage per round as the golem saps their life-force. Finally, at the end of the 1d4+1 rounds, the golem leaves the victim's body and takes a corporeal form duplicating the victim (this is given by the Transient Golem Duplicate template below). If the save succeeds, the transient golem is expelled from the victim's body and can not use its Infusion attack against that creature again for 24 hours. The save DC is Charisma-based.

Crystal Phylactery
A transient golem's life force is stored in a crystal sphere similar to a lich's magic phylactery. The creation of a transient golem is actually the creation of its crystal phylactery. As a rule, the only way to get rid of a transient golem for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, the golem reappears 1d10 days after its apparent death.

A transient golem's crystal phylactery is Tiny and has 40 hit points, hardness 20, and a break DC of 40.

Transient Golem Duplicate
A transient golem can use its infusion special attack to turn itself into an imitation of any living creature. Its appearance is identical to the creature it is duplicating, but its behavior may be different. Most noticeably, they always have an obsessive thirst for blood, which they must feed upon to maintain their physical form.

Some transient golem duplicates do not realize they are imposters and sincerely believe they are the creature they are imitating.

Creating a Transient Golem Duplicate
"Transient golem duplicate" is an acquired template that can be added to any living, corporeal creature (referred to hereafter as the base creature).

A transient golem duplicate uses all the base creature's statistics and special abilities except as noted here.

Special Attacks: A transient golem duplicate retains all the special attacks of the base creature and gains a blood-draining incorporeal touch attack.

Steal Blood (Su): A transient golem duplicate has an incorporeal touch attack that does 1 point of Constitution damage, it can literally reach inside a victim to sup upon their blood and life force, as long as that victim has unhealed hit point damage. Any open wounds the victim may have will instantly close and stop bleeding (this stops any continuing damage from a wounding weapon or the like). This attack is subtle and completely painless. The victim will not realize they have been attacked unless they succeed at a DC 25 Spot check or a DC 20 Autohypnosis check. Victims will notice any miraculously closed wounds, of course, but this will appear as healing rather than an attack. Another character who closely examines the victim can notice their anemia with a successful DC 20 Heal check.

A transient golem duplicate can also steal blood through any natural attacks possessed by the creature it has duplicated, adding 1 point of Constitution damage to each such attack that hits.

Transient golem duplicates must use steal blood to maintain their corporeal form. For every day spent without stealing blood, a duplicate loses 1d3 points of Constitution. The duplicate can regain this lost Constitution using steal blood, regaining 1 point of Constitution for every point of Constitution damage it deals. If its Constitution ever falls to zero, it immediately loses its transient golem duplicate template and discorporate, becoming an incorporeal transient golem once more. The golem can not use steal blood to gain a Constitution score higher than the base creature it is duplicating. The golem instead gains 5 temporary hit points for every excess point of Constitution damage it steals, to a maximum equal to the bonus hit points of a Construct of its size. (e.g. a Medium duplicate can gain up to 20 temporary hit points through steal blood.)

Special Qualities: A transient golem duplicate has all the special qualities of the base creature as well as those described below.

Bloodthirst (Ex): A transient golem duplicate is driven by its need for fresh blood. Whenever it is within 60 ft. of a creature with a bleeding wound (from a sword of wounding or the like), it must succeed at a DC 15 Will save or immediately try to use its blood-draining touch to feed upon the bleeding creature's wound.

Discorporate (Ex): A transient golem duplicate can turn itself back into a transient golem as a standard action. It becomes incorporeal and loses all this template's abilities. Transient golems only discorporate in dire circumstances, they can become corporeal again by using their Infusion attack once more.

Immunity to Magic (Ex): A transient golem duplicate is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

All spells with the Abjuration descriptor always function against a transient golem as if the golem was a creature of a type most vulnerable to the spell. e.g. a protection from evil spell affects a transient golem as if it was a summoned creature with the Evil subtype despite it being neutral and unlikely to be summoned. If the Abjuration would trap or control the golem, such as the dismissal, imprisonment or sequester spells, it instead "kills" the golem and forces it to return to its crystal phylactery (see above).

Note that this means protection from evil, magic circle against chaos and similar spells automatically prevent a transient golem using its Infusion attack, since they prevent summoned monsters from making bodily contact with those they are warding.

Scent Blood (Ex): A transient golem duplicate can notice living creatures in a 60 feet by the smell of their blood. It can detect spilled blood at ranges of up to a mile, and track a bleeding creature as if it had the scent special quality and the Track feat.

Transient Immunities (Ex): Although a transient golem duplicate has most of the body functions of a living creature, it is only an imitation of life. It retains some construct traits of its incorporeal form, as follows:
  • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  • Immunity to death effects and necromancy effects.
  • Not subject to ability damage, ability drain or energy drain.
  • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
  • Since it was never alive, a transient golem duplicate cannot be raised or resurrected.
Abilities: Same as the base creature, except that its Constitution score may be reduced if it is short of blood (see Blood-Draining Touch, above).

A newly formed duplicate has a Constitution score equal to the Con damage it did to the base creature with its Infusion attack, it use Blood-Draining Touch to increase its Constitution to its full value as quickly as it can.

Environment: Any.
Challenge Rating: As base creature +1.
Alignment: Usually neutral.
Level Adjustment: —.

Sample Transient Golem Duplicates

Transient Golem Duplicate Cat
Tiny Animal
Hit Dice: ½d8 (2 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Claw +4 melee (1d2-4 plus steal blood) or touch +4 touch (steal blood)
Full Attack: 2 claws +4 melee (1d2-4 plus steal blood) and bite -1 melee (1d3-4 plus steal blood)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Steal blood
Special Qualities: Bloodthirst, discorporate, immunity to magic, low-light vision, scent, scent blood, transient immunities
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Skills: Balance +10, Climb +6, Hide +16*, Jump +10,
Listen +3, Move Silently +8, Spot +3
Feats: Stealthy, Weapon FinesseB
Environment: Temperate plains
Organization: Domesticated or solitary
Challenge Rating: 1
Advancement: —
Level Adjustment: —

Transient Golem Duplicate Dwarf
5th-level Fighter
Medium Humanoid (Dwarf)
Hit Dice: 5d10+10 (37 hp)
Initiative: +4
Speed: 20 ft. in chainmail (4 squares); base speed 20 ft.
Armor Class: 15 (+5 chainmail), touch 10, flat-footed 15
Base Attack/Grapple: +5/+7
Attack: Dwarven waraxe +8 melee (1d10+5/×3) or kukri +7 melee (1d4+3/18-20) or touch +7 touch (steal blood) or light crossbow +5 ranged (1d8/19-20)
Full Attack: Dwarven waraxe +6 melee (1d10+4/×3) and kukri +5 melee (1d4+1/18-20); or touch +7 touch (steal blood); or light crossbow +5 ranged (1d8/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dwarf traits, steal blood
Special Qualities: Bloodthirst, darkvision 60 ft., discorporate, dwarf traits, immunity to magic, scent blood, transient immunities
Saves: Fort +6*, Ref +3*, Will +2*
Abilities: Str 14, Dex 11, Con 14, Int 10, Wis 9, Cha 6
Skills: Climb +5, Craft (blacksmithing) +2, Craft (butchery) +2, Craft (stonemasonry) +2, Handle Animal +1, Intimidate +6
Feats: Improved Initiative, Power Attack, Two-Weapon Fighting, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe)
Environment: Temperate mountains
Organization: Solitary, team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (30-100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 6
Treasure: Standard coins; double goods; standard items
Alignment: Often lawful good
Advancement: By character class
Level Adjustment: —

This transient golem has copied the form of a failed dwarf adventurer who now works as a butcher.

Originally appeared in Children of the Night: The Created (1999).
 
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Shade

Monster Junkie
Genie, Tasked, Slayer

http://www.enworld.org/forum/general-monster-talk/268436-converting-al-qadim-creatures-34.html

Genie, Tasked, Slayer
Large Outsider (Extraplanar, Evil)
Hit Dice: 12d8+36 (90 hp)
Initiative: +8
Speed: 60 ft. (12 squares), fly 80 ft. (good)
Armor Class: 24 (-1 size, +4 Dex, +4 deflection, +7 natural), touch 17, flat-footed 20
Base Attack/Grapple: +12/+25
Attack: Scimitar +20 (1d8+9/15-20) or claw +20 (1d10+9); or throwing axe +15 ranged (1d8+9)
Full Attack: Scimitar +20/+15/+10 (1d8+9/15-20) and scimitar +20 (1d8+4/15-20) and 2 claws +20 melee (1d10+4); or 2 claws +20 (1d10+9) and 2 slams +20 melee (1d8+4); or 4 throwing axes +15 ranged (1d8+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Death attack, frightful presence, sneak attack +6d6, spell-like abilities
Special Qualities: Change shape, darkvision 60 ft., madness, plane shift, spell resistance 15, telepathy 100 ft.
Saves: Fort +11, Ref +12, Will +10
Abilities: Str 28, Dex 19, Con 16, Int 14, Wis 7, Cha 15
Skills: Balance +6, Climb +24, Concentration +18, Diplomacy +17, Hide +15, Jump +23, Intimidate +17, Listen +13, Move Silently +19, Spot +13, Survival +13, Tumble +19
Feats: Combat Reflexes, Deadly Precison, Improved Critical (scimitar), Improved Initiative (B), Multiweapon Fighting (B), Quicken Spell-Like Ability (blindness/deafness), Track
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 11
Treasure: Standard coins; double goods; standard items
Alignment: Always neutral evil
Advancement: 13-19 HD (Large); 20–30 HD (Huge)
Level Adjustment: —

This being resembles a mighty four-armed giant with dark, polished skin. One set of arms ends in lionlike paws with ivory claws, while the other ends in humanoid hands wielding a pair of wicked scimitars. Two fiery red eyes are found where a human's normally rest, while a green, pantherlike third eyes is centered between its two small horns. Coarse black hair cascades down its back between two massive, batlike wings.

Slayer genies arise when tasked genies are driven mad from long stretches of repetitive labor. They seek release in bloodshed, and they retain only a limited cunning. They have only one purpose: to commit murder as often as possible. As this sort of behavior tends to be noticed by sentient creatures nearby, slayer genies are usually very discreet about their activities, controlling the rage which motivates them because of their fear of discovery and punishment.

Slayer genies view all other creatures as merely sets of abilities and attributes to be overcome, creatures whose only purpose is to meet their death at the hands of the slayer. However, undead present a conundrum for slayer genies: should they kill things that are already dead? Given a choice, slayer genies always leave undead creatures for last, and if there is any chance of discovery, they leave the undead alone. This often results in undead creatures being blamed and hunted as the perpetrators of slayer genies’ crimes.

Slayer genies enjoy the company of other warriors of any race, and will spend hours discussing the advantages and disadvantages of various weapons, the fine points of anatomy, and the details of stealth, tactics, martial trickery, and armor with anyone willing to listen. Their fascination with violence and bloodshed goes far beyond the professional level, and slayer genies look forward to their own death in battle as a glorious occasion. Slayer genies know neither shame nor pride when asked to complete some mission; they merely seek to fulfill their role, and boast about it afterward. No trick is too cruel, no tactic too immoral, no job too unsavory for them to undertake.

A typical slayer genie stands 10 feet tall and weighs 2,700 pounds.

Slayer genies speak Auran, Common, Ignan, and Infernal in clipped sentences. However, they dislike social interaction and do not encourage questioning.

COMBAT

Slayer genies prefer to kill their targets quietly, generally employing silence before approaching a target. In melee, they attack either with their terrible claws or with scimitars, axes, cleaving polearms, morning stars, and maces.

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

Change Shape (Su): A slayer genie can assume the form of any Small, Medium, or Large humanoid or giant.

Death Attack (Ex): If a slayer genie studies an opponent for 3 rounds and then makes a melee sneak attack that successfully deals damage, the opponent must succeed on a DC 18 Fortitude save or die. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. The save DC is Intelligence-based.

The slayer genie can undertake other actions while studying the victim, so long as its attention stays focused on the target and the target does not detect the slayer genie or recognize the genie as an enemy. Once the slayer genie has completed the 3 rounds of study, it must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes its save), or if the slayer genie does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before it can attempt another death attack.

Frightful Presence (Ex): When a slayer genie charges, attacks, or flies overhead, it inspires terror in all creatures within 120 feet that have fewer Hit Dice or levels than it has. Affected creatures must succeed on a DC 18 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the slayer genie. The save DC is Charisma-based.

Madness (Ex): Slayer genies use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects.

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

Sneak Attack (Ex): A slayer genie has the sneak attack ability of a rogue of a level equal to its Hit Dice (+6d6 for a typical slayer genie).

Spell-Like Abilities: At will—blindness/deafness (DC 14), darkness, dimension door, gaseous form, greater invisibility, minor image (DC 14), silence (DC 14); 3/day—quickened blindness/deafness (DC 14). Caster level 14th. The save DCs are Charisma-based.

Feats: In combination with its natural abilities, a slayer genie's Multiweapon Fighting feat allows it to attack with all its arms at no penalty.

Originally appeared in Monstrous Compendium Al-Qadim Appendix (1992).
 
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Shade

Monster Junkie
Monoceros

http://www.enworld.org/forum/general-monster-talk/271060-special-conversion-thread-unicorns.html

Monoceros
Large Magical Beast
Hit Dice: 6d10+30 (63 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 18 (–1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +6/+16
Attack: Horn +14 melee (1d10+9)
Full Attack: Horn +14 melee (1d10+9) and 2 hooves +6 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Frighten beasts, powerful charge, trample 2d8+9
Special Qualities: Darkvision 60 ft., escalating gallop, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 23, Dex 14, Con 21, Int 6, Wis 13, Cha 10
Skills: Jump +14, Listen +6, Sense Motive +4, Spot +6
Feats: Alertness, Improved Bull Rush, Power Attack
Environment: Temperate and warm plains
Organization: Solitary, pair, or family (3-6)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic neutral
Advancement: 7–12 HD (Large); 13-18 HD (Huge)
Level Adjustment: —

This creature has a horselike body, the feet of an elephant, and the tail of a stag. A straight and spiraled horn, nearly four feet long, protrudes from the middle of its head.

A monoceros is a distant relative of the unicorn. Although herbivorous, a monoceros can be a fierce opponent. They dislike elephants and often attack them even when unprovoked. If captured, a monoceros never breaks, attacking all who approach it and refusing to eat, eventually dying of starvation.

A typical adult monoceros grows 7 to 12 feet in length and stands between 4 and 6 feet high at the shoulder. Most weigh about 2,000 pounds, but they can weigh up to 6,000 pounds. Females are slightly smaller and slimmer than males.

Monoceri speak Sylvan and Common.

COMBAT

Monoceri would rather flee threats using their extraordinary galloping ability, normally attacking only to defend themselves or their family. They either charge, impaling foes with their horns like lances, or strike with their hooves. A monoceros will fight to the death rather than let itself or a family member be captured. The horn is a +3 magic weapon, though its power fades if removed from the monoceros.

Escalating Gallop (Ex): A monoceros can travel at incredible speed by taking consecutive Run actions - it can move 300 feet in the first round, 400 feet in the second round and 500 feet on the third and subsequent rounds it takes a Run action. The monoceros must gallop in a straight line.

Frighten Beasts (Ex): A monoceros can unleash a horrifying howl as a free action. Any animal within 120 feet that has 4 HD or fewer Hit Dice must make a DC 13 Will save or become frightened for 2d6 rounds. This is a sonic, fear-based mind-affecting effect. The save DC is Charisma-based.

Powerful Charge (Ex): A monoceros deals 2d10+15 points of damage when it makes a charge.

Spell-Like Abilities (Ex): A monoceros can use detect poison at will as a free action. Three times per day, a monoceros can use remove disease (DC 13) and neutralize poison (DC 14) with a touch of its horn. Caster level 12th. The save DC is Charisma-based.

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

Originally appeared in Dragon Magazine #199 (1993).
 
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Shade

Monster Junkie
Maladomini Tiger

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-24.html

Maladomini Tiger
Medium Magical Beast (Extraplanar)
Hit Dice: 4d10+20 (42 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +4/+9
Attack: Bite +9 melee
Full Attack: Bite +9 melee (1d10+5) and 2 claws +4 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d6+2
Special Qualities: Darkvision 60 ft., immunity to disease and poison, low-light vision, resistance to cold 5 and fire 5, scent
Saves: Fort +9, Ref +7, Will +2
Abilities: Str 20, Dex 17, Con 21, Int 2, Wis 12, Cha 8
Skills: Balance +11, Climb +17, Hide +7*, Jump +13, Listen +6, Move Silently +9, Spot +6, Swim +13
Feats: Alertness, Multiattack
Environment: Nine Hells of Baator (Maladomini)
Organization: Solitary, pair, or family (3–5)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 5-6 HD (Medium), 7–12 HD (Large)
Level Adjustment: —

This creature resembles a cheetah made of black granite.

Maladomini tigers hail from the seventh layer of the Nine Hells, a plane filled with ruined, abandoned cities, mine pits, slag heaps, and brackish canals.

A Maladomini tiger is 3 to 5 feet long and weighs 110 to 130 pounds.

COMBAT

Maladomini tigers stealthily stalk prey among the rocky backdrops of their territory. When they feel it is time to strike, Maladomini tigers pounce upon prey, grabbing and raking with their bite and claws.

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

Pounce (Ex): If a Maladomini tiger charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +9 melee, damage 1d6+2.

Skills: Maladomini tigers have a +4 racial bonus on Hide and Move Silently checks and a +8 racial bonus on Balance, Climb, Jump, and Swim checks. A Maladomini tigers can always choose to take 10 on a Climb check, even if rushed or threatened.

*Maladomini tigers have an increased +4 racial bonus on Hide checks when in rocky terrain. This bonus on Hide checks increases to +8 when the Maladomini tiger is immobile.

Originally appeared in In the Cage: A Guide to Sigil (1995).
 
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Shade

Monster Junkie
Betta, Giant

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-30.html

Betta, Giant
Medium Animal (Aquatic)
Hit Dice: 3d8+3 (16 hp)
Initiative: +1
Speed: Swim 50 ft. (10 squares)
Armor Class: 12 (+2 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/+3
Attack: Bite +3 melee (1d8+1)
Full Attack: Bite +3 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage
Special Qualities: Low-light vision, water dependent
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 13, Dex 10, Con 12, Int 1, Wis 11, Cha 10
Skills: Listen +5, Spot +5, Swim +9
Feats: Alertness, Power Attack
Environment: Temperate and warm aquatic
Organization: Solitary or school (1 male plus 1-8 females)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Medium); 6-9 HD (Large)
Level Adjustment: —

This brightly-colored fish is the size of a human.

Giant bettas inhabit fresh, tropical waters not over 100 feet deep. They have to come to the surface and gulp air to breathe.

When a male betta is ready to breed, it creates a "bubble nest", an underwater air pocket at least one cubic foot in volume, set under an overhanging rock, a collection of interlocked branches, or other suitable object. The male betta inhales a large quantity of air at the surface, swims down to the nesting site, and exhales, forming the air pocket. Any leaks are stoppered by scooping mud onto the leaking spot. The male might also collect a few small shiny objects to enhance the attractiveness of its nest.

After mating, the female lays eggs in the bubble nest. The male then chases her away before she has a chance to eat the eggs. The male will guard the nest for two days, after which time the eggs hatch. After a short period of time, the male betta will eat whatever young remain in the area; the rest must scatter and hide. Young males soon start attacking each other and separate to go their own ways.

A giant betta averages 5 to 6 feet in length and weighs about 200 pounds. Males are brightly colored, coming in red, blue, and green versions; females are always a drab green. Males have longer fins than females.

COMBAT

Male giant bettas are extremely hostile toward other males of their kind. This hostility is so stronge that a male betta will even attack its own reflection or other brightly colored objects they see in the water.

Rage (Ex): A male betta will fly into a fury if it sees another male, gaining +4 Strength, +4 Constitution, and -2 AC. It even rages at the sight of its own reflection, meaning it will berserkly attack creatures wearing highly-polished armour. The fish cannot end its rage voluntarily, fighting to the death as long as it can see its rival.

When raging, a male betta's statistics change as follows:

Hit Dice: 3d8+9 (22 hp)
Armor Class: 10 (+2 natural, -2 rage penalty), touch 8, flat-footed 10
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d8+4)
Full Attack: Bite +5 melee (1d8+4)
Abilities: Str 17, Dex 10, Con 16, Int 1, Wis 11, Cha 10
Saves: Fort +6, Ref +3, Will +0
Skills: Listen +5, Spot +5, Swim +11

Water Dependent (Ex): Betta can breathe air as well as water, so can live in oxygen-less water by gulping down air from the surface. They can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules).

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

Female Giant Bettas
Female bettas are much less aggressive, attacking only out of hunger or in self defense. Females do not possess the males' rage ability and have the Toughness feat instead of Power Attack. The statblock changes as follows:

Hit Dice: 3d8+6 (19 hp)
Special Attacks: —
Feats: Alertness, Toughness

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

Monster Junkie
Ghost-Stone

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-28.html

Ghost-Stone

A powerful, evil individual may choose to send his malicious spirit into a specially prepared stone upon his death. The resulting undead spirit is known as a ghost-stone. The ghost-stone is often placed so that it guards the treasure the person hoarded in life. In fact, the treasure may actually be concealed within the stone itself.

A ghost-stone is a variation of the ghost template. It functions as a normal ghost, except it never possesses the standard malevolence or rejuvenation powers, may not use telekinesis against its stone phylactery, and always possesses the following abilities:

Special Attacks: The save DC against a special attack is equal to 10 + 1/2 ghost-stone’s HD + ghost-stone’s Cha modifier unless otherwise noted.

Blood Drain (Ex): As a swift action, a ghost-stone may automatically deal 1d3 points of Con damage to a single creature caught in its shadowtrap aura. Each time it drains blood, the ghost-stone gains 5 temporary hit points.

Shadowtrap Aura (Su): A ghost-stone continually projects an aura to a radius of 10-feet that captures creatures' shadows. Any creature within the area that casts a shadow must succeed on a Will save or become tethered to the ghost-stone via its shadow. A ghost-stone's shadowtrap aura does not function in areas of total darkness.

A creature trapped by the aura may not physically move outside the aura's area (or be physically moved by others), but is otherwise unhindered. The shadowtrap area is under an effect similar to dimensional anchor: a trapped creature cannot escape via plane shift, teleport, or other forms of extraplanar travel, although a creature with the shadow jump ability or other mode of shadow travel (such as the shadow walk spell) may escape the area as normal for the spell or ability. A freedom of movement spell has no effect on a shadowtrap, but creatures under a freedom spell are immune to its effects. If the ghost-stone is successfully turned or rebuked, the shadowtrap aura is disrupted for as long as the turning persists, granting trapped creatures a chance to escape the aura. A consecrate or hallow spell cast within the shadowtrap area also temporarily disrupts the aura for 1 round per caster level.

The ghost-stone can use its blood drain special attack (see above) to make incorporeal ranged touch attacks against a opponents within its shadowtrap.

Special Qualities: A ghost-stone has all the special qualities of the base creature, as well as those described below.

Stone Phylactery (Su): This sqecial quality of a ghost-stone replaces the standard ghost's rejuvenation ability. Each ghost-stone is bound to a Large stone, which has hardness 8, 540 hp, and a break DC of 50. The ghost is unable to move more than 10 feet from the stone phylactery. If this stone phylactery is not destroyed, a ghost-stone which is reduced to 0 hp or less will rejuvenate automatically in the stone in 1 day. A dispel evil (or similar spell) cast on the stone with a successful caster level check (DC equal to 10 + the ghost-stone's HD) breaks the connection between the ghost and the phylactery; in that case, the ghost loses the shadowtrap aura and can no longer rejuvenate unless it undergoes a new ritual binding it to the stone (a process that takes at least an uninterrupted day).

Turn Resistance (Ex): A ghost-stone has +4 turn resistance.

Sample Ghost-Stone
The following 5th-level human fighter willingly became a ghost-stone.

Ghost-Stone, 5th-Level Human Fighter
Medium Undead (Augmented Humanoid)(Incorporeal)
Hit Dice: 5d12 (32 hp)
Initiative: +5
Speed: Fly 30 ft. (perfect)(6 squares)
AC: 12 (+1 Dex, +1 deflection) touch 12, flat-footed 11 or 21 (+1 Dex, +8 full plate, +2 heavy shield), touch 11, flat-footed 20
Base Attack/Grapple: +5/+8
Attack: Incorporeal touch +6 melee or +8 against ethereal foes (1d6 or 1d6+3 against ethereal foes); or masterwork bastard sword +10 melee (1d10+3/19-20); or masterwork shortbow +7 ranged (1d6/x3)
Full Attack: Incorporeal touch +6 melee or +8 against ethereal foes (1d6 or 1d6+3 against ethereal foes); or masterwork bastard sword +10 melee (1d10+3/19-20); or masterwork shortbow +7 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, corrupting touch, manifestation, shadowtrap aura
Special Qualities: Darkvision 60 ft., incorporeal traits, stone phylactery, +4 turn resistance, undead traits
Saves: Fort +4, Ref +2, Will +2
Abilities: Str 16, Dex 13, Con -, Int 10, Wis 12, Cha 12
Skills: Climb +1, Hide -1, Listen +11, Ride +9, Search +8, Spot +11
Feats: Blind-Fight, Cleave, Exotic Weapon Proficiency (bastard sword), Improved Initiative, Power Attack, Weapon Focus (bastard sword)
Climate/Terrain: Temperate plains
Organization: Solitary, gang (2-4), or mob (7-12)
Challenge Rating: 8
Treasure: None
Alignment: Any
Advancement: By character class
Level Adjustment: +5

Combat

Blood Drain (Ex): As a swift action, a ghost-stone may automatically deal 1d3 points of Con damage to a single creature caught in its shadowtrap aura. Each time it drains blood, the ghost-stone gains 5 temporary hit points.

Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Shadowtrap Aura (Su): A ghost-stone continually projects an aura to a radius of 10-feet that captures creatures' shadows. Any creature within the area that casts a shadow must succeed on a DC 13 Will save or become tethered to the ghost-stone via its shadow. A ghost-stone's shadowtrap aura does not function in areas of total darkness. The save DC is Charisma-based.

A creature trapped by the aura may not physically move outside the aura's area (or be physically moved by others), but is otherwise unhindered. The shadowtrap area is under an effect similar to dimensional anchor: a trapped creature cannot escape via plane shift, teleport, or other forms of extraplanar travel, although a creature with the shadow jump ability or other mode of shadow travel (such as the shadow walk spell) may escape the area as normal for the spell or ability. A freedom of movement spell has no effect on a shadowtrap, but creatures under a freedom spell are immune to its effects. If the ghost-stone is successfully turned or rebuked, the shadowtrap aura is disrupted for as long as the turning persists, granting trapped creatures a chance to escape the aura. A consecrate or hallow spell cast within the shadowtrap area also temporarily disrupts the aura for 1 round per caster level.

The ghost-stone can use its blood drain special attack (see above) to make incorporeal ranged touch attacks against a opponents within its shadowtrap.

Stone Phylactery (Su): This sqecial quality of a ghost-stone replaces the standard ghost's rejuvenation ability. Each ghost-stone is bound to a Large stone, which has hardness 8, 540 hp, and a break DC of 50. The ghost is unable to move more than 10 feet from the stone phylactery. If this stone phylactery is not destroyed, a ghost-stone which is reduced to 0 hp or less will rejuvenate automatically in the stone in 1 day. A dispel evil (or similar spell) ast on the stone with a successful DC 15 caster level check breaks the connection between the ghost and the phylactery; in that case, the ghost loses the shadowtrap aura and can no longer rejuvenate unless it undergoes a new ritual binding it to the stone (a process that takes at least an uninterrupted day).

Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks.

Originally appeared in Dragon Magazine #162 (1990).
 
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Shade

Monster Junkie
Rummele

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-63.html

Rummele
Medium Outsider (Chaotic, Extraplanar)
Hit Dice: 5d8+20 (42 hp)
Initiative: +8
Speed: 50 ft. (10 squares), climb 40 ft., swim 40 ft.
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +5/+9
Attack: Bite +9 melee (1d6+6)
Full Attack: Bite +9 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Change size, spell-like abilities
Special Qualities: Blink, canid empathy, change shape, darkvision 90 ft., detect hostile intent, dimension door, energy plane adaptation, fast healing 1, immunity to death effects, disease, poison, petrification, and polymorph, low-light vision, scent, shared fast healing, slow fall, telepathy 100 ft.
Saves: Fort +8, Ref +8, Will +5
Abilities: Str 18, Dex 19, Con 18, Int 12, Wis 13, Cha 13
Skills: Climb +20, Concentration +12, Diplomacy +11, Hide +12, Jump +12, Listen +13, Move Silently +12, Sense Motive +9, Spot +13, Survival +9, Swim +12
Feats: Combat Reflexes, Deflect Arrows (B), Improved Initiative, Track (B)
Environment: Heroic Domains of Ysgard, Olympian Glades of Arborea, and Ever-Changing Chaos of Limbo
Organization: Solitary or pack (4–16)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic good or chaotic neutral
Advancement: 6-10 HD (Medium), 11-15 HD (Large)
Level Adjustment: —

This creature resembles a long-limbed, shaggy dog with a woolly coat. Shiny black eyes peer above its long, slender muzzle. Its ears are long and low-hanging.

Rummeles are extraplanar canids found primarily on the planes of Chaos and Goodness. They are good-natured and are particularly friendly toward humanoids, and although somewhat unreliable, rummeles generally mean well. Rummeles occasionally adopt humanoid form to travel among them, although the forms they assume always bear a prominent nose and bright black eyes,

A rummele stands 3 feet tall at the shoulder and weighs 180 pounds. Coat coloration varies wildly among individuals.

A rummele understands Celestial, but cannot speak due to its lack of a voice. It can communicate telepathically with any creature within 100 feet that has a language.

COMBAT

Rummeles prefer to avoid combat, which is often the case due to their keen senses and ability to detect hostile intent. If unable to escape, or if aiding another creature, a rummele uses its dimension door ability to great tactical advantage.

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

Blink (Su): A rummele can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action.

Canid Empathy (Ex): In any form, rummeles can communicate and empathize with any canine or dog-like animal, dire animal or magical beast. 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."

Change Shape (Su): A rummele can assume the form of any Small, Medium, or Large humanoid or giant.

Change Size (Sp): Twice per day, a rummele can magically reduce its size. This works just like a reduce person spell, except that the ability can work on the rummele. This is the equivalent of a 2nd-level spell.

Detect Hostile Intent (Su): A rummele is constantly aware of the presence of any creatures with hostile intent within 30 feet, and their direction (but not their specific location). The power detects active aggression, as opposed to vigilance. The rummele cannot be surprised or caught flat-footed by creatures that are susceptible to mind-affecting powers. Additionally, a rummele can make Sense Motive checks as a free action against anyone within 30 feet. This power can penetrate barriers, but 3 feet of stone, 3 inches of common metal, 1 inch of lead, or 6 feet of wood or dirt blocks it.

Dimension Door (Su): A rummele can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the rummele, which never appears within a solid object and can act immediately after teleporting.

Energy Plane Adaptation (Ex): A rummele is immune to the effects of negative-dominant or positive-dominant planar energy traits.

Shared Fast Healing (Su): A rummele may transfer its fast healing ability to another creature. To do so, the rummele must remain in physical contact with the recipient for a full round. The recipient benefits from the rummele's fast healing ability as if it possessed that special quality. While another benefits from the shared fast healing, the rummele is considered to lack that special quality. The shared fast healing continues as long as the rummele and the recipient remain in contact, and takes no action on either's part.

Slow Fall (Ex): A rummele within paw's reach of a wall can use it to slow its descent, taking damage as if the fall were 30 feet shorter than it actually is.

Spell-Like Abilities: At will—detect evil, detect good, find the path, invisibility; 1/day—baleful polymorph (DC 16), create food and water, create wine (as create water, but wine instead), haste, major creation (created vegetable matter is permanent). Caster level 6th. The save DCs are Charisma-based.

Skills: A rummele has a +4 racial bonus on Listen and Spot checks, and a +8 racial bonus on Climb checks. A rummele can always choose to take 10 on a Climb check, even if rushed or threatened. A rummele has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

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

Monster Junkie
Sugo

http://www.enworld.org/forum/general-monster-talk/201788-converting-psionic-creatures-23.html

Sugo
Large Outsider (Aquatic, Evil, Extraplanar, Psionic)
Hit Dice: 14d8+98 (161 hp)
Initiative: +5
Speed: 50 ft. (10 squares), swim 50 ft.
Armor Class: 22 (-1 size, +5 Dex, +8 natural), touch 14, flat-footed 17
Base Attack/Grapple: +14/+23
Attack: Sucker-tentacle +19 melee touch (1d4+5 plus attach)
Full Attack: 8 sucker-tentacles +19 melee touch (1d4+5 plus attach)
Space/Reach: 10 ft./10 ft.
Special Attacks: Attach, psi-like abilities
Special Qualities: Amphibious, darkvision 60 ft., immunity to cold and electricity, power resistance 18, vulnerability to fire
Saves: Fort +16, Ref +14, Will +11
Abilities: Str 20, Dex 21, Con 25, Int 13, Wis 10, Cha 16
Skills: Autohypnosis +19, Concentration +24, Escape Artist +15, Hide +18*, Intimidate +20, Jump +13, Knowledge (the planes) +18, Listen +17, Search +18, Spot +17, Survival +0 (+2 on other planes, +2 following tracks), Swim +13
Feats: Combat Reflexes, Hold the Line, Iron Will, Rapid Metabolism, Weapon Focus (sucker-tentacle)
Environment: Infernal Battlefield of Acheron
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always evil, often lawful
Advancement: 15-20 HD (Large); 21-40 HD (Huge); 41-60 HD (Gargantuan)
Level Adjustment: —

A flattish brown disc arises from the muck. A large red eye sits centered atop the disc. Radiating from the sides of the disc are eight slimy, brown tentacles, each terminating in a large gray sucker cup.

Sugos are vile fiends that lurk in slimy mud along the banks of the River Styx. Many are found on slimy cubes covered in vast, stinking bogs upon the first layer of Acheron.

Planar scholars suggest that Juiblex created the first sugos, but they rebelled and fled to the Lawful Lower Planes to avoid his wrath.

Sugos greedily devour the little bugs and large worms that crawl along the River Styx, but prefer greater prey.

A typical sugo has a body 5 to 7 feet in diameter with tentacles 7 or 8 foot long. It weighs around 1500 to 3000 pounds.

Sugos speak Abyssal and Infernal.

COMBAT

Sugos lie buried in the mud until prey approaches, then seek to attach as many sucker-tentacles as possible to drain their victims dry of blood. Sugos use their psionic powers to enhance their chances of catching prey, or to help bring down larger numbers or deadlier foes.

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

Attach (Ex): If a sugo hits with a sucker-tentacle attack, the sucker-tentacle, in addition to dealing normal damage, attaches to the opponent's body. A sucker-tentacle can be severed by a single attack with a slashing weapon (made as an attempt to sunder a weapon) dealing at least 1/10 of the sugo's total hit points (16 points of damage for a typical sugo).

Blood Drain (Ex): A sugo drains blood in any round when it begins its turn with at least one sucker-tentacle attached to a victim. This blood drain deals 1d3 points of Constitution damage per sucker-tentacle attached.

Psi-Like Abilities: At will—chameleon, ego whip (2d4 Cha, DC 17)*, grip of iron (+2 enhancement bonus)*, thought shield (6 rounds, power resistance 18)*; 3/day—concealing amorpha, id insinuation (3 targets, DC 17)*, psionic blast (3 rounds, DC 16)*, strength of my enemy (+2 maximum enhancement bonus)*; 1/day—greater concealing amorpha, intellect fortress (4 rounds)*. Manifester level 7th. The save DCs are Charisma-based.
*Includes augmentation for the sugo's manifester level.

Skills: A sugo can squeeze and contort its slimy body, giving it a +10 racial bonus on Escape Artist checks. A sugo 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 sugo gains a +4 racial bonus on Hide checks when in swampy terrain. Further, a sugo can submerge itself in mud or water until only its eye is left showing, gaining a +10 cover bonus on Hide checks.

Non-Psionic Sugos
If you do not use psionics in your campaign, make the following changes:

Large Outsider (Aquatic, Evil, Extraplanar)
Special Attacks: Attach, spell-like abilities
Special Qualities: Amphibious, darkvision 60 ft., immunity to cold and electricity, spell resistance 18, vulnerability to fire
Skills: Concentration +24, Escape Artist +15, Hide +18*, Intimidate +20, Jump +13, Knowledge (the planes) +18, Listen +17, Search +18, Spot +17, Survival +17 (+19 on other planes, +19 following tracks), Swim +13
Feats: Combat Reflexes, Endurance, Iron Will, Stand Still, Weapon Focus (sucker-tentacle)

Spell-Like Abilities: At will—blur, lesser confusion (DC 14); 3/day—confusion (DC 17), fear (DC 17), invisibility (self only), vampiric touch; 1/day—greater invisibility (self only), lesser globe of invulnerability. Caster level 7th. The save DCs are Charisma-based.

Originally appeared in Dragon Magazine #47 (1981).
 
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Shade

Monster Junkie
Being of the Ball

http://www.enworld.org/forum/genera...eneric-setting-second-edition-monsters-8.html

Being of the Ball
Medium Outsider (Extraplanar)
Hit Dice: 10d8+50 (95 hp)
Initiative: +5
Speed: 30 ft. (6 squares), fly 50 ft. (good)
Armor Class: 22 (+3 Dex, +9 natural), touch 13, flat-footed 19
Base Attack/Grapple: +10/+12
Attack: Claw +12 melee (1d6+2 plus disease)
Full Attack: 2 claws +12 melee (1d6+2 plus disease) and bite +10 melee (2d6+1 plus poison) and 2 talons +10 melee (1d6+1 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease, poison, spell-like abilities, true seeing
Special Qualities: Damage reduction 10/cold iron or obsidian, darkvision 60 ft., immunity to electricity and poison, knowledgeable, object reading, plane shift, resistance to acid 10, cold 10, and fire 10, scrying, spell resistance 17, telepathy 100 ft.
Saves: Fort +12, Ref +10, Will +12
Abilities: Str 15, Dex 17, Con 21, Int 18, Wis 20, Cha 16
Skills: Appraise +17, Bluff +16, Concentration +18, Diplomacy +7, Decipher Script +17, Disguise +3 (+5 acting), Gather Information +16, Intimidate +5, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +18, Sense Motive +18, Spellcraft +19 (+21 scrolls), Spot +18, Survival +5 (+7 on other planes), Use Magic Device +16 (+20 scrolls)
Feats: Blind-Fight, Eyes In The Back Of Your Head, Jack of All Trades, Multiattack
Environment: Astral Plane
Organization: Solitary
Challenge Rating: 9
Treasure: No coins; triple goods (gems only); double items
Alignment: Always neutral
Advancement: 11-14 HD (Medium); 15-30 HD (Large)
Level Adjustment: —

This winged, man-shaped creature has a head and wings of a great owl. While its wings are covered in snowy-white feathers, its head and body are covered in smooth skin with the opalescent colours of mother-of-pearl. Its hands and feet sport raptor's talons. The head's only features are an owl-like beak and a huge pair of round eyes, which shine like bottomless pools of moonlit water.

A being of the ball is an extraplanar entity of unknown origins with great oracular powers. Most commonly encountered as a result of the question ball spell (see below), these creatures can occasionally be found roaming the planes for reasons unknown.

A being of the ball stands 5 to 6 feet tall and weighs 125 to 200 pounds.

A being of the ball speaks Common, Abyssal, Celestial, Draconic, Infernal, and its own language.

COMBAT

A being of the ball enjoys feeding upon mortal flesh, and uses its sleep-inducing venom to further this end.

Disease (Ex): Demon fever—claw and talon, Fortitude DC 20, incubation period 1 day, damage 1d6 Con. The save DC is Constitution-based.

Knowledgeable (Ex): A being of the ball makes Knowledge checks for any Knowledge skills as if it had a minimum of 10 ranks in that skill. To surpass the 10-rank minimum, the being must assign more than 10 ranks to the skill as normal.

Object Reading (Su): A being of the ball may learn details of an inanimate object’s previous owner simply by studying it. This works exactly as the object reading psionic power, except the reading lasts as long as the being of the ball continues to concentrate on it.

Plane Shift (Sp): A being of the ball can travel from the Astral Plane or Ethereal Plane to any plane that borders either and back again. This ability is similar to a plane shift spell, except that the being of the ball can transport itself only and it chooses its destination with pinpoint accuracy.

Poison (Ex): Injury (bite), Fortitude DC 20, initial damage sleep for 1d6 hours, secondary damage none. The save DC is Constitution-based.

Scrying (Su): This ability is similar to a scry spell (caster level 14th) except the scrying lasts as long as the being of the ball continues to concentrate on it. The being of the ball may use any detect spell or the message spell through the scrying sensor with no chance of failure.

Spell-Like Abilities: At will—augury, detect thoughts, greater teleport (self plus 50 pounds of objects only), mirror image, telekinesis (DC 18); 3/day—arcane sight; 1/day—contact other plane, heroism, legend lore. Caster level 12th. The save DCs are Charisma-based.

True Seeing (Su): A being of the ball continuously uses true seeing as the spell (caster level 14th).

Skills: A being of the ball has a +8 racial bonus on Listen and Spot checks.

New Spell: Question Ball

Question Ball
Conjuration (Calling)
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Duration: Concentration

A question ball spell conjures a magical sphere containing an extraplanar being which answers any questions put to it. The caster places a gem or piece of crystal atop a pile of sulphur and sets fire to it. While the flames consume the sulphur, the caster performs the verbal and somatic components of the spell, upon the completion of which the gem or crystal disappears in a sulphurous flash (no damage), leaving behind the "question ball", which resembles a shimmering sphere of crystal.

The being inside the question ball is bound to answer the caster's questions as payment for the gemstone that disappeared. It will answer one question per caster level. The caster must concentrate on maintaining the spell (a standard action) in order to ask questions or receive to the being's answers.

The being of the ball can answer questions about any object or creature except for divine beings, artifacts, and subjects concealed from divination by powerful magic such as the sequester or screen spells. The being of the ball may give answers ranging from a simple "yes" or "no" to multiple sentences, but no answer will be longer than a minute. These beings are deceitful. They have a 50% chance of answering accurately, the other 50% of the time the answer will be a well-crafted lie (a being of the ball has a +16 Bluff check). A being of the ball never answers "I don't know", it will always lie rather than admit ignorance.

If the question ball is broken, the being of the ball will appear and seek to kill its summoner and any other creature in its vicinity, if it wins the fight it will devour its summoner (or another victim if the summoner escaped its wrath) and then plane shifts away with any valuables it has taken a fancy to. The ball can be broken by physical force (6 hp, hardness 2, break DC 20) or by having the psionic power baleful teleport or the spells gate, greater shout, plane shift or trap the soul cast upon it (no saving throw).

The question ball will vanish once the caster ceases concentrating or has used up all their questions.

Material Component: A gem or piece of crystal worth at least 5,000 gold pieces.

Originally appeared in Dragon Magazine #106 (1986).
 
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Shade

Monster Junkie
Pilfer Vine

http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants-14.html

Pilfer Vine
Small Plant
Hit Dice: 2d8 (9 hp)
Initiative: +9
Speed: 5 ft. (1 square)
Armor Class: 16 (+1 size, +5 Dex), touch 16, flat-footed 11
Base Attack/Grapple: +1/+3
Attack: Vine +7 melee (1d4-3)
Full Attack: 2 vines +7 melee (1d4-3)
Space/Reach: 5 ft./5 ft. (10 ft. with vine)
Special Attacks: Constrict 1d8-3, improved grab, vines
Special Qualities: Camouflage, damage reduction 5/piercing or slashing, low-light vision, plant traits, resistance to cold 10, slowed by cold
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 4, Dex 20, Con 10, Int 3, Wis 13, Cha 9
Skills: Sleight of Hand +18
Feats: Improved Disarm (B), Improved Initiative, Weapon Finesse (B)
Environment: Temperate or warm forests and underground
Organization: Solitary or patch (2–4)
Challenge Rating: 1
Treasure: 1/10th coins; double goods (shiny objects only); standard items
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-8 HD (Large); 9–14 HD (Huge)
Level Adjustment: —

This large mass of tangled and twisted vines is dull green with green-brown broad leaves. Tiny, dark splotches are visible upon the leaves.

Pilfer vines are sentient plants with an unusual affinity for bright, shiny items. Visual organs dot its broad leaves, transmitting images to its vegetable brain, which is surrounded by a tough mass of twisted vines. The plant is color-blind.

A pilfer vine’s treasure is hidden in or around the plant. In addition to actual valuables, this cache includes shiny items such as bits of broken glass, bits of metal, small mirrors, and the like.

Pilfer vines can occasionally be tended by humanoids and serve as guardians. In exchange for a supply of shiny items, the pilfer vine will recognize its benefactors and not steal from them or their friends, if so instructed via a speak with plants spell or similar magic.

A mature plant consists of a main vine about 20 feet long, with smaller vines up to 5 feet long that branch off the main vine every 6 inches or so.

COMBAT

Pilfer vines are non-aggressive, attacking only in retaliation and self-defense. They are vulnerable to fire, and as a result never attempt to steal from or attack anyone carrying a torch or other heat source.

Camouflage (Ex): Since a pilfer vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.

Constrict (Ex): A pilfer vine deals 1d4 points of damage with a successful grapple check against a creature of its size or smaller. Because it seizes its victim by the neck, a creature in the pilfer vine's grasp cannot speak or cast spells with verbal components.

Improved Grab (Ex): To use this ability, a pilfer vine must hit with a vine attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Pilfer vines receive a +8 racial bonus on grapple checks, which is already included in the statistics block.

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

Slowed by Cold (Ex): An attack that deals cold damage slows a pilfer vine (as the slow spell) for 1d4+1 rounds, with no saving throw.

Vines (Ex): A pilfer vine uses a pair of vines to attack opponents and to attempt to steal valuables. These attacks deal bludgeoning damage. A pilfer vine gains a bonus on grapple checks if using more than one vine against a single victim (see improved grab, above).

A pilfer vine gains a +2 circumstance bonus on Sleight of Hand checks when grappling an opponent.

An opponent can make sunder attempts against these vines as if they were weapons. A vine has 4 hit points. If a pilfer vine is currently grappling a target with one vine, it usually uses another to make its attack of opportunity against the sunder attempt. Severing a vine deals damage to the pilfer vine equal to half the limb’s full normal hit points. A pilfer vine usually withdraws from combat if it loses both vines. A pilfer vine regrows severed vines in 1d10+10 days.

Skills: Pilfer vines have a +8 racial bonus on Sleight of Hand checks.

Advanced Pilfer Vines
A pilfer vine gains one additional vine attack for every 2 Hit Dice gained (to a maximum of 8 vines at 14 HD). Vines have hit points based upon the pilfer vine's size: Small = 4 hp; Medium = 8 hp; Large = 12 hp; Huge = 16 hp.

Originally appeared in Dragon Magazine #101 (1985).
 
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