Creature Catalog new 3.5 conversions

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Monster Junkie
Duruch’i-lin, Duru

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

Duruch’i-lin, Duru
Gargantuan Magical Beast (Extraplanar)
Hit Dice: 26d10+182 (325 hp)
Initiative: +13
Speed: 80 ft. (16 squares), fly 100 ft. (perfect)
Armor Class: 32 (-4 size, +5 Dex, +8 deflection, +13 natural), touch 19, flat-footed 27
Base Attack/Grapple: +26/+49
Attack: Bite +33 melee (2d10+11) or 4 magic bolts +29 ranged (3d6+2 force)
Full Attack: Bite +33 melee (2d10+11) and 2 hooves +28 melee (1d10+5) or 4 magic bolts +29 ranged (3d6+2 force)
Space/Reach: 20 ft./15 ft.
Special Attacks: Aura of silver 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 +30, Ref +28, Will +17
Abilities: Str 32, Dex 20, Con 24, Int 27, Wis 21, Cha 27
Skills: Balance +34, Concentration +37, Diplomacy +41, Handle Animal +37, Heal +40, Jump +31, Knowledge (arcana) +43, Knowledge (geography) +43, Knowledge (nature) +37, Knowledge (religion) +37, Knowledge (the planes) +37, Listen +36, Move Silently +34, Search +37, Sense Motive +34, Spellcraft +41, Spot +34, Survival +5 (+9 following tracks, +9 to keep from getting lost or to avoid natural hazards, +9 in aboveground natural environments, +9 on other planes)
Feats: Blind-Fight, Combat Expertise, Epic Reflexes, 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: 20
Treasure: None
Alignment: Always lawful good
Advancement: 27-36 HD (Gargantuan), 37-65 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 blue 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 duru has an affinity with all living creatures. He is especially fond of creatures of the forest, with whom he shares a strong bond of friendship and trust. A duru seldom walks on the ground, fearing he will accidentally trample an innocent insect or damage the vegetation. He eats only minerals and drinks only from the purest of streams.

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

The courtship ritual of the duru is long and complex. When a duru finds an agreeable ch’i-lin, he introduces her to an assembly of forest animals, including at least one representative of every species in his territory. (The territory usually covers 10,000 sq. miles or more.) If the animals accept her, the male then introduces the chi’i-lin to representatives of the Celestial Bureaucracy. If they approve of the mating, the pair retires to another plane, where they spend no less than five years sharing every detail of their life histories. The couple gives birth to a single infant, raising it in this alternate plane until it reaches maturity (about 50 years). When the child has matured, all members of the family go their own way.

A typical adult duru grows to 50 feet in length, stands 35 feet high at the shoulder, and weighs 150 tons.

A duru 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. His voice sounds like the tinkling of silver bells.

COMBAT

The duru is normally passive and docile, and resorts to violence only as a last resort.

Aura of Silver Flames (Sp): Three times per day, a duru may produce an aura of silver flame around itself, which lasts for 1 round per caster level. Any weapon that strikes the duru 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 duru can unleash a volley of magical bolts from its horn. Each bolt can be targeted at a different creature, or the duru 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+2 points of force damage on a hit. The duru's bolts are treated as magic weapons with a +2 enhancement bonus.

Plane Shift (Sp): A duru can enter Peaceable Kingdoms of Arcadia, the Astral Plane, or the Material Plane. This ability transports the duru and up to eight other creatures, provided they remain in physical contact with the duru. 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. The save DCs are Charisma-based.

Unearthly Grace (Su): A duru adds his Charisma modifier as a bonus on all his saving throws, and as a deflection bonus to his Armor Class. (The statistics block already reflects these bonuses).

Water Walk (Su): A duru 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 duru 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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Monster Junkie
Marl

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-45.html

Marl
Huge Aberration
Hit Dice: 10d8+50 (95 hp)
Initiative: +6
Speed: 20 ft. (4 squares), swim 60 ft.
Armor Class: 22 (-2 size, +2 Dex, +12 natural), touch 10, flat-footed 20
Base Attack/Grapple: +7/+24
Attack: Sickle +14 melee (2d6+9) or slam +14 melee (1d6+9)
Full Attack: Sickle +14/+9 melee (2d6+9) and 7 sickles +14 melee (2d6+4) or 8 slams +14 melee (1d6+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved grab, constrict 2d8+9
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities
Saves: Fort +8, Ref +5, Will +8
Abilities: Str 28, Dex 15, Con 20, Int 11, Wis 13, Cha 10
Skills: Hide +3*, Listen +7, Move Silently +11, Spot +7, Swim +17
Feats: Improved Initiative, Multiweapon Fighting (B), Power Attack, Reckless Offensive, Stealthy
Environment: Temperate and warm marshes
Organization: Solitary or company (1 plus 3-20 humanoid fighters of 3rd to 5th level)
Challenge Rating: 7
Treasure: Standard coins, no goods or items
Alignment: Usually neutral
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Level Adjustment: —

This massive, serpentine creature has four sets of arms ending in humanoid hands. Its body is covered in fine brown scales, while its underbelly is white. Its snakelike head is hooded like that of a cobra.

Marls, also called "slime devils", are reptilian creatures found in swamps, along rivers, and other wetlands. Marls often serve as guardians or mercenaries, especially for snake-like creatures such as yuan-ti or ophidians. These creatures are rumored to have been created through magical experimentation, possibly by yuan-ti.

Marls live only to hunt and to lie in the warmth of the sun. Marls are strict carnivores, feeding primarily on water fowl and mammals smaller than themselves. Though a few of them might be found in the same area, they have little commerce with one another, except during mating. Marls mate in the late winter, producing eggs about three months later. The eggs hatch after another five months, producing cobra-like snakes about two feet long. Over the next two years, these young grow rapidly; their arms begin to grow after about a year.

Marls adapt readily to other societies. When hired as mercenaries they are usually paid in food and shiny trinkets. They learn rapidly, sometimes even exhibiting strong talents for artistic endeavors.

A typical marl is 40 feet long and weighs between 4,000 and 5,000 pounds. These creatures are usually brown, with white underbellies, though those that live in especially verdant swamp often have green splotches. Their arms have the same colors as their bodies, and are covered in fine scales. Marls have a lifespan of up to 20 years.

Marls speak Common and Draconic.

COMBAT

Marls are very aggressive. They typically float in water until prey gets close, then strike from ambush. Marls become frenzied at the sight of any type of bird, attacking without tactics until all birds in sight are dead, or until slain themselves.

Constrict (Ex): A marl deals 2d8+9 points of damage with a successful grapple check.

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

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

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

Originally appeared in Monstrous Compendium Annual Volume Two (1995).
 
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Monster Junkie
Ghazneth, Rowan Cormaeril

http://www.enworld.org/forum/general-monster-talk/213696-special-conversion-thread-ghazneths-8.html

Ghazneth, Rowan Cormaeril, the Scourge of Storms and Lightning
Medium Outsider (Evil, Ghazneth, Native)
Hit Dice: 8d8+16 (52 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 21 (+2 Dex, +9 natural), touch 12, flat-footed 19
Base Attack/Grapple: +8/+10
Attack: Claw +10 melee (1d4+2) or longsword +10 melee (1d8+2/19-20) or shortbow +10 ranged (1d6/x3)
Full Attack: 2 claws +10 melee (1d4+2) and bite +8 melee (1d6+1) or longsword +10/+5 melee (1d8+2/19-20) and bite +8 melee (1d6+1) or shortbow +10/+5 ranged (1d6/x3) or shortbow +8/+8/+3 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Expend magic
Special Qualities: Absorb magic, damage reduction 10/cold iron, darkvision 60 ft., expend magic, rejuvenation
Saves: Fort +8, Ref +8, Will +7
Abilities: Str 15, Dex 14, Con 14, Int 13, Wis 12, Cha 19
Skills: Balance +4, Concentration +11, Diplomacy +8, Gather Information +6, Hide +11, Jump +21, Knowledge (local) +10, Knowledge (nature) +3, Knowledge (nobility and royalty) +10, Listen +10, Move Silently +11, Sense Motive +10, Spot +10, Survival +10, Tumble +13
Feats: Multiattack, Point Blank Shot, Rapid Shot
Environment: Cormyr and surrounding lands
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Neutral
Advancement: -
Level Adjustment: -

At a distance, this man has a noble bearing. On closer inspection, though, his face shows great pain, and his eyes hint at power beyond the merely human.

Rowan is a newly created ghazneth. He is the father of Azoun V and still retains many feelings of loyalty toward Cormyr, so he holds himself aloof from the other ghazneths. Still, it is hard to know what effects the transformation into a ghazneth may have on him, as Rowan spends many lonely hours contemplating his fate.

Rowan is a few inches short of 6 feet tall and 160 lb.

Rowan speaks Common and Chondathan.

COMBAT

Rowan prefers to attack from ambush when possible to get best use of his skirmish ability, but, when caught off-guard, his skill in melee and lightning bolts serve him well. His strong emotions can cause him to call up small storms, but they are strongest when he can focus on them.

Absorb Magic (Su): A ghazneth can ready an action to absorb spells or spell-like abilities as a rod of absorption, although the ghazneth is stunned for one round for each level that it absorbs. In addition, a ghazneth can absorb charges from charged magical items, absorbing one charge per round of contact. A charge grants as many levels as appropriate to the effect (for example, a charge from a wand of magic missile gives 1 level, but a charge from a wand of fireball gives 3 levels). Charges of non-spell effects grant one level for every two caster levels of the effect (rounded up). The charges are forever lost to the magic item, as if they had been used normally.

Ghazneths may also spend one hour to discharge a permanent magical item (or one with daily charges) completely, rendering it a mundane item. Ther ability requires continuous contact. The ghazneth gains 10 spell levels per spell level of each effect of the magic item (or 1/2 the caster level of the effect, rounded up).

A ghazneth may store one level for each year of its age. As a newly transformed ghazneth, Rowan can store only one magic level at a time.

Expend Magic (Su): Rowan may expend stored magic to utilize the following powers.

Detect Magic (Su): Rowan continuously detects all magic (as the detect magic spell) within 1 miles. This ability drains one stored magic level per day.

Fast Healing (Su): Rowan may expend one stored magic level to gain fast healing 5 for 10 minutes.

Skirmish (Su): Rowan may expend one stored magic level as an immediate action to add 3d6 hp of precision damage to a single successful attack.

Call Storms (Su): By expending one stored magic level, Rowan may create a rain or sleet storm (as appropriate to the local climate) within a cylinder of 40 ft radius and 20 ft height anywhere within 400 ft. This storm blocks all vision (including darkvision), extinguishes small fires, and lasts as long as Rowan concentrates; a sleet storm causes the ground to become icy and requires a DC 10 Balance check to allow half movement (failure indicates falling prone). Each 2 minutes that Rowan concentrates, the dimensions of the storm double. If Rowan maintains concentration for 15 minutes, the storm becomes independent, affecting a 2 mile radius surrounding Rowan for 4d12 hours as per the spell control weather. Rowan's vision is unaffected by storms he calls.

Lightning (Su): By expending a stored magic level, Rowan may call a 5 ft wide, 30 ft long vertical line of lightning within a range of 60 ft. This bolt does 3d6 points of electricity damage (a DC 18 Reflex save halves the damage; the save DC is Charisma-based). Furthermore, by maintaining Concentration, Rowan may call an additional lightning bolt each round for a maximum of 6 rounds in total. Outdoors in stormy weather, each lightning bolt does 3d10 points of electricity damage.

Rejuvenation (Su): Ghazneths are not destroyed through simple combat: When a ghazneth is reduced to 0 hp, it immediately heals as many hit points as possible through its remaining magic levels. If it has no magic levels remaining, the ghazneth lies dormant for 2d10 hours and then absorbs a level of magic directly from the Weave, at which point it heals itself. Even the most powerful spells are usually only temporary solutions. Typically, there is a unique means to destroy a given ghazneth. The exact means varies and may require a good deal of research to discover (a DC 15 + ghazneth's CR Knowledge (history) check).
 

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Monster Junkie
Swarm, Batfly

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-25.html

Swarm, Batfly
Tiny Magical Beast (Extraplanar, Swarm)
Hit Dice: 6d10 (33 hp)
Initiative: +5
Speed: 5 ft. (1 square), fly 60 ft. (good)
Armor Class: 20 (+2 size, +1 Dex, +7 natural), touch 13, flat-footed 19
Base Attack/Grapple: +4/-
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, wounding
Special Qualities: Blindsense 20 ft., damage reduction 5/magic, darkvision 60 ft., half damage from slashing and piercing weapons, immunity to acid and poison, low-light vision, resistance to fire 20, swarm traits
Saves: Fort +5, Ref +6, Will +6
Abilities: Str 5, Dex 13, Con 10, Int 1, Wis 14, Cha 4
Skills: Listen +13, Spot +12
Feats: Alertness, Improved Initiative, Iron Will
Environment: Bleak Eternity of Gehenna
Organization: Solitary, flight (2–4 swarms), or colony (11–20 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A swarm of tiny creatures resembling butterflies with bat wings, apparently composed of solid iron, flies forth.

Batflies hail from Chamada, the second mount of Gehenna, a molten, savage land upon which rains a continual fall of feather-soft gray ash.

COMBAT

A batfly swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.

Blindsense (Ex): A batfly swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the batfly swarm (but swarm attacks ignore concealment).

Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Wounding (Ex): Any living creature damaged by a batfly swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Skills: A batfly swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.

Batfly
Tiny Magical Beast (Extraplanar)
Hit Dice: 1/2d10 (2 hp)
Initiative: +5
Speed: 5 ft. (1 square), fly 60 ft. (good)
Armor Class: 20 (+2 size, +1 Dex, +7 natural), touch 13, flat-footed 19
Base Attack/Grapple: +0/-11
Attack: Bite +3 melee (1d3-3)
Full Attack: Bite +3 melee (1d3-3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Blindsense 20 ft., damage reduction 5/magic, darkvision 60 ft., immunity to acid and poison, low-light vision, resistance to fire 20
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 5, Dex 13, Con 10, Int 1, Wis 14, Cha 4
Skills: Listen +8, Spot +8
Feats: Improved Initiative, Weapon Finesse (B)
Environment: Bleak Eternity of Gehenna
Organization: Solitary or swarm (see above)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 1-2 HD (Small); 3-6 HD (Medium)
Level Adjustment: —

A batfly can be acquired as a familiar by a 3rd-level arcane spellcaster with the Improved Familiar feat. A batfly familiar grants its master a +2 bonus on Will saves.

An individual batfly is 1 foot long, with a wingspan of about 2 feet, and weighs 2 pounds.

Combat

Batflies are remarkably aggressive and rather stupid, showing little hesitation about attacking opponents many times their size. They prefer to attack under cover of darkness, flying in at top speed and biting until they are slain or driven away. A seriously wounded batfly may flee, but they often fight to the death.

Blindsense (Ex): A batfly notices and locates creatures within 20 feet. Opponents still have total concealment against the batfly.

Skills: A batfly has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.

Originally appeared in In the Cage: A Guide to Sigil (1995).
 
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Monster Junkie
Forchoreai

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-65.html

Forchoreai
Large Magical Beast (Extraplanar)
Hit Dice: 4d10+8 (30 hp)
Initiative: +7
Speed: 90 ft. (18 squares)
Armor Class: 18 (-1 size, +7 Dex, +2 natural), touch 16, flat-footed 11
Base Attack/Grapple: +4/+13
Attack: Gore +8 melee (1d8+7)
Full Attack: Gore +8 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge 3d6+7, spell-like abilities
Special Qualities: Darkvision 60 ft., evasion, fast healing 2, low-light vision, rejuvenation, scent, uncanny dodge
Saves: Fort +6, Ref +13, Will +2
Abilities: Str 20, Dex 25, Con 15, Int 12, Wis 13, Cha 16
Skills: Concentration +7, Hide +15, Jump +29, Listen +13, Move Silently +19, Spot +13
Feats: Endurance, Lightning Reflexes (B), Run
Environment: Wilderness of the Beastlands
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic good
Advancement: 5-12 HD (Large)
Level Adjustment: —

This large, gray stag has a majestic rack of pearly antlers.

Forchoreai (for-KOR-ee-aye) are benevolent stags native to the Wilderness of the Beastlands. They are most frequently encountered on the top layer, Krigala. Forchoreai are often hunted by denizens of the plane, but any that are killed return to life three days later.

A forchoreai stands 7 feet tall at the shoulder and weighs 1,500 pounds.

Forchoreai do not speak, but understand Celestial.

COMBAT

Forchoreai generally only fight if cornered, charging with their powerful antlers.

Powerful Charge (Ex): A forchoreai typically begins a battle by charging at an opponent, lowering its head to bring its mighty antlers into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +8 attack bonus that deals 3d6+7 points of damage.

Rejuvenation (Su): A forchoreai slain on its home plane always returns in full health in 3 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a forchoreai is to land the killing blow while on another plane.

Spell-Like Abilities: At will—detect snares and pits, nondetection (DC 15), pass without trace (DC 14), protection from evil, speak with animals, speak with plants; 1/day—invisibility, mirror image, misdirection (DC 15), transport via plants; 1/week—heal (others only). Caster level 10th. The save DCs are Charisma-based.

Skills: Forchoreai have a +8 racial bonus on Hide, Listen, Move Silently, and Spot checks.

Originally appeared in Dragon Magazine #101 (1985).
 
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Monster Junkie
Genie, Tasked, Warmonger

http://www.enworld.org/forum/general-monster-talk/268436-converting-al-qadim-creatures-37.html

Genie, Tasked, Warmonger
Medium Outsider (Extraplanar, Evil, Lawful)
Hit Dice: 7d8+28 (59 hp)
Initiative: +5
Speed: 20 ft. (4 squares) in full plate armor; base speed 30 ft.
Armor Class: 23 (+1 Dex, +4 natural, +8 full plate armor), touch 11, flat-footed 22
Base Attack/Grapple: +7/+11
Attack: Heavy pick +11 melee (1d6+6/x4) or slam +11 melee (1d6+4)
Full Attack: Heavy pick +11/+6 melee (1d6+6/x4) or 2 slams +11 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Inspire troops, spell-like abilities
Special Qualities: Change shape, darkvision 60 ft., plane shift, telepathy 100 ft.
Saves: Fort +9, Ref +6, Will +8
Abilities: Str 18, Dex 13, Con 18, Int 16, Wis 17, Cha 19
Skills: Bluff +14, Concentration +14, Diplomacy +20, Intimidate +16, Jump -8*, Listen +13, Knowledge (history) +13, Knowledge (nobility and royalty) +13, Profession (siege engineer) +13, Ride +11, Sense Motive +13, Spot +13 (*includes -6 armor check penalty)
Feats: Improved Initiative (B), Mounted Combat, Ride-By Attack, Spirited Charge
Environment: Elemental Plane of Fire
Organization: Solitary, squad (1 plus 5-20 troops) or company (1 plus 20-160 troops)
Challenge Rating: 5
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 8–9 HD (Medium); 10–21 HD (Large)
Level Adjustment: —

This portly and hairy genie stands with a commanding presence, wearing battle-worn armor adorned with medals. Blood seeps from its every pore and drips from its hair.

Warmonger genies serve as military advisers to generals, emirs, and sultans or serve directly on the battlefield leading mercenaries and soldiers. When there is no war to lead, they find one or start one.

Warmonger genies wear the heaviest armor available. They also wear military dress and are fond of including sashes, medals, and the finery that goes along with rank.

A typical warmonger genie stands 5 feet tall and weighs over 200 pounds.

Warmonger genies speak Common, Ignan, Infernal, Giant and Goblin.

COMBAT

A warmonger genie often takes up a position on horseback at the rear of his troops or seated in a general's tent on a ridge overlooking the field of battle. From this vantage they bellow commands and threats to direct or rally their forces, bolstering them with their spell-like abilities and inspire troops power. They typically expend one use of their heroism and greater magic weapon spell-like abilities to boost the combat abilities of the best combatant(s) among their troops, reserving the remaining use for themselves. Warmonger genies also make cunning use of cause fear and suggestion to trick their opponents into making tactical errors.

Although they prefer to lead from behind, warmonger genies are capable warriors and will happily wade into battle if it seems tactically advantageous. They have the wits to flee a losing fight, but the courage to fight to the death if it is their best (or only) chance for victory.

While most warmonger genies prefer to lead and fight from horseback, a rare few prefer to fight on their feet. Such warmonger genies select different feats, such as Cleave, Combat Expertise, Improved Disarm, and Power Attack.

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

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

Inspire Troops (Ex): As a move action, a warmonger genie can use displays of military prowess to inspire courage in its allies and followers, bolstering them against fear and improving their combat abilities. The effect lasts for as long as the ally can see or hear the warmonger genie and for 5 rounds thereafter. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls. Should the ally see the warmonger genie be defeated or slain, the morale bonus from this ability changes into a -2 morale penalty that lasts for 10 rounds. Inspire troops is a mind-affecting ability.

A warmonger genie can inspire allies of up to 7 HD. It can inspire a number of allies totalling 20 times its Hit Dice (140 HD for a standard warmonger genie).

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: At will—cause fear (DC 15), remove fear; 2/day—greater magic weapon, heroism, suggestion (DC 17). Caster level 10th. The save DCs are Charisma-based.

Originally appeared in Monstrous Compendium Al-Qadim Appendix (1992).
 
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Monster Junkie
Strangle Vine

http://www.enworld.org/forum/genera...verting-original-d-d-mystara-monsters-52.html

Strangle Vine
Medium Plant
Hit Dice: 1d8+5 (9 hp)
Initiative: +0
Speed: 0 ft. (immobile)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +0/+2
Attack: —
Full Attack: —
Space/Reach: 5 ft./5 ft.
Special Attacks: Strangling vines
Special Qualities: Blind, camouflage, plant traits, tremorsense 20 ft.
Saves: Fort +4, Ref +0, Will -1
Abilities: Str 14, Dex 10, Con 15, Int —, Wis 8, Cha 3
Skills: —
Feats: Tougness (B)
Environment: Temperate or warm forests and swamps
Organization: Solitary, gallows (2-5), or copse (4-40)
Challenge Rating: 1/2
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 2-3 HD (Medium); 4-8 HD (Large); 9-15 HD (Huge); 16-24 HD (Gargantuan); 25-36 HD (Colossal)
Level Adjustment: —

A wiry, green creeper coils around the nearby tree.

Strangle vines are predatory creepers that choke the live out of living creatures. The plant then feeds off the nutrients from the decomposing carcass.

A typical strangle vine is a mass of creepers about 5 feet across, but the largest specimens can spread up to 30 feet across.

COMBAT

A strangle vine simply waits for living prey to move into the area, then lashes out with its strangling vines.

Blind (Ex): Strangle vines are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Camouflage (Ex): Since a strangle 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.

Strangling Vines (Ex): Any creature that enters the space of a strangle vine must succeed on a DC 10 Reflex save or be seized by its vines. If they succeed, they must check again every round they remain within the plant's space.

Seized creatures are entangled, cannot move out of the space they where standing in when the vines seized them, and take 1d4 damage (plus Strength bonus, if any) per round from being "strangled". Any creature in a strangle vine's grasp cannot speak or cast spells with verbal components, because the vines wrap round the victim's head and neck and try forcing themselves down the victim's throat.

A seized creature can escape by succeeding on a DC 14 Strength check or a DC 14 Escape Artist check. The DCs are Strength-based and include a +4 racial bonus on the Strength and Escape Artist checks.

Originally appeared in X9 - Savage Coast (1985).
 
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Shade

Monster Junkie
Archerfish, Giant

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-31.html

Archerfish, Giant
Large Animal (Aquatic)
Hit Dice: 3d8+9 (22 hp)
Initiative: +2
Speed: Swim 50 ft. (10 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+10
Attack: Bite +5 melee (1d8+6) or water jet +5* ranged touch (see text)
Full Attack: Bite +5 melee (1d8+6) or water jet +5* ranged touch (see text)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, swallow whole, water jet
Special Qualities: Low-light vision
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 18, Dex 14, Con 17, Int 1, Wis 11, Cha 2
Skills: Jump +12, Spot +10, Swim +12
Feats: Point Blank Shot, Weapon Focus (water jet)
Environment: Temperate and warm aquatic
Organization: Solitary, pair, trio, or school (5-20 young)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: —
*Includes +1 bonus from Point Blank Shot.

This large, silvery fish has a squared-off head with heavy jaws. Behind the head, the body narrows quickly to a streamlined shape with a powerful tail.

A giant archerfish is a predatory freshwater fish with a unique hunting style: it may expel powerful jets of water from powerfully muscled water bladders on either side of its head.
These fish are not territorial and travel to any place they can find prey. They prefer to hunt live prey above the surface, but have been known to scavenge the bottoms of their shallow seas or large lakes when necessary.

Giant archerfish are generally solitary unless spawning. Eggs are laid and fertilized on the sea bottom, hatching in 3-4 weeks. The young remain together in a school, ranging from 5 to 20 members.

A giant archerfish is about 9 feet long and weighs about 800 pounds. Although not inedible, giant archerfish are not particularly tasty.

COMBAT

A giant archerfish attacks opponents with its bite. It uses its water jet to attempt to knock landbound or shipbound prey into the water, and can jump up to seize targets on branches or spars up to 20 feet above the water's surface.

Improved Grab (Ex): To use this ability, a giant archerfish must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex): A giant archerfish can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d4+4 points of bludgeoning damage and 2 points of acid damage per round from the archerfish's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 11). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Large archerfish's gizzard can hold 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents.

Water Jet (Ex): A giant archerfish can spit a powerful jet of water as a ranged touch attack with a 30 foot range. This jet can push back or knock over any opponent smaller than the archerfish. Assuming the jet hits, the archerfish and its opponent make opposed Strength checks with the same modifiers as a bull rush attack (a typical archerfish has +8 on this Strength check). If the archerfish wins the contest it pushes its opponent back 5 feet, plus an additional 5 feet for each 5 points by which its Strength check result is greater than the opponent's Strength check. Any opponent that is pushed back by a water jet must also make a DC 15 Reflex save or fall prone. The save DC is Strength-based.

Skills: A giant archerfish has a +4 racial bonus on Spot checks. A giant archerfish 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 #165 (1991).
 
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Shade

Monster Junkie
The Thing That Should Not Exist

http://www.enworld.org/forum/general-monster-talk/258155-converting-greyhawk-monsters-19.html

The Thing That Should Not Exist
Huge Aberration (Extraplanar)
Hit Dice: 13d8+91 (149 hp)
Initiative: +5
Speed: Fly 30 ft. (6 squares)(perfect)
Armor Class: 19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 18
Base Attack/Grapple: +8/+24
Attack: Tentacle +15 melee (1d10+8/19-20)
Full Attack: 3 tentacles +15 melee (1d10+8/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Constrict 1d10+8, immolate, improved grab, maddening appearance
Special Qualities: Alien mind, damage reduction 10/good, darkvision 60 ft., spell resistance 14
Saves: Fort +11, Ref +7, Will +7
Abilities: Str 27, Dex 13, Con 25, Int 1, Wis 8, Cha 14
Skills: Listen +7, Spot +7
Feats: Improved Critical (tentacle), Improved Initiative, Lightning Reflexes, Quicken Spell-Like Ability (invisibility), Weapon Focus (tentacle)
Environment: Far Realm
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral evil
Advancement: 14-26 HD (Huge); 27-39 HD (Gargantuan)
Level Adjustment: —

A 20-foot ovoid mass of looping and twining intestines seems to fold in and out of reality. It emits a terrible gibbering sound, like a mad chorus of inhuman singers.

The Thing That Should Not Exist is an extraplanar horror whose mere presence violates the fabric of reality. Whether the creature is truly unique, or simply one of a horde of such beings in the alien realm from which it arrived, is a topic best left for alienists and scholars of the occult.

The Thing That Should Not Exist is 20 feet in diameter. Its unnatural, dimension-shifting flesh mean its body cannot be weighed by any rational set of scales.

COMBAT

The Thing That Should Not Exist attacks by extending loops or ends of the tubular growths and constricting or flailing at its prey. It uses its invisibility whenever possible. It will immolate an opponent that manages to deal it great harm.

Alien Mind (Su): While The Thing That Should Not Exist is not immune to mental attacks, anyone targeting it with a mind-affecting or telepathic effect makes direct contact with its utterly alien mind. The attacker must make a DC 18 Will save or take 1d4+1 points of Wisdom damage. An attacker is subject to Wisdom damage on every attempt, whether the attack is successful or not. The save DC is Charisma-based.

Constrict (Ex): The Thing That Should Not Exist deals 1d10+8 points of damage with a successful grapple check.

Immolate (Su): Once per day, The Thing That Should Not Exist may immolate a single target within 100 feet with eldritch flames. The victim suffers 6d8 points of damage (9d8 against creatures with the Good subtype), with a DC 18 Reflex save for half damage. Half this damage is fire and can be countered by defenses against fire-based attacks, but the other half results directly from profane alien power, and is therefore not subject to fire resistance or protection from energy (fire), fire shield (chill shield) and similar magic. The flames cling to the target for three rounds, dealing 4d8 points of damage on the second round and 2d8 points on the third round (6d8 and 3d8 to creatures with the Good subtype). These unnatural flames can not be extinguished by physical means or the pyrotechnic spell, but can be doused with holy water. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, The Thing That Should Not Exist 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.

Maddening Appearance (Ex): A thing that should not exist has an appearance so terrible it can madden creatures that see it out to a radius of 120 feet. Any creature that sees the thing must succeed at a DC 18 Will save or be confused or panicked (equal chance of each) for 1d4 rounds. Once the viewer succeeds at the Will save they become immune to the thing's maddening appearance for a period of 24 hours. This is a sight-based mind-affecting power, the save DC is Charisma-based.

Spell-Like Abilities: At will—invisibility (self only); 3/day—quickened invisibility (self only). Caster level 13th.

Originally appeared in Crypt of Lyzandred the Mad (1998).
 
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Shade

Monster Junkie
Hendar

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-51.html

Hendar
Large Magical Beast
Hit Dice: 6d10+8 (30 hp)
Initiative: +1
Speed: 10 ft. (2 squares), fly 40 ft. (average), swim 50 ft.
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 11
Base Attack/Grapple: +6/+14
Attack: Tail slap +9 melee (1d8+4)
Full Attack: Tail slap +9 melee (1d8+4) and 2 wing buffets +7 melee (1d4+2) and bite +7 melee (1d3+2)
Space/Reach: 10 ft./5 ft. (10 ft. w/tail)
Special Attacks: Improved grab
Special Qualities: Darkvision 120 ft., low-light vision, moisture dependent, nearly fearless, repulsed by silver, scent, water breathing
Saves: Fort +7, Ref +6, Will +3
Abilities: Str 19, Dex 12, Con 15, Int 10, Wis 12, Cha 13
Skills: Hide -3*, Listen +8, Move Silently +5, Spot +8, Swim +12
Feats: Flyby Attack, Multiattack, Power Attack
Environment: Temperate aquatic, swamps, plains or ruins
Organization: Solitary or flight (2-3)
Challenge Rating: 4
Treasure: Standard (no silver coins, goods, or items)
Alignment: Always neutral, often evil
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: —

The heavily-bodied creature resembles a vast worm with batlike wings and an equine head. Its skin is black, with blue and purple iridescence where wet. Its eyes glow fiery red, and it snorts vapor from its nostrils before emitting a deep, rumbling roar.

Hendar are solitary hunters found in ruins, sea-caves, swamps, or atop moorland crags. Although they prefer to hunt in shallow waters, hendar can survive at great depths. They occasionally venture into populated areas to find food, especially when prey grows scared in their territory. Hendar prefer humanoid prey.

Hendar prefer to live in damp areas, for this keeps their skin strong and supple. Extreme cold and arid climes weaken their skin.

Hendar usually cannot tolerate the presence of other hendar, except during mating periods, which occur about every thirty years. Even during this period, they are snappy and skittish near one another, and even go out of their way to attack other creatures. The parents cohabit for a year or so until the young achieve full strength and flight ability. Hendar and perytons generally tolerate each other, but the hendar attempts to slay or drive out any other large predators, aerial or aquatic, living within a mile of their lairs.

Hendar hibernate in winter, awakening extremely ravenous in the spring. For the first month of spring, hendar go on a feeding frenzy, often feeding twice each night.

Most hendar are 18 to 25 feet from snout to tail and weighs 800 to 1500 pounds, with a wingspan of 14 to 22 feet. Hendar have a lifespan of several centuries. The manes of older individuals turn gray and then white with age. Hendar are thought to have a life span of hundreds of years.

Hendar cannot speak, but they understand Common.

COMBAT

Hendar prefer to grab prey with their tails or maws, then submerge to drown air-breathing opponents. When snatching aquatic creatures, they fly high into the sky to deny such prey life-giving water. Hendar fear almost nothing, and only flee when clearly outnumbered. Hendar never back down from creatures smaller than themselves, no matter how powerful a counterattack is offered.

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

Moisture Dependent (Ex): If a hendar spends more than 24 hours without entering water its skin grows dry and brittle, reducing its natural armor by 2. A hendar with dried-out skin must must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d4 points of damage. The hendar can cure its dried-out skin by soaking in water for a minute, which restores its AC to normal.

Nearly Fearless (Ex): A hendar has a +2 racial bonus on saving throws made against fear effects. Even if it fails its save, the fear effect is treated as being one stage weaker than normal (e.g. a fear spell will cause a Hendar to be shaken if it fails its Will save and has no effect if it makes its save, instead of the spell's normal effect of frightened on a failure and shaken on a success).

Repulsed by Silver (Ex): Hendar loathe silver and cannot tolerate its presence. A hendar must make a DC 15 Will save to enter an area laced with silver, and can not rest or sleep within 30 feet of silver. A hendar has a -2 morale penalty on melee attacks against a creature wearing or wielding a silver object.

Water Breathing (Ex): A hendar can breathe underwater indefinitely and can freely use its other abilities while submerged.

Skills: A hendar 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 hendar's black skin gives it a +8 racial bonus on Hide checks in areas of darkness or shadowy illumination.

In the Realms
Hendar are only found in the middle reaches of the Sword Coast, usually never farther south than Amn or farther north than Luskan, and on the northern coast of the Sea of Fallen Stars.

Originally appeared in Monstrous Compendium Forgotten Realms Appendix (1991).
 
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Shade

Monster Junkie
Hurgeon

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-66.html

Hurgeon
Tiny Fey
Hit Dice: 1d6+1 (4 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/–11
Attack: Dagger +4 melee (1d2–3/19–20) or +1 sling of speed +5 ranged (1d2–2)
Full Attack: Dagger +4 melee (1d2–3/19–20) or +1 sling of speed +5/+5 ranged (1d2–2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Hurgeon sling, spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 12, wild empathy
Saves: Fort +3, Ref +4, Will +4
Abilities: Str 5, Dex 14, Con 13, Int 12, Wis 15, Cha 14
Skills: Handle Animal +6, Hide +16, Knowledge (nature) +5, Listen +6, Move Silently +6, Spot +6, Survival +6
Feats: Great Fortitude, Weapon Finesse (B)
Environment: Temperate forests
Organization: Gang (2–4), band (6–11), or array (8–32 plus 2-10 noncombatant young)
Challenge Rating: 1
Treasure: 50% coins, no goods, standard items
Alignment: Always neutral good
Advancement: 2–3 HD (Tiny)
Level Adjustment: +3

This tiny creature resembles a hedgehog, but it is bipedal, and its forearms end in humanoid hands. Its fur is dark brown, while its eyes are a brighter brown.

Hurgeons are friendly, herbivorous fey found in deep woodlands. They make their burrows in the soil beneath the largest trees, crafting elaborate underground dwellings with numerous rooms branching off from the main tunnel. The burrow entrances are so skillfully camouflaged with flowers and leaves, and are often glamered with hallucinatory terrain.

Hurgeons gather local nuts, fruits, and berries, and several types of edible roots for their meals. Hurgeons befriend local woodland creatures and make arrangements for mutual assistance with them in times of need. Hurgeons also associate with sylvan elves and druids, who love and respect the “hedgehog folk”.

Hurgeons occasionally assist travelers who have become lost in the woods. Some travelers have witnessed hurgeons performing a springtime dancing ritual in woodland clearings, forming circular paths that are called “fairie rings”.

A hurgeon stands 1 foot tall and weighs 5 to 7 pounds. Males and females are nearly identical in appearance. Hurgeons often fashion work aprons and belts from leaves or softened bark.

Hurgeons speak Sylvan, Elven, and Common.

COMBAT

Hurgeons avoid conflict, but if forced to defend themselves, the hedgehog folk employ daggers and magical slings, as well as their spell-like abilities. They may also call upon befriended animals for assistance.

Hurgeon Sling: Hurgeons usually carry special enchanted slings. A hurgeon sling functions as a +1 sling of speed in the hands of a hurgeon, but has no special properties when wielded by a non-hurgeon.

Locate Animals and Plants (Sp): Three times per day, a hurgeon can locate a creature of a specific kind (e.g. a wolf) or an individual creature known to it. This works like the locate creature spell, except it can only locate creatures of the animal and plant types. This spell-like ability can also locate mundane plants as per the locate object spell. This is the equivalent of a 4th-level spell (caster level 6th).

Spell-Like Abilities: At will—faerie fire, hide from animals (DC 13), pass without trace, speak with animals; 1/day—entangle (DC 13), hallucinatory terrain (caster level 12th). Caster level 6th. The save DCs are Charisma-based.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the hurgeon has a +6 racial bonus on the check.

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

Monster Junkie
Charuntes

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-33.html

Charuntes
Medium Outsider (Evil, Extraplanar)
Hit Dice: 9d8+50 (95 hp)
Initiative: +1
Speed: 20 ft. (4 squares) in full plate armor, fly 40 ft. (average); base speed 30 ft.
Armor Class: 25 (+1 Dex, +4 natural, +10 +2 full plate), touch 11, flat-footed 24
Base Attack/Grapple: +9/+16
Attack: +2 warhammer +18 melee (1d8+12) or snakes +16 melee (1d4+3 plus poison)
Full Attack: +2 warhammer +18/+13 melee (1d8+12) and snakes +11 melee (1d4+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Harvest souls, poison, spells
Special Qualities: Damage reduction 5/good, darkvision 60 ft., immunity to cold, electricity, paralysis, polymorph, poison, and mind-affecting spells and abilities, plane shift, tomb-tainted
Saves: Fort +8, Ref +7, Will +10
Abilities: Str 25, Dex 12, Con 15, Int 14, Wis 19, Cha 16
Skills: Concentration +14, Diplomacy +5, Hide +8*, Intimidate +15, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +16, Move Silently +8*, Sense Motive +16, Spellcraft +14, Spot +16, Survival +4 (+6 on other planes) (*includes armor check penalty)
Feats: Greater Spell Focus (Necromancy), Spell Focus (Necromancy), Stand Still, Power Attack
Environment: Gray Waste of Hades
Organization: Solitary or band (2-4)
Challenge Rating: 11
Treasure: Standard (includes combat gear)
Alignment: Always neutral evil
Advancement: 10-18 HD (Medium): 19-27 HD (Large) or by character class (cleric)
Level Adjustment: —

This winged humanoid has a vulturelike nose, pointed animalistic ears, and hissing snakes in place of hair. It is adorned in ornate full plate and brandishes a heavy, two-handed warhammer.

Charuntes are fiends formed from the spirits of priests dedicated to deities of death. They travel to the Material Plane to harvest victims for their evil masters. Charuntes derive their name from the Etruscan demon of death, Charun, but now serve a number of death deities and greater fiends.

While charuntes can be encountered anywhere, they are most likely to be found in tombs, graveyards, ruined temples, altars to a death deity, battlefields, death-cairns, and burial vaults or mounds.

A charuntes stands 5 to 6 feet tall and weighs 125 to 200 pounds.

Charuntes speak Abyssal, Common, Infernal, and Undercommon.

COMBAT

Charuntes fight with their heavy magical warhammers, while the venomous serpents on their heads strike with fangs. Charuntes use their spells to enhance their own battle prowess and to cull the weak and injured.

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

Harvest Souls (Su): Charuntes carry the souls of those they kill back to their dark master. A creature killed by a charuntes cannot be returned to life by raise dead; a resurrection spell or more powerful magic is necessary.

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

Poison (Ex): Injury, Fortitude DC 16, initial damage and secondary damage 1d6 Con. The save DC is Constitution-based.

Spells: Charuntes can cast divine spells as 9th-level clerics. A charuntes has access to two of the following domains: Darkness, Death, or Evil. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; save DC 14 + spell level; necromancy spells DC 16 + spell level):
0—detect magic (x3), guidance, read magic, virtue;
1st—bane, command, deathwatch, divine favor, doom, obscuring mist*;
2nd—bull's strength, darkness, death knell*, desecrate, enthrall, owl's wisdom;
3rd—animate dead, bestow curse, blacklight*, dispel magic, prayer
4th—armour of darkness*, divine power, freedom of movement, poison;
5th—slay living, summon monsters V* (1d3 shadows);
*Domain spell. Domains: Darkness and Death.

Tomb-Tainted (Ex): Although outsiders, charuntes are harmed by positive energy and healed by negative energy. They are treated as undead for purposes of spells and effects that treat undead differently (such as searing light or holy water). A charuntes may be turned as if it were an undead creature with +4 turn resistance.

Originally appeared in Dragon Magazine #210 (1994).
 
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Shade

Monster Junkie
Shadow Wolf

http://www.enworld.org/forum/genera...verting-original-d-d-mystara-monsters-55.html

Shadow Wolf
Medium Outsider (Chaotic, Evil, Extraplanar, Incorporeal)
Hit Dice: 4d8+8 (17 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 17 (+4 Dex, +3 deflection), touch 17, flat-footed 13
Base Attack/Grapple: +4/—
Attack: Incorporeal bite +9 melee touch (1d6 plus fading)
Full Attack: Incorporeal bite +9 melee touch (1d6 plus fading)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fading
Special Qualities: Darkvision 60 ft., incorporeal traits, scent
Saves: Fort +6, Ref +8, Will +5
Abilities: Str —, Dex 19, Con 15, Int 6, Wis 12, Cha 17
Skills: Balance +6, Hide +11*, Jump +10, Intimidate +10, Listen +8, Spot +8, Survival +8*, Tumble +11
Feats: Improved Initiative, Track (B), Weapon Focus (bite)
Environment: Plane of Shadow
Organization: Solitary or pack (2-12)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: —

This large, gray wolf is slightly translucent.

Shadow wolves are creatures of pure shadow. According to legend, they were called into being by powerful spellcasters, and have since roamed free and multiplied. While shadow wolves avoid highly illuminated areas when possible, they are not particularly vulnerable to bright light.

A shadow wolf is between 2 and 3 feet tall at the shoulder.

COMBAT

Shadow wolves prefer to sneak up to a victim and bite them, then retreat and wait for their fading to take effect.

A shadow wolf's natural weapons are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Fading (Su): Supernatural disease—bite, Fortitude DC 14, incubation period 1 minute; damage 1d6 Str. The save DC is Charisma-based.

Unlike normal diseases, fading continues until the victim reaches Strength 0 (and dies) or is cured as described below.

Fading is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with fading must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate fading, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the fading can be magically cured as any normal disease. A dimensional anchor, dimensional lock, or similar effect stalls the progression of the disease for as long as the spell remains in effect (and the victim remains within the area of effect, in the case of dimensional lock).

As the victim fades from view on the Material Plane, it slowly gains substance on the Plane of Shadow. Once the victim reaches Strength 0 and dies, it has fully materialised on the Plane of Shadow, where the shadow wolf can eat its meal in peace.

Skills: *A shadow wolf gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks. *It also has a +4 racial bonus on Survival checks when tracking by scent.

Shadow Wolves in Mystara
Everything written above is true for Mystaran shadow wolves except for one point. A Mystaran shadow wolf is native to the Plane of Limbo. This has resulted in a very sinister practice. Unscrupulous people on the Plane of Limbo have domesticated shadow wolves and use them to capture victims from the Prime Plane. This is because life energy is the currency of the Plane of Limbo [see Dragon Magazine #180] and the hunters gather the victim's life force in specially prepared gems to be 'spent' at a later date.

Originally appeared in ST1 - Up the Garden Path (1986).
 
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Shade

Monster Junkie
Treant, Frost

http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-10.html

Treant, Frost
Huge Plant (Cold)
Hit Dice: 7d8+42 (73 hp)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 20 (–2 size, –1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple: +5/+20
Attack: Slam +10 melee (2d6+7)
Full Attack: 2 slams +10 melee (2d6+7)
Space/Reach: 15 ft./15 ft.
Special Attacks: Double damage against objects, needle volley, shed snow, trample 2d6+10
Special Qualities: Damage reduction 10/slashing, immunity to cold, low-light vision, plant traits, snow striding, vulnerability to fire
Saves: Fort +11, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con 23, Int 10, Wis 14, Cha 10
Skills: Hide -9*, Intimidate +5, Listen +7, Spot +7, Survival +7
Feats: Improved Sunder, Lightning Reflexes, Power Attack
Environment: Cold forests
Organization: Solitary or grove (4–7)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 8–16 HD (Huge); 17–21 HD (Gargantuan)
Level Adjustment: +4

This tree resembles an old pine tree the wind has twisted into a vaguely human shape, with thick snow piled over its branches and needles. The deep green eyes, glittering with cold malice, hint at something more malevolent.

A frost treant is an evergreen relative of the regular treant, but is far more malevolent than its deciduous kin. Like other treants, frost treants defend their forests, but their frigid hearts seethe with a hatred of all animal life, especially sapient beings. They kill intruders regardless of whether they pose any threat to their trees. Frost treants tolerate, but are generally unfriendly toward other plant creatures (including treants).

A frost treant is about 30 feet tall, with a “trunk” about 2 feet in diameter. It weighs about 4,500 pounds.

Frost treants speak Treant, Common, and Sylvan.

COMBAT

Frost treants typically open battle with a volley of needles. Upon closing to melee range, they shed snow, making use of their reach and their opponents' limited mobility.

Double Damage against Objects (Ex): A frost treant that makes a full attack against an object or structure deals double damage.

Needle Volley (Ex): With a flick of its branches, a frost treant can loose a volley of six needles as a standard action (make an attack roll for each needle). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The frost treant can launch only 36 needles in any 24-hour period.

Shed Snow (Ex): Once per day, a frost treant can slough off the snow from its upper branches, filling all adjacent spaces with 1d6 inches of snow. It costs 2 squares of movement to enter a snow-covered square.

Snow Striding (Ex): A frost treant's movement is never slowed or hampered by snowy or icy terrain.

Trample (Ex): Reflex DC 20 half. The save DC is Strength-based.

Skills: *Frost treants have a +16 racial bonus on Hide checks made in forested areas.

Originally appeared in Polyhedron #116 (1996).
 
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Shade

Monster Junkie
General of the Animal Kings, Monkey

http://www.enworld.org/forum/general-monster-talk/219413-converting-epic-level-creatures-54.html

General of the Animal Kings, Monkey
Large Outsider (Extraplanar, Lawful)
Hit Dice: 24d8+192 (300 hp)
Initiative: +15
Speed: 120 ft. (24 squares), fly 90 ft. (perfect)
Armor Class: 42 (-1 size, +11 Dex, +5 natural, +8 deflection, +9 insight), touch 37, flat-footed 31
Base Attack/Grapple: +24/+36
Attack: Rod of epic might (as +10 longspear) +41 melee (2d6+22/x3)
Full Attack: Rod of epic might (as +10 longspear) +41/+36/+31/+26 melee (2d6+22/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Cloud trapeze, crippling strike, opportunist, sneak attack +10d6, spell-like abilities, spells
Special Qualities: Damage reduction 15/epic, darkvision 60 ft., improved evasion, master rogue, poison use, regeneration 5, slippery mind, spell resistance 41, trapfinding, trap sense +6
Saves: Fort +22, Ref +25, Will +23
Abilities: Str 26, Dex 33, Con 26, Int 24, Wis 29, Cha 26
Skills: Balance +15, Climb +14, Concentration +35, Diplomacy +35, Disable Device +34, Disguise +35, Escape Artist +11 (+15 bindings), Hide +34, Jump +54, Knowledge (the planes) +34, Listen +36, Move Silently +38, Open Lock +38, Sleight of Hand +38, Spellcraft +34 (+38 scrolls), Spot +36, Survival +9 (+13 on other planes), Tumble +44, Use Magic Device +35 (+39 scrolls), Use Rope +38
Feats: Combat Reflexes, Deadly Precision, Flyby Attack, Lingering Damage, Hold the Line, Improved Initiative, Maximize Spell, Silent Spell, Sneak Attack of Opportunity
Environment: Peaceable Kingdoms of Arcadia
Organization: Solitary or gang (General Monkey plus 10-60 simian monsters of CR 18-19 such as 18th-level awakened monkey druids, 15th-level awakened dire ape rogues or fighters, and behemoth gorillas)
Challenge Rating: 24
Treasure: Triple standard (excluding combat gear)
Alignment: Lawful neutral
Advancement: —
Level Adjustment: —

This simian humanoid is half again as tall as a man. He is garbed in royal ceremonial robes, and carries a scepter that radiates power.

The Animal Kings are a ruling council of animals that reside upon the Peaceable Kingdoms of Arcadia. There they hold court, watching over and weighing matters of importance upon the animals of the Material Plane. A few generals of each type of animal are appointed at any given time. Should one of the generals be slain, a new general of the appropriate type is appointed, immediately gaining all the powers of its predecessor.

General Monkey is sent on missions which require cleverness and stealth. Renowned for his tricks and pranks, General Monkey is the most likely to challenge or disregard orders from the Animal Kings. He is intensely curious and can sometimes be bribed with bits of interesting information or magic.

General Monkey stands 9 feet tall and weighs 900 pounds.

General Monkey speaks Celestial, Common, Draconic, Infernal, and Sylvan.

COMBAT

General Monkey generally employs his rod of epic might as a +10 longspear in battle. He utilizes his rogue abilities to maximum effect, making sneak attacks whenever able.

General Monkey's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.

Change Shape (Su): General Monkey can assume the form of any monkey or apelike creature, of any size.

Cloud Trapeze (Sp): Once per day, General Monkey can transport up to 1,000 willing creatures on a small cloud. This otherwise functions as a wind walk spell. Caster level 29th.

Master Rogue: General Monkey possesses all of the abilities of a 20th-level rogue, including the special abilities crippling strike, improved evasion, opportunist, and slippery mind.

Regeneration (Ex): General Monkey takes damage from epic chaotic-aligned weapons and from spells and effects with the chaotic descriptor.

Spell-Like Abilities: At will—astral projection, etherealness, invisibility (self only), greater teleport (self only). Caster level 29th. The save DCs are Charisma-based.

The following abilities are always active on General Monkey's person, as the spells (caster level 29th): detect chaos, detect magic, discern lies (DC 22), legend lore, see invisibility, and true seeing. They can be dispelled, but General Monkey can reactivate them as a free action.

Spells: General Monkey can cast arcane spells as a 29th-level sorcerer. He knows all spells from the sorcerer/wizard spell list. He may also cast spells from the Air, Earth, Fire, Liberation and Water domains as arcane spells, and is considered to know all such spells. Spells/day: 6/8/8/8/8/7/7/7/7/6; save DC 18 + spell level). The save DCs are Charisma-based.

Tongues (Su): General Monkey can speak with any creature that has a language, as though using a tongues spell (caster level 29th). This ability is always active.

Trapfinding (Ex): General Monkey can use the Search skill to locate traps with a DC higher than 20, and he can also use the Disable Device skill to bypass a trap or disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If General Monkey beats a trap’s DC by 10 or more with a Disable Device check he can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Trap Sense (Ex): General Monkey has an intuitive sense that alerts him to danger from traps, giving him a +6 bonus on Reflex saves made to avoid traps and a +6 dodge bonus to AC against attacks made by traps.

Skills: General Monkey has a +6 racial bonus on Climb, Jump, and Tumble checks. General Monkey always makes Jump checks as if he were running and had the Run feat, enabling him to make long jumps without a running start and granting a +4 bonus on the jump. This ability can be used only if he is wearing no armor and is carrying no more than a light load.

General Monkey and Oriental Adventures
If you are using Oriental Adventures in your campaign, General Monkey has a the Spirit subtype and resides in the Spirit World. He casts spells as a wu jen rather than a sorceror.

General Monkey and Complete Adventurer
If you are using Complete Adventurer in your campaign, General Monkey has all the abilities of a 20th-level ninja (rather than those of a 20th-level rogue).

Originally appeared in Oriental Adventures (1985).
 
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Shade

Monster Junkie
Giant Waterwheel Plant

Giant Waterwheel Plant (CR 1)
Considered by some to be an aquatic version of the giant venus flytrap, a giant waterwheel plant is a rootless water plant found floating in acidic marshes. During high summer, the plant’s white flowers may be seen just above the surface of the water, borne up on narrow stems. These carnivorous plants float just below the surface of the water, appearing to be a harmless mat of vegetation. It requires a DC 20 Spot or Knowledge (nature) check to notice the plant is dangerous. A typical giant waterwheel plant is 20 feet across.

Giant waterwheel plants trap prey inside trapping leaves, resembling open clamshells, which grow in whorls about the stem like spokes on a wheel. Each plant has 3d4 trapping leaves, and each individual leaf occupies a separate 5-foot square. Anything of small size brushing against any one of the many trigger hairs inside a trap causes it to close in less than a second. The lobes of the trap then press together, forcing the victim down to the bottom of the trap unless he succeeds on a DC 15 Reflex save. The water is forced out, creating a hermetic seal. The plant then releases digestive enzymes that inflict 1d4 points of acid damage per round to all organic creatures (or objects) trapped by the leaf. Note that since the leaf is hermetically sealed, any air-breathing creature trapped within it also risks suffocation. A leaf can trap 1 Small, 2 Tiny, 8 Diminutive, or 32 Fine creatures.

Each leaf trap is AC 10 and has 5 hit points. A leaf's seal can be broken open with a DC 17 Strength check or cut open by reducing the leaf's hit points to zero (creatures trapped inside a leaf can only use light slashing or piercing weapon to cut their way free). Once a leaf trap is forced open all creatures trapped inside can escape.

Each leaf can only trigger its trap once per day. It takes two weeks for the plant to replace a destroyed leaf.

Damage to the leaf traps does not harm the plant. To kill a giant waterwheel plant, its floating main body must be destroyed (AC 12, 30 hit points).

Originally appeared in Dragon Magazine #167 (1991).
 
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Shade

Monster Junkie
Grouper, Giant

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-33.html

Grouper, Giant
Huge Animal (Aquatic)
Hit Dice: 9d8+45 (85 hp)
Initiative: +6
Speed: Swim 30 ft. (6 squares)
Armor Class: 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +6/+21
Attack: Bite +11 melee (2d6+10)
Full Attack: Bite +11 melee (2d6+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole, vortex maw
Special Qualities: Low-light vision
Saves: Fort +11, Ref +8, Will +5
Abilities: Str 24, Dex 15, Con 21, Int 1, Wis 12, Cha 2
Skills: Hide +8, Spot +10, Swim +15
Feats: Combat Reflexes, Improved Initiative, Iron Will, Skill Focus (Spot)
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 10-17 (Huge); 18-27 (Gargantuan)
Level Adjustment: —

This massive fish has a stout body and an enormous maw.

Giant groupers, like their smaller kin, are predatory saltwater fish found in tropical waters.

A giant grouper is at least 16 feet long and weighs at least half a ton.

COMBAT

A giant grouper lurks near coral reefs and the wrecks of sunken ships. Its huge jaws act as a giant suction pump, drawing smaller fish into its gaping maw. This giant fish sometimes stalks solitary divers like a great cat.

Improved Grab (Ex): To use this ability, a giant grouper must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex): A giant grouper can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d10+7 points of bludgeoning damage and 4 points of acid damage per round from the grouper's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge giant grouper's gizzard can hold 2 Medium, 8 Small, 16 Tiny, or 32 Diminutive or smaller opponents.

Vortex Maw (Ex): A giant grouper can open its mouth so quickly that it creates a powerful suction. All creatures within a 15-foot cone must make Strength checks opposed by the giant grouper's Strength check (+15 for a standard giant grouper), with the same modifiers as a bull rush. If the giant grouper beats a creature's Strength check result, it pulls the victim 5 feet closer to its jaws. For each 5 points by which its check result is greater than a victim's check result, the giant grouper pulls the victim an additional 5 feet closer. The victim provokes attacks of opportunity if it is moved.

When the giant grouper uses its vortex maw, any previously swallowed creatures may make a Swim check as an immediate action opposed by the grouper's Strength check result to escape to an adjacent space.

Skills: A giant grouper has a +8 racial bonus on Hide checks. A giant grouper 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 #116 (1986).
 
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Shade

Monster Junkie
Jishin Mushi

http://www.enworld.org/forum/genera...verting-oriental-adventures-creatures-25.html

Jishin Mushi
Large Magical Beast
Hit Dice: 5d10+20 (47 hp)
Initiative: +0
Speed: 20 ft. (4 squares), fly 10 ft. (poor), burrow 10 ft.
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +5/+17
Attack: Bite +12 melee (1d8+12)
Full Attack: Bite +12 melee (1d8+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Shake the earth
Special Qualities: Darkvision 60 ft., keen scent, low-light vision
Saves: Fort +8, Ref +4, Will +1
Abilities: Str 26, Dex 10, Con 19, Int 1, Wis 10, Cha 9
Skills: Spot +5, Survival +3*
Feats: Power Attack, Track
Environment: Temperate forests
Organization: Solitary or rumble (2-3)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-9 (Large); 10-15 HD (Huge)
Level Adjustment: —

This massive, plump-bodied beetle has a scintillating blue-green carapace. Thick gray plates protect its underside. Its six legs are covered with black bristles and end in flat, bony hooks. Two antlerlike feelers covered with tiny hairs extend from the top of the creature’s head, above its bulbous black eyes. A pair of large mandibles curl out from its mouth.

The jishin mushi, or earthquake beetle, is a carnivorous giant beetle. It gains its nickname from its ability to generate tremors of extraordinary magnitude.

The earthquake beetle’s carapace conceals a pair of wing sheaths. When it takes flight, the beetle raises the sheathes to expose four wings. The two smaller wings near the head help the creature maneuver. The two larger wings behind propel the insect through the air, beating so rapidly they nearly become invisible. When the beetle lands, it withdraws all four wings beneath the sheaths to keep them protected.

Jishin mushi establish lairs in the deep woods, beneath piles of decaying vegetation, in crevasses or the trunks of rotting fallen trees. Occasionally, the beetles will burrow tunnels if the earth is soft enough. In any case, a jishin mushi’s lair is only temporary. The creature spends all waking hours prowling the forests in search of food. After a strenuous night of hunting, it rests in the nearest suitable lair. A jishin mushi's sense of smell is incredibly keen. It is particularly attracted to the scent of oxen.

The ichor of the jishin mushi is greatly prized by incense makers, while some primitive humanoid tribes consider larval jishin mushi a delicacy.

A jishin mushi is 8 to 10 feet long, weighing 1,000 to 2,500 pounds.

COMBAT

The jishin mushi is not aggressive by nature, attacking only to defend itself and to kill edible prey. Although it possesses powerful mandibles, it is not particularly suited to grasping prey, so it rarely succeeds in dragging a victim off to its lair. As a result, a jishin mushi often utilizes its shake the earth ability after its bite and grapple attempts fail.

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

Shake the Earth (Ex): A jishin mushi can create a localized earthquake by rhythmically striking the ground with its abdomen as a standard action. This process takes up to three rounds. Buildings take double damage from shake the earth unless they are specially designed to resist earth tremors.

On the first round a jishin mushi uses shake the earth, any creature standing within 10 feet of the jishin mushi (except for another jishin mushi) must make a DC 20 Reflex save or fall prone as the ground lurches and buckles beneath it.

On the second round, the jishin mushi creates destructive vibrations that deal 2d6 points of sonic damage to all creatures and objects within range (except other jishin mushi), with a DC 20 Fortitude save for half damage. Furthermore, standing creatures must make Reflex saves or fall prone (as per the first round's effects).

On the third round, the jishin mushi cracks the earth open, inflicting 2d12 points of sonic damage to all creatures within range that are on the ground (DC 20 Reflex save for half damage). Those that fail their Reflex saves are also knocked prone (as per the first round's effects). The jishin mushi is not immune to this damage, so it will fly away before the mini-quake strikes. It will only take damage if unable to flee.

If multiple jishin mushi use their shake the earth ability in the same round, the radius and intensity of the effect expands as the resonance in the ground combines. For every jishin mushi within 5 feet using shake the earth, the radius of the effect expands by another 5 feet. In addition, for every two additional beetles the damage increases by one die (maximum damage 10d6/10d12, which requires 19+ jishin mushi). Thus, three jishin mushi within 5 feet using the ability would generate an effect that affects all creatures within 20 feet of any one of the jishin mushi and inflicts 3d6 sonic damage on the second round and 3d12 damage on the third.

Creatures with stability or that are considered stable against trip attempts receive a bonus on their Reflex saves as if they were being tripped (so a dwarf would receive the +4 bonus on the save to resist being knocked prone). The save DCs are Strength-based.

Skills: *A jishin mushi has a +4 racial bonus on Survival checks when tracking by scent.

Originally appeared in Oriental Adventures (1985).
 
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Shade

Monster Junkie
Silver Dog

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-53.html

Silver Dog
Medium Magical Beast
Hit Dice: 20d10+40 (150 hp)
Initiative: +7
Speed: 50 ft. (10 squares)
Armor Class: 30 (+3 Dex, +9 natural, +8 deflection), touch 21, flat-footed 27
Base Attack/Grapple: +20/+22
Attack: —
Full Attack: —
Space/Reach: 5 ft./5 ft.
Special Attacks: Lure of beauty, silver dog's boon or bane
Special Qualities: Darkvision 60 ft., improved evasion, low-light vision, scent, spell resistance 31, uncanny dodge
Saves: Fort +14, Ref +15, Will +12
Abilities: Str 14, Dex 17, Con 15, Int 18, Wis 23, Cha 26
Skills: Hide +26, Knowledge (Nature) +27, Listen +29, Move Silently +29, Spot +29, Survival +29 (+31 in aboveground natural environments)
Feats: Dodge, Combat Expertise, Endurance, Improved Initiative, Improved Trip, Mobility, Run, Track (B)
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This large dog has a thin and elegant frame, manelike mantle, regal face, and piercing eyes. Its long, flowing hair resembles molten silver. It shimmers darkly like the finest steel in the starlight.

Silver dogs are magical, reclusive hounds that dwell in the deepest woodlands.

Silver dogs subsist solely on water and moonlight. The process by which they consume moonlight involves standing upon a lonely cliff with its head raised as if to howl at the moon. This "howling" produces no sound.

Druidic legends maintain that silver dogs are guardian spirits of the forest, and are key to the balance of predator and prey in the woodlands. When silver dogs are plentiful, the forest thrives. When they are few, the forest is threatened with decline. A single sighting per year is considered plentiful, while a viewing only one silver dog in a decade indicates decline. Druids often pursue the dogs, in hopes of gaining a wish, which they use to request that a silver dog be sighted in every season.

No silver dog pups have ever been discovered, and the creatures appear utterly solitary. It is unknown how they reproduce, if at all.

A silver dog stands 5 feet tall at the should and weighs 200 to 300 pounds.

Silver dogs do not speak, but understand Elven and Sylvan.

COMBAT

Silver dogs never attack; they always flee from combat. They are shy and elusive creatures who avoid any creatures they smell, see, or hear. Sadly for these retiring beasts, though, intelligent creatures who glimpse them often pursue them.

Lure of Beauty (Su): At the mere sight of a silver dog, a character must make a DC 28 Will save or become obsessed with the creature's beauty and elegance. An obsessed character is compelled to chase the silver dog (which flees at full speed) for 1d10+4 rounds, intending not to harm it but to capture it uninjured. Once a creature successfully saves, it is immune to that silver dog's lure of beauty for 24 hours. This is a mind-affecting compulsion. The save DC is Charisma-based.

Silver Dog's Boon or Bane (Su): Capturing a silver dog is a risky proposition. A true neutral character that captures a silver dog and has no intent to harm the silver dog will be granted a wish (as the spell) and gains experience points as if it had defeated the creature. If a non-neutral character or one who wishes to harm the silver dog captures the creature, the silver dog disintegrates, and the character instead takes 2d4 negative levels. These never cause actual level loss, but they persist until the character receives a break enchantment or similar spell. This same bane applies to any character who kills a silver dog.

Originally appeared in Monstrous Compendium Forgotten Realms Appendix (1991).
 
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Shade

Monster Junkie
Porcupine Fish, Giant

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-35.html

Porcupine Fish, Giant
Small Animal (Aquatic)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: Swim 30 ft. (6 squares)
Armor Class: 14 (+1 size, +3 natural), touch 11, flat-footed 14
Base Attack/Grapple: +0/-5
Attack: Bite +0 melee (1d3-1) or spines +0 melee (1d6-1 plus poison)
Full Attack: Bite +0 melee (1d3-1) or spines +0 melee (1d6-1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spines
Special Qualities: Low-light vision
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 9, Dex 10, Con 14, Int 1, Wis 11, Cha 10
Skills: Spot +4, Swim +7
Feats: Endurance
Environment: Warm aquatic
Organization: Solitary or pair
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: —

This fish has a thick, sturdy body entirely covered with long spines. Its wide head has a large eye on each side, with a slit-like mouth set between.

Giant porcupine fish are found near rocky coasts and coral reefs, where they lair in caves or crevices. They are highly territorial, never straying far from their feeding grounds.

A giant porcupine fish feeds primarily on coral, clams, and small crustaceans.

A giant porcupine fish is 2 to 3 feet long and weighs 10 to 30 pounds.

COMBAT

A giant porcupine fish is not aggressive, but may bite when provoked. If it sees danger, the fish flees to its lair at the earliest opportunity. When attacked or threatened, the giant porcupine fish immediately inflates its body, erecting its knife-long poisonous spines. These spines not only deter attacks, but the fish can use them to make impaling attacks.

Inflation (Ex): A giant porcupine fish can inflate itself by swallowing water. Inflation is an immediate action, while deflation is a move action. An inflated porcupine fish is considered one size larger for purposes of defending against size-based special attacks such as bull rush, overrun and swallow whole attacks. Furthermore, inflation causes the fish's spines to stand erect, allowing it to utilize its spines special attack (see below).

An inflated porcupine fish is heavily encumbered by the weight of the swallowed water, which slows its swim speed to 20 ft.

Poison (Ex): A porcupine fish's spines and many of its internal organs are poisonous. The save DCs are Constitution-based.

Spine poison: Injury (spines), Fortitude DC 12, initial and secondary damage 1d6 Con.

Organ poison: Ingestion, Fortitude DC 12, initial and secondary damage 2d6 Con.

Spines (Ex): Any creature striking an inflated giant porcupine fish with handheld weapons or natural weapons takes 1d6-1 points of piercing and slashing damage from the fish's spines, and expose them to the fish's poison. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. A giant porcupine fish may also use its spines offensively.

Skills: A giant porcupine fish 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 #116 (1986).
 
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