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Monster Junkie
Bloodflower

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Bloodflower
Tiny Plant
Hit Dice: ½d8+1 (3 hp)
Initiative: -2
Speed: 0 ft. (immobile)
Armor Class: 10 (+2 size, -2 Dex), touch 10, flat-footed 10
Base Attack/Grapple: +0/-12
Attack: Tendril -2 touch (attach)
Full Attack: Tendril -2 touch (attach)
Space/Reach: 2½ ft./5 ft.
Special Attacks: Attach, blood drain, narcotic perfume
Special Qualities: Camouflage, plant traits, tremorsense 10 ft.
Saves: Fort +3, Ref -2, Will +5
Abilities: Str 3, Dex 6, Con 13, Int —, Wis 8, Cha 6
Skills: —
Feats: —
Environment: Temperate or warm forests and swamps
Organization: Solitary or clump (2-5)
Challenge Rating: 1/2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: —
Level Adjustment: —

The blossoms of this flowering plant are a pale, almost translucent, white.

Bloodflowers are carnivorous plants that feed upon warm blood. As it feeds, a bloodflower's petals become slowly pink, eventually flushing to a deep, rich red.

Because the plant blooms both day and night, the domestic species is sometimes used as a passive defense and may be found scattered about in flower gardens or in huge beds surrounding important buildings or cities. Individual potted flowers are kept in treasure rooms as traps for the unwary.

A bloodflower grows to a height of about 1 foot.

COMBAT

A bloodflower releases its narcotic perfume when warm-blooded prey approaches, then attempts to latch on to victims with its spiny tendrils. It then drains blood until sated.

Attach (Ex): If a bloodflower hits with a tendril attack, it uses its thorns and suckers to latch onto the opponent’s body. An attached bloodflower is effectively grappling its prey. Bloodflowers have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

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

Blood Drain (Ex): A bloodflower drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. A bloodflower will continue draining blood until its victim dies or it it is removed from its victim.

Camouflage (Ex): Since a bloodflower 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.

Narcotic Perfume (Ex): Bloodflowers constantly produce a perfumed sedative gas. Any creature that comes within a 5 feet of the plant must succeed on a DC 11 Fortitude save every round or fall unconscious for 2d4+5 rounds. The save DC is Constitution-based.

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

Monster Junkie
White Boar

http://www.enworld.org/forum/general-monster-talk/270413-converting-monsters-dungeon-magazine-14.html

White Boar
Large Magical Beast
Hit Dice: 16d10+144 (232 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 22 (–1 size, +2 Dex, +11 natural), touch 11, flat-footed 20
Base Attack/Grapple: +16/+31
Attack: Gore +26 melee (1d8+16/18-20/x3)
Full Attack: Gore +26 melee (1d8+16/18-20/x3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, nemesis, spell-like abilities
Special Qualities: Damage reduction 10/epic, immortal, immunity to transmutation, low-light vision, resistance to acid 5, cold 5, electricity 5, fire 5, and sonic 5, scent, spell resistance 21, unnatural aura
Saves: Fort +19, Ref +12, Will +9
Abilities: Str 33, Dex 15, Con 28, Int 16, Wis 19, Cha 18
Skills: Knowledge (nature) +23, Intimidate +23, Jump +19, Listen +25, Spot +25, Survival +23 (+25 in aboveground natural environments)
Feats: Alertness, Awesome Blow, Diehard, Endurance, Improved Bull Rush, Power Attack, Track (B)
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 17-32 HD (Large); 33-48 HD (Huge)
Level Adjustment: —

This majestic wild boar is as big as a bison, with hide as ivory-white as its tusks.

A white boar is a creature specially created by deities of nature to destroy some offense against nature, such as an unnatural abomination and the wizard who created it. Legends claim it houses the spirit of a godlike avatar.

A white boar is about 10 feet long and stands 5 feet at the shoulder, it weighs about 1000 pounds.

A white boar stands 5 feet tall at the shoulder and weighs x pounds.

A white boar cannot speak, but understands Sylvan.

COMBAT

A white boar pursues its nemesis single-mindedly, ignoring other foes unless they obstruct that goal. Nonetheless, the boar evaluates other threats shrewdly and will attack other opponents or even retreat if those tactics will empower the destruction of its nemesis later. It uses Awesome Blow or Improved Bull Rush to force its way through any opponent obstructing the path to its nemesis.

The white boar closes to melee with its nemesis as quickly as possible in order to use its devastating gore attack, augmented with Power Attack if that is advantageous.

Augmented Critical (Ex): The white boar's gore threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

Nemesis (Ex): The white boar was created to destroy a specific foe, some individual or race who have offended the powers of nature. When attacking this foe it ignores any damage reduction or hardness the foe may possess. Furthermore, the boar gains a +6 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against its foe, and likewise gets a +6bonus on weapon damage rolls against such opponents.

Spell-Like Abilities: 1/day—locate creature (nemesis only). Caster level 16th. The save DCs are Charisma-based.

Unnatural Aura (Ex): The white boar creates an unnatural aura that terrifies all pigs and swine, including both porcine animals and magical beasts (such as razor boars). No pig, wild or domesticated, will willingly approach nearer than 30 feet to the white boar, and panics if forced to do so (Pigs that are animals are allowed no saving throw, but magical beasts get a DC 22 Will save to merely be shaken); they remain panicked or shaken as long as they are within that range. The save DC is Charisma-based.

The White Boar of Kilfay
The original white boar found around Kilfay was specially created by the Celtic deities to house the spirit of a godlike avatar sent do destroy Shivnar and his bulette-mutation. Other White Boars can exist, with different trapped deities and their own nemeses.

Originally appeared in Dungeon Magazine #37 (1992).
 
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Shade

Monster Junkie
Genie, Tasked, Winemaker

http://www.enworld.org/forum/general-monster-talk/268436-converting-al-qadim-creatures-42.html

Genie, Tasked, Winemaker
Medium Outsider (Native)
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 12 (+1 Dex, +1 natural), touch 11, flat-footed 11
Base Attack/Grapple: +2/+4
Attack: Kukri +4 melee (1d4+2/18-20) or slam +4 melee (1d6+3)
Full Attack: Kukri +4 melee (1d4+2/18-20) or slam +4 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, constrict 1d6+3, improved grab, spell-like abilities
Special Qualities: Change shape, darkvision 60 ft., plane shift, telepathy 100 ft.
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 14, Dex 13, Con 12, Int 10, Wis 13, Cha 13
Skills: Appraise +5*, Craft (cooper) +3, Craft (glassblowing) +3, Jump +5, Knowledge (geography) +5, Knowledge (nature) +5, Perform (dance) +4, Perform (sing) +4, Profession (farmer) +6, Profession (vintner) +9, Survival +1 (+3 to keep avoid getting lost or to avoid natural hazards, +3 in aboveground natural environments)
Feats: Improved Initiative (B), Skill Focus (Profession [vintner])
Environment: Any temperate or warm land
Organization: Solitary
Challenge Rating: 2
Treasure: Standard coins; double goods; standard items
Alignment: Always neutral, often good
Advancement: 3-6 HD (Medium)
Level Adjustment: —

This creature has the head of a cat, the body of a dog, and a long trunk. Its body is draped in grapevines, and its paws appear wine-stained.

Winemaker genies dedicate themselves to lives as vintners, nurturing grapevines, tending fields, and supervising harvests to create the finest possible vintages. Wine produced by a winemaker genie generally fetches four times its normal value on the open market.

They never remain at a given vineyard for more than two years. Harvest time is their only celebration; they are great drinkers and are capable of entertaining workers with self-deprecating humor and song.

Unfortunately, the winemaker genies sample their own product all too often, leading them to excessive drinking as well as a deterioration of their talent. Older winemaker genies may become eccentric vintners who cater to jaded palates, or they may become village drunks, madmen, and fools.

Winemaker genies serve only so long as their masters do not mistreat them. They do not stand for anyone watering down their wine much less fortifying it with a less than perfect beverage. Winemaker genies forced to their task produce excellent wines, but the result may lack that special aroma, flavor, aftertaste, texture, coloring, and so on. Such winemakers often decline into drunkenness and eccentricity much more quickly.

Winemaker genies are friendly to any race that appreciates their talents, regardless of alignment. They frequently associate with wine snobs, drunks, and bacchanalia fey.

A typical winemaker genie stands 4 to 5 feet tall and weighs around 150 pounds. Males are slightly heavier than females. Winemaker genies eschew clothing, but often drape themselves in grape leaves during the growing season.

Winemaker genies can speak many languages, so as to be able to travel the widest regions possible. A typical winemaker genie speaks four languages, such as Common, Elven, Gnome and Sylvan.

COMBAT

Winemaker genies generally avoid combat, but fight with great fervor when angered or insulted. A winemaker genie may store water or wine within its trunk, then unleash it in a blinding spray at adversaries.

Breath Weapon (Su): As a full-round action, a winemaker genie may fill its trunk with water or wine. At any point thereafter, it may spray this as a 20-foot cone, blinding victims for 1 round (water) or 1d3 rounds (wine). A successful DC 13 Reflex save negates. The save DC is Constitution-based.

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

Constrict (Ex): A winemaker genie deals 1d6+3 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a winemaker genie must hit 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.

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: 3/day—create water, detect poison, goodberry, purify food and drink, speak with animals, water walk; 1/week—daylight, plant growth. Caster level 2nd. The save DCs are Charisma-based.

Once per week a winemaker genie can use greater teleport to move anywhere within its home (a vineyard up to one square mile). It cannot teleport beyond the boundaries of its territory nor back from outside.

Skills: *A winemaker genie has a +8 racial Bonus on Appraise skill checks when judging or analyzing wine.


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

Monster Junkie
Flard

http://www.enworld.org/forum/general-monster-talk/201788-converting-psionic-creatures-27.html

Flard
Colossal Construct (Extraplanar, Psionic)
Hit Dice: 36d10+120 (308 hp)
Initiative: +8
Speed: 0 ft. (immobile)
Armor Class: 23 (-8 size, +21 natural), touch 2, flat-footed 23
Base Attack/Grapple: +24/+40
Attack: —
Full Attack: —
Space/Reach: 30 ft./0 ft.
Special Attacks: Cone of cold, fear aura, internalize items, psi-like abilities
Special Qualities: Darkvision 60 ft., infinite height, low-light vision, power resistance 18, reflect attacks, resistance to cold 20, vulnerability to fire
Saves: Fort +12, Ref +12, Will +28
Abilities: Str 10, Dex 10, Con —, Int 31, Wis 30, Cha 31
Skills: Appraise +20, Concentration +24, Decipher Script +25, Diplomacy +16, Gather Information +14, Knowledge (arcana) +59, Knowledge (architecture and engineering) +59, Knowledge (dungeoneering) +59, Knowledge (geography) +59, Knowledge (history) +59, Knowledge (local) +59, Knowledge (nature) +59, Knowledge (nobility and royalty) +59, Knowledge (religion) +59, Knowledge (the planes) +59, Search +10 (+14 to find secret doors or hidden compartments), Sense Motive +24, Survival +10 (+14 on other planes, in aboveground natural environments, underground, or to keep from getting lost or to avoid natural hazards), Use Magic Device +25
Feats: Ability Focus (cone of cold), Blind-Fight, Blindsight 5-Ft. Radius, Epic Toughness, Epic Will, Eyes In The Back Of Your Head, Greater Power Penetration, Improved Initiative, Iron Will, Jack Of All Trades, Power Penetration, Quicken Spell-Like Ability (second chance), Superior Initiative
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary
Challenge Rating: 21
Treasure: Triple standard
Alignment: Always lawful neutral
Advancement: 37+ HD (Colossal)
Level Adjustment: —

This towering pillar of pure white marble has a veined, pink marble base. Its height appears infinite.

Flards are ancient constructs created by an ancient race long-since extinct. Their sole purpose for existence is to answer questions. Flards are extremely old, and spend most of their time dormant, gathering information.

Each flard has a specific name which awakens it when spoken aloud. Only arduous research in rare, ancient extraplanar documents may uncover a flard's name. Flards are extremely unlikely to know each others' names.

An awakened flard will generally answer only a single question before returning to its dormant state.

Flards speak all languages.

COMBAT

Flards spend most of their existence in a dormant state in which they reflect any attacks made against them back at their source. A dormant flard is fully aware of its surrounding but can not speak or take any action until it wakes. Flards only awaken to answer questions or defend themselves after taking damage.

A flard's godlike intelligence and clairsentient powers usually ensure that it understands all the powers of any creature it encounters and allow it to read their intentions before they know them themselves. They can always chose the most effective tactic among the powers and items at their disposal.

Cone of Cold (Su): 60-foot cone, once per round, damage 20d6 cold, Reflex DC 30 half. The save DC is Constitution-based.

Fear Aura (Su): A flard can radiate a 60-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 38 Will save or be affected as though by a fear spell (caster level 20th). A creature that successfully saves cannot be affected again by the same flard's aura for 24 hours. The save DC is Charisma-based.

Internalize Items (Ex): A flard has an internal cavity it uses to store its treasure and magical items. The cavity has a volume of 150 cubic feet and can contain a weight up to the flard's medium encumbrance limit. Normally this storage space is surrounded by seamless wall on all sides, but it can open or close this cavity as a free action. It can put an item into this cavity as a move action (including opening and closing the cavity) or expel it with a move action.

Flards never put creatures into their internal cavity, so they won't try to hide allies or trap enemies in this storage space.

A flard can use magic items in its internal cavity. It treats any item that can be worn as worn, but is still limited to the normal limitations (1 amulet, two rings, etc.). However, it cannot wield melee weapons or ranged weapons. For example, a flard holding a ring of invisibility and wand of fear in its cavity could turn itself invisible as if wearing the ring and cast fear in any direction as if holding the wand.

Psi-Like Abilities: At will—clairvoyant sense, control object, destiny dissonance, ego whip (5d4 Cha, DC 30)*, empty mind (+11 bonus)*, escape detection, id insinuation (9 targets, DC 30)*, mind thrust (20d10, DC 30)*, object reading (up to 370 minutes)*, precognition, sensitivity to psychic impressions, thought shield (power resistance 30, 18 rounds)*; 3/day—clairtangent hand (can emulate clairvoyant sense in conjunction with either telekinetic force, telekinetic maneuver, or telekinetic thrust)*, fate link (DC 30)*, intellect fortress (14 rounds)*, mental barrier (+5 deflection bonus, 16 rounds)*, psionic blast (stunned 8 rounds, DC 23)*, quickened second chance, remote viewing (DC 24), telekinetic force (DC 23, 625 lbs.)*; 1/day—fate of one, greater precognition, hypercognition, psychic crush (DC 25, 8d6 damage)*, tower of iron will (12 rounds, power resistance 30)*; 1/week—metafaculty. Manifester level 20th. The save DCs are Charisma-based.
*Includes augmentation for the flard's manifester level.

Reflect Attacks (Su): Any melee or ranged attack targeting a dormant flard is reflected back upon its attacker. An attacker makes its attack as normal, determining damage as if it had hit the flard (including the flard's damage reduction). Any leftover damage is immediately dealt to the attacker, as if he or she had been struck by the weapon. Spells directed at the flard are reflected back upon their caster, as if the flard were under the effects of a spell turning spell with no level limits.

Skills: A flard has a +10 racial bonus on all Knowledge skills.

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

Colossal Construct (Extraplanar)
Special Attacks: Cone of cold, fear aura, internalize items, spell-like abilities
Special Qualities: Darkvision 60 ft., infinite height, low-light vision, reflect attacks, resistance to cold 20, spell resistance 18, vulnerability to fire
Feats: Ability Focus (cone of cold), Blind-Fight, Blindsight 5-Ft. Radius, Epic Toughness, Epic Will, Eyes In The Back Of Your Head, Greater Spell Penetration, Improved Initiative, Iron Will, Jack Of All Trades, Quicken Spell-Like Ability (eyebite), Spell Penetration, Superior Initiative

Spell-Like Abilities: At will—clairaudience/clairvoyance, feeblemind (DC 25), globe of invulnerability, greater arcane sight, identify, locate creature, locate object, mass charm monster (DC 28), mind fog (DC 25), nondetection (DC 23), ray of enfeeblement, true seeing; 3/day—contact other plane, quickened eyebite (DC 26), greater scrying (DC 27), mind blank (DC 28), polar ray, spell turning, symbol of stunning (DC 27), telekinesis (DC 25); 1/day—crushing hand, discern location, foresight, legend lore, protection from spells; 1/week—wish (only used to grant knowledge). Caster level 20th. The save DCs are Charisma-based.

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

Monster Junkie
http://www.enworld.org/forum/general-monster-talk/268225-special-conversion-thread-moldvays-undead-35.html

Galley Beggar
Medium Undead (Incorporeal)
Hit Dice: 4d12 (26 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 14 (+2 Dex, +2 deflection), touch 14, flat-footed 12
Base Attack/Grapple: +4/—
Attack: —
Full Attack: —
Space/Reach: 5 ft./5 ft.
Special Attacks: Deathly shriek, frightful appearance
Special Qualities: Darkvision 60 ft., eldritch glow, ghostly hand, greater invisibility, incorporeal traits, +2 turn resistance, undead traits
Saves: Fort +1, Ref +3, Will +5
Abilities: Str —, Dex 15, Con —, Int 10, Wis 13, Cha 14
Skills: Hide +9, Intimidate +17, Listen +11, Search +7, Spot +11
Feats: Alertness (B), Blind-Fight, Dodge, Improved Initiative (B)
Environment: Any land
Organization: Solitary or audience (1 plus 2-12 skeletons, zombies or ghouls)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic, never good
Advancement: 5-8 HD (Medium)
Level Adjustment: —

A glowing, semi-transparent skeleton suddenly appears, cackling horribly. It pulls its head off its shoulders and tucks it under an elbow, without interrupting its frightful laughter.

Galley beggars are undead that appear to have no purpose in life beyond terrifying mortals. Neutral galley beggars are content merely frightening their victims, but evil beggars delight in driving their victims to death or madness.

A galley beggar resembles a ghostly skeleton, often dressed in equally spectral clothes. It is able to detach and reattach its head at will. Headlessness has no effect on a galley beggar's abilities, but any creature who sees a galley beggar pull off its head will be affected by its frightful appearance, due to the unnatural horror of the sight.

Scholars believe these undead were once fey, who are now driven to torment the humanoid races who inhabit their former lands. Galley beggars delight in pranks, malevolent tricks and bizarre antics. In fact, they are known to steal or rearrange an intruder's possessions while they sleep, and one famous galley beggar liked to toboggan down its town's high street every night.

A galley beggar is 5 to 6 feet tall and weightless.

Galley beggars can speak Common and Sylvan.

COMBAT

Galley beggars can neither appear or attack in daylight, so only pose a threat at night or underground. They use their frightful appearance at every opportunity, often by suddenly appearing (either by leaping out of hiding or dropping their invisibility). A hostile galley beggar may try to injure its enemies by unleashing a deathly shriek.

Deathly Shriek (Su): Once per day, a galley beggar can utter a horrifying scream. A galley beggar's deathly shriek can not harm any creature that is in daylight (natural or from a daylight spell) or that is protected by a consecrate, magic circle against evil, protection from evil or similar spell. Otherwise, any living creature within 60 feet that hears this deathly shriek must succeed on a DC 14 Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same galley beggar's deathly shriek for 24 hours. The save DC is Charisma-based.

Eldritch Glow (Su): A galley beggar can surround itself with an eerie light with the same effects as the faerie fire spell. This light allows the galley beggar to use its frightful appearance power in conditions of darkness. A galley beggar can create or extinguish its eldritch glow as a free action.

Frightful Appearance (Su): A galley beggar can unsettle foes with its mere presence. The ability takes effect automatically whenever the beggar attacks, charges, or suddenly appears (usually by dropping its greater invisibility). Creatures within a radius of 60 feet are subject to the effect unless they have more HD than the galley beggar. A potentially affected creature that succeeds on a DC 14 Will save remains immune to that galley beggar's frightful appearance for 24 hours. On a failure, creatures with up to half the beggar's HD become panicked for 4d6 rounds, while those with more HD become shaken for 4d6 rounds. The save DC is Charisma-based.

Ghostly Hand (Su): A galley beggar can telekinetically move small objects. This functions as the mage hand spell, except its ghostly hand has a range of touch.

Greater Invisibility (Su): A galley beggar is normally invisible. A galley beggar can suppress its invisibility as a free action, but cannot become visible in natural sunlight or in the area of a daylight spell. An invisible galley beggar cannot use its frightful appearance special attack on creatures unable to see invisible creatures. A galley beggar can resume its greater invisibility as a free action.

Skills: A galley beggar has a +4 racial bonus on Hide, Listen, Search and Spot checks, and a +8 racial bonus on Intimidation checks.

Originally appeared in Dragon Magazine #138 (1988).
 
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Shade

Monster Junkie
Nameless Limbo Thing

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-28.html

Nameless Limbo Thing
Large Outsider (Chaotic, Extraplanar)
Hit Dice: 12d8+36 (90 hp)
Initiative: +4
Speed: 30 ft. (6 squares), fly 30 ft. (good)
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +12/+22
Attack: Pseudopod +17 touch (1d4+6 plus dissolution)
Full Attack: 4 pseudopods +17 touch (1d4+6 plus dissolution)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dissolution
Special Qualities: Alien mind, blindsense 20 ft., darkvision 60 ft., immunity to transformation, regeneration 3
Saves: Fort +14, Ref +14, Will +22
Abilities: Str 22, Dex 11, Con 17, Int 9, Wis 10, Cha 10
Skills: Balance +2, Escape Artist +15, Hide +11, Jump +8, Knowledge (the planes) +14, Listen +15, Move Silently +15, Spot +15, Survival +0 (+2 on other planes), Tumble +15, Use Rope +0 (+2 bindings)
Feats: Ability Focus (dissolution), Flyby Attack, Great Fortitude, Improved Initiative, Lightning Reflexes
Environment: Ever-Changing Chaos of Limbo
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic neutral
Advancement: 13-15 HD (Large); 16-29 HD (Huge); 30-47 HD (Gargantuan)
Level Adjustment: —

This creature is green in color with purplish, pulsing veins running through its flat, malleable body. A pseudopod extends from each corner of its somewhat squarish body, each ending in a single bony claw.

The nameless Limbo thing is one of the many chaotic horrors floating through limbo. It seems to exist only to disrupt matter or energy and convert it into the random stuff of Limbo.

A nameless Limbo thing is a flat, roughly square shape 10 feet on a side, with 6-foot long pseudopods. It weighs around 250 pounds.

A nameless Limbo thing never speaks, and does not seem to understand any languages.

COMBAT

A nameless Limbo thing attacks any foreign creatures or objects it encounters with its dissolution touch, then moves on to seek more.

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

Alien Mind (Su): While a nameless Limbo thing 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 16 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.

Dissolution (Ex): The touch of a nameless Limbo thing can convert any sort of matter into the random stuff of Limbo. Any time the thing hits with a pseudopod or grapples an opponent (regardless of whether the grapple succeeds), it deals an additional 3d12 damage by partially dissolving its target (Fortitude DC 21 half). Creatures with the Chaos subtype take half damage, or no damage if they succeed at the Fortitude save. This special attack does full damage to objects and ignores hardness. If a creature is killed by a dissolution attack, its body dissolves into chaos, and the remains are insufficient for a raise dead spell to bring back to life. A nameless Limbo thing can suppress or resume its dissolution power as a free action. The save DC is Constitution-based.

Immunity to Transformation (Ex): No mortal magic can permanently affect or fix a nameless Limbo thing's form. Effects such as polymorphing or petrification force the creature into a new shape, but at the start of its next turn it immediately returns to its mutable form as a free action.

Regeneration (Ex): A nameless Limbo thing takes damage from lawful-aligned weapons and from spells and effects with the lawful descriptor.

Originally appeared in Tales from the Infinite Staircase (1998).
 
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Shade

Monster Junkie
Gargantua, Reptilian

http://www.enworld.org/forum/general-monster-talk/268435-converting-oriental-adventures-creatures-28.html

Gargantua, Reptilian
Colossal Dragon
Hit Dice: 64d12+832 (1,248 hp)
Initiative: +9
Speed: 50 ft. (10 squares), swim 30 ft.
Armor Class: 50 (–8 size, +1 Dex, +47 natural), touch 3, flat-footed 49
Base Attack/Grapple: +64/+101
Attack: Claw +77 melee (3d10+21/19-20)
Full Attack: 2 claws +77 melee (3d10+21/19-20) and bite +78 melee (6d10+10/19-20 plus 1d6 on a critical hit and DC 63 Fort save or die) and tail slap +77 melee (8d12+31)
Space/Reach: 50 ft./40 ft. (80 ft. w/tail)
Special Attacks: Crush 10d12+31, frightful presence, improved grab, swallow whole, tail sweep 8d10+31, thunderous roar, trample 10d10+21
Special Qualities: Damage reduction 15/epic, darkvision 60 ft., empathic sense, fast healing 20, immunity to sleep and paralysis, light sensitivity, low-light vision, water breathing
Saves: Fort +47, Ref +39, Will +41
Abilities: Str 53, Dex 13, Con 37, Int 6, Wis 16, Cha 22
Skills: Jump +96, Listen +70, Spot +70, Survival +70, Swim +29
Feats: Awesome Blow, Blind-Fight, Cleave, Devastating Critical (bite), Dire Charge, Epic Reflexes, Epic Will, Great Cleave, Improved Bull Rush, Improved Critical (bite), Improved Critical (claws), Improved Initiative, Improved Multiattack, Legendary Leaper, Multiattack, Overwhelming Critical (bite), Power Attack, Snatch, Stand Still,Superior Initiative, Track, Weapon Focus (bite)
Environment: Any coastal land or aquatic
Organization: Solitary, mated pair, or family (2 plus 1 child)
Challenge Rating: 28
Treasure: None
Alignment: Always chaotic neutral
Advancement: 65+ HD (Colossal)
Level Adjustment: —

This gigantic, bipedal lizard stands over one hundred feet tall. It is supported by two massive legs, thicker than nearly any tree. Its thick, bulky body is covered with rocky, black-accented dark green scales, fading to a lighter shade of green on its smooth underbelly. Its vaguely humanoid hands end in four, long fingers tipped with hooked claws. Its webbed feet are flat and broad, ending in shorter, thicker hooked claws. A bony ridge stretches from the base of its neck, down along its spine, and extending the length of its immense tail. Its head is somewhat small in proportion to its body, sporting two glaring eyes, nostrils flush with its head, twin triangular projections resembling tiny wings in place of ears. Its mouth is a wide slash that nearly bisects its entire head and is lined with rows of long fangs.

Gargantua are truly monstrous species, both in size and ferocity. Whether they are throwbacks to another age, aberrations of natural processes, or results of crazed magical experiments is unknown. Their arrival is heralded by earth tremors, swirling waters or crashing waves, and thunderous roars. The appearance of a gargantua is usually treated as a national emergency and every resource is mobilized to ensure their riddance. Gargantua appear in many different forms, but the most common is also the largest and most dangerous: the reptilian gargantua.

Reptilian gargantua are massive reptiles that make their homes on the floors of subtropical oceans or on remote tropical islands. Any grotto or cave that provides shelter, privacy, and sufficient room to house a reptilian gargantua can serve as its lair. Reptilian gargantua are fiercely territorial, claiming an area of several square miles. These creatures are primarily nocturnal, since their eyes are sensitive to bright light.

Reptilian gargantua are omnivorous, primarily dining on plants, swallowing whole trees in a single gulp. They also enjoy living prey of all varieties, and can subsists on minerals, gems, and other inorganic substances in times of scarce vegetation and game.

Reptilian gargantua shun the company of other creatures. They especially dislike other types of gargantua, which sometimes compete with their reptilian cousins for the same territory. Reptilian gargantua mate for life. A female reptilian gargantua gives birth to a single offspring once per century. The birth of a reptilian gargantua is marked by shattering thunderstorms that rock the skies over the territory of its parents for 101 days.

Reptilian gargantua stand over 100 feet tall and weigh 1,000 tons. Eye coloration is usually gold or bright red. Certain rare breeds have mottled scales in shades of brown, gray, and yellow. Reptilian gargantua live several hundred years.

Reptilian gargantua cannot speak, but emit deafening roars that sound like the trumpeting of a bull elephant amplified a thousandfold. Reptilian gargantua understand Draconic.

COMBAT

Most gargantua are mindless brutes bent on destruction for destruction's sake. A rampaging reptilian gargantua is all but oblivious to its surroundings, crushing everything in its path. Fortunately, reptilian gargantua seldom bother humanoids. However, those who disturb their lairs or otherwise provoke the creatures will find themselves relentlessly pursued, even across thousands of miles of ocean. The surest way to provoke the wrath of a reptilian gargantua is to threaten its offspring.

Crush (Ex): A jumping reptilian gargantua can land on opponents as a standard action, using its whole body to crush them. Its crush attack is effective only against Large or smaller opponents (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the reptilian gargantua's body. Creatures in the affected area must succeed on a DC 55 Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the gargantua moves off them. If the gargantua chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. The save DC is Constitution-based.

Empathic Sense (Su): A reptilian gargantua has an instinctive telepathic ability that warns it if a creature intends it harm. This functions as the psionic power detect hostile intent except it has a range of 300 feet. Due to this power, the gargantua cannot be surprised or caught flat-footed by creatures that are susceptible to mind-affecting powers and can make Sense Motive checks as a free action against anyone within 30 feet.

A reptilian gargantua's empathic sense allows it to infallibly follow the psychic trail of any creature it has detected hostility from. This tracking ability has an unlimited range, but the gargantua can not track a being if it moves to another plane of existence.

A reptilian gargantua receives the empathic sense of its young as well as its own, provided its offspring is on the same plane of existence as the gargantua. Should its young be attacked, a reptilian gargantua can detect both the distress of its young and the hostility of the creature(s) attacking it, and can use its empathic sense to find either of them.

A reptilian gargantua's empathic sense can penetrate barriers, but 30 feet of stone, 3 feet of common metal, a foot of lead, or 60 feet of wood or dirt blocks it.

Frightful Presence (Su): Reptilian gargantua can inspire terror by charging or attacking. Affected creatures must succeed on a DC 48 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the gargantua. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, a reptilian gargantua must hit a Huge or smaller opponent 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.

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

Swallow Whole (Ex): A reptilian gargantua can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 6d6+21 points of crushing damage plus 4d6 points of acid damage per round from the gargantua's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the gargantua's digestive tract (AC 33). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A reptilian gargantua's gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.

Tail Sweep (Ex): A reptilian gargantua can sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 80 feet, extending from an intersection on the edge of the gargantua's space in any direction. Medium or smaller creatures within the swept area take 8d10+31 points of damage. Affected creatures can attempt DC 55 Reflex saves to take half damage. The save DC is Constitution-based.

Thunderous Roar (Su): As a standard action, a reptilian gargantua can unleash an unbelievably loud roar. A creature of 6 Hit Dice or less within 1,200 feet of the gargantua in the round that it roars becomes shaken and deafened for 3d6 rounds. Creatures of 7 or more Hit Dice can make a DC 48 Fortitude saving throw to avoid the effects. A bard can user her countersong ability to allow allies within 30 feet to use her Perform check in place of the saving throw. The save DC is Charisma-based.

Trample (Ex): Reflex half DC 63. The save DC is Strength-based.

Water Breathing (Ex): A reptilian gargantua can breathe underwater indefinitely and can freely use its special abilities while submerged.

Skills: A reptilian gargantua 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.

Natal Storm
Reptilian gargantua mate for life. The female gives birth to a single offspring once every century - some reptilian gargantua give live birth, while others lay giant eggs. The gestation takes 101 days and is accompanied by terrible thunderstorms over the reptilian gargantua's nest. At the moment of birth, great bolts of positive energy streak down from these thunderstorms to strike the newborn gargantua. If a dead creature of any kind is struck by one of these bolts (10% change if within 100 ft. of the birth), the bolt acts as resurrection spell. Any resurrected creatures risk being eaten by the newborn gargantua or destroyed by its protective parents.

At least one kingdom has stolen a reptilian gargantua egg and surrounded it with "lightning rods" in a bid to resurrect a whole army of creatures. So far, these experiments have ended in disaster when the egg's outraged parents arrived.

In Kara-Tur
While most reptilian gargantua make their homes on uncharted, remote tropical islands, far from civilized lands, a notable exception is the Isle of Gargantua. One of the Outer Isles off the outhwestern tip of Wa, this island is inhabited entirely by gargantua of various types.

Young Reptilian Gargantua
Huge Dragon
Hit Dice: 13d12+91 (175)
Initiative: +1
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 29 (–2 size, +1 Dex, +20 natural), touch 9, flat-footed 28
Base Attack/Grapple: +13/+32
Attack: Claw +22 melee (1d10+11)
Full Attack: 2 claws +22 melee (1d10+11) and bite +21 melee (2d12+5) and tail slap +20 melee (2d12+16)
Space/Reach: 15 ft./10 ft. (20 ft. w/tail)
Special Attacks: Crush 3d12+16, frightful presence, improved grab, swallow whole, thunderous roar, trample 3d10+11
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., empathic sense, fast healing x, immunity to sleep and paralysis, light sensitivity, low-light vision, water breathing
Saves: Fort +47, Ref +39, Will +41
Abilities: Str 33, Dex 13, Con 25, Int 4, Wis 14, Cha 18
Skills: Jump +27, Listen +18, Spot +18, Swim +19
Feats: Blind-Fight, Multiattack, Power Attack, Snatch, Weapon Focus (bite)
Environment: Any coastal land or aquatic
Organization: Solitary or family (1 plus 2 adults)
Challenge Rating: 11
Treasure: None
Alignment: Always chaotic neutral
Advancement: 14-31 HD (Huge)
Level Adjustment: —

Juvenile Reptilian Gargantua
Gargantuan Dragon
Hit Dice: 32d12+320 (464)
Initiative: +5
Speed: 40 ft. (8 squares), swim 30 ft.
Armor Class: 39 (–4 size, +1 Dex, +32 natural), touch 7, flat-footed 38
Base Attack/Grapple: +32/+60
Attack: Claw +44 melee (2d10+16/19-20)
Full Attack: 2 claws +44 melee (2d10+16/19-20) and bite +43 melee (4d10+8) and tail slap +42 melee (5d12+24)
Space/Reach: 20 ft./15 ft. (30 ft. w/tail)
Special Attacks: Crush 6d12+24, frightful presence, improved grab, swallow whole, thunderous roar, tail sweep 5d10+24, trample 6d10+16
Special Qualities: Damage reduction 10/epic, darkvision 60 ft., empathic sense, fast healing 15, immunity to sleep and paralysis, light sensitivity, low-light vision, water breathing
Saves: Fort +28, Ref +19, Will +20
Abilities: Str 43, Dex 13, Con 31, Int 6, Wis 14, Cha 20
Skills: Jump +55, Listen +37, Spot +37, Survival +37, Swim +24
Feats: Awesome Blow, Blind-Fight, Dire Charge, Improved Bull Rush, Improved Critical (claws), Improved Initiative, Multiattack, Power Attack, Snatch, Track, Weapon Focus (bite)
Environment: Any coastal land or aquatic
Organization: Solitary or family (1 plus 2 adults)
Challenge Rating: 18
Treasure: None
Alignment: Always chaotic neutral
Advancement: 33-63 HD (Gargantuan)
Level Adjustment: —

Originally appeared in Oriental Adventures (1985).
 
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Shade

Monster Junkie
Treant, Hoarfrost

http://www.enworld.org/forum/general-monster-talk/267799-converting-monsters-polyhedron-magazine-13.html

Treant, Hoarfrost
Huge Undead (Cold)
Hit Dice: 7d12 (45 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: +3/+18
Attack: Slam +8 melee (2d6+7 plus 1d6 cold and energy drain)
Full Attack: 2 slams +8 melee (2d6+7 plus 1d6 cold and energy drain)
Space/Reach: 15 ft./15 ft.
Special Attacks: Chillness aura, double damage against objects, energy drain, frozen blight, trample 2d6+10
Special Qualities: Damage reduction 10/cold iron and slashing, immunity to cold, low-light vision, plant traits, snow striding, vulnerability to fire
Saves: Fort +2, Ref +1, Will +7
Abilities: Str 25, Dex 8, Con —, Int 10, Wis 14, Cha 16
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 creature appears to be a dead tree shaped into a mockery of the human form. Its trunk is split by frost and icicles drip from its bare branches. The hatred in its eyes is as chilling as the unholy cold radiating from its body.

A hoarfrost treant is the undead embodiment of a frost treant that has succumbed to a bitter death.

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

Hoarfrost treants speak Treant, Common, and Sylvan.

COMBAT

Hoarfrost treants hate all animal life and are unfriendly at best towards plant life, tolerating only the existence of plant creatures of evil alignment.

A hoarfrost treat spends most of its undeath standing immobile, pretending to be a mundane dead tree. If a living creature wanders nearby, the hoarfrost treant charges into melee as quickly as possible. It prefers to save its frozen blight attack for multiple opponents, but will unleash it as a last-ditch strike against a single enemy if severely damaged.

Chillness Aura (Su): A hoarfrost treant is continuously surrounded by an aura of bitter cold. All creatures within 5 feet of a frost treant suffer 1d4 points of cold damage each round.

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

Energy Drain (Su): Any living creature struck by a hoarfrost treant's natural attacks gains one negative level. For each negative level bestowed, the hoarfrost treant gains 5 temporary hit points.

Frozen Blight (Su): Once per day a hoarfrost treant can create a 20-foot radius emanation of unholy cold. Any living creature within this area takes 3d6 points of damage (half cold, half unholy) and is sickened for 1d4 rounds. A successful DC 16 Will save halves the damage and negates the sickened condition. Any plant creature that fails its Will save against frozen blight must also make a DC 16 Fortitude save or contract hoarfrost rot. The save DCs are Charisma-based.

Hoarfrost Rot: Supernatural disease—emanation, Fortitude DC 16, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. Any intelligent plant creature killed by hoarfrost rot will rise as a hoarfrost treant 1d4 days later.

Snow Striding (Ex): A hoarfrost 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: *Hoarfrost 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
Al-Jahar

http://www.enworld.org/forum/general-monster-talk/268436-converting-al-qadim-creatures-45.html

Al-Jahar
Medium Outsider (Evil, Native)
Hit Dice: 5d8+5 (27 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 30 ft. (average)
Armor Class: 12 (+2 Dex), touch 12, flat-footed 12
Base Attack/Grapple: +5/+6
Attack: Claw +7 melee (1d6+1)
Full Attack: 2 claws +7 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bewitching light, feed on emotions, spell-like abilities
Special Qualities: Change shape, darkvision 60 ft., immunity to charms and fear, immunity to light-based attacks, psionics, sense emotions, spell resistance 9
Saves: Fort +5, Ref +6, Will +6
Abilities: Str 13, Dex 15, Con 13, Int 12, Wis 14, Cha 20
Skills: Bluff +15*, Concentration +7, Diplomacy +17*, Disguise +13* (+15 acting), Forgery +5, Gather Information +9, Hide +8, Intimidate +15*, Move Silently +8, Listen +6, Sense Motive +10, Spot +6
Feats: Combat Casting, Persuasive
Environment: Any urban
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral evil
Advancement: 6-15 HD (Medium)
Level Adjustment: —

This winged humanoid seems to be composed of sparkling white motes of light. Its genderless form shimmers like a heat-mirage, giving the creature an otherworldly appearance.

Al-jahar, also known as dazzles, are evil shapechangers who feed upon the base emotions of intelligent creatures. They usually take on the shape of a beautiful human or elven woman. Their origins are unclear: some say al-jahar hail from desolate wastes that were once cursed kingdoms, others believe them fiends summoned by some forgotten rite. Dazzles do not appear to age or breed, so their population may be finite.

Al-jahar prefer living in cities, since they are more likely to be discovered in smaller towns. They stake out territories where violence and lust are commonplace and easy to incite, such as dockside taverns. Al-jahar are highly territorial loners, and may attack other al-jahar who trespass onto their territory. These monsters are sometimes encountered in ruins (often settlements ruined by the al-jahar itself), and will try to persuade visitors to transport them to an inhabited area.

Al-jahar dislike good creatures, and particularly hate and fear opinicus.

Al-jahar speak Common and Elven.

Al-jahar stand 5 to 7 feet tall and weigh 75 to 150 pounds.

COMBAT

Al-jahar try to avoid combat by masquerading as a harmless civilian, such as a beautiful woman or beggar. They then use their intrigue and spell-like abilities to incite others to violence or debauchery in order to feed off their base emotions.

Threatened al-jahar attempt to flee, remaining in humanoid disguise were possible, or flying away if their true form is discovered. A hard pressed al-jahar will fight with its talons and magical powers.

An al-jahar's natural weapons, as well as any weapon it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Bewitching Light (Su): An al-jahar in its natural form can blind, dominate and fascinate opponents with its light. It can perform each of these functions once per day, with the same effects as the spells blindness/deafness (blinding only, Fort DC 19), dominate person (Will DC 19) and rainbow pattern (Will DC 19). All are treated as caster level 10th. The save DCs are Charisma-based and include a +2 racial bonus.

Bewitching light is opposed by magical darkness. An al-jahar's bewitching light is ineffective if the al-jahar or its opponent is under the effects of a 3rd-level or higher spell with the Darkness descriptor, such as blacklight or armor of darkness.

Change Shape (Su): An al-jahar can assume the form of any Small or Medium humanoid. It cannot use its bewitching light powers (see above) when it is in humanoid form.

Feed on Emotions (Su): An al-jahar can feed off emotional energy, but it can only feed off intelligent creature gripped by strong negative emotions (rage, lust, greed, et cetera), although such emotions can be natural or induced by such spells such as domination, fear or rage. An al-jahar can attempt to feed off all creatures within a 30 ft. radius. Any creature gripped by a hateful passion must attempt a DC 17 Will save, if they fail they take 1 Charisma damage and can not be affected by any al-jahar's feed on emotions attack for the next 24 hours. The save DC is Charisma-based.

Al-jahar must feed on emotions to sustain their powers. One point of Charisma damage is enough to sustain an al-jahar for a day. If an al-jahar goes hungry for more than a week it is unable to use its 1/day spell-like powers, if it goes hungry for a month its 3/day powers become 1/day powers, after 3 months it can only use its at-will powers and is fatigued, and if it goes hungry for a year it cannot use any of its spell-like or psionic powers and is exhausted (although it can still change shape and sense or feed on emotions). It is impossible for an al-jahar to starve to death, they can linger for centuries without the strength to cast a spell. An al-jahar can recover from a stage of starvation by feeding off 5 points of Charisma.

Immunity to Light-Based Attacks (Ex): Al-jahar are immune to all light-based attacks, except those that have a special effect against evil outsiders.

Psi-Like Abilities: 3/day—telempathic projection (DC 16). Manifester level 10th. The save DC is Charisma-based.

Sense Emotions (Ex): An al-jahar can sense strong emotions such as anger, despair, elation, greed, hatred, love, or lust. It can sense such emotions in any intelligent creatures within a 30 ft. radius. This functions like the psionic power empathy. This ability gives the al-jahar a +2 insight bonus on Bluff, Diplomacy, Intimidate, or Sense Motive checks against creatures that are susceptible to mind-affecting powers.

Spell-Like Abilities (Sp): At will—flare (DC 15), nondetection (DC 18), undetectable alignment (DC 17); 3/day—charm person (DC 16), confusion (DC 19), detect thoughts (DC 17), quickened flare (DC 15), hypnotism (DC 16), rage, shocking grasp, ventriloquism (DC 16). Caster level 10th. The save DCs are Charisma-based.

In Zakhara
Although most frequently found in Huzuz, al-jahar may appear in any thriving metropolis. Scholars believe al-jahar might be a remnant from the Haunted Lands or the Ruined Kingdoms. Alternatively, these previous city-states and lost kingdoms might have summoned al-jahar using spells now forgotten or forbidden by Enlightenment.

Originally appeared in City of Delights (1993).
 
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Shade

Monster Junkie
Sword Grass

http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants-19.html

Sword Grass (CR 1)
Sword grass is a dangerous plant that grows a spray of leaf-blades from an underground stalk. These leaves are several feet long and razor sharp, but otherwise resemble ordinary long grass. A standard patch of sword grass has 1d6 stalks each occupying its own 5-ft square, but larger patches are not uncommon. A 5-foot square spray of sword grass has 5 hit points and can be cut down (AC 12, DR 5/slashing) or burned away. The sword grass will grow back within 1d3 weeks unless the plant's stalk and roots are pulled or dug out from the ground.

A successful DC 20 Spot or Knowledge (nature) check alerts a potential victim of the threat imposed by a patch of sword grass. Any creature that unknowingly moves into a square of sword grass takes 1d8 points of slashing damage. A creature that knows a 5-ft square contains sword grass can move through it slowly and carefully, avoiding all damage with a successful DC 15 Escape Artist or Tumble check. If the check fails, the victim takes only 1d4 points of slashing damage. Regardless of success or failure, such movement uses the rules for hampered movement. Any creature biting or grabbing a spray of sword grass (to uproot it, for example) automatically suffers 1d8 points of slashing damage.

Originally appeared in Dragon Magazine #167 (1991).
 

Shade

Monster Junkie
Snake Grass

http://www.enworld.org/forum/general-monster-talk/66584-converting-monsters-first-edition-modules-62.html

Snake Grass
Medium Plant
Hit Dice: 2d8+6 (15 hp)
Initiative: +0
Speed: 0 ft. (immobile)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +1/+1
Attack: Snakes +1 melee (2d4 plus poison)
Full Attack: Snakes +1 melee (2d4 plus poison)
Space/Reach: 5 ft./10 ft.
Special Attacks: Poison, pruned growth
Special Defenses: All-around vision, darkvision 60 ft., low-light vision, plant traits, scent
Saves: Fort +6, Ref +0, Will -1
Abilities: Str 10, Dex 10, Con 16, Int —, Wis 8, Cha 3
Skills: Search +4, Spot +3
Feats: Combat Reflexes (B), Weapon Finesse (B)
Environment: Any temperate or warm land
Organization: Solitary or bed (2-8)
Challenge Rating: 1
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: —
Level Adjustment: —

The patch of grassy reeds bear tiny snakelike heads at its tips. The heads hiss and curl tiny tongues at intruders.

Snake grass is an odd carnivorous plant that seems to possess the heads of vipers at the ends of its reeds. Sage speculate that it was originally created by yuan-ti experimentation or medusae magic.

Snake grass grows to a height of about 6 feet.

COMBAT

Snake grass simply attempts to bite any creature that wanders within its reach with its snakeheads.

All-Around Vision (Ex): Snake grass is exceptionally alert and circumspect. Its many eyes give it a +4 racial bonus on Spot and Search checks, and it can't be flanked.

Poison (Ex): Injury, Fortitude DC 14, initial damage 1d3 Dex, secondary damage 1d3 Str. The save DC is Constitution-based.

Pruned Growth (Ex): Whenever a patch of snake grass has taken 5 hp of slashing damage, its damaged reeds sprout new snake heads. This increases the damage of its snakes attack by an additional die. The maximum additional damage dice equals the total Hit Dice of the snake grass (so a standard patch can grow up to 4d4 damage). Extra heads gained from pruned growth wither and die within a day, returning the damage of the snakes attack to its original amount.

Originally appeared in I13 - Adventure Pack I (1987).
 
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Shade

Monster Junkie
Shadowsponge (Air Stealer)

http://www.enworld.org/forum/general-monster-talk/233941-converting-creatures-other-campaign-settings-60.html

Shadowsponge (Air Stealer)
Huge Aberration
Hit Dice: 7d8+49 (80 hp)
Initiative: -2
Speed: Fly 30 ft. (6 squares)(average)
Armor Class: 11 (-2 Dex, -2 size, +5 natural), touch 6, flat-footed 11
Base Attack/Grapple: +5/+17
Attack: Slam +8 melee (1d4+6)
Full Attack: Slam +8 melee (1d4+6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Engulf, overrun, steal air, toxic fumes
Special Qualities: All-around vision, oozelike, sense air
Saves: Fort +12, Ref +0, Will +4
Abilities: Str 18, Dex 6, Con 24, Int 3, Wis 11, Cha 3
Skills: Search +0, Spot +14
Feats: Endurance, Iron Will, Weapon Focus (slam)
Environment: Space
Organization: Solitary or group (2-6)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic neutral
Advancement: 8-14 HD (Huge); 15-21 HD (Gargantuan)
Level Adjustment: —

A massive, greyish sponge floats through space. Hundreds of rubbery, many-branched air sacs protrude from a central mass, while many small eyes dot its surface.

Shadowsponges are semi-intelligent space creatures that feed on nutrients gleaned from gases, absorbed light, and low level electrical and heat energy. They are often called "air stealers" due to their propensity to absorb all breathable air rapidly from an area. Shadowsponges possess a rudimentary herd mentality, and move instinctively together toward atmospheres in space. They avoid the large, stable atmospheres of worlds.

Sages speculate that shadowsponges are merely a stage in the lives of more advanced fungoid creatures. This stage, it is thought, ends when a sponge reaches a certain inner state by absorbing the nutrients it needs from absorbed gases. It then enters a world's atmosphere and falls to the surface, metamorphosing into spores to begin life anew in some other form. To date, this hypothesis cannot be definitively proven.

Shadowsponges never collide with each other or fight among themselves. They seem capable of rejoining scattered portions of themselves, or even joining with another sponge to form a larger whole, and have no reproductive lives or family units.

A shadowsponge's spongy body is mostly air, making it remarkably lightweight - a typical shadowsponge is a sphere roughly 18 feet in diameter, weighing around 6,000 pounds.

COMBAT

A shadowsponge drifts in space until it senses the approach of an atmosphere. It then attacks single-mindedly, absorbing precious air. A captive shadowsponge refuses to eat or drink, so perishes within a few days.

All-Around Vision (Ex): Shadowsponges are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks.

Engulf (Ex): A shadowsponge can simply mow down Medium or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The shadowsponge merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the shadowsponge, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 17 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the shadowsponge moves forward. Engulfed creatures are considered to be grappled and trapped within its body, every round they are engulfed they take 1d4+4 points of bludgeoning damage and are exposed to the shadowsponge's toxic fumes (see below). The save DC is Strength-based.

Oozelike (Ex): A shadowsponge is immune to poison, sleep effects, paralysis, polymorph, and stunning. It is not subject to critical hits or flanking.

Overrun (Ex): A shadowsponge that hits with a slam attack can attempt to overrun its opponent (+3 check modifier) as a free action without provoking an attack of opportunity. If the shadowsponge fails it has no risk of falling prone.

Sense Air (Ex): A shadowsponge can "smell" breathable air. It can sense the presence and approximate direction of any breathable atmosphere within a range of three miles.

Steal Air (Ex): A shadowsponge can rapidly absorb oxygen and other life-giving gases. Every minute a shadowsponge is in a breathable atmosphere, it absorbs one day's worth of air for every Hit Die it possesses (a "day's worth" being as much air as a single Medium creature normally breathes in 24 hours). A shadowsponge can quickly exhaust small volumes of air such as a spelljammer ship's air-envelope, asphyxiating all air-breathing creatures within. Shadowsponges can store up to 10 day's worth of air for every Hit Die they possess.

Toxic Fumes (Ex): A shadowsponge's interior is filled with corrosive and poisonous vapors. Any creature exposed to these toxic fumes must make a DC 20 Fortitude save each round, or be blinded for 1d4 rounds and take 2d6 acid damage plus 1d4 Str damage and 1d4 Con damage. Even with a successful save, a victim is still dazzled for 1d4 rounds and take 1d6 acid damage. The save DC is Constitution-based.

If a shadowsponge is struck by a fire or electrical damage it will produce toxic fumes for 1 round, covering a radius equal to three times the shadowsponge's reach (30 feet radius for a typical shadowsponge).

When slain, a shadowsponge produces toxic fumes for 1d3 rounds, covering a radius equal to six times the shadowsponge's reach (60 feet radius for a typical shadowsponge).

A strong wind (21+ mph) disperses the toxic fumes in 1 round.

Herd Clouds
Some small, dark shadowsponges have been observed to lead their fellows on long voyages in space and round them up into groups.

Herd Cloud
Huge Aberration
Hit Dice: 8d8+64 (100 hp)
Initiative: -2
Speed: Fly 30 ft. (6 squares)(average)
Armor Class: 11 (-2 Dex, -2 size, +5 natural), touch 6, flat-footed 11
Base Attack/Grapple: +6/+18
Attack: Slam +9 melee (1d4+6)
Full Attack: Slam +9 melee (1d4+6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Engulf, lightning, overrun, steal air, toxic fumes
Special Qualities: All-around vision, oozelike, sense air
Saves: Fort +14, Ref +0, Will +8
Abilities: Str 18, Dex 6, Con 26, Int 11, Wis 15, Cha 7
Skills: Diplomacy +9, Search +4, Spot +17
Feats: Endurance, Iron Will, Weapon Focus (slam)
Environment: Space
Organization: Solitary, group (1 plus 2-6 shadowsponges) or herd (1-6 plus 5-40 shadowsponges)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic neutral
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)
Level Adjustment: —

Lightning (Su): A herd cloud can generate bolts of lightning. Twice per day it can produce two 400-foot lines of lightning, each dealing 6d6 points of electricity damage. These "twinned" lightning bolts cannot overlap. Once per day a herd cloud can produce a lightning bolt that strikes a target within 400 feet for 9d6 points of electricity damage and then forks out to hit all targets within 30 feet of the initial target for 4d6 electricity damage, in a similar fashion to a chain lightning spell. A DC 22 Reflex save halves the damage of any bolt. The save DCs are Constitution-based.

In Spelljammer
Desperate spacefarers occasionally trap shadowsponges in a spacewreck or other large, sturdy spacegojng storage container. These shadowsponges are forcibly dragged through planetoid atmospheres or skim the atmospheres of worlds, thereby gaining a portable atmosphere for oversized crews and long space voyages. Trapped shadowsponges are also set adrift and used offensively against a hostile planetoid, base, ship, or elven armada craft.

Shadowsponges imprisoned or brought into contact with planetary atmospheres will take on and store air usable in space voyages, but the shock of this treatment seems to ultimately kill them, poisoning the surrounding air.

Originally appeared in SJR1 - Lost Ships (1990).
 
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Shade

Monster Junkie
Morena

http://www.enworld.org/forum/general-monster-talk/233941-converting-creatures-other-campaign-settings-60.html

Morena
Small Magical Beast (Aquatic)
Hit Dice: 3d8+6 (19 hp)
Initiative: +3
Speed: Swim 50 ft. (10 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +3/+8
Attack: Bite +7 melee (1d4+1/19-20)
Full Attack: Bite +7 melee (1d4+1/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, lock jaws
Special Qualities: Darkvision 60 ft., fast healing 1, low-light vision, undulating displacement
Saves: Fort +5, Ref +6, Will +4
Abilities: Str 12, Dex 17, Con 14, Int 1, Wis 12, Cha 2
Skills: Hide +8*, Spot +6, Swim +9
Feats: Fleet of Foot, Iron Will, Run (B), Weapon Finesse (B)
Environment: Warm aquatic
Organization: Solitary or seething (2-4)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4 HD (Small); 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: —

This gray-green fish resembles a moray eel. It writhes so furiously that it is nearly impossible to pinpoint its exact location.

A morena is similar to a moray eel, but it is far more aggressive. A morena is so aggressive, in fact, that most aquatic predators, even sharks, avoid it.

Like moray eels, morenas reside in coral reef niches or caves.

A morena is 3 to 5 feet long and weighs up to 100 pounds.

COMBAT

Morena prefer to lie in wait in their lairs, then strike swiftly from ambush.

Improved Grab (Ex): To use this ability, a morena must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can lock jaws. A morena has a +8 racial bonus on grapple checks (already included in the statistics above).

Lock Jaws (Ex): A morena can lock its jaws onto a creature it is grappling as a standard action, automatically dealing 2d4+2 points of damage each round. A jaw-locked morena can be struck with a weapon or grappled itself. To remove a jaw-locked morena through grappling, the opponent must achieve a pin against the morena.

Undulating Displacement (Su): A swimming morena distorts light around itself, making its apparent position undulate from side to side of its true location when viewed from more than 5 feet away. Any ranged or reach attack against a moving morena has a 50% miss chance, as if the morena had total concealment, although this displacement does not prevent enemies from targeting the morena normally. A true seeing spell reveals its true location.

A morena only gains this miss chance on rounds it spends a move action to swim. Undulating displacement does not function if the morena is grappled or heavily encumbered.

Skills: A morena 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 morena gains a +8 racial bonus on Hide checks when in reefs or caves.

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

Monster Junkie
Mimic, Killer

http://www.enworld.org/forum/general-monster-talk/278982-finishing-off-mimics.html

Mimic, Killer
Large Aberration (Shapechanger)
Hit Dice: 9d8+36 (76 hp)
Initiative: +1
Speed: 10 ft. (2 squares)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+16
Attack: Slam +12 melee (1d8+6)
Full Attack: 2 slams +12 melee (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Adhesive, crush
Special Qualities: Darkvision 60 ft., immunity to acid, mimic shape
Saves: Fort +7, Ref +6, Will +7
Abilities: Str 23, Dex 12, Con 19, Int 4, Wis 13, Cha 10
Skills: Climb +9, Disguise +12, Listen +7, Spot +7
Feats: Alertness, Lightning Reflexes, Skill Focus (Disguise), Weapon Focus (slam)
Environment: Underground
Organization: Solitary
Challenge Rating: 5
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 10 HD (Large); 11–20 HD (Huge); 21-30 (Gargantuan)
Level Adjustment: —

The object before you suddenly becomes amorphous, forming a pseudopod.

Killer mimics are a larger, more savage variety of the common mimic.

A killer mimic can have almost any dimensions, but usually is not more than 12 feet long. A typical killer mimic has a volume of 100 cubic feet (about 4 feet by 4 feet by 6 feet) and weighs about 4,500 pounds.

Killer mimics cannot speak.

COMBAT

A mimic often surprises an unsuspecting adventurer, lashing out with a heavy pseudopod.

Killer mimics are almost as adept at mimicry as their intelligent cousins. They are little more than savage beasts, incapable of negotiating or surrender, and mostly fight to the death.

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

A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 18 Reflex save. A successful DC 18 Strength check is needed to pry it off. These DCs are Constitution-based.

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

Crush (Ex): A killer mimic deals 1d8+6 points of damage with a successful grapple check.

Mimic Shape (Ex): A killer mimic can assume the general shape of any object that fills roughly 100 cubic feet (about 4 feet by 4 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.

Skills: A killer mimic has a +8 racial bonus on Disguise checks.

Originally appeared in Monstrous Compendium Volume Two (1989).
 

Shade

Monster Junkie
Mimic, Metal

http://www.enworld.org/forum/general-monster-talk/278982-finishing-off-mimics.html

Mimic, Metal
Large Aberration (Shapechanger)
Hit Dice: 10d8+30 (75 hp)
Initiative: +1
Speed: 10 ft. (2 squares)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +7/+17
Attack: Slam +13 melee (2d6+6)
Full Attack: 2 slams +13 melee (2d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Adhesive, crush
Special Qualities: Create light, darkvision 60 ft., false magic aura, immunity to acid, mimic shape
Saves: Fort +6, Ref +6, Will +8
Abilities: Str 23, Dex 12, Con 17, Int 10, Wis 13, Cha 12
Skills: Climb +11, Disguise +15, Listen +10, Spot +10
Feats: Alertness, Combat Reflexes (B), Hold the Line, Lightning Reflexes, Weapon Focus (slam)
Environment: Underground
Organization: Solitary
Challenge Rating: 6
Treasure: Half standard
Alignment: Usually neutral
Advancement: 11-15 HD (Large); 16-23 HD (Huge); 24-35 HD (Gargantuan)
Level Adjustment: —

The object before you suddenly becomes amorphous, forming a pseudopod.

These powerful cousins of the common mimic are called metal mimics due to their fondness for mimicking objects made out of metal, such as iron doors or steel treasure-chests. As well as being stronger than a regular mimic they have minor magical abilities that help them lure prey within reach.

A metal mimic can have almost any dimensions, but usually is not more than 12 feet long. A typical metal mimic has a volume of 200 cubic feet (about 5 feet by 5 feet by 8 feet) and weighs about 7,000 pounds.

Metal mimics speak Common.

COMBAT

Metal mimics often create a magical light to lure adventurers or monsters to approach them. This light usually appears to be the glow of a magical item, but the mimic will imitate other light-sources such as torches, lanterns or campfires if it thinks these are more likely to interest a victim. A favorite ploy is to shape part of its body into a glowing sword or shield and place a false magic aura upon it, since avaricious creatures find such a treasure hard to resist.

A metal mimic often surprises an unsuspecting opponent, lashing out with a heavy pseudopod. The creature does not necessarily fight to the death if it can succeed in extorting treasure or food from a party.

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

A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 18 Reflex save. A successful DC 18 Strength check is needed to pry it off. These DCs are Constitution-based.

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

Create Light (Sp): Four times per day, a metal mimic can create light. This functions as the light spell (caster level 5th), except the mimic can place the source of this light anywhere upon its body or upon any object it can touch.

Crush (Ex): A metal mimic deals 2d6+6 points of damage with a successful grapple check.

False Magic Aura (Su): Once per day, a metal mimic can give itself or a part of itself a false magical aura, as per the magic aura spell (Will save DC 16). The aura lasts for 24 hours, or the metal mimic can cancel its magic aura as a free action. The save DC is Charisma-based.

Mimic Shape (Ex): A metal mimic can assume the general shape of any object that fills roughly 200 cubic feet (5 feet by 5 feet by 8 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.

Skills: A metal mimic has a +8 racial bonus on Disguise checks.

Originally appeared in Dragon Magazine #101 (1985).
 

Shade

Monster Junkie
Mimic, Killer Metal

http://www.enworld.org/forum/general-monster-talk/278982-finishing-off-mimics.html

Mimic, Killer Metal
Large Aberration (Shapechanger)
Hit Dice: 8d8+24 (60 hp)
Initiative: +1
Speed: 10 ft. (2 squares)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+16
Attack: Slam +12 melee (2d6+6)
Full Attack: 2 slams +12 melee (2d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Adhesive, crush
Special Qualities: Create light, darkvision 60 ft., false magic aura, immunity to acid, mimic shape
Saves: Fort +5, Ref +5, Will +7
Abilities: Str 23, Dex 12, Con 17, Int 4, Wis 13, Cha 12
Skills: Climb +11, Disguise +12, Listen +8, Spot +8
Feats: Alertness, Combat Reflexes (B), Hold the Line, Lightning Reflexes, Weapon Focus (slam)
Environment: Underground
Organization: Solitary
Challenge Rating: 5
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Level Adjustment: —

The object before you suddenly becomes amorphous, forming a pseudopod.

These powerful cousins of the common mimic are called metal mimics due to their fondness for mimicking objects made out of metal, such as iron doors or steel treasure-chests. As well as being stronger than a regular mimic they have minor magical abilities that help them lure prey within reach. Killer metal mimics are a smaller and less intelligent version of the standard metal mimic.

A killer metal mimic can have almost any dimensions, but usually is not more than 10 feet long. A typical killer metal mimic has a volume of 150 cubic feet (about 5 feet by 5 feet by 6 feet) and weighs about 4,500 pounds.

Killer metal mimics cannot speak.

COMBAT

Killer metal mimics often create a magical light to lure adventurers or monsters to approach them. This light usually appears to be the glow of a magical item, but the mimic will imitate other light-sources such as torches, lanterns or campfires if it thinks these are more likely to interest a victim. A favorite ploy is to shape part of its body into a glowing sword or shield and place a false magic aura upon it, since avaricious creatures find such a treasure hard to resist.

A metal mimic often surprises an unsuspecting opponent, lashing out with a heavy pseudopod. Killer metal mimics are instinctively aggressive and usually fight to the death. They may occasionally flee a fight, but never negotiate like their intelligent cousins.

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

A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 17 Reflex save. A successful DC 17 Strength check is needed to pry it off. These DCs are Constitution-based.

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

Create Light (Sp): Four times per day, a killer metal mimic can create light. This functions as the light spell (caster level 5th), except the mimic can place the source of this light anywhere upon its body or upon any object it can touch.

Crush (Ex): A killer metal mimic deals 2d6+6 points of damage with a successful grapple check.

False Magic Aura (Su): Once per day, a killer metal mimic can give itself or a part of itself a false magical aura, as per the magic aura spell (Will save DC 15). The aura lasts for 24 hours, or the metal mimic can cancel its magic aura as a free action. The save DC is Charisma-based.

Mimic Shape (Ex): A killer metal mimic can assume the general shape of any object that fills roughly 200 cubic feet (5 feet by 5 feet by 8 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.

Skills: A killer metal mimic has a +8 racial bonus on Disguise checks and a +4 racial bonus on Listen and Spot checks.

Originally appeared in Dragon Magazine #101 (1985).
 

Shade

Monster Junkie
Mimic, Space

http://www.enworld.org/forum/general-monster-talk/278982-finishing-off-mimics.html

Mimic, Space
Large Aberration (Shapechanger)
Hit Dice: 12d8+36 (90 hp)
Initiative: +1
Speed: 10 ft. (2 squares), fly 50 ft. (good)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +8/+16
Attack: Slam +12 melee (1d8+4)
Full Attack: 2 slams +12 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Adhesive, crush, spells
Special Qualities: Darkvision 60 ft., flight, hide in space, immunity to acid, mimic shape, spells
Saves: Fort +7, Ref +7, Will +9
Abilities: Str 19, Dex 12, Con 17, Int 14, Wis 13, Cha 10
Skills: Climb +4, Concentration +13, Decipher Script +7, Disguise +18, Knowledge (arcana) +7, Listen +11, Spellcraft +14, Spot +11
Feats: Alertness, Combat Casting, Eschew Materials (B), Lightning Reflexes, Spell Focus (Illusion), Weapon Focus (slam)
Environment: Wildspace
Organization: Solitary
Challenge Rating: 7
Treasure: No coins, double goods (gems and jewelery), double items
Alignment: Usually neutral
Advancement: 13–15 HD (Large); 16–24 HD (Huge) or by character class (wizard)
Level Adjustment: —

The object before you suddenly becomes amorphous, forming a pseudopod.

Space mimics are a highly intelligent spellcasting relative of the common mimic, usually encountered floating the depth of wildspace or hiding aboard spelljamming vessels. Unlike common mimics, space mimics have a culture of sorts based on the study of arcane lore. They are keen readers, preferring tomes on magic and astronomy. On the rare occasions a space mimic meets another of its kind they will debate arcane lore and exchange books or scrolls they've already read for new ones. Space mimics need spell books to cast their spells just like a wizard.

These monsters are just as amoral as common mimics, seeing most creatures as potential meals and sources of treasure. They will negotiate with powerful creatures, exchanging their services for food or arcane volumes, but weaker beings are there to be eaten.

A space mimic can have almost any dimensions, but usually is not more than 10 feet long. A typical space mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 4,500 pounds.

Space mimics can speak and read common and at least two other languages, usually Draconic and Elven.

COMBAT

A space mimic disguises itself, often as a large chest or massive desk, and waits for victims to arrive. It then observes its potential prey and tries to lure a single victim away with an enchantment or illusion spell such as charm person or ghost sound, hoping to devour them without anyone noticing.

Space Mimics fight with spells as well as adhesive pseudopods as powerful as a common mimic's. They are crafty creatures who know how to use their spells to their best advantage - charming opponents and turning them on their companions, casting web to stymie their enemies' movements and so forth. If a battle turns against them a space mimic seeks to negotiate or fly away, but they fight to the death if cornered.

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

A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 19 Reflex save. A successful DC 19 Strength check is needed to pry it off.

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

Crush (Ex): A space mimic deals 1d8+4 points of damage with a successful grapple check.

Flight (Su): A space mimic can turn its body buoyant at will. This allows it to fly as the spell, as a free action, at a speed of 50 feet. This buoyancy also grants it permanent feather fall and levitate effects with personal range.

Hide in Space (Ex): A space mimic's skin is naturally pitch black with motes of twinkling light. This allows a space mimic to make Hide checks when it is flying in wildspace without needing any cover or concealment. It can also Hide against similar starry backgrounds, such as a a clear night sky. Space mimics have a +12 racial bonus on Hide checks when in space or a clear night sky.

Mimic Shape (Ex): A space mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.

Spells: A space mimic can cast spells as a 4th-level wizard with specialization in the Illusion school and Abjuration and Evocation as its prohibited schools. The save DCs are Intelligence-based.

Typical wizard spells prepared (4/4+1/3+1):
0—dancing lights, ghost sound* (DC 14), prestidigitation, resistance
1st—charm person (DC 13), cause fear (DC 13), color spray* (DC 15), magic aura** (DC 15), unseen servant
2nd—hypnotic pattern** (DC 16), invisibility*, minor image* (DC 16), web (DC 14)
*Illusion spell. **Bonus spell.

Skills: A space mimic has a +8 racial bonus on Disguise checks. *A space mimic has a +12 racial bonus to Hide checks when in space or a clear night sky and can make Hide checks in space or a night sky without needing cover or concealment.

Originally appeared in Monstrous Compendium Spelljammer Appendix (1990).
 
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Shade

Monster Junkie
Baobhan Sith (Bavanshee)

http://www.enworld.org/forum/general-monster-talk/268225-special-conversion-thread-moldvays-undead-37.html

Baobhan Sith (Bavanshee)
Medium Fey
Hit Dice: 5d6 (17 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d6+2)
Full Attack: 2 claws +4 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, repulsed by iron, tomb-tainted
Saves: Fort +1, Ref +6, Will +6
Abilities: Str 14, Dex 15, Con 11, Int 14, Wis 15, Cha 18
Skills: Bluff +12, Diplomacy +18, Disguise +4 (+6 acting), Hide +10, Intimidate +6, Listen +10, Move Silently +10, Perform (dance) +12, Sense Motive +12, Spot +10
Feats: Ability Focus (charm person), Negotiator
Environment: Any plains and hills
Organization: Solitary or dance (2-8)
Challenge Rating: 4
Treasure: Standard coins, double goods, double magic
Alignment: Always chaotic evil
Advancement: 6-10 HD (Medium)
Level Adjustment: —

A beautiful woman in a green dress sings an inviting song.

A baobhan sith (or bavanshee) is a vampiric fey with strong powers of persuasion. Also known as "the White Women of the highlands," these beautiful seductresses prey on young travelers by night.

A baobhan sith is 5-1/2 feet tall and weighs 100 pounds. Some baobhan sith are reported to have deer hooves for feet, which they keep hidden under their dresses.

Baobhan sith speak Common, Elven and Sylvan.

COMBAT

Baobhan sith generally operate in groups, working together to seduce victims with their beauty, inviting men to dance with them before drinking their blood.

Blood Drain (Ex): A baobhan sith can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the baobhan sith gains 5 temporary hit points.

Repulsed by Iron (Ex): Baobhan sith loathe iron and cannot tolerate its presence. A baobhan sith cannot use iron armor, weapons, or gear and must make a DC 20 Will save to enter an area laced with iron. They cannot rest or sleep within 30 feet of iron. A baobhan sith has a -2 morale penalty on melee attacks against a creature wearing or wielding an iron object and loses its turn resistance if it is turned by a creature wielding an iron holy symbol.

Spell-Like Abilities: At will—charm person (DC 17); 3/day—clairaudience/clairvoyence, silent image (DC 15), suggestion (DC 17); 1/day—teleport. Caster level 10th. The save DCs are Charisma-based.

Tomb-Tainted (Ex): Although fey, baobhan sith 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 baobhan sith may be turned as if it were an undead creature with +4 turn resistance (it does not gain this turn resistance when turned by a creature with an iron holy symbol).

Originally appeared in Dragon Magazine #126 (1987).
 
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Monster Junkie
Gaund

http://www.enworld.org/forum/general-monster-talk/240597-converting-forgotten-realms-monsters-58.html

Gaund
Medium Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+6
Attack: Claw +6 melee (1d4+2) and heat beam +6 ranged touch (special)
Full Attack: 2 claws +6 melee (1d4+2) and bite +4 melee (1d6+1) and tail slap +4 melee (1d8+1) and heat beam +6 ranged touch (special)
Space/Reach: 5 ft./5 ft.
Special Attacks: Heat beam, rake 1d4+1
Special Qualities: Darkvision 90 ft., immunity to fear, low-light vision, resistance to fire 15, tremorsense 60 ft., vulnerability to cold and sonic
Saves: Fort +7, Ref +6, Will +1
Abilities: Str 14, Dex 15, Con 16, Int 10, Wis 11, Cha 7
Skills: Handle Animal +4, Jump +14, Listen +9, Spot +9
Feats: Dodge (B), Mobility, Multiattack
Environment: Warm underground
Organization: Solitary, group (2-20), or colony (20-50)
Challenge Rating: 3
Treasure: No coins, double goods (gems only), no items
Alignment: Usually neutral
Advancement: 5-6 HD (Medium); 7-12 HD (Large)
Level Adjustment: —

This gray-green reptilian creature has a trio of glowing red eyes.

Gaunds are reptilian creatures found mostly in dry, fiery caverns. They generally form groups of up to twenty members, although large colonies of multiple groups occasionally arise. Although gaunds have been known to hoard gems and trade them for food with travelers, they are highly territorial and generally hostile toward intruders. Humanoids occasionally hunt gaunds for their hard and durable teeth and the rich, succulent meat in their tails, which only adds to their hostility toward others.

Gaunds live a very simple and naturalistic life, so basic that they are often mistaken for nonintelligent, dangerous lizards. Gaunds are generally quadrupedal, rising upon their hind legs and balancing with their tails only in combat or when surveying their surroundings. Gaunds are omnivorous, and have been known to maintain breeding colonies of lesser animals to ensure themselves of a plentiful supply.

Gaund mating rituals include an upright, shuffling, head-tohead dance during which an an egg-bearing female turns a fiery orange. After a gestation period of about four months, 1-4 eggs are produced. These have leathery shells and are covered with a clear, spicy-scented slime. This substance is known to neutralize nearly all acids and are highly resistant to fire. Gaunds guard their eggs ferociously for the 3-12 days it takes them to hatch. Young are reach maturity in 3 to 6 months.

A gaund stands 6 feet tall and weighs 200 to 250 pounds.

Gaunds speak their own language, a series of singing clicks and hollow whistling sounds.

COMBAT

Gaunds never use manufactured weapons, preferring to slash with their claws, snap with their jaws, lash with their tails, and blast with their heat beams. Gaunds leap about constantly, hurling themselves at and upon opponents. Utterly fearless, the death of a fellow gaund drives them to fight with even greater ferocity. Gaunds only make rake attacks if pinned or caught from the rear.

Heat Beam (Su): A gaund may make a ray attack against any creature within 90 feet as a swift action. If the target is carrying or wearing metal objects or armor, those metal objects are affected as by a heat metal spell. A DC 15 Will save negates the damage. The save DC is Constitution-based.

Pounce (Ex): If a gaund charges, it can make a full attack.

Rake (Ex): Attack bonus +6 melee, damage 1d4+1.

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

Frost Gaund
This variety of gaund lives in regions of deep cold and has slate-gray skin with incandescent blue eyes. Frost gaunds have a frost ray instead of a heat ray, which mimics the effect of the spell chill metal, cold resistance instead of fire resistance, and vulnerability to fire rather than vulnerability to cold. The slime on frost gaund eggs is extremely resistant to cold, rather than fire, granting them resistance to cold 20.

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