Creature Catalog new 3.5 conversions

Status
Not open for further replies.
Ethereal Dreamweaver

http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-29.html

Ethereal Dreamweaver
Medium Outsider (Good)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: Fly 60 ft. (good) (12 squares)
Armor Class: 14 (+4 deflection), touch 14, flat-footed 14
Base Attack/Grapple: +1/+1
Attack: —
Full Attack: —
Space/Reach: 5 ft./5 ft.
Special Attacks: Dreamweaving, drowse, manifestation
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., immunity to mind-affecting spells and abilities, incorporeal traits, outsider traits, protective aura, see invisibility
Saves: Fort +4, Ref +2, Will +4
Abilities: Str 11, Dex 10, Con 14, Int 11, Wis 15, Cha 18
Skills: Concentration +6, Diplomacy +10, Knowledge (arcana) +4, Knowledge (the planes) +4, Listen +6, Search +4, Sense Motive +8, Spot +6
Feats: Negotiator
Environment: Ethereal Plane
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral good
Advancement: 2-4 HD (Medium)
Level Adjustment: —

A glimmering, opalescent girl floats in the air before you. She plays a beautiful tune on a golden harp.

Dreamweavers exist only to soothe those with troubled sleep. Possessing the mind and conscience of an innocent child, dreamweavers are blissfully unaware of the dangerous side effects created by their dreamweaving ability. Dreamweavers draw sustenance from the success of their soothing ministrations.

A dreamweaver is 5 to 6 feet tall and is weightless.

Dreamweavers speak Celestial and Common.

COMBAT

A dreamweaver does not fight. If threatened, she will attempt to use her drowse ability to put the aggressor to sleep; failing that, she simply flees.

Dreamweaving (Su): As a standard action, a dreamweaver can establish a magical connection to a single sleeping character within 30 feet. This soothes the dreams of the sleeping character. If the character is sleeping normally, the rest heals one extra hp of damage per HD or one extra point of ability damage as chosen by the dreamweaver. If the character's rest is troubled (for example, by a nightmare spell), dreamweaving grants a +10 bonus on any save to resist fatigue or other deleterious effects of troubled sleep. The dreamweaver must maintain this connection as a free action each round for at least four continuous hours a night for the character to benefit. A dreamweaver that is injured while dreamweaving must succeed at a Concentration check to maintain its connection to the recipient (DC is 10 plus damage dealt).

However, dreamweaving has the side effect of turning nightmares into reality. Each hour that a dreamweaver uses dreamweaving, it creates a shadow creature, (randomly selected from the summon monster III list) emulated by the shadow conjuration spell (caster level 10th), with the following exceptions. The shadow creatures appear at a random location within 1 mile of the dreamweaving recipient, are not under control of the dreamweaver, and are hostile to all creatures (with the exception of the dreamweaver and the character receiving the dreamweaving). Also, once they are created, the shadow creatures persist until the dreamweaving ends (and disappear immediately if the dreamweaver's Concentration check fails). If they are dispelled or destroyed, they are regenerated 1d4 minutes later.

Drowse (Su): At will, an ethereal dreamweaver can target a single creature within 60 feet with a powerful sleep effect. The target must succeed on a DC 18 Will save or instantly fall asleep for 10 minutes. This is a mind-affecting compulsion. The save DC is Charisma-based and includes a +4 racial bonus.

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

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

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

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 dreamweaver, and to anyone whose dreams the dreamweaver currently inhabits. Otherwise, it functions as a magic circle against evil effect with a radius of 20 feet (caster level equals dreamweaver's HD). This aura can be dispelled, but the dreamweaver can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in the dreamweaver's statistics block.)

See Invisibility (Ex): A dreamweaver can constantly see invisible creatures as if under the effects of a see invisibility spell.

Originally appeared in Polyhderon Magazine #138 (1999).
 
Last edited:

log in or register to remove this ad

Gorgonopsid, Lycaenops

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-4.html

Gorgonopsid, Lycaenops
Small Animal
Hit Dice: 2d8+6 (15 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/-2
Attack: Bite +4 melee (1d4+2)
Full Attack: Bite +4 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Swarmfighting
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +6, Will +1
Abilities: Str 15, Dex 16, Con 16, Int 2, Wis 13, Cha 6
Skills: Climb +10, Listen +5, Move Silently +7, Spot +5, Survival +2
Feats: Alertness, Track (B)
Environment: Warm forests
Organization: Solitary, pair or pack (4-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-5 HD (Small), 6 HD (Medium)
Level Adjustment: —

About the size of a large dog, this creature combines traits of reptile and mammals. Its pronounced incisors look dangerously sharp.

A lycaenops, or "wolf face", is a small gorgonopsian, a group of carnivorous therapsids that predated the dinosaurs. As large as a dog, lycaenops hunts small vertebrates, able to outrun many such creatures with its body designed for speed. Its keen sense of smell allows it to easily track prey over long distances.

A lycaenops is 3 feet long and weighs around 50 pounds.

COMBAT

Lycaenops stab and tear at prey with their pronounced canine teeth. Although they take small prey singly, they work together to fell larger animals.

Swarmfighting (Ex): Lycaenops work well crowded into tight spaces with their packmates. Up to three lycaenops can fight from the same square without penalty, and they gain a +2 morale bonus on all attack rolls when doing so.

Skills: A lycaenops gains a +4 racial bonus on all Move Silently checks.

Originally appeared as "giant therapsid" in Dragon Magazine #176 (1991).
 
Last edited:

Giant, Fhoimorien

http://www.enworld.org/forum/genera...-thread-finishing-off-giants-their-kin-9.html

Giant, Fhoimorien
Huge Giant
Hit Dice: 15d8+90 (157 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 18 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17
Base Attack/Grapple: +11/+31
Attack: Gargantuan heavy flail +21 melee (4d6+18/19–20) or slam +21 melee (1d8+12)
Full Attack: Gargantuan heavy flail +21/+16/+11 melee (4d6+18/19–20) or 2 slams +21 melee (1d8+12)
Space/Reach: 15 ft./15 ft.
Special Attacks: Oversized weapon, rock throwing, spell-like abilities, spells, trample 2d10+18
Special Qualities: Damage reduction 5/-, fast healing 5, low-light vision, rock catching, scent
Saves: Fort +15, Ref +6, Will +6
Abilities: Str 34, Dex 12, Con 22, Int 11, Wis 13, Cha 15
Skills: Concentration +14, Jump +16, Listen +10, Spot +10, Survival +9, Use Magic Device +11
Feats: Alertness, Brew Potion, Craft Wondrous Item, Power Attack, Skill Focus (Use Magic Device), Track
Environment: Any forest, marsh, and underground
Organization: Solitary, pair, or family (3-4)
Challenge Rating: 12
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +4

This misshappen giant stands over twice the height of a man. Its body is oddly proportioned, with various deformities and irregularities. Spotty patches of tough hair dot its wart-covered skin. It lumbers with a shambling gait.

Fhoimoriens are less bestial cousins of the fomorian giants with an innate knack for sorcery. With strong ties to the elements, they favor earth and air magic. All fhoimoriens have innate magical abilities as well, such as assuming the form of a cloud of pale blackish-green, foul-smelling smoke.

Fhoimoriens make their homes in desolate marshes and forests or deep undergound. They are as cruel and foul as they are ugly, and revel in raiding nearby humanoid communities.

An adult male fhoimorien giant stands over 16 feet tall and weighs 6,000 pounds. Females are generally taller than males. Fhoimorien giants can live to be 200 years old.

A fhoimorien giant's bag usually contains throwing rocks, alchemical ingredients and apparatuses, material components, and several minor magic items.

Fhoimorien giants speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.

Combat

A fhoimorien giant generally casts mage armor and shield prior to battle (or early in combat if taken by surprise). It hurls rocks at foes until they close within range, then enhances its melee prowess with its magic. Most fhoimorien giants utilize their gaseous form as a means of escape, but craftier individuals use it to tactical advantage, reaching good rock-throwing perches or crossing the battlefield to finish off a foe.

Oversized Weapon (Ex): A fhoimorien giant wields a great, two-handed heavy flail (big enough for Gargantuan creatures) without penalty.

Rock Catching (Ex): A fhoimorien giant can catch Small, Medium, or Large rocks (or projectiles of similar shape).

Once per round, a fhoimorien giant 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 fhoimorien giant must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex): The range increment is 120 feet for a fhoimorien giant’s thrown rocks.

Spell-Like Abilities: 2/day—gaseous form; 1/day—animate objects (stones only), passwall, stone tell. Caster level 15th. The save DCs are Charisma-based.

Spells: A fhoimorien giant casts spells as a 3rd-level sorcerer.

Sorcerer Spells Known (6/6, save DC 12 + spell level):
0—detect magic, ghost sound, mage hand, message, resistance;
1st—mage armor, ray of enfeeblement, shield.

Trample (Ex): Reflex half DC 29. The save DC is Strength-based.

Skills: A fhoimorien giant has a +10 racial bonus on Move Silently checks.

Fhoimorien Giant Characters

A fhoimorien giant's favored class is sorcerer, and such sorcerers often select air or earth spells. A fhoimorien giant cleric has access to two of the following domains: Air, Destruction, Earth, and Evil.

On Cerilia

On Cerilia, fhoimorien giants are most numerous in the Giantdowns (including in the Silverhead Mountains) and in the Icemarch (in the Grovnekevic Forest).

Originally appeared in Warlock of the Stonecrowns (1995).
 
Last edited:

Elemental of Chaos, Erdeen

http://www.enworld.org/forum/genera...verting-original-d-d-mystara-monsters-12.html

Elemental of Chaos, Erdeen
Large Elemental (Chaos, Earth, Extraplanar)
Hit Dice: 10d8+40 (85 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +7/+18
Attack: Slam +14 melee (1d12+7)
Full Attack: 2 slams +14 melee (1d12+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/-, darkvision 60 ft., dig, earth glide, elemental traits, immunity to earth, minor spell invulnerability, see invisibility, vulnerability to air
Saves: Fort +11, Ref +5, Will +3
Abilities: Str 25, Dex 15, Con 19, Int 12, Wis 10, Cha 12
Skills: Concentration +18, Craft (sculpting) +14, Jump +15, Listen +7, Spot +7
Feats: Dodge, Mobility, Spring Attack, Weapon Focus (slam)
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 6
Treasure: See text
Alignment: Always chaotic neutral
Advancement: 11-15 HD (Large); 16-25 HD (Huge)
Level Adjustment: —

The creature appears to be a nine-foot-tall, vaguely humanoid, lumpy mass of rock. Long veins of metal and ore run across the surface of its body.

The elementals of chaos pursue their own interests on the Elemental Planes and beyond.

Eolians are native to the Elemental Plane of Earth, spending most of their lives rearranging earth and rock into bizarre and unstable configurations. They craft temporary lairs, but as these homes are of questionable structural integrity, erdeens frequently move on to new sites. Erdeens are fascinated by the chaotic instability of earth, and are perplexed that other creatures view it as a stable element.

Erdeens occasionally trap other creatures within the earth, engaging them in conversation on bizarre topics regarding the nature of the Multiverse. If the erdeen is pleased, they will free their "guests"...otherwise, they may abandon them to find their own escape. Erdeens consider galeb duhr, hydrax, and hordes their greatest foes.

If slain, an erdeen's body yields 1d4x1,000 gold pieces worth of precious ores and metals. However, a DC 20 Craft (metalworking) or Profession (miner) check is needed to extract the precious ore.

A typical erdeen is 9 feet tall and weighs around 800 pounds.

Erdeens speak Terran.

COMBAT

Erdeens are surprisingly agile combatants, mixing powerful slams with potent spell-like abilities.

Dig (Su): Three times per day, an erdeen can supernaturally dig through dirt. This functions as a move earth spell, with the following differences. Each round that the erdeen maintain concentration, it can move a 10-foot cube of earth, and it may maintain concentration for as many rounds as its Hit Dice. Unlike the move earth spell, the erdeen's dig ability may form tunnels. Caster level 9th. This is the equivalent of an 3rd-level spell.

Earth Glide (Ex): An erdeen can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing erdeen flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Immunity to Earth (Ex): An erdeen is immune to the detrimental effects of spells with the earth descriptor.

Minor Spell Invulnerability (Ex): An elemental of chaos is immune to all spell effects of 2nd-level or lower.

See Invisibility (Ex): An elemental of chaos can constantly see invisible creatures as if under the effects of a see invisibility spell.

Spell-Like Abilities: At will—transmute rock to mud; 3/day—detect magic, dispel magic, stone shape. Caster level 9th. The save DCs are Charisma-based.

Vulnerability to Air Effects (Ex): An erdeen takes half again as much (+50%) damage as normal from effects with the air descriptor, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Originally appeared in Mystara Monstrous Compendium Appendix (1994).
 
Last edited:

Cynodont, Cynognathus

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-5.html

Cynodont, Cynognathus
Small Animal
Hit Dice: 1d8+3 (7 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/-3
Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +0
Abilities: Str 13, Dex 15, Con 17, Int 2, Wis 11, Cha 6
Skills: Hide +8, Listen +2, Move Silently +4, Spot +2
Feats: Stealthy
Environment: Temperate and warm lands
Organization: Solitary, pair or pack (3-20)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Level Adjustment: —

This creature resembles a dog, but it has a more primitive aspect. Its short, squat body bears a coat of mottled fur, and two fangs stick out from its dog-like muzzle. It carries its long, thick tail above the ground.

Cynognathus is a cynodont, one of the more advanced forms of therapsid ("mammal-like reptile"). Living just before the rise of the first dinosaurs, these dog-sized carnivores preyed on dicynodonts and herbivorous cynodonts.

A cynognathus is 3 feet long and weighs around 60 pounds.

COMBAT

A cynognathus attempts to conceal itself with any low vegetation it can find, then rushes out of cover to attack. Packs of cynognathus use similar tactics but additionally try to surround their target.

Originally appeared as "cynodont" in Dragon Magazine #112 (1986).
 
Last edited:

Gith Dog, Kaoulgrim

http://www.enworld.org/forum/general-monster-talk/219404-converting-monsters-dragon-magazine-26.html

Gith Dog, Kaoulgrim
Medium Magical Beast (Extraplanar)
Hit Dice: 5d10+10 (37 hp)
Initiative: +6
Speed: 40 ft. (8 squares), swim 20 ft.
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/+8
Attack: Bite +9 melee (2d6+4)
Full Attack: Bite +9 melee (2d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bred flayer-foe, improved grab
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, low-light vision, mindflight, mindtracking, scent, see invisibility
Saves: Fort +6, Ref +6, Will +3
Abilities: Str 17, Dex 14, Con 15, Int 2, Wis 15, Cha 8
Skills: Hide +10, Listen +6, Move Silently +10, Spot +6, Survival +10*, Swim +11
Feats: Improved Initiative, Track (B), Weapon Focus (bite)
Environment: Astral Plane
Organization: Domesticated
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium)
Level Adjustment: —

This massive hound has a compact, bearlike body. Its shaggy black coat forms a lionlike mane at its shoulders. Black lips frame powerful jaws, from which a black tongue lolls. Its small black eyes flicker with reddish light. A strong, musky, salty odor accompanies its arrival.

Gith hounds were created by the githyanki and githzerai. They arose from breeding techniques learned from the gith races' former masters, the illithids. Applying these methods to normal dogs from the Material Plane, the gith sought to produce valuable allies in their endeavors to exterminate the mind flayers.

Kaoulgrim (canis astri) are the pinnacle of githyanki breeding programs. The exact methods of their creation is unknown to any but the githyanki, but it is rumored that fiendish blood was part of the process. Kaoulgrim are strong and tough, and their powerful barks can be heard from over a mile away.

Githyanki masters often equip their kaoulgrim with ornamental spiked collars or even plate barding that matches their own preferred armor. Their heavy fur is often clipped in some decorative pattern.

Born and bred on the Material Plane, the weak or otherwise deficient pups in each litter are killed, leaving the remainder to be forced to fight various creatures in their first year of life. Those that survive are matched to githyanki masters, and are trained for two years, during which time the bond is strengthened. At that point, the hound and master return to the Astral Plane. Unbonded hounds are used as guardian beasts or breeding stock.

Kaoulgrim are vicious and mistrustful of strangers, although they are caring and protective of their own kind. They are bred to hate and kill illithids above all else, and it is rumored that their are fed flayer flesh during their upbringing.

A kaoulgrim is about 3 feet tall at the shoulder and weighs 200 to 300 pounds. Its fur is usually black, although golden fur occurs occasionally.

COMBAT

A kaoulgrim is a fierce melee opponent, capable of withstanding and dishing out punishment. They are specially bred and trained to take down illithids, and are resistant to most of the flayers' offensive attacks.

Astral Tracking (Su): A gith hound can attempt to track normally even through the featureless wastes of the Astral Plane (base DC 25). A gith hound can use this ability to track quarry that uses a teleportation spell to travel, by entering the Astral Plane at the departure point, following the trail of the teleportation through the Astral Plane, and returning to the plane of departure at its quarry's destination.

Bred Flayer-Foe (Ex): Gith hounds are bred to hunt and kill illithids. As a result, gith hounds gain a +4 racial bonus on attack rolls against mind flayers, and a +4 racial bonus on opposed grapple checks vs. illithids or Escape Artist checks made to escape an illithid's grapple. Gith hounds also gain a +4 racial bonus on Survival checks made to follow an illithid's tracks. DMs should consider extending these bonuses to illithidkin such as illithidae, neothelids, and elder brains.

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

Mindflight (Su): Due to its familiarity with the Astral Plane, a kaoulgrim gains a +30 foot enhancement bonus to its move speed on a plane with subjective directional gravity.

Mindtracking (Su): A kaoulgrim gains a +4 bonus on all Survival checks made to track creatures not immune to mind-influencing effects.

See Invisibility (Su): A gith hound continuously sees invisibility (as the spell).

Skills: A kaoulgrim has a +4 racial bonus on Listen and Spot checks, and a +8 racial bonus Hide and Move Silently checks. A kaoulgrim 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. *Gith hounds receive a +10 racial bonus on Survival checks when tracking by scent (including tracking on the Astral Plane).

New Feat

Gith Hound Bond [Psionic]
You have formed a special bond with a gith hound.
Prerequisite: Manifester level 7th (szarkel) or 9th (kaoulgrim).
Benefit: Your bonded gith hound gains the following abilities based upon your manifester level as if it were a psicrystal: Alertness, improved evasion,
share powers, telepathic link, deliver touch powers, power resistance, and channel power. Additionally, the bonded gith hound may store up to 5 power points for its master as if it were a congizance crystal.
Special: A creature bonded with a gith hound may not gain a psicrystal, nor may a creature possessing a psicrystal bond with a gith hound.
Note: If you have access to Dungeon Magazine #100, this feat can be expanded to include the spectral hound (with manifester level 9th as prerequisite).

Originally appeared in Dragon Magazine #117 (1986).
 
Last edited:

Santa Claus

http://www.enworld.org/forum/genera...-converting-monsters-imagine-magazine-42.html

Santa Claus
Medium Outsider (Native)
Hit Dice: 22d8+154 (253 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 33 (+1 Dex, +12 natural, +10 deflection), touch 21, flat-footed 32
Base Attack/Grapple: +22/+24
Attack: Toy-filled sack +24 melee (1d10+3) or gift +23 ranged (1d6+2)
Full Attack: Toy-filled sack +24 melee (1d10+3) or gift +23 ranged (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Gift throwing, spell-like abilities, toy soldier
Special Qualities: Darkvision 60 ft., gonna find out who's naughty or nice, hopelessness, item master, jolly aura, Santa's bag, squeeze, unearthly grace
Saves: Fort +28, Ref +24, Will +27
Abilities: Str 14, Dex 12, Con 25, Int 20, Wis 19, Cha 30
Skills: Appraise +30 (+34 for alchemical items, confectionary items, toys, or wooden items), Craft (alchemy) +30, Craft (confectionary) +30, Craft (toymaking) +44, Craft (woodworking) +30, Diplomacy +36, Escape Artist +20, Handle Animal +29, Hide +3, Knowledge (geography) +30, Knowledge (local) +30, Listen +29, Move Silently +28, Ride +5, Sense Motive +31, Sleight of Hand +20, Survival +4 (+8 to keep from getting lost or avoid natural hazards), Use Rope +1 (+3 bindings)
Feats: Animal Affinity, Epic Skill Focus (Craft [toymaking]), Improved Initiative, Negotiator, Quick Draw, Quicken Spell-Like Ability (knock), Skill Focus (Craft [toymaking]), Stealthy
Environment: The North Pole
Organization: Solitary, team (Santa and his 9 reindeer), or workshop (Santa plus 10-100 toymaker elves, plus 1 3rd level expert overseer per 10 adults)
Challenge Rating: 21
Treasure: Standard coins (chocolate only); quintuple goods; quintuple items
Alignment: Neutral good
Advancement: —
Level Adjustment: —

Dressed in red and white fur from head to foot, this plump, chubby man is covered with ashes and soot. With rosy cheeks, cherry nose, and a beard as white as snow, his round face is jolly and his eyes seem to glow. A large velvet sack, bulging with contents of all shapes and sizes, is slung over his back.

Santa Claus is a legendary figure in many cultures, known to bring gifts to children of all ages on one special night. Santa is a jolly, good-natured fellow who delights in the merriment he brings to the children of the world.

Santa makes his lair in a great workshop in the northernmost pole of the world. The size of a small city, this workshop bustles with the activity of numerous elves crafting toys year-round.

Santa commands a team of nine flying reindeer which pull his magical sleigh through the skies at great speeds. He possesses a magical sack that can hold a world's worth of trinkets, producing just the right one with a mere command.

Santa is 6 feet tall and weighs 300 pounds.

Santa speaks Common.

COMBAT

Santa Claus prefers to avoid fights, instead reminding would-be aggressors of the consequences of their naughty behavior. If given no other option, Santa can wield his oversized toy-filled sack as a mighty bludgeon with surprising agility, or can toss presents at ranged foes.

Gift Throwing (Ex): Santa can hurl gifts weighing up to 20 pounds each (Tiny objects) up to five range increments. The range increment is 20 feet for Santa's thrown gifts.

Gonna Find Out Who's Naughty or Nice (Su): At all times, Santa knows when any sentient creature on the Material Plane is asleep or awake, and whether they've been naughty or nice. This functions as an augury spell, with 100% success and with naughty replacing woe and nice replacing weal. This ability is always active, requires no action on Santa's part, and can be blocked by nothing short of divine intervention.

Hopelessness (Su): Any creature that successfully attacks Santa becomes catatonic for 1d6 rounds, taking no actions but defending itself normally. Thereafter, the creature takes a -2 morale penalty to all attack rolls, skill checks, and ability checks since it realizes it will never get a present from Santa again. Evil creatures are allowed a DC 31 Will save to negate the effect. This penalty may only be removed with an atonement, wish, or miracle spell. The save DC is Charisma-based.

Item Master (Ex): Santa Claus can use any magic item, even spell completion items such as wands or scrolls. He can also create any item or construct as though he had the necessary feats and prerequisite spells or other requirements.

Jolly Aura (Su): Santa Claus exudes a supernatural aura of peace and tranquility. Any creature within 120 feet must make a DC 31 Will save or be affected as though by a calm emotions spell (CL 22nd). If Santa attacks, it ends this effect for the target of the attack only. This is a mind-affecting compulsion effect, and the save DC is Charisma-based.

Santa's Bag: This major artifact appears as a large, red velvet sack with a drawstring of golden braided rope. It functions as a bag of holding, except it has no volume limit nor can it be harmed by sharp objects. As more objects are added within, it appears to swell with the items, but never changes weight nor limits Santa's movement.

Spell-Like Abilities: At will—knock, levitate, make whole, presidigitation; 3/day—fabricate, quickened knock. Caster level 20th.

Squeeze (Su): Santa can squeeze through seemingly impossible portals, such as tight chimneys. As a move action, Santa (and any gear he carries) can pass through an opening as if he were a Fine creature. Santa must end his movement in an region large enough to hold a Tiny creature, but he can take no actions other than movement unless he is in an area large enough that a Tiny creature could normally squeeze through.

Toy Soldier (Ex): Santa may wield his large sack of toys as a two-handed melee weapon, dealing 1d10 points of bludgeoning damage with a hit.

Unearthly Grace (Su): Santa adds his Charisma modifier as a bonus on all his saving throws and as a deflection bonus to his Armor Class.

Skills: Santa has a +4 racial bonus on all Charisma-based skill checks when dealing with elves or fey.

Santa's Sleigh: This major artifact is a Huge vehicle, capable of holding 1 driver and four passengers. If pulled by flying creatures, it glides through the air as if weightless. Santa's sleigh has unlimited carrying capacity. It can be steered with a successful Handle Animal check, and moves at the speed of Santa's reindeer. As a major artifact, it is nearly indestructible. Santa's sleigh provides cover to its driver and passengers.

Sample "Toys"

Santa often creates magic items that appear as toys. Some examples follow.

Elven Rollerskates: These skates increase the wearer’s base land speed by 10 feet and grant a +5 competence bonus on Move Silently checks. Faint transmutation; CL 5th; Craft Wondrous Item, longstrider, creator must be an elf; Price 5,500 gp; Weight 1 lb.

Otto's Irresistible Teddy Bear: Any creature within 30 feet that sees this item must succeed on DC 11 Will save or do nothing except hug the teddy bear for 1d10 rounds. Faint enchantment; CL 3rd; Craft Wondrous Item, enthrall; Price 5,500 gp; Weight 1 lb.

Tenser's Floating Jellybaby: This is essentially a potion of levitate, except, until consumed, it floats approximately 3 feet above the ground at all times and remains level, accompany the owner at a rate of no more than the owner's normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and its owner.

Santa's Reindeer
Medium Magical Beast
Hit Dice: 12d10+12 (78 hp)
Initiative: +1
Speed: 40 ft. (8 squares), fly 60 ft. (good)
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +12/+13
Attack: Gore +13 melee (1d4+1)
Full Attack: Gore +13 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent, silent hooves, tireless travel
Saves: Fort +9, Ref +9, Will +4
Abilities: Str 13, Dex 13, Con 12, Int 10, Wis 11, Cha 10
Skills: Listen +17, Spot +17
Feats: Alertness, Dodge, Endurance, Flyby Attack, Mobility, Run
Environment: Cold plains
Organization: Team (9)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral good
Advancement: -
Level Adjustment: -

Santa's sleigh is pulled by a team of flying reindeer. The current team consists of Dasher, Dancer, Comet, Cupid, Donner, Blitzen, Prancer, Vixen, and Rudolph.

Santa's reindeer speak Common and Elven.

Combat

Silent Hooves (Ex): Santa's reindeer always move silently and cannot be heard with Listen checks if they don't wish to be.

Tireless Travel (Su): Santa's reindeer can travel any distance in a single night without tiring. Afterwards, they are exhausted, and must rest for at least a week to remove this condition.

Rudolph has the following additional ability...

Nose that Glows (Su): Rudolph's nose sheds reddish light of variable intensity. As a free action, Rudolph may change the intensity of this light from as dim as a candle to as bright as daylight. As a move action, he may cover his nose with dirt or soot to extinguish its light altogether.

Toymaker Elf, 1st-Level Expert
Small Humanoid (Elf)
Hit Dice: 1d6 (3 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 13 (+1 size, +2 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +0/-5
Attack: Short sword -1 melee (1d4-1/19–20) or shortbow +2 ranged (1d4/x3)
Full Attack: Short sword -1 melee (1d4-1/19–20) or shortbow +2 ranged (1d4/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Toymaker elf traits
Saves: Fort -1, Ref +2, Will +1
Abilities: Str 8, Dex 14, Con 9, Int 15, Wis 8, Cha 9
Skills: Appraise +6, Craft (toymaking) +11, Disable Device +6, Hide +10, Listen +5, Move Silently +6, Search +4, Spot +5, Use Magic Device +3
Feats: Skill Focus (Craft [toymaking])
Environment: Santa's Workshop
Organization: Solitary, pair, or assembly line (10-100)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +0

Toymaker Elf Traits (Ex): Toymaker elves possess the following racial traits.
  • -2 Strength, +2 Dexterity, –2 Constitution, +2 Intelligence.
  • Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
  • A toymaker elf ’s base land speed is 20 feet.
  • Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
  • Low-light vision.
  • Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
  • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • +2 racial bonus on Craft (toymaking) checks.
  • Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnome, Sylvan.
  • Favored Class: Expert.
The toymaker elf expert presented here had the following ability scores before racial adjustments: Str 10, Dex 12, Con 11, Int 13, Wis 8, Cha 9.

Originally appeared in Imagine Magazine #21 (1984).
 
Last edited:

Okapi

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-28.html

Okapi
Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +3/+12
Attack: Hoof +7 melee (1d8+5)
Full Attack: 2 hooves +7 melee (1d8+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Sprint
Special Qualities: Forest movement, low-light vision
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 21, Dex 13, Con 17, Int 2, Wis 13, Cha 4
Skills: Hide -3*, Jump +13, Listen +6, Spot +5
Feats: Endurance, Run
Environment: Warm forests
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large)
Level Adjustment: -

This creature resembles a short-necked giraffe, but with a reddish-brown body and black-and-white striped legs like those of a zebra. Its white face ends in a black muzzle, from which a long blue tongue protrudes.

Okapi are large, herbivorous ungulates related to giraffes. that inhabit savannas and grasslands. Okapi feed on leaves, buds, shoots, grass, ferns, fruit, and fungi.

After mating, an okapi gives birth to a single calf after a gestation period of 14-15 months. The young okapi reaches maturity in 4 to 5 years.

An okapi is about 8 feet long and stands 6-1/2 feet tall at the shoulder. It weighs 465 to 565 pounds. An okapi lives up to 30 years.

COMBAT

Okapi generally flee if threatened, but are males are protective of their territory, battling other males that trespass.

Forest Movement (Ex): An okapi's skill at moving through heavy foliage is such that it suffers no movement penalties from light undergrowth and treats heavy undergrowth as light undergrowth. An okapi is still affected by magically enhanced plants that slow movement, such as an entangle spell.

Sprint (Ex): Once per hour, an okapi can move five times its normal speed (250 feet) when it makes a charge.

Skills: Okapi have a +2 racial bonus on Listen checks. *Okapi have a +4 racial bonus on Hide checks in areas with at least sparse trees. This bonus on Hide checks increases to +8 when the okapi is immobile.

Originally appeared in Dragon Magazine #137 (1988).
 
Last edited:

Angel of Mercy

http://www.enworld.org/forum/genera...gels-possibly-other-heavenly-creatures-5.html

Angel of Mercy
Medium Outsider (Angel, Extraplanar, Good)
Hit Dice: 14d8+56 (119 hp)
Initiative: +8
Speed: 40 ft. (8 squares), fly 80 ft. (good)
Armor Class: 21 (+4 Dex, +17 natural), touch 14, flat-footed 17
Base Attack/Grapple: +14/+20
Attack: +4 longsword +24 melee (1d8+13/19-20) or slam +20 melee (1d8+6)
Full Attack: +4 longsword +24/+19/+14 melee (1d8+13/19-20) or slam +20 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mercy, spell-like abilities, spells
Special Qualities: Change shape, damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 5, resistance to electricity 10 and fire 10, spell resistance 30, tongues
Saves: Fort +13 (+17 against poison), Ref +13, Will +15
Abilities: Str 23, Dex 19, Con 19, Int 20, Wis 22, Cha 22
Skills: Concentration +21, Diplomacy +25, Heal +23, Hide +21, Intimidate +23, Knowledge (religion) +22, Knowledge (the planes) +22, Listen +23, Move Silently +21, Sense Motive +23, Spellcraft +22 (+24 scrolls), Spot +22, Survival +6 (+8 on other planes), Use Magic Device +23 (+25 scrolls)
Feats: Extend Spell, Flyby Attack, Improved Counterspell, Improved Initiative, Power Attack
Environment: Any good-aligned plane
Organization: Solitary, pair, or host (3-12)
Challenge Rating: 15
Treasure: No coins; double goods; standard items
Alignment: Always good (any)
Advancement: 15-18 HD (Medium); 19-36 HD (Large)
Level Adjustment: —

A venerable, handsome humanoid in white robes soars on white, feathery wings sprouting from its back. It carries a glowing longsword.

Angels of mercy serve as guides, protectors, and last-minute rescuers to the weak and innocent.

An angel of mercy 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

An angel of mercy usually holds back to protect its charge, using spell-like abilities until forced into melee. An angel of mercy rarely uses lethal force, unless squaring off against a creature clearly beyond redemption (such as an evil outsider) or immune to nonlethal damage (such as constructs or undead creatures). If quarter is requested by an adversary, an angel of mercy always grants it as long as the foe honestly agrees to repent (a fact which can be determined via detect thoughts and discern lies).

An angel of mercy'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 mercy can assume the form of any Small or Medium humanoid.

Mercy (Su): An angel of mercy may choose to deal nonlethal damage with any of its natural attacks, weapon attacks, spells, or spell-like abilities at no penalty or increase in spell level or casting time.

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 14th). 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 mercy takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.

Spell-Like Abilities: At will—cure serious wounds, daylight, detect thoughts (DC 18), discern lies (DC 20), greater teleport, remove curse, remove disease, wall of fire, wall of ice (DC 20), wall of stone; 3/day—blade barrier, wind walk; 1/day—atonement. Caster level 14th. The save DCs are Charisma-based.

Spells: Angels of mercy can cast divine spells as 14th-level clerics. An angel of mercy has access to two of the following domains: Community, Good, Nobility, Protection, or Travel (plus any others from its deity). The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/7/7/5/5/4/4/2; save DC 16 + spell level): 0—create water, detect magic, guidance, purify food and drink, resistance, virtue; 1st—bless (2), divine favor*, endure elements (2), sanctuary, shield of faith (2); 2nd—aid, align weapon, bear's endurance, bull's strength, lesser restoration, make whole, shield other, status*; 3rd—continual flame, create food and water, extended spiritual weapon, magic vestment*, prayer, searing light; 4th—control water, death ward, extended prayer, freedom of movement, greater status*, spell immunity; 5th—flame strike (2), greater command*, righteous might, spell resistance; 6th—blade barrier (2), find the path, heroes’ feast*, mass bear's endurance; 7th—control weather, holy word, refuge*.
*Domain spell. Domains: Community and Nobility.

Tongues (Su): An angel of mercy can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Originally appeared in Dragon Magazine #17 (1978).
 
Last edited:

Naga, Zin

http://www.enworld.org/forum/genera...l-qadim-oriental-adventures-creatures-24.html

Naga, Zin
Medium Aberration (Aquatic, Shapechanger)
Hit Dice: 5d8+15 (37 hp)
Initiative: +3
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+4
Attack: Bite +6 melee (1d6+1 plus poison)
Full Attack: Bite +6 melee (1d6+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Change shape, choral casting, poison, spells
Special Qualities: Amphibious, darkvision 60 ft., spell resitance CR+7
Saves: Fort +4, Ref +4, Will +6
Abilities: Str 13, Dex 16, Con 17, Int 16, Wis 15, Cha 20
Skills: Bluff +10, Concentration +10, Diplomacy +7, Disguise +9 (+11 acting), Hide +3*, Intimidate +7, Perform (comedy) +13, Perform (song) +13, Spellcraft +6 (+8 scrolls), Swim +9, Use Magic Device +13
Feats: Skill Focus (Concentration), Weapon Finesse
Environment: Temperate and warm aquatic
Organization: Solitary or choir (2–6)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 6-7 HD (Medium), 8-15 HD (Large)
Level Adjustment: —

This man-sized, pale blue snake has a mottled blue and green mosaic pattern along its back.

Zin are a breed of naga found in the bottom of freshwater rivers and lakes, where they dwell in air-filled caverns in small groups called choirs. These pranksters delight in spreading merriment, mischief, and song among travelers near their homes.

Bored zin are particularly dangerous, for at these times they often visit the campsite of travelers and request protection and hospitality. If invited, they push the limits of their host's hospitality with pranks and jokes. If the hosts put up with this behavior, the zin will eventually reward them with a small concert and an entertaining performance of their entire repertoire of choral casting. Gracious hosts will be entertained throughout the night, after which the zin will depart and trouble them no more. Should hosts become annoyed with the zin and attack one of the group, the zin will depart, only to return and torment their one-time hosts for the remainder of their travels. On the final visit, the zin wil curse the hosts with their evil eye ability.

Zin are akin to bards, and often keep bardic accoutrements and magic items on their persons or nearby. They live only for a good time spent making music and dancing. Zin are carnivorous, feeding mostly on fish.

Zin hide can be used to halve the xp cost of making boots of elvenkind or slippers of spider climbing; however, any zin viewing the wearer of such footgear will immediately have their attitude adjusted to hostile. Zin have been known to reward such behavior in kind, making sandals from the skin of the wearer.

A typical zin is 6 feet long and weighs around 120 pounds. The mosaic pattern on each zin's back is unique.

Zin speak Common and Aquan.

COMBAT

If angered, a zin will attempt to bite and render the victim asleep and, if successful, will often liberate the creature of its clothing and equipment and deposit it in a precarious locale. Zin are natural bards, and together can perform powerful spell-like abilities.

Change Shape (Su): A zin can assume the form of any Small or Medium humanoid.

Choral Casting (Sp): A choir of 2 to 6 zin gain a number of spell-like abilities, which they can cast at will. Each of the participating zin must be within 10 feet of another participating zin. The spell-like abilities depend on the number of zin, and the repertoire is cumulative (for example, a quartet can use the spell-like abilities of a duet and trio as well). The repertoires are as follows:

Duo: hold person, suggestion
Trio: charm monster, rage
Quartet: crushing despair, confusion
Quintet: mass suggestion, dominate person
Sextet: demand, irresistible dance

The save DCs are based on the highest individual Charisma modifier among the participating zin. In addition, one zin of the choir may make a Perform check to increase the DC (the other zin in the choir may use Aid Another actions to assist this check). If the Perform check exceeds DC 20, the save DC of the ability increases by +1. The save DC also increases by an additional +1 for each 10 that the Perform check exceeds DC 20 (a total of +2 at 30, +3 at 40, and so on). The caster level equals half the total HD of the zin choir.

Evil Eye (Su): Once per day, a zin may curse on a single individual within 30 feet. The target must succeed on a DC 17 Will save or suffer a permanent -2 penalty to all saving throws, skill checks, and ability checks, and an additional -3 penalty on Diplomacy checks (for a total -5 penalty). The evil eye may be eliminated with a remove curse spell or similar magic. The save DC is Charisma-based.

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

Spells: A zin casts spells as a 5th-level bard.

Bard Spells Known (3/5/2, save DC 15 + spell level):
0—dancing lights, detect magic, ghost sound, lullaby, mage hand, prestidigitation;
1st—charm person, grease, hideous laughter, hypnotism;
2nd—glitterdust, mirror image, sound burst.

Skills: A zin 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 zin has a +8 racial bonus on Hide checks while swimming through water.

Originally appeared in Monstrous Compendium Al-Qadim Appendix (1992).
 
Last edited:

Status
Not open for further replies.
Remove ads

Top