Creature Catalog new 3.5 conversions

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Monster Junkie
http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-24.html

Turkey
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 10 ft. (2 squares), fly 40 ft. (good)
Armor Class: 11 (+1 size), touch 11, flat-footed 11
Base Attack/Grapple: +0/-8
Attack: Claw +1 melee (1d4-4)
Full Attack: 2 claws +1 melee (1d4-4) and beak -4 melee (1d2-4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 3, Dex 11, Con 10, Int 2, Wis 10, Cha 11
Skills: Listen +4, Spot +4
Feats: Alertness, Weapon Finesse (B)
Environment: Cold or temperate forests
Organization: Solitary or rafter (2-24)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-4 HD (Small)
Level Adjustment: -

This large bird has a featherless, red head with fleshy growths. Its legs are long, ending in four-toed feet.

Wild turkeys are omnivores, eating mostly grasses, but occasionally hunting small vertebrates to supplement their diet.

A wild turkey is 3 to 4 feet long and weighs 10 to 25 pounds. Females are generally smaller than males. Coloration varies from dark-brown to black on the body, and reddish-orange to greyish-blue legs. The feathers of males have areas of red, purple, green, copper, bronze, and gold iridescence, while those of females are duller, in shades of brown and gray. Males have red wattles on the throat and neck.

Domesticated turkeys are fatter, can barely fly, and have Wisdom scores of only 3.

COMBAT

Turkeys are extremely cautious, fleeing at the first sign of danger. They are surprisingly agile fliers. However, if cornered, a turkey attacks furiously with its sharp talons and beak.

Originally appeared in Dragon Magazine #186 (1992).
 
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Monster Junkie
Tom Turkey

http://www.enworld.org/forum/genera...-converting-monsters-imagine-magazine-40.html

Tom Turkey
Medium Magial Beast
Hit Dice: 4d10+4 (26 hp)
Initiative: +0
Speed: 10 ft. (2 squares), fly 40 ft. (good)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +4/+2
Attack: Claw +4 melee (1d6-2)
Full Attack: 2 claws +4 melee (1d6-2) and beak -1 melee (1d3-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Darkvision 60 ft., low-light vision, wide berth
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 7, Dex 11, Con 12, Int 10, Wis 10, Cha 13
Skills: Concentration +10, Diplomacy +5, Sense Motive +4
Feats: Skill Focus (Concentration), Spell Focus (enchantment), Weapon Finesse (B)
Environment: Cold or temperate forests
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This massive turkey is so plump that it is nearly spherical, seemingly over four feet in diameter.

Tom Turkey is a unique, sentient turkey of unusual size. He has been a captive of a yeti for some time, and his captor has fattened him up to such large proportions that he can no longer fit through the door to his cell.

Tom Turkey is 5 feet long and nearly 4 feet wide, weighing 75 pounds.

Tom Turkey speaks Common.

COMBAT

Tom Turkey attempts to parlay with anyone who might free him from his present incarceration. He relies on his enchantment spells if diplomacy fails. If forced to fight, he prefers spells over melee.

Spells: Tom Turkey casts spells as a 3rd-level bard.
Typical Bard Spells Known (3/1; save DC 11 + spell level; enchantment spells DC 13 + spell level): 0—daze, ghost sound, light, lullaby, know direction, prestidigitation; 1st—hideous laughter, hypnotism, sleep.

Wide Berth (Ex): Tom Turkey is quite inflexible, having been fattened for dining, and is incapable of squeezing.

Originally appeared in Imagine Magazine #21.
 
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Shade

Monster Junkie
Dire Turkey

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-25.html

Dire Turkey
Large Animal
Hit Dice: 5d8+10 (32 hp)
Initiative: +1
Speed: 10 ft. (2 squares), fly 40 ft. (good)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+10
Attack: Claw +5 melee (1d8+3)
Full Attack: 2 claws +5 melee (1d8+3) and beak +3 melee (1d6+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 17, Dex 12, Con 15, Int 2, Wis 10, Cha 11
Skills: Listen +6, Spot +6
Feats: Alertness, Multiattack
Environment: Cold or temperate forests
Organization: Solitary or rafter (2-24)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large)
Level Adjustment: -

This horse-sized bird has a featherless, red head with fleshy growths. Its legs are long, ending in four-toed feet.

Dire turkeys are larger, more aggressive, and more carnivorous than their lesser cousins.

A dire turkey is 7 to 8 feet long and weighs upwards of 700 pounds. Females are generally smaller than males. Coloration varies from dark-brown to black on the body, and reddish-orange to greyish-blue legs. The feathers of males have areas of red, purple, green, copper, bronze, and gold iridescence, while those of females are duller, in shades of brown and gray. Males have red wattles on the throat and neck.

COMBAT

A dire turkey prefers to pounce on prey, attacking with its sharp beak and talons.

Pounce (Ex): If a dire turkey charges a foe, it can make a full attack.

Based on the turkey that appeared in Dragon Magazine #186 (1992).
 
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Monster Junkie
http://www.enworld.org/forum/genera...l-qadim-oriental-adventures-creatures-11.html

Ghul Mage
Great ghul 8th-level sorcerer
Medium Undead (Shapechanger)
Hit Dice: 12d12 (78 hp)
Initiative: +8
Speed: 50 ft. (10 squares), burrow 10 ft.
Armor Class: 26 (+4 Dex, +4 natural, +8 insight), touch 22, flat-footed 22
Base Attack/Grapple: +6/+10
Attack: Claw +10 melee (1d6+4)
Full Attack: 2 claws +10 melee (1d6+4) and bite +8 melee (2d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, diminished change shape, spell-like abilities, spells
Special Qualities: Damage reduction 5/cold iron or magic, darkvision 60 ft., immunity to cold, light sensitivity, otherworldly insight, slow fall 60 ft., +2 turn resistance, undead traits
Saves: Fort +3, Ref +7, Will +15
Abilities: Str 18, Dex 18, Con —, Int 20, Wis 20, Cha 26
Skills: Bluff +22, Concentration +23, Diplomacy +10, Disguise +15 (+17 acting), Intimidate +19, Jump +12, Knowledge (arcana) +20, Knowledge (the planes) +20, Move Silently +11, Spellcraft +22, Spot +12, Survival +5 (+7 on other planes)
Feats: Eschew Materials, Improved Initiative (B), Multiattack, Persuasive, Skill Focus (concentration), Spell Focus (necromancy)
Environment: Warm deserts and mountains
Organization: Solitary
Challenge Rating: 11
Treasure: Standard (includes cloak of Charisma +2, scroll of animate dead, and wand of ghoul touch [10 charges])
Alignment: Always neutral evil
Advancement: By character class
Level Adjustment: +6

This repulsive humanoid towers over seven feet tall. Its skin is pale whilte, while its hair is thick and black. Its ears and feat are those of a donkey. Bushy eyebrows droop over its eyes, and its jaw juts out prominently. Its hands bear wicked claws.

Many great ghuls are giften in the arcane arts, and these ghul mages take levels in arcane spellcasting classes. Many also become sha'irs (see Dragon Compendium Volume One). Genies particularly despise ghul mages that pursue the path of sha'irs, for they resent and fear the powers gained over geniekind. Ghul mages tend to focus on necromancy or elemental magic (favoring Air, Eath, and Fire). They rarely utilize Water magic.

Great ghuls who become ghul mages lead solitary, secretive existences.

A great ghul stands over 7 feet tall and weighs only around 150 pounds. Those that pursue the paths of the ghul mage are often 10 feet tall. Its pale white skin is always cold and clammy.

Ghul magi speak Abyssal, Aquan, Auran, Common, Ignan, Infernal, and Terran.

COMBAT

Ghul magi prefer spellcasting to melee combat, but still possess powerful jaws and wicked claws when needed.

Create Spawn (Su): Any janni slain by a great ghul becomes a free-willed great ghul in 1d4 rounds. They do not possess any of the abilities they had in life.

Diminished Change Shape (Su): A great ghul can assume the form of any Small, Medium, or Large humanoid, giant, or genie. This works exactly as the change shape special ability, except that the ghul cannot transform the appearance of its feet. The ghul therefore only gains a bonus of +6 to Disguise checks when using this ability to disguise itself.

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

Otherworldly Insight (Ex): Great ghuls have an insight bonus to Armor Class equal to their Charisma modifiers.

Slow Fall (Ex): A ghul mage possesses the slow fall ability of a monk of a level equal to its Hit Dice (60 feet for this ghul mage).

Spell-Like Abilities: At will—invisibility (self only), shocking grasp. Caster level equals twice ghul's racial Hit Dice (8th for a typical great ghul). The save DCs are Charisma-based.

Typical Sorcerer Spells Known (caster level 8th; 6/8/8/6/4; save DC 18 + spell level; necromancy spell save DC 19 + spell level):
4th—stoneskin;
3rd—ray of exhaustion, vampiric touch;
2nd—bull's strength, scorching ray, spectral hand;
1st—burning hands, charm person, mage armor, magic missile, ray of enfeeblement;
0th—dancing lights, daze, ghost sound, mage hand, message, prestidigitation, resistance, touch of fatigue.

Originally appeared in Monstrous Compendium Al-Qadim Appendix (1992)
 
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Monster Junkie
Polarwere

http://www.enworld.org/forum/genera...thread-finishing-off-giants-their-kin-16.html

Polarwere, Dire Polar Bear Form
Huge Magical Beast (Cold, Shapechanger)
Hit Dice: 18d8+108 (189 hp)
Initiative: +0
Speed: 50 ft. (10 squares), swim 20 ft.
Armor Class: 21 (-2 size, +13 natural), touch 8, flat-footed 21
Base Attack/Grapple: +13/+35
Attack: Claw +25 melee (2d6+14)
Full Attack: 2 claws +25 melee (2d6+14) and bite +20 melee (3d8+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Alternate form, battle frenzy, curse of the polarwere, improved grab
Special Qualities: Damage reduction 10/cold iron, darkvision 60 ft., faster healing, immunity to cold, low-light vision, polar bear empathy, scent, vulnerability to fire
Saves: Fort +17, Ref +11, Will +12
Abilities: Str 39, Dex 11, Con 23, Int 10, Wis 14, Cha 11
Skills: Climb +20, Hide -2*, Intimidate +6, Jump +28, Listen +11, Spot +11, Swim +26
Feats: Alertness, Cleave, Great Cleave, Endurance, Power Attack, Run, Track (B), Weapon Focus (claw)
Environment: Cold plains
Organization: Solitary or pair
Challenge Rating: 14
Treasure: Standard
Alignment: Often neutral evil
Advancement: 19-36 HD (Huge); 37-45 HD (Gargantuan) or by character class
Level Adjustment: —

Polarwere, Hybrid Form
Huge Magical Beast (Cold, Shapechanger)
Hit Dice: 18d8+108 (189 hp)
Initiative: +0
Speed: 40 ft. (8 squares), swim 20 ft.
Armor Class: 21 (-2 size, +13 natural), touch 8, flat-footed 21
Base Attack/Grapple: +13/+35
Attack: Claw +25 melee (2d6+14)
Full Attack: 2 claws +25 melee (2d6+14) and bite +20 melee (3d8+7)
Space/Reach: 15 ft./10 ft.
Special Attacks: Alternate form, battle frenzy, curse of the polarwere, improved grab, rend 4d6+14
Special Qualities: Damage reduction 10/cold iron, darkvision 60 ft., faster healing, immunity to cold, low-light vision, polar bear empathy, scent, vulnerability to fire
Saves: Fort +17, Ref +11, Will +12
Abilities: Str 39, Dex 11, Con 23, Int 10, Wis 14, Cha 11
Skills: Climb +20, Hide -2*, Intimidate +6, Jump +24, Listen +11, Spot +11, Swim +26
Feats: Alertness, Cleave, Great Cleave, Endurance, Power Attack, Run, Track (B), Weapon Focus (claw)
Environment: Cold plains
Organization: Solitary or pair
Challenge Rating: 14
Treasure: Standard
Alignment: Often neutral evil
Advancement: 19-36 HD (Huge); 37-45 HD (Gargantuan) or by character class
Level Adjustment: —

Polarwere, Frost Giant Form
Large Magical Beast (Cold, Shapechanger)
Hit Dice: 18d8+108 (189 hp)
Initiative: +1
Speed: 40 ft. (8 squares), swim 20 ft.
Armor Class: 21 (-1 size, +1 Dex, +11 natural), touch 10, flat-footed 20
Base Attack/Grapple: +13/+35
Attack: Huge greataxe +22 melee (3d6+15/x3) or slam +22 melee (1d4+10) or rock +13 ranged (2d6+10)
Full Attack: Huge greataxe +22/+17 melee (3d6+15/x3) or 2 slams +22 melee (1d4+10) or rock +13 ranged (2d6+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Alternate form, rock throwing
Special Qualities: Darkvision 60 ft., faster healing, immunity to cold, low-light vision, polar bear empathy, rock catching, scent, vulnerability to fire
Saves: Fort +17, Ref +12, Will +12
Abilities: Str 31, Dex 13, Con 23, Int 10, Wis 14, Cha 11
Skills: Climb +16, Hide -1, Intimidate +6, Jump +20, Listen +11, Spot +11, Swim +22
Feats: Alertness, Cleave, Great Cleave, Endurance, Power Attack, Run, Track (B), Weapon Focus (claw)
Environment: Cold plains
Organization: Solitary or pair
Challenge Rating: 14
Treasure: Standard
Alignment: Often neutral evil
Advancement: 19-36 HD (Huge); 37-45 HD (Gargantuan) or by character class
Level Adjustment: —

This massive white bear is over twenty feet long, with vicious black claws. Its form begins to shift, taking on a more bipedal form.

Polarweres are a unique form of shapechanger somewhat akin to therianthropes and wereseals. These massive, magical bears each have a specific frost giant form, and may also take a hybrid shape of their other two forms.

Polarweres are bitter and selfish, preferring to live a solitary existence in huge caverns of remote arctic mountain ranges. They occasionally mingle with frost giant tribes, usually only for short times, although a small number choose to live their whole lives among the giants.

The territory of a single polarwere often covers many miles, since it takes a large amount of food to feed them. They are almost always at the top of the food chain in these regions, although white dragons and other large arctic creatures occasionally expand into their territories. Frost giants actually pose the greatest threat to polarweres, for they covet the polarwere's pelts and fear the curse spread by polarweres to their kind.

Polarweres mate hapharzardly, and their unions always produce exactly one cub. The mother cares for the young cub only until it can fend for itself. Although polarweres can create others of their kind by passing along their "curse" to frost giants, this usually only occurs accidentally, as polarweres see little benefit in having more of their kind roaming about similar territory.

In bear form, polarweres are over 20 feet in length and weigh over 15,000 pounds. In frost giant form, polarweres are about 15 feet tall and weigh about 2,800 pounds. In hybrid form, polarweres are about 17 feet tall and weigh about 8,900 pounds.

A polarwere speaks Giant.

COMBAT

Polarweres dislike combat, attacking only when hungry or provoked, or to drive intruders far from their lairs. In bear or hybrid form, a polarwere rips opponents apart with its claws and fangs. In giant form, it usually wields a massive greataxe or throws boulders.

Alternate Form (Su): A polarwere's natural form is that of a dire polar bear. It can assume the form of a specific frost giant (as indicated in its entry). It does not assume the ability scores of the giant (but does apply a size penalty to Str and size bonus to Dex to account for its smaller size in this form). A polarwere also can assume a bipedal hybrid form with prehensile hands and animalistic features.

Equipment carried by the polarwere in giant or hybrid form shifts with it and is absorbed into its polar bear form. Magic items do not function while in this form. When a polarwere shifts back into giant or hybrid form, equipment (including magic items) returns to normal and function normally.

In frost giant form, a polarwere cannot use its natural weapons or any extraordinary special attacks. It can wield weapons and wear armor however.

In hybrid form, the polarwere retains its natural attacks and extraordinary special attacks and can also wield weapons or wear armor.

Changing to or from animal or hybrid form is a standard action. A slain polarwere reverts to its polar bear form, although it remains dead. Separated body parts retain their animal form, however.

Battle Frenzy (Ex): This special attack functions only when the polarwere is in bear or hybrid form. It does not stack with any other rage or frenzy ability. Once per day, the polarwere can work itself into a battle frenzy similar to the barbarian’s rage (+4 Str, +4 Con, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for a number of rounds equal to the polarwere's HD, and the polarwere suffers no ill effects afterwards.

Curse of the Polarwere (Su): Any frost giant hit by a polarwere's bite attack must succeed on a DC 25 Fortitude save or become a polarwere. The frost giant loses all abilities it possessed prior to transformation except for those due to levels in character classes, but does retain any equipment it carried. The save DC is Constitution-based.

Faster Healing (Ex): A polarwere recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per HD for a full 8 hours of rest in a day, or 4 hit points per HD for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.

Improved Grab (Ex): To use this ability, a polarwere in bear or hybrid form must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity.

Polar Bear Empathy (Ex): In any form, polarweres can communicate and empathize with normal or dire polar bears. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as "friend," "foe," "flee," and "attack."

Rend (Ex): If a polarwere in hybrid form hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d6+14 points of damage.

Rock Catching (Ex): A polarwere in giant form can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a polarwere that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The polarwere must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex): In giant form, polarweres are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A polarwere can hurl rocks weighing 60 to 80 pounds each (Medium objects) up to five range increments. The range increment is 120 feet for a polarwere's thrown rocks.

Skills: A polarwere has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always can 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.

*In bear or hybrid form, a polarwere's white coat bestows a +12 racial bonus on Hide checks in snowy areas.

Originally appeared in Dragon #266 (1991).
 
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Shade

Monster Junkie
Mold Wyrm

http://www.enworld.org/forum/general-monster-talk/73265-converting-world-greyhawk-monsters-33.html

Mold Wyrm
Huge Plant
Hit Dice: 12d8+96 (150 hp)
Initiative: +0
Speed: 20 ft. (4 squares), burrow 20 ft.
Armor Class: 14 (–2 size, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +9/+28
Attack: Bite +18 melee (4d4+16)
Full Attack: Bite +18 melee (4d4+16)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved grab, spore cough, swallow whole
Special Qualities: Camouflage, immunity to mind-affecting spells and abilities, insubstantial anatomy, low-light vision, passive state, plant traits, spell resistance 20
Saves: Fort +16, Ref +6, Will +6
Abilities: Str 32, Dex 11, Con 26, Int 4, Wis 11, Cha 11
Skills: Spot +15
Feats: Awesome Blow, Improved Bull Rush, Improved Initiative (B), Iron Will, Lightning Reflexes, Power Attack
Environment: Underground
Organization: Solitary
Challenge Rating: 9
Treasure: Half standard
Alignment: Always neutral
Advancement: 13–16 HD (Huge); 17–24 HD (Gargantuan)
Level Adjustment: —

The thick layer of fungus suddenly liquefies, flowing into a huge mold-covered, gray-scaled worm. The cairn stones arrange into a circular, toothy maw. No eyes or other sensory organs are visible.

A mold wyrm is a fungal behemoth created by magical leakage from the Basin of Boundless Life. This formerly harmless fungi has transformed into a dangerous predator.

In its passive state, a mold wyrm appears as a continuous layer of grayish, scaly mold on the floor, walls, and ceiling of a tunnel or cavern. It covers any nonambulatory natural molds and fungi already growing in the area, and always keeps a cairn of jagged stones (usually obsidian) somewhere on its body to serve as teeth in its active form.

A mold wyrm is about 25 feet long and 10 feet in diameter. It weighs over 8,000 pounds.

Mold wyrms cannot speak but understand Undercommon.

COMBAT

A mold wyrm lies in its passive state until it senses movement within its vicinity. It then flows into its active form, incorporating the cairn stones into a maw of jagged "teeth".

Camouflage (Ex): Since a mold wyrm looks like a normal patch of fungus when in its passive state, it takes a DC 30 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.

Improved Grab (Ex): To use this ability, a mold wyrm must hit a creature at least one size smaller than itself 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 opponent in the following round.

Insubstantial Anatomy (Ex): Since a mold wyrm is essentially a mass of separated plant matter held together by positive energy, it is difficult to know where to attack the creature. Any melee or ranged attack directed at a mold wyrm has a 50% miss chance. The blow or missle may pass through the creature's body without harming it. Even a true seeing effect is useless for determining where and how to strike the creature.

Passive State (Su): When resting, mold wyrms spread into a 60-foot-diameter film of mold and fungus that covers floor, walls, and ceiling of its habitat. This fungal carpet always covers a cairn of obsidian rocks. Converting between its passive form and natural worm form (which uses the rocks as teeth) takes a full round.

Due to the trace of positive energy that holds the mold wyrm together, it heals at a rapid rate when resting. After four consecutive hours of rest, a mold wyrm heals any hit point or temporary ability damage that it had taken and returns to full health.

A mold wyrm must spend at least 8 out of every 24 hours in passive state. If it does not, it takes 3d8 points of damage each hour that it remains in worm form. If attacked, a mold wyrm always takes worm form, regardless of whether it has rested enough.

Spore Cough (Su): Once every 1d4 rounds a mold wyrm can release a cloud of greenish-gray spores. This spore cough is treated as a 30-foot-cone breath weapon. Creatures in the area must make a Fortitude save each round for 4 rounds (DC 24, +1 per previous check) or spend that round choking and coughing (they can take no actions, though they defend themselves normall). A character who chokes for 2 or more consecutive rounds takes 1d6 points of nonlethal damage each round. In addition, any creature within the area must make a single DC 24 Fortitude save or contract spore blight (see below). The save DCs are Constitution-based.

Spore Blight: Inhaled DC 24, incubation 1 minute, 1d6 Con. Victims that die from spore blight transform into mold wyrms upon their death. This is a supernatural disease; successful saves do not allow the character to recover. Only magical healing can save the character.

Swallow Whole (Ex): A mold wyrm can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant’s mass, the opponent takes 4d4 points of bludgeoning damage and must succeed on a DC 24 Fortitude save or be exposed to the mold wyrm's spores. A new save is required each round inside the plant. The save DC is Constitution-based.

A swallowed creature can climb out of the mass with a successful grapple check. This returns it to the plant’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the mold wyrm's interior (AC 13). Once the creature exits, the plant’s regenerative capacity closes the hole; another swallowed opponent must cut its own way out.

A Huge mold wyrm's interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Originally appeared in Return to White Plume Mountain (1999).
 
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Monster Junkie
Gorgonopsid, Inostrancevia

Converting prehistoric animals - Page 50 - EN World D&D / RPG News

Gorgonopsid, Inostrancevia
Large Animal
Hit Dice: 8d8+32 (68 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Bite +11 melee (2d6+5/19-20x3)
Full Attack: Bite +11 melee (2d6+5/19-20x3) and 2 claws +8 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, improved grab, worry
Special Qualities: Low-light vision, scent
Saves: Fort +10, Ref +7, Will +4
Abilities: Str 20, Dex 13, Con 17, Int 2, Wis 14, Cha 9
Skills: Hide +1, Jump +9, Listen +4, Move Silently +5, Spot +4, Survival +9
Feats: Multiattack, Stealthy, Track (B), Weapon Focus (bite)
Environment: Warm hills and plains
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9-12 HD (Large), 13-24 HD (Huge)
Level Adjustment: —

As large as a bear, this creature resembles both a mammal and a reptile. Its long skull sports a massive maw with saberlike canine teeth. Its muscular frame sits atop pillarlike legs, and a thick tail lashes behind it.

Inostrancevia is the largest of the gorgonopsians, a group of carnivorous therapsids that predated the dinosaurs. As large as a bear, inostrancevia was able to bring down prey larger than itself with its deadly, saberlike incisors. Its keen sense of smell allows it to easily track prey over long distances.

An inostrancevia is over 14 feet long, weighing over 1,500 pounds.

COMBAT

An inostrancevia savages prey with its saber-like teeth.

Augmented Critical (Ex): The saber teeth of an inostrancevia strike with deadly precision. An inostrancevia's bite attack threatens a critical hit on a roll of 19-20 and deals x3 damage on a successful critical hit.

Improved Grab (Ex): In order to use this ability, an inostrancevia must hit an opponent with its bite attack. It can then make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it uses its worry attack.

Worry (Ex): Each round an inostrancevia maintains a grapple, it shakes its prey violently, dealing 2d6+5 points of damage.

Originally appeared as "giant therapsid" in Dragon Magazine #176 (1991).
 
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Shade

Monster Junkie
Angel of Wrath

http://www.enworld.org/forum/genera...angels-possibly-other-heavenly-creatures.html

Angel of Wrath
Medium Outsider (Angel, Extraplanar, Good)
Hit Dice: 13d8+65 (123 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 32 (+1 Dex, +8 natural, +9 +1 light fortification full plate, +4 +2 lion's shield), touch 11, flat-footed 31
Base Attack/Grapple: +13/+20
Attack: +3 holy longsword +23 melee (1d8+10/19-20) or slam +20 melee (1d8+5)
Full Attack: +3 holy longsword +23/+18/+13 melee (1d8+10/19-20) or slam +20 melee (1d8+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death throes, retributive strike, spell-like abilities
Special Qualities: Change shape, damage reduction 10/evil, darkvision 60 ft., heavenly armaments, low-light vision, immunity to acid, cold, and petrification, light fortification, protective aura, regeneration 5, resistance to electricity 10 and fire 10, spell resistance 27, tongues
Saves: Fort +13 (+17 against poison), Ref +12, Will +11
Abilities: Str 25, Dex 18, Con 20, Int 17, Wis 17, Cha 20
Skills: Balance +17, Concentration +21, Diplomacy +23, Intimidate +21, Jump +4, Knowledge (religion) +19, Knowledge (the planes) +19, Listen +19, Move Silently +15, Sense Motive +19, Spot +19, Survival +3 (+5 on other planes), Tumble +15 (includes armor check penalty)
Feats: Cleave, Empower Spell-Like Ability (wall of fire), Great Cleave, Improved Initiative, Power Attack
Environment: Any good-aligned plane
Organization: Solitary, pair, or host (3-8)
Challenge Rating: 13
Treasure: No coins; double goods; standard items
Alignment: Always good (any)
Advancement: 14-18 HD (Medium); 19-36 HD (Large)
Level Adjustment: —

A muscular, handsome humanoid warrior stands resplendent in golden full plate armor. A golden halo surrounds its head, and white, feathery wings sprout from its back. It carries a golden shield bearing a lion's face, and wields a glowing longsword.

Angels of wrath serve as mighty champions in angelic armies. They are often sent to battle powerful fiends or are assigned to guard extremely valuable holy relics.

An angel of wrath is 5 1/2 to 6 feet tall and weighs about 150-250 pounds.

Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.

COMBAT

Angels of wrath fight fearlessly against the forces of evil, preferring to rely on their blades rather than their magical abilities.

An angel of wrath's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

Change Shape (Su): An angel of wrath can assume the form of any Small or Medium humanoid.

Death Throes (Ex): When killed, an angel of wrath explodes in a blinding flash of holy power that deals 1d6 points of damage per Hit Die (13d6 for a typical angel of wrath, maximum 20d6) to any evil creature within 100 feet (Reflex DC 21 half), and heals good-aligned creatures within the area by a similar amount. The spell deals only half damage to creatures who are neither good nor evil, and deals 1d8 points of damage per Hit Die (maximum 20d8) to evil outsiders. The save DC is Constitution-based.

Heavenly Armaments (Su): An angel of wrath can be armed in an instant by magically summoning a suit of golden armor, shield, and sword. The sword functions as a +3 holy longsword, the shield as a lion's shield, and the armor as a suit of +1 light fortification full plate. This supernatural armor allows the angel to fly with no penalty, and does not affect its land speed. Upon the angel's death, or when separated from the angel, the weapon, armor, and shield vanishes. An angel of wrath can summon or dispel its own accoutrements as a free action.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 13th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)

Regeneration (Ex): An angel of wrath takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.

Retributive Strike (Ex): An angel of wrath may make an attack of opportunity once per round as an immediate action against a creature that damaged it with a melee attack.

Spell-Like Abilities: At will—cure serious wounds, daylight, detect evil, dispel magic, geas/quest, remove curse, remove disease, remove fear; 3/day—empowered wall of fire; 1/day—holy word (DC 22). Caster level 13th. The save DCs are Charisma-based.

Tongues (Su): An angel of wrath can speak with any creature that has a language, as though using a tongues spell (caster level 13th). This ability is always active.

Originally appeared in Dragon Magazine #17 (1978).
 
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Shade

Monster Junkie
Ghul-kin, Soultaker

http://www.enworld.org/forum/genera...l-qadim-oriental-adventures-creatures-21.html

Ghul-kin, Soultaker
Large Undead (Shapechanger)
Hit Dice: 8d12 (52 hp)
Initiative: +5
Speed: 50 ft. (10 squares), swim 30 ft.
Armor Class: 21 (-1 size, +1 Dex, +6 natural, +5 insight), touch 15, flat-footed 20
Base Attack/Grapple: +4/+12
Attack: Claw +11 melee (1d8+8)
Full Attack: 2 claws +11 melee (1d8+8) and bite +9 melee (3d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Create spawn, diminished change shape, kiss, spell-like abilities
Special Qualities: Damage reduction 5/wood, darkvision 60 ft., immunity to cold, light sensitivity, otherworldly insight, +2 turn resistance, undead traits
Saves: Fort +2, Ref +4, Will +7
Abilities: Str 26, Dex 13, Con —, Int 18, Wis 21, Cha 21
Skills: Bluff +17, Concentration +11, Diplomacy +18, Disguise +16 (+18 acting), Intimidate +16, Jump +16, Move Silently +8, Spot +12, Swim +16
Feats: Improved Initiative (B), Multiattack, Persuasive, Quicken Spell-Like Ability (invisibility)
Environment: Warm deserts and mountains
Organization: Solitary or pack (2-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral evil
Advancement: 9-12 HD (Large) or by character class
Level Adjustment: +6

This repulsive humanoid towers over eight feet tall with long, gangly limbs. Its skin is bone-whilte and pock-marked, while its tangled hair is thick and black. Its ears are are sharply pointed. Its eyes shine with a feral light, and its jaw is filled with sharp yellow teeth. Its hands end in wicked claws. An unpleasant odor surrounds it.

Ghul-kin, like their great ghul cousins, are undead formed from the cruelest, vilest members of an inferior order of janni. Far more social than great ghuls, ghul-kin prefer to live among mortals. They are reviled by all geniekind, and efreet and other evil genies often force them into servitude. Ghul-kin treat great ghuls treat and ghuls in a similar manner. They disdain ghouls and ghasts.

Ghul-kin are talented shapeshifters, choosing forms that tend to be attractive and seductive. They often mimic specific individuls, but something is always a bit off about such impersonations (incorrect eye color, strangely-shaped ears, and so forth). They often accentuate their disguises with makeup, clothing, and jewelery. They are particularly fond of perfumes and other scents, which they use to mask the unpleasant odor of undeath.

Many ghul-kin are giften spellcasters, becoming sorcerers, shai'irs (see Dragon Compendium Volume One), or clerics of deities that will accept them. Many also become sha'irs (see Dragon Compendium Volume One). Ghul-kin take perverse delight in collecting magic items capable of harming them, then carefully hiding such items where others cannot find them. They covet items capable of controlling or harming genies.

Ghul-kin live wherever is most conventient to them. They are often found in humanoid cities, keeping their true nature a secret. Their homes are always elaborately tiled or painted, with elegant furnishings. Ghul-kin prefer to live in small family units or form packs with great ghuls, with the ghul-kin as the leader. Ghul-kin Shapeshifting has become second nature to ghuls, so they rarely stay in their natural forms for long, even within their homes among others of their kind.

Although undead creatures, ghul-kin derive great pleasure from feeding upon carrion. They delight in devouring the flesh of their victims and sucking the marrow from the bones.

Soultakers are the weaker of the two ghul-kin, and are often servants to the witherers. This leads to much frustration for the soultakers, which they channel through cruelty to their victims. They feel some of the anger, terror, and despair they cause their victims, and revel in the resultant misery.

A soultaker stands 8 to 10 feet tall and weighs only around 200 pounds. Its rubbery skin is always cold to the touch.

Ghul-kin speak Abyssal, Common, Infernal, and one elemental language (Aquan, Auran, Ignan, or Terran).

COMBAT

Soultakers can attack with their deadly claws, but prefer to take control of another creature and force it to fight on the soultaker's behalf.

Create Spawn (Su): Any janni slain by a soultaker becomes a free-willed soultaker in 1d4 rounds. They do not possess any of the abilities they had in life.

Diminished Change Shape (Su): A ghul-kin can assume the form of any Small, Medium, or Large humanoid, giant, or genie. This works exactly as the change shape special ability, except that some slight flaw always appears in its impersonations. The ghul-kin therefore only gains a bonus of +6 to Disguise checks when using this ability to disguise itself.

Kiss (Su): A soultaker can kiss a grappled target with a successful grapple check. An affected opponent must succeed on a DC 19 Will save or fall instantly under the soultaker's influence as though by a dominate person spell from a 12th-level caster. The save DC is Charisma-based.

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

Otherworldly Insight (Ex): Ghul-kin have an insight bonus to Armor Class equal to their Charisma modifiers (+5 for a typical soultaker).

Spell-Like Abilities: At will—invisibility (self only); 3/day—quickened invisibility (self only). Caster level equals twice ghul-kin's Hit Dice (16th for a typical soultaker). The save DCs are Charisma-based.

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

Originally appeared in Corsairs of the Great Sea (1994).
 
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Shade

Monster Junkie
Necromantic Colossus

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

Necromantic Colossus
Gargantuan Construct
Hit Dice: 30d10+60 (195 hp)
Initiative: -2
Speed: 50 ft. (10 squares)
Armor Class: 21 (–4 size, –2 Dex, +17 natural), touch 4, flat-footed 21
Base Attack/Grapple: +22/+47
Attack: Slam +31 melee (4d8+13) or greatclub +31 melee (4d8+19)
Full Attack: Slam +31 melee (4d8+13) or greatclub +31 melee (4d8+19)
Space/Reach: 20 ft./20 ft.
Special Attacks: —
Special Qualities: Construct traits, damage reduction 15/slashing, darkvision 60 ft., immunity to cold, immunity to magic, low-light vision, single actions only, vulnerable to holy water, vulnerable to turning
Saves: Fort +10, Ref +8, Will +10
Abilities: Str 37, Dex 7, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary
Challenge Rating: 13
Treasure: None
Alignment: Always neutral evil
Advancement: 31-60 HD (Gargantuan); 61-99 HD (Colossal)
Level Adjustment: —

This zombielike creature stands over thirty feet tall. It wields an uprooted tree, still dangling roots and dripping bits of soil, as a massive club. Its mottled gray flesh exudes the smell of death.

A necromantic colossus is a massive construct, akin to both a flesh golem and a zombie, that combines traits of undead and construct. The corpses of numerous creatures must be rendered into a pliable mass, which is then shaped to form a massive humanoid figure. Much like a zombie, a necromantic colossus is a lumbering, shuffling brute.

A necromantic colossus stands 33 feet tall and weighs close to 5 tons.

A necromantic colossus cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.

COMBAT

A necromantic colossus pummels foes with its fists or uproots trees to wield as a massive club.

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

A magical attack that deals positive energy damage (such as a cure spell) damages a necromantic colossus as if it were an undead creature.

A magical attack that deals negative energy damage breaks heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the necromantic colossus to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a necromantic colossus hit by an inflict moderate wounds gains back 6 hit points if the damage total is 18 points. A necromantic colossus gets no saving throw against negative energy effects.

Single Actions Only (Ex): A necromantic colossus can perform only a single move action or attack action each round. A necromantic colossus can move up to its speed and attack in the same round, but only if it attempts a charge.

Vulnerable to Holy Water (Ex): A necromantic colossus is harmed by holy water as if it were an undead creature.

Vulnerable to Turning (Ex): A necromantic colossus can be turned or rebuked as if it were an undead creature with +4 turn resistance.

Construction

The pieces of a necromantic colossus must come from normal human corpses that have not decayed significantly. Assembly requires a minimum of fifty different bodies. The corpses must be stripped of their flesh and the bones, which are then rendered in two great vats. The resulting semi-liquid bone-paste is then cast into a new articulated skeleton of great size, to which the rendered flesh is applied like wet clay to shape the figure. Special unguents and bindings worth 5,000 gp are also required. Note that creating a necromantic colossus requires casting a spell with the evil descriptor.

Assembling the body requires a DC 20 Craft (sculpting) check. Alternatively, special vats may be designed with a DC 30 Knowledge (architecture and engineering) check. These vats may be used to create additional necromantic colossi, provided the other prereqs are met.

CL 16th; Craft Construct, animate dead, geas/quest, limited wish, polymorph any object, caster must be at least 16th level; Price 80,000 gp; Cost 40,500 gp + 3,000 XP.

Originally appeared in Dragon Magazine #138 (1988).
 
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