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Tapir

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

Tapir
Medium Animal
Hit Dice: 3d8+12 (22 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +2/+4
Attack: Bite -1 melee (1d6+1*)
Full Attack: Bite -1 melee (1d6+1*) and 2 stamps -6 melee (1d4*)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +6, Ref +3, Will +2
Abilities: Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Skills: Jump +6, Listen +7, Spot +5
Feats: Alertness, Endurance
Environment: Temperate and warm forests
Organization: Solitary or herd (5–8)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 4–5 HD (Medium)
Level Adjustment: —

This creature resembles a large pig, but its feet are rhinolike. Its snout is short and prehensile. Its brown eyes have a bluish cast to them.

Tapirs are odd-toed ungulates, most closely related to horses and rhinoceroses. These herbivores are found in forests and jungles, where they spend most of their time foraging along well-worn trails.

Tapirs feed mostly on fruits, berries, and leaves, favoring young, tender growth. They are most active during twilight and night.

Tapirs love water, spending a good deal of time within rivers and other available water bodies lounging or feeding on the riverbottom.

Jaguars, crocodiles, tigers, and large constrictor snakes are the greatest threat to tapirs. The tapirs are relatively swift, able to flee to the shelter of thick forest undergrowth or water.

Tapir reproduce every other year, with a gestation period of around 13 months. Young reach maturity in 3 to 5 years.

A tapir is about 7 feet long and stands 3 feet tall at the shoulder. It weighs 330 to 700 pounds. Coloration varies from reddish-brown to gray to nearly black. Some varieties have white saddle-shaped markings on their back, and at least one variety has long, wooly fur. A tapir lives up to 30 years.

COMBAT

Tapirs are generally shy, and prefer flight to fight, but if cornered they can deliver vicious bites and stamp with their forelegs.

A tapir's natural attacks are treated as secondary attacks and add only half the tapir's Strength bonus to damage. (These secondary attacks are noted with an asterisk in the Attack and Full Attack entries.)

Hold Breath (Ex): A tapir can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Skills: Tapirs have a +4 racial bonus on Swim checks.

Originally appeared in Dragon Magazine #137 (1988).
 
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Elemental of Chaos, Pyrophor

http://www.enworld.org/forum/genera...verting-original-d-d-mystara-monsters-13.html

Elemental of Chaos, Pyrophor
Medium Elemental (Chaos, Extraplanar, Fire)
Hit Dice: 7d8+14 (45 hp)
Initiative: +8
Speed: 30 ft. (6 squares), fly 90 ft. (good)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +5/+6
Attack: Slam +9 melee (1d6+1 plus 1d6 fire)
Full Attack: 2 slams +9 melee (1d6+1 plus 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn, spell-like abilities
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, minor spell invulnerability, see invisibility, vulnerability to cold, vulnerability to water effects
Saves: Fort +4, Ref +9, Will +2
Abilities: Str 12, Dex 19, Con 14, Int 12, Wis 11, Cha 16
Skills: Balance +6, Concentration +10, Jump +3, Listen +8, Spot +8, Tumble +10
Feats: Combat Reflexes, Empower Spell-Like Ability (scorching ray), Flyby Attack, Improved Initiative (B), Weapon Finesse (B)
Environment: Elemental Plane of Fire
Organization: Solitary, pair or tribe (3-7)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 8-15 HD (Large); 16-25 HD (Huge)
Level Adjustment: —

A five-foot-diameter flickering coal floats through the air, its features shifting eerily as fingers of flame flicker in and out. As it picks up speed, it resembles a small meteor.

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

Pyrophors are native to the Elemental Plane of Fire, where they spend most of their time tormenting the helions and other lawful inhabitants of their home. They revel in the destructive nature of their base element. Since their home plane is already mostly aflame, pyrophors relish the opportunity to travel to other planes, where they can cavalierly set fires. Maliciously playful, pyrophors enjoy purifying areas with flames.

Because they are extremely susceptible to water, pyrophors hate hydrax and undines, and avoid them whenever possible.

A typical pyrophor is 5 feet in diameter and weighs 75 pounds.

Pyrophors speak Ignan and Abyssal.

COMBAT

Pyrophors lash out with spiky finger-flames, attempting to set foes alight. They use their spell-like abilities to bathe larger areas in flames.

Burn (Ex): A pyrophor's slam attack deals bludgeoning damage plus fire damage from the pyrophor's flaming body. Those hit by a pyrophor's slam attack also must succeed on a DC 15 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.

Creatures hitting a pyrophor with natural weapons or unarmed attacks take fire damage as though hit by the pyrophor's attack, and also catch on fire unless they succeed on a Reflex save.

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—pyrotechnics (DC 15); 3/day—detect magic, dispel magic, empowered scorching ray (2 rays, +9 ranged touch), fireball (DC 16). Caster level 9th. The save DCs are Charisma-based.

Vulnerability to Water Effects (Ex): A pyrophor takes half again as much (+50%) damage as normal from effects with the water 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).
 
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Shadow Hound

http://www.enworld.org/forum/genera...ing-monsters-d-d-official-video-games-25.html

Shadow Hound
Medium Magical Beast (Extraplanar)
Hit Dice: 6d10+24 (57 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +6/+10
Attack: Bite +10 melee (1d8+6)
Full Attack: Bite +10 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Savage, trip
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., hide in plain sight, light vulnerability, low-light vision, scent, shadow jump
Saves: Fort +9, Ref +7, Will +3
Abilities: Str 18, Dex 13, Con 19, Int 4, Wis 13, Cha 11
Skills: Hide +10*, Jump +12, Move Silently +9, Survival +1*
Feats: Dodge, Mobility, Spring Attack, Track (B)
Environment: Plane of Shadow
Organization: Solitary, pair or pack (4-16)
Challenge Rating: 6
Treasure: None
Alignment: Often neutral evil
Advancement: 7-9 HD (Medium), 10-18 HD (Large)
Level Adjustment: —

This dark black shadow has a vaguely canine form. Its eyes glow with a chilling, fiery radiance. As it exposes its vicious teeth, the same fiery glow can be seen within its jaws.

Shadow hounds roam in packs on the Plane of Shadow, but are often found in the employ of powerful natives of that plane as guards. Shadowdancers are known to covet these beasts as companions.

Pack structure is a strict monarchy ruled by the alpha shadow hound. A pack generally includes 2-7 noncombatant whelps.

A typical shadow hound is 4 feet tall at the shoulder and weighs 200 pounds.

Shadow hounds cannot speak, but understand Common.

COMBAT

Shadow hounds fight much like wolves, attacking in packs and attempting to pull prey down for the group to savage.

Hide in Plain Sight (Su): A shadow hound can use the Hide skill even while being observed. As long as it is within 10 feet of some sort of shadow, a shadow hound can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.

Light Vulnerability (Ex): When exposed to sunlight or to light equivalent to a daylight spell, a shadow hound is slowed (as the spell). This condition persists until the shadow hound leaves the area or the light is extinguished.

Savage (Ex): If a shadow hound successfully trips an opponent, it latches onto the opponent's body and tears the flesh. This automatically deals an additional xdx+x points of damage. If an opponent goes prone for any reason (perhaps as the subject of another shadow hound's trip attack) in an area the shadow hound threatens, the shadow hound can also savage the victim as an immediate action (this counts as an attack of opportunity for the next round), even though it had nothing to do with tripping the foe.

Shadow Jump (Su): A shadow hound can travel between shadows as if by means of a dimension door spell. The magical transport must begin and end in an area with at least some shadow. A shadow hound can jump up to 40 feet each day in this manner; this can be a single jump or a combination of jumps whose distance totals 40 feet. This amount can be split among several jumps, but each one, no matter how small, counts as a 10-foot increment.

Trip (Ex): A shadow hound that hits with a bite attack can attempt to trip the opponent (+4 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the shadow hound.

Skills: A shadow hound has a +8 racial bonus on Move Silently checks. *A shadow hound has a +4 racial bonus on Survival checks when tracking by scent. *A shadow hound's Hide bonus improves to in +8 in areas of shadowy illumination.

Training a Shadow Hound

A shadow hound serves readily as a guard animal, but it requires training. Training a shadow hound requires a different amount of time depending on the specific training it undergoes. See the Handle Animal skill description for more information on training and handling animals and magical beasts.

Shadow hound pups are worth 4,000 gp on the open market. Professional trainers charge 250 gp to train a shadow hound.

Originally appeared in Eye of the Beholder III: Assault on Myth Drannor Rule Book (1993).
 
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Cynodont, Exaeretodon

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-7.html

Cynodont, Exaeretodon
Medium Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 13 (+3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d4+3)
Full Attack: Bite +4 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +3, Will +2
Abilities: Str 15, Dex 11, Con 17, Int 2, Wis 12, Cha 4
Skills: Listen +6, Spot +6
Feats: Alertness, Endurance
Environment: Temperate or warm plains
Organization: Solitary, pair, or herd (6-20)
Challenge Rating: 1
Treasure: None
alignment: Always neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: —

This creature somewhat resembles a pig, but it has a more primitive aspect. Its squat, barrel-shaped body bears a coat of fur, and a pair of tusk-like fangs stick out from its mouth.

Exaeretodon is a cynodont, one of the more advanced forms of therapsid (“mammal-like reptile”). One of the largest cynodonts, exaeretodon lived alongside some of the earliest dinosaurs, such as the herrerasaurus, and fed exclusively on plants.

An exaeretodon is about 6 feet long and weighs 150 to 200 pounds.

COMBAT

Even though exaeretodon is an herbivore, its fangs give it a dangerous bite.

Originally appeared as "cynodont" in Dragon Magazine #112 (1986).
 
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Peltast

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-12.html

Peltast
Tiny Aberration (Symbiont)
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 10 ft. (2 squares), climb 10 ft.
Armor Class: 16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13
Base Attack/Grapple: +0/+2
Attack: Bite +5 melee (1d3-3)
Full Attack: Bite +5 melee (1d3-3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Anesthetize, attach
Special Qualities: Blindsense 60 ft., damage reduction 3/slashing or piercing, darkvision 60 ft., immunity to poison, mimic shape, neutralize poison, resistance to electricity fire 5, share spell resistance, spell resistance 7, symbiont traits, wallcrawling
Saves: Fort +1, Ref +3, Will +2
Abilities: Str 6, Dex 16, Con 13, Int 10, Wis 10, Cha 12, Ego 9
Skills: Climb +11, Disguise +15, Hide +17, Move Silently +5
Feats: Stealthy, Weapon Finesse (B)
Environment: Any urban or underground
Organization: Solitary
Challenge Rating: 1 (singly) or host +1 (when worn)
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A well-worn, but seemingly sturdy leather glove lies on the ground.

A peltast is a parasitic creature that mimics leather items in order to get near its prey and remain undetected. In its natural form, it is an amorphous, mottled brown blob about the size of three fists. Its skin texture feels like worn, but sturdy leather.

Peltasts are fairly intelligent and opportunistic. They often follow humanoids, seeking to replace gloves or belts left laying about while their prey sleeps or bathes. Other times, they prowl around fresh kills of other monsters, taking advantage of many humanoids' predilections to loot the bodies of the dead.

Peltasts do not breathe, make nearly no sound, and have no natural odor. Their tiny eyes are easily concealed, and their strong sense of smell and sensistivity to air disturbances and other vibrations allows them to effectively "see" with their eyes closed.

Once a peltast finds its way onto a host's body (usually by being mistakenly donned as an article of clothing), it bites, releasing a powerful anasthetic while it feeds. A peltast requires little sustenance, needing to deal only 1 hp of damage to its host each day to sustain itself. Should its host become poisoned, it can neutralize the venom, keeping its host healthy. A peltast is sucsceptible to disease, and possesses no means to counter disease in its host, so it will quickly disengage and seek a more suitable host should such a situation arise.

When immersed in water, peltast release waste byproducts, which stains and fouls the water. Peltasts never share hosts, and are not competitive for hosts. If a peltast senses the presence of another peltast already on a host, it seeks to find a different host for itself.

For reasons unknown, peltasts prefer to feed on humans and goblinoids, and tend to avoid elves, dwarves, and other humanoids if given the choice of prey.

A peltast is about 2 feet long (when stretched) and weighs less than a pound.

Peltasts cannot speak, but understand Common and Undercommon.

COMBAT

Peltasts prefer to become attached to a host through mimicking a leather object, then becoming unwittingly donned by the host. If hungry enough, a peltast may seek to climb onto a sleeping victim and hope that the prey won't forget that it didn't remove its belt, glove, or other item.

Anesthetize (Ex): A creature bitten by a peltast must succeed on a Spot check (opposed by the peltast's Hide check) to notice the attack.

Attach (Ex): If a peltast hits with a bite attack, it latches onto the opponent’s body. An attached peltast is effectively grappling its prey. The peltast loses its Dexterity bonus to AC and has an AC of x, but holds on with great tenacity. Peltasts have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above). An attached peltast can be struck with a weapon or grappled itself. To remove an attached peltast through grappling, the opponent must achieve a pin against the peltast.

Foul Water (Ex): A peltast placed in water exudes waste materials; this fouls a 5 ft cube of water. A creature that drinks or bathes in fouled water must succeed at a DC 11 Fortitude save or be nauseated for 1d4 rounds. If the 5 ft cube is part of a larger body of water, the foulness dissipates in 1d6 rounds. The save DC is Constitution-based.

Mimic Shape (Ex): A peltast can assume the general shape of any leather object of Diminutive size, such as a glove, a boot, or belt. The creature cannot substantially alter its size, though. A peltast's body feels just like leather, but gives off no noticeable odor. Anyone who examines the peltast can detect the ruse with a successful Spot check opposed by the peltast's Disguise check. Of course, by this time it is generally far too late.

Neutralize Poison (Su): At will, a peltast can negate any poison introduced into its host's body (not just ingested poisons), protecting its host from any ill effects.

Share Spell Resistance (Su): A peltast grants its host its spell resistance, which stacks with any SR the host already possesses.

Symbiont Traits: While attached to a host, a symbiont acts on its host's turn each round, regardless of its own initiative modifier. It is not flat-footed unless its host is, and it is aware of any danger its host is aware of. If clearly visible, opponents can attack the symbiont instead of the host creature. This works the same way as attacking an object. The symbiont gains the benefit of the host's Dexterity modifier to AC instead of its own, and gains any deflection bonus to AC the host has as well. Its own size modifier and natural armor bonus apply. Attacking a symbiont instead of its host provokes an attack of opportunity from the host.

A symbiont never takes damage from attacks directed at the host. Like a worn magic item, a symbiont is usually unaffected by spells that damage the host, but if the host rolls a 1 on its saving throw, the symbiont is one of the "items" that can be affected by the spell. A symbiont uses its host's base saving throw bonuses if they are better than its own.

Any spell the host creature casts on itself automatically also affects the symbiont. Additionally, the host may cast a spell with a target of "You" on the symbiont instead of on itself. The symbiont may do likewise with any spell or spell-like ability it uses. The host and symbiont can share spells even if the spells normally do not affect creatures of the host's or the symbiont's type. Spells targeted on the host by another spellcaster do not affect the symbiont, and vice versa.

Wallcrawling (Ex): A peltast need not make Climb checks to traverse a vertical or horizontal surface (even upside down). It retains its Dexterity bonus to Armor Class while climbing and opponents get no special bonus to their attacks against it.

Skills: A peltast has a +10 racial bonus on Disguise checks. A peltast has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

Originally appeared in Dragon Magazine #89 (1984).
 
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Gronk

http://www.enworld.org/forum/general-monster-talk/68207-converting-planescape-monsters-49.html

Gronk
Large Magical Beast (Extraplanar)
Hit Dice: 4d10+20 (42 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +4/+14
Attack: Headspikes +9 melee (2d6+9)
Full Attack: Headspikes +9 melee (2d6+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Hopping charge, illuminated rage
Special Qualities: Damage reduction 5/slashing or piercing, darkvision 60 ft., low-light vision, nearly deaf, scent
Saves: Fort +9, Ref +6, Will +2
Abilities: Str 23, Dex 15, Con 20, Int 2, Wis 12, Cha 7
Skills: Spot +8
Feats: Improved Bull Rush, Power Attack
Environment: Concordant Domain of the Outlands
Organization: Solitary, pair or herd (3-12)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large), 9-16 HD (Huge)
Level Adjustment: —

This large, squat beast seems to bear features of both an ape and a toad.

Gronk (singular and plural), also knows as "hopping rocks" or "stone frogs", are extremely ill-tempered beasts native to the Outlands. They can be found in nearly any terrain, but actively avoid large bodies of water.

Gronk are intolerant of all other creatures, even those of their own species, which conflicts with their innate herd mentality. Gronk herds hold together precariously based upon the "hate cycle" of the members, usually giving in to irritation and conflict after a mere week. The intolerant fury of the gronk actually aids in propogating the species, as the ridged spikes on their headplates are reproductive organs. When knocked loose during battle, a ridge submerges a few inches into dirt, sand, earth, or rock. A few months later, a tiny gronk surfaces.

The diet of gronk is unknown, as none have ever been sighted eating (at least not in the traditional sense). All gronk are nearly deaf, and sudden fright light drives them into a frenzy.

Bariaur nomads consider gronk a great threat, and mount periodic hunting parties to think gronk herds. In fact, many bariaur tribes have incorporated such hunts into their rites of passage.

Gronk are 6 to 8 feet tall and weigh between 600 and 800 pounds. Lifespan ranges from 3 to 5 years. Most gronk die as a result of violence, either directly or long-term as their brainplates crack and flake off, resulting in eventual brain failure.

COMBAT

Gronk are unsubtle combatants, emitting a thunderous croak when other creatures come into view, followed by a hopping-charge that culminates in a butt with thier spike-covered headplates.

Hopping Charge (Ex): A gronk may make a leaping charge attack to deal double damage with its headspikes. A gronk may move any direction, including vertically, as part of this action without making a Jump check.

Illuminated Rage (Ex): Gronk are angered by sudden flashes of light. Any spell or effect with the light descriptor that originates within 60 feet of a gronk sends the creature into a berserk rage on its next turn, fighting madly until either it or all all visible creatures are dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily. Existing light sources brought into an area containing gronk does not trigger the rage.

Nearly Deaf (Ex): A gronk is almost completely incapable of perceiving sound, and is nearly immune to language-dependent effects and sonic effects dependent on hearing. As a result, a gronk gains a +6racial bonus on all saving throws against such effects, and if the effect deals damage, suffers no damage on a successful save and only half damage on a failed save. The creature has adapted to this limitation and thus suffers no penalty on initiative checks because of its deafness.

New Armor

Gronk Shields: Gronk headplates can be used as extremely sturdy but very heavy shielding. A single gronk headplate can be crafted into a large shield, which has +3 armor bonus, -3 armor check penalty, and 25% arcane spell failure chance. It weighs 30 lb. It has been rumored that multiple gronk headplates can be used to fortify seige towers and the like.

Originally appeared in Dragon Magazine #262 (1999).
 
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Sha’az Warrior

http://www.enworld.org/forum/general-monster-talk/240597-converting-forgotten-realms-monsters-8.html

Sha’az Warrior
Medium Monstrous Humanoid
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 50 ft. (good)
Armor Class: 17 (+3 Dex, +3 natural, +1 light steel shield), touch 13, flat-footed 14
Base Attack/Grapple: +1/+1
Attack: Shortsword +4 melee (1d6/19-20) or bite +4 melee (1d4) or longbow +4 ranged (1d8/x3)
Full Attack: Shortsword +4 melee (1d6/19-20) or bite +4 melee (1d4) or longbow +4 ranged (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., resistance to cold 2
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 11, Dex 17, Con 12, Int 10, Wis 11, Cha 6
Skills: Intimidate +2
Feats: Weapon Finesse
Environment: Any cold land
Organization: Solitary, hunting party (3-18 plus one knight), or feudal hive (30-60 plus 1-6 knights and 1 queen)
Challenge Rating: 1
Treasure: Standard
Alignment: Often lawful neutral
Advancement: By character class
Level Adjustment: +3

This creature's torso and head are humanoid, tapering to a thin muscular waist that gives way to an insect-like lower body. Its six legs are insectile, the hind four supporting its body while the forelegs end in smaller, prehensile hooks wielding weapons. Fluffy white down covers its entire body, and is thickest at the ends of the legs. Its face is nearly human, with a hooked nose and deep-set eyes, except for the pair of large, serrated mandibles jutting from its cheecks. A thick mane of white hair crowns its head.

Sha’az are insectile humanoids found in arctic environments, forming hives dug into glaciers. Half of the hive is composed of hunter-warriors, while the rest are drones. A single queen rules the hive, living several centuries.

Sha’az are able hunters, counting deer, seals, polar bears, and even whales as their quarry. They also hunt the massive caterpillar-like haundar. They are sworn enemies of the parasitic haun, which covet the eggs of the sha'az for their psionic-altering qualities.

Sha’az are generally friendly to other intelligent races, and will trade decorative shell pieces for weapons and other equipment.

A sha’az is 6 feet tall and weighs 120 to 175 pounds.

Sha’az speak their own language, a combination of words, movements, and scents.

Most sha’az encountered outside their homes are warriors; the information in the statistics block is for a warrior of 1st level. The sha’az warrior presented here had the following ability scores before racial adjustments: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8.

COMBAT

Sha’az prefer to fight in groups, and will alert the hive if a threat seems great. Sha'az carry weapons and shields, but always choose to eschew armor. They are also capable of delivering painful bites with their mandibles, and can exude a freezing venom in limited amounts each day.

Poison (Ex): Injury (bite), Fortitude DC 11, initial and secondary damage 1d6 cold. A sha’az produces enough poison for one bite per day. The save DC is Constitution-based.

Sha’az As Characters
Sha’az characters possess the following racial traits.
  • +4 Dexterity, +2 Wisdom, -2 Charisma.
  • Sha’az base land speed is 20 feet. A sha'az has a fly speed of 50 feet with good manueverability.
  • +3 natural armor bonus.
  • Special Attacks (see above): Poison.
  • Special Qualities (see above): Resistance to cold 2.
  • Automatic Languages: Sha’az. Bonus Languages: Common, Damaran, Giant, Illuskan, Orc, Uluik.
  • Favored Class: Psychic warrior. (If you are not using psionics in your campaign, replace with fighter).
  • Level adjustment +3.

Originally appeared in Monstrous Compendium Forgotten Realms Appendix (MC11)(1991).
 
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Cynodont, Diademodon

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-7.html

Cynodont, Diademodon
Large Animal
Hit Dice: 7d8+35 (66 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +5/+15
Attack: Bite +10 melee (1d6+9)
Full Attack: Bite +10 melee (1d6+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede
Special Qualities: Low-light vision, scent
Saves: Fort +10, Ref +5, Will +3
Abilities: Str 23, Dex 11, Con 21, Int 2, Wis 12, Cha 4
Skills: Listen +7, Spot +7
Feats: Alertness, Diehard, Endurance
Environment: Temperate or warm plains
Organization: Solitary, pair, or herd (6-20)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8-14 HD (Large)
Level Adjustment: —

This creature somewhat resembles a huge boar, but it has a more primitive aspect. Its squat, barrel-shaped body bears a coat of fur, and a pair of fangs is just visible poking out of its mouth.

Diademodon is a cynodont, one of the more advanced forms of therapsid (“mammal-like reptile”). Living just before the rise of the first dinosaurs, this cynodont was a hardy nocturnal herbivore. It roams semi-arid scrublands looking for food.

Diademodon was large for a cynodont, with individuals often growing to the size of a small cow, weighing up to 1,000 pounds.

COMBAT

Even though diademodon is an herbivore, its fangs give it a dangerous bite.

Stampede (Ex): A frightened herd of diademodons flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five diademodons in the herd (Reflex DC 19 half). The save DC is Strength-based.

Originally appeared as "cynodont" in Dragon Magazine #112 (1986).
 
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Musk-Ox

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

Musk-Ox
Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (–1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Gore +8 melee (1d8+6)
Full Attack: Gore +8 melee (1d8+6) and 2 hooves +3 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trample 1d8+9
Special Qualities: Arctic adaptation, low-light vision, scent
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4
Skills: Listen +6, Spot +5
Feats: Alertness, Endurance
Environment: Cold desert and plains
Organization: Solitary, non-breeding male herd (3-10) or mixed herd (10–70)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5–7 HD (Large)
Level Adjustment: —

This large mammal is covered in long, shaggy fur that nearly touches the ground. Long, curved horns sweep out from both sides of its head.

Musk-oxen are actually more akin to sheep and goats than true oxen, but get their name from their appearance. These large herbivores wander the arctic tundra, grazing on grasses, reeds, and other ground plants. In the winter, they dig through snow to find their dietary needs.

Herds of musk-oxen generally consist of mixed genders and young. However, in late summer the mating season begins, and bulls fight for dominance. Once an alpha male is established, it drives the other bulls from the herd, which may form smaller all-male herds which are extremely aggressive. The gestation period for musk-oxen is eight or nine months, generally yielding a single calf which reaches maturity in 2 to 5 years (with females reaching maturity earlier than males).

Musk-oxen wool (called qiviut), is extremely soft and insulative when woven into garments, and thus fetches high prices in many markets.

Musk-oxen ranged from 6 to 7 feet long and stand 3-1/2 to 5 feet tall at the shoulder, weighing from 400 to 1,500 pounds. Coloration varies from mixes of black, gray, and brown, to all white. Musk-oxen can live more than 20 years.

COMBAT

Musk-oxen gore with their large horns or stamp with their hooves. If a herd is threatened, the adults form a stationary ring around the calves, with their horns pointing out.

Arctic Adaptation (Ex): A musk-ox does not need to make Fortitude saves to avoid taking nonlethal damage in conditions between 40 degrees and -20 degrees. In conditions of extreme cold (below -20 degrees) it must make Fortitude saves like any other creature, but gains a +4 racial bonus on this save.

Trample (Ex): Reflex half DC 18. The save DC is Strength-based.

Originally appeared in Dragon Magazine #137 (1988).
 
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Angel, Seraphic Deva

http://www.enworld.org/forum/genera...gels-possibly-other-heavenly-creatures-7.html

Angel, Seraphic Deva
Large Outsider (Angel, Extraplanar, Good)
Hit Dice: 16d8+80 (152 hp)
Initiative: +9
Speed: 60 ft. (12 squares), fly 120 ft. (good)
Armor Class: 34 (-1 size, +5 Dex, +20 natural), touch 14, flat-footed 29
Base Attack/Grapple: +16/+28
Attack: +3 greatsword +26 melee (3d6+15/17-20) or slam +23 melee (2d8+8)
Full Attack: +3 greatsword +26/+21/+16/+11 melee (3d6+15/17-20) or slam +23 melee (2d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Fiendish heads will roll, spell-like abilities, summon angels, wall of holy power, wrath of god
Special Qualities: Change shape, damage reduction 15/evil, divine resilience, darkvision 60 ft., immunity to acid, cold, mind affecting spells and abilities, and petrification, low-light vision, protective aura, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 37, tongues, uncanny dodge
Saves: Fort +15 (+19 against poison), Ref +15, Will +16
Abilities: Str 26, Dex 20, Con 20, Int 22, Wis 22, Cha 24
Skills: Concentration +24, Diplomacy +28, Gather Information +26, Heal +25, Hide +20, Intimidate +26, Knowledge (arcana) +25, Knowledge (religion) +25, Knowledge (the planes) +25, Listen +25, Move Silently +24, Sense Motive +25, Spot +25, Survival +6 (+8 on other planes)
Feats: Cleave, Empower Spell-Like Ability (holy smite), Great Cleave, Improved Critical (greatsword), Improved Initiative, Power Attack, Spell Stowaway (time stop)(B)
Environment: Any good-aligned plane
Organization: Solitary, pair, or host (1-2 seraphic devas plus 2-8 lesser angels of any kind)
Challenge Rating: 17
Treasure: No coins; double goods; standard items
Alignment: Always good (any)
Advancement: 17-32 HD (Large); 33-48 HD (Huge)
Level Adjustment: —

Standing nearly ten feet tall, this extremely beautiful humanoid glides on long, white-feathered wings. It seems to glow with inner power, and wields a majestic greatsword in its hands.

The most powerful of the devas, seraphic devas are tasked with watching over the Lower Planes, rescuing good planar travelers who inadvertently end up there and monitoring the travel of evil outsiders into border planes.

A seraphic deva is 10 feet tall and weighs 600 pounds.

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

COMBAT

A seraphic deva is well-suited to battle fiends on their home planes. Its ability to withstand the overpowering evil planar traits, as well as spell resistance that can be overcome by only the mightiest of fiends, make it the perfect angel to lead assaults or rescue missions into the Lower Planes. Seraphic devas complement their potent melee prowess with offensive spell-like abilities. If faced with overwhelming odds, a seraphic deva calls in angelic aid or the wrath of its deity.

A seraphic deva’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): A seraphic deva can assume the form of any Small or Medium humanoid.

Divine Resilience (Ex): Seraphic devas are immune to the detrimental effects of mildly and strongly evil-aligned planes.

Fiendish Heads Will Roll (Su): Any slashing weapon wielded by a seraphic deva is treated as a vorpal weapon when used against evil creatures.

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 16th). 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): A seraphic deva takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.

Spell-Like Abilities: At will—aid, continual flame, commune, cure serious wounds, detect evil, discern lies, dispel evil (DC 22), greater dispel magic, holy aura (DC 25), holy smite (DC 21), holy word (DC 24), invisibility (self only), plane shift, remove curse, remove disease, remove fear; 3/day—blade barrier (DC 23), empowered holy smite (DC 21), heal; 1/day—earthquake, insect plague, resurrection. Caster level 16th. The save DCs are Charisma-based.

Summon Angels (Sp): Once per day, a seraphic deva can automatically summon 1d8 angels of healing, 1d8 movanic devas (Fiend Folio), 1d4 angels of wrath, 1d4 monadic devas (Fiend Folio), 1 angel of mercy, or 1 astral deva. This ability is the equivalent of a 9th-level spell.

Tongues (Su): A seraphic deva can speak with any creature that has a language, as though using a tongues spell (caster level 16th). This ability is always active.

Wall of Holy Power (Sp): Three times per day, a seraphic deva can call forth an immobile curtain of shimmering white light. This wall can be created anywhere within 260 feet. It can be formed into either a curtain up to 320 feet long or a ring with a radius up to 40 feet. In either form, the wall is 20 feet high. The wall deals 6d6+16 points of divine damage to any evil creature passing through it. The wall deals double damage to evil outsiders. If the wall appears where creatures are, each creature takes damage as if passing through the wall. The wall remains for as long as the deva concentrates plus 16 rounds thereafter. This is the equivalent of a 5th-level spell (caster level 16th).

Wrath of God (Su): Once per day, a seraphic deva can channel the divine power of its deity into a spectacular offensive display.

When called, four 2-foot-diameter spheres spring from the seraphic deva's outstretched hand and streak in straight lines to the spots it selects. The spheres leave a sparkling trail of pure light.

If a sphere is aimed at a specific creature, the deva may make a ranged touch attack to strike the target with the sphere. Any creature struck by one of these spheres takes 4d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere’s divine damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one sphere at the same target.

Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 12d6 points of divine damage to each creature in the area (Reflex DC 25 half). If a creature is within the area of more than one sphere, it must save separately against each. This effect has the good descriptor. The save DC is Charisma-based.

Originally appeared in Dragon Magazine #17 (1978).
 
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