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Dicynodont, Robertia

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-9.html

Dicynodont, Robertia
Diminutive Animal
Hit Dice: 1/2d8+1 (3 hp)
Initiative: +1
Speed: 10 ft. (2 squares), burrow 10 ft.
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +0/-16
Attack: Bite +5 melee (1d2-4)
Full Attack: Bite +5 melee (1d2-4)
Space/Reach: 1 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 3, Dex 12, Con 13, Int 2, Wis 12, Cha 4
Skills: Hide +13, Listen +5, Spot +5
Feats: Alertness, Weapon Finesse (B)
Environment: Temperate or warm deserts
Organization: Solitary, burrow (5-20) or colony (50-100)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: 1 HD (Tiny)
Level Adjustment: —

This little creature resembles a cross between a lizard and a naked mole rat, with a parrot-like hooked beak and two fangs in its upper jaw.

Robertia is a dicynodont, an herbivorous therapsid (“mammal-like reptile”). Dicynodonts are characterized by their parrot-like beaks, two tusks in the upper jaw, and barrel-shaped bodies with splayed legs. Robertia is the smallest dicynodont, close in size to a ground squirrel.

Robertia are social animals, living in large communal burrows. Only one female, the queen, is capable of producing offspring; all other females (as well as most of the males) are sterile. Robertia spend most of the day underground to avoid the hot desert sun, but during the cooler parts of the day, multiple individuals leave the burrow to gather food, which they bring back to the burrow to share with other members of the colony. This lifestyle allows the colony to maximize its foraging success.

Robertia is a minuscule creature; the average individual is 8 inches long and weighs no more than a few ounces.

A robertia familiar grants its master a +3 bonus on Sense Motive checks.

COMBAT

A robertia encountered on the surface flees down the nearest hole if spooked, giving an alarm call to warn other colony members. If cornered, a robertia will bite.

Originally appeared as "dicynodont" in Dragon Magazine #112 (1986).
 
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Elemental of Chaos, Undine

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

Elemental of Chaos, Undine
Large Elemental (Chaos, Extraplanar, Water)
Hit Dice: 8d8+32 (68 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 60 ft.
Armor Class: 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Slam +10 melee (2d8+5)
Full Attack: 2 slams +10 melee (2d8+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 1d10+5, ice web, improved grab, spell-like abilities
Special Qualities: Coiled motion, damage reduction 5/-, darkvision 60 ft., elemental traits, fast healing 3, immunity to fire, immunity to water, minor spell invulnerability, see invisibility, water bound, water transparency
Saves: Fort +10, Ref +4, Will +2
Abilities: Str 20, Dex 14, Con 19, Int 10, Wis 11, Cha 15
Skills: Balance +4, Concentration +15, Jump +0, Swim +13, Tumble +13
Feats: Dodge, Mobility, Spring Attack
Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: 6
Treasure: See text
Alignment: Usually chaotic good
Advancement: 9-15 HD (Large); 16-25 HD (Huge)
Level Adjustment: —

The creature resembles a featureless, transparent snake, nearly twelve feet in length.

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

Undines are native to the Elemental Plane of Water, spending their time aiding other creatures they deem worthy. Undines despise evil creatures, counting the hydrax and hordes among their greatest foes.

A typical undine is 12 feet long and weighs around 1,500 pounds.

Undines speak Aquan and Celestial.

COMBAT

Undines dislike evil, and willingly engage in battle with evil beings in their domain. An undine slams with fistlike, tentacular pods formed from its body and can constrict those it grabs. It blends its spell-like abilities with melee attacks to great effect.

Coiled Motion (Ex): Once per hour, an undine can shape itself into a coil, increasing its swim speed to 120 feet. It may move at this speed for up to a minute.

Constrict (Ex): An undine deals 1d10+5 points of damage with a successful grapple check.

Fast Healing (Ex): An undine heals only if it is fully submerged in water.

Ice Web (Su): Three times per day, an undine can create an ice web effect. This functions as a web spell (Reflex DC 16, caster level 9th), with the following exceptions. The ice web does not need anchor points to maintain its shape. Also, each round a creature begins its turn in the ice web, it takes 1d6 points of cold damage. The save DC is Charisma-based.

Immunity to Water (Ex): An undine is immune to the detrimental effects of spells with the water descriptor.

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

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: 3/day—control water, detect magic, dispel magic, ice storm, wall of ice (DC 16). Caster level 9th. The save DCs are Charisma-based.

Water Bound (Ex): Each round that an undine is not submerged in water, it takes 1 hit point of damage.

Water Transparency (Ex): An undine's transparent body grants it total concealment underwater.

Skills: An undine 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 Mystara Monstrous Compendium Appendix (1994).
 
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Antelope

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-30.html

Antelope
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +1/+2
Attack: Gore +2 melee (1d4+1)
Full Attack: Gore +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stampede
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +6, Will +0
Abilities: Str 13, Dex 17, Con 12, Int 2, Wis 11, Cha 4
Skills: Hide +5*, Jump +15, Listen +7, Spot +6
Feats: Alertness (B), Endurance, Run (B)
Environment: Any land
Organization: Solitary or herd (4–24)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium), 5 HD (Large)
Level Adjustment: —

This mammal has a light and elegant frame, slender and graceful limbs, small cloven hooves, and a short tail. It sports a pair of horns on its head.

These stats reflect a mid-sized antelope, like a gazelle or an imapala.

Antelope are herbivorous mammals that can be found in nearly any environements. They are generally swift, agile, and able to leap great distances.

Antelope stand 3 to 6 feet tall at the shoulder, and can weigh up to 2,000 pounds. Coloration varies among species, as does horn length. Some antelope sport stripes. Antelope have been known to live more than 20 years.

COMBAT

Antelope attempt to flee from predators. During mating seasons, males can be quite aggressive versus others of their kind.

Stampede (Ex): A frightened herd of antelope flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Medium size or smaller that gets in their way, dealing 1d10 points of damage for each five antelope in the herd (Reflex DC 12 half). The save DC is Strength-based.

Skills: Antelopes have a +2 racial bonus on Hide, Listen, and Spot checks. They use their Dexterity modifier instead of their Strength modifier for Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +4.

Originally appeared in Monster Manual (1977).
 
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Gith Dog, Szarkel

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

Gith Dog, Szarkel
Medium Magical Beast (Extraplanar)
Hit Dice: 4d10+4 (26 hp)
Initiative: +3
Speed: 60 ft. (12 squares), swim 30 ft.
Armor Class: 18 (+3 Dex, +3 natural, +2 leather), touch 13, flat-footed 15
Base Attack/Grapple: +4/+6
Attack: Bite +6 melee (2d4+3)
Full Attack: Bite +6 melee (2d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bred flayer-foe, improved grab
Special Qualities: Chaotic tracking, coat alteration, darkvision 60 ft., hold breath, immunity to mind-affecting spells and abilities, low-light vision, scent, see invisibility, spell/power resistance 8
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 15, Dex 17, Con 13, Int 2, Wis 15, Cha 8
Skills: Hide +11, Listen +5, Move Silently +11, Spot +6, Survial +9*, Swim +10
Feats: Endurance, Track (B), Weapon Finesse
Environment: Ever-Changing Chaos of Limbo
Organization: Domesticated
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-10 HD (Medium)
Level Adjustment: —

This long, slender hound stands about three feet tall at the shoulders. Its long muzzle sports sharp teeth. A long tail whips behind it. Its large, yellow eyes have a vertical slit for a pupil. Its short gray coat seems to change color and length as you observe it.

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.

Szarkel (canis chaosi) are the result of githzerai breeding programs. The original canine stock is unknown to any but the githzerai, but it is rumored that biological material from numerous doglike creatures throught the chaotic planes were incorporated. Szarkel are long and slender.

Githzerai masters often equip their szarkel with light, leathery armor made of a clear substance harvested on Limbo. Szarkel usually bear a simple collar identifying their masters.

Szarkel are born and bred on Limbo, where githzerai allow them to roam free within their settlements, taking no active role in their training. Pups are cared for by both parents, who fiercely protect them despite their apparent indifference. After their first year, juvenile szarkel are selected by githzerai masters in a simple ceremony. Unbonded dogs are simply set free outside the community, left to their own survival.

Szarkel are aloof and reserved. Szarkel are not very fond of others of their kind, and no more than three can be kept in the same kennel, or fighting will break out. Even once bounded, they show an astounding degree of independence and free will, making them difficult to train, although they are fiercely loyal. Szarkel are ill-suited for stationary guard duty, but because they are always in motion and follow unpredictable paths, it is difficult for strangers to approach githzerai settlements unnoticed.

A szarkel is about 3 feet tall at the shoulder and weighs 150 pounds or more. Its fur is normally short and gray, but the szarkel can alter the coloration, length, and quality of its fur.

COMBAT

A szarkel is a swift and unpredictable melee opponent. They are specially bred and trained to take down illithids, and are resistant to most of the flayers' offensive attacks.

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.

Chaotic Tracking (Su): A szarkel can attempt to track normally even through the ever-changing chaos of Limbo (base DC 20).

Coat Alteration (Su): As a full-round action, a szarkel may alter the color, length, and quality of its fur to better adapt to its environment. Doing so grants it a +4 racial bonus to Hide checks for as long as it remains within the same type of environment. Additionally, it grants the szarkel a +4 racial bonus on Fortitude saves to endure extreme temperatures.

Hold Breath (Ex): A szarkel can hold its breath for a number of rounds equal to 3 x its Constitution score before it risks drowning.

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

Mindtracking (Su): A szarkel 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 szarkel has a +4 racial bonus on Listen and Spot checks, and a +8 racial bonus Hide and Move Silently checks. A szarkel 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).
 
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Dicynodont, Diictodon

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-10.html

Dicynodont, Diictodon
Tiny Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 15 ft. (3 squares), burrow 10 ft.
Armor Class: 13 (+2 size, +1 Dex), touch 13, flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Bite +3 melee (1d3-3)
Full Attack: Bite +3 melee (1d3-3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Arid adaptation, low-light vision, scent
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 5, Dex 12, Con 13, Int 2, Wis 12, Cha 4
Skills: Hide +9, Listen +5, Spot +5, Survival +9
Feats: Alertness, Weapon Finesse (B)
Environment: Temperate or warm deserts
Organization: Solitary or pair
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny), 3 HD (Small)
Level Adjustment: —

This little creature looks a bit like a gopher with a parrot's head, though its legs are splayed out like a reptile's. A pair of small fangs is situated directly behind its beak.

Diictodon is a dicynodont, an herbivorous therapsid (“mammal-like reptile”). Dicynodonts are characterized by their parrot-like beaks, two tusks in the upper jaw, and barrel-shaped bodies with splayed legs. The diictodon is one of the most abundant of all dicynodonts.

Diictodons are burrowing animals, similar to modern gophers. A mated pair of diictodons shares one burrow. Diictodons commonly make burrows near seasonal floodplains, where food is more abundant than out in the open desert. During cooler parts of the day, diictodons emerge from their burrows to forage. Diictodons survive drought conditions by digging up and eating plant roots and tubers, these often being enough to sustain a pair until the next rainy season.

Male diictodons have larger tusks than females - the most ancient known example of sexual dimorphism.

A diictodon is a foot and a half long and weighs about four pounds.

A diictodon familiar grants its master a +3 bonus on Survival checks.

COMBAT

A diictodon encountered on the surface will scurry as fast as it can back to its burrow if it is spooked, giving an alarm call to warn its mate or any other diictodons in the area. If cornered, a diictodon will bite.

Arid Adaptation (Ex): A diictodon does not need to make Fortitude saves to avoid taking nonlethal damage in conditions between 90 degrees and 140 degrees. In conditions of extreme heat (above 140 degrees) it must make Fortitude saves like any other creature, but gains a +4 racial bonus on this save. In addition, a diictodon needs to drink only half as much water as similarly-sized creatures.

Skills: A diictodon has a +8 racial bonus on Survival checks.

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

Tymphanix

http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-32.html

Tymphanix
Large Elemental (Earth, Extraplanar)
Hit Dice: 7d8+14 (45 hp)
Initiative: +4
Speed: 20 ft. (4 squares), burrow 10 ft., climb 10 ft.
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +6/+13
Attack: Pincer +8 melee (1d8+3)
Full Attack: 2 pincers +8 melee (1d8+3) and tail club +7 melee (2d6+1)
Space/Reach: 10 ft./10 ft.
Special Attacks: Drum, stunning strike
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, resistance to cold 10, electricity 10, and fire 10
Saves: Fort +7, Ref +2, Will +2
Abilities: Str 17, Dex 10, Con 15, Int 6, Wis 10, Cha 13
Skills: Climb +11, Intimidate +7, Listen +10, Spot +10
Feats: Alertness, Improved Initiative (B), Multiattack, Weapon Focus (tail club)
Environment: Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 5
Treasure: Half standard
Alignment: Always neutral
Advancement: 8–15 HD (Large); 16-21 HD (Huge)
Level Adjustment: —

The creature resembles a large gray stone scorpion with a club-like tail.

A tymphanix is a strange creature native to the Elemental Plane of Earth. They are occasionally brought to the Material Plane to serve as guardians or watchdogs. Tymphanix are rumored to be distantly related to the tralusk, or stonesinger (see Monster Manual III).

Tymphanix have an unsophisticated society, dominated by the largest and most overbearing. Each commands a territory of up to one square mile. Should the territories of two or more tymphanix overlap, a mock battle occurs, with much bullying and blustering. The more intimidating challenger claims the territory, and the loser moves on to stake out a new area.

A tymphanix is 14 feet long (including its tail) and weighs 4,000 pounds.

Tymphanix speak Terran.

A tymphanix can be summoned with a summon monster VI or summon nature's ally VI spell.

COMBAT

If strangers approach its lair or designated guard position, a tymphanix drums on its hollow carapace in warning, striking an intimidating pose and clicking its pincers. If its warnings are not heeded, it attacks with its pincers and clublike tail, capable of stunning foes with particularly strong tail strikes.

Although not shy about entering melee combat, tymphanix tend to be cowardly when reduced to 10 hp or less, usually attempting to flee.

Drum (Ex): As a move action, a tymphanix may drum its tail club on its kettlelike body, raising an alarm. The tymphanix receives a +4 racial bonus on Intimidate checks as long as it continues to drum.

Stunning Strike (Ex): Three times per day, a tymphanix may attept to make a stunning strike with its tail club attack. On a successful hit, the target must make a DC 16 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based.

Skills: A tymphanix has a +6 racial bonus on Listen and Spot checks and a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Originally appeared in Polyhedron #31 (1986).
 
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Sheen, Walker

http://www.enworld.org/forum/general-monster-talk/248323-special-conversion-thread-sheens.html

Sheen, Walker
Small Construct (Living)
Hit Dice: 1d10+3 (8 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 14 (+1 size, -1 Dex, +4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +0/-5
Attack: Slam +0 melee (1d6-1)
Full Attack: Slam +0 melee (1d6-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Electrical discharge
Special Qualities: Darkvision 60 ft., defensive field, detect resources, electrically charged, living construct traits, rapid repair
Saves: Fort +3, Ref -1, Will -3
Abilities: Str 9, Dex 9, Con 16, Int 5, Wis 5, Cha 1
Skills: Hide +4, Listen +3, Move Silently +0, Spot +3
Feats: Alertness
Environment: Any
Organization: Solitary or team (2-6)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Level Adjustment: —

A lumpy, metallic obloid body is supported by two slender metal legs which end in hooflike iron pads. A third limb, with small metal teeth, emerges from its underside. Dim lights flicker across the sphere in varying patterns.

Sheens are highly-advanced clockwork constructs from an unknown world or plane. Trapped on worlds where magic is mightier than technology, the sheens have learned to mimic life in order to better survive. As a result, sheens have learned to self-replicate and have taken on some living traits. Sheens also modify themselves and their progeny to better survive in their new world.

Sheens are concerned only with their own continued existence and expansion. They regard living creatures as competitors, and expend local resources at an alarming rate.

Walkers are among the simplest of sheens, serving as advance scouts for expanding cysts. Walkers use their sampler arms to test for the specialized mix of resources needed by the cyst, then report back to their home cyst with the report.

A walker is 3 feet tall and weighs 150 pounds.

Sheens speak their own language.

COMBAT

Walkers usually attempt to escape if threatened, but are capable of defending themselves with the sharp teeth on their sampler arms and with a well-time release of electrical charge.

Defensive Field (Su): Walkers automatically generate a physical protective field. This grants the walker damage reduction 1/- and resistance to acid 1, cold 1, electricity 1, fire 1, and sonic 1. The defensive field can prevent a total of 6 points of damage per day.

Detect Resources (Ex): A walker's technology allows it to continuously locate the largest mass of metal within 30 feet. As a full-round action, the walker can concentrate on a specific metal or mineral. If the specific mineral is within 30 feet, the walker knows the exact location and approximate quantity. If more than one deposit of the specified metal or mineral is within range, the walker senses the largest cache first.

Electrically Charged (Ex): Walkers are powered by electricity. A walker normally carries enough charges to function for up to one month (30 charges). After this time, the walker becomes inert until recharged. Walkers generally return to their cysts before this time elapses.

Each time a walker uses its electrical discharge ability, it expends one charge.

Within a cyst, a walker may fully recharge after one hour of inactivity. Alternatively, a walker can recharge "in the field" if exposed to an attack that deals electricity damage. An attack that deals electricity damage restores 1 charge for every 5 points of damage the attack would otherwise deal. For example, a walker hit by a lightning bolt gains 3 charges if the attack would have dealt 15 points of damage. A walker gets no saving throw against attacks that deal electricity damage. Regardless of the amount of electricity damage directed at a walker, it cannot exceed its normal maximum of 30 charges.

Electrical Discharge (Su): Three times per day, a walker can release stored energy as a powerful electrical shock. Its next successful slam attack deals an additional 2d4 points of electricity damage. Alternatively, if an attacker strikes the walker with a metallic weapon while the walker contains an excess charge in its carapace, the foe takes 2d4 points of electricity damage. This attack expends one of the walker's electrical charges, regardless of the damage dealt.

Living Construct Traits: As living constructs, a sheen has a Constitution score. A sheen does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a sheen does not automatically have low-light vision or darkvision (although many varieties do possess one or both of these traits). Unlike other constructs, a living construct can use the run action.

A sheen has immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A sheen cannot heal damage naturally (but does have the rapid repair special quality).

Unlike other constructs, sheens are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, and ability drain.

Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.

A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A sheen can be raised or resurrected.

A sheen not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions. A sheen does not need to sleep, but must rest for 8 hours before preparing spells.

Sheens, unlike other living constructs, are immune to death effects, death necromancy effects, and mind-influencing effects.

Magic Susceptibility (Ex): Sheens have vulnerability (+50% damage) to damaging magic.

Rapid Repair (Ex): A sheen that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a sheen to regrow or reattach lost body parts.

A character can assist a sheen's self-repair with a Craft (metalworking) check (DC 15). If the check is successful, the the sheen repairs 2 hit points per hour of rest. Providing assistance to the sheen counts as light activity for the assisting character, and a character can assist only one sheen at a time. A sheen cannot assist its own repair.

Skills: A walker has a +4 racial bonus on Listen and Spot checks.

On Oerth

The two known machine cysts on Oerth are the Barrier Peaks cyst and the Rael cyst. Many more are suspected to exist, but there whereabouts are currently unknown.

Originally appeared in Dragon Magazine #258 (1999).
 
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Dicynodont, Dicynodon

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-10.html

Dicynodont, Dicynodon
Small Animal
Hit Dice: 2d4+6 (13 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 13 (+1 size, +2 natural), touch 11, flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Bite +2 melee (1d4)
Full Attack: Bite +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +3, Will +1
Abilities: Str 10, Dex 10, Con 15, Int 2, Wis 12, Cha 4
Skills: Hide +5, Listen +5, Spot +5
Feats: Alertness
Environment: Temperate or warm land
Organization: Solitary, pair, or herd (5-40)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: —

This dog-sized creature resembles a fat lizard with a short tail and a turtle's head. Two fangs are situated directly behind its hooked beak.

Dicynodon is a dicynodont, an herbivorous therapsid (“mammal-like reptile”). Dicynodonts are characterized by their parrot-like beaks, two tusks in the upper jaw, and barrel-shaped bodies with splayed legs. Dicynodon is a common, widespread representative of the dicynodont lineage. Unlike some of its smaller cousins (such as the robertia), the dicynodon is relatively unspecialized, which accounts for its wide range.

Dicynodons average about 4 feet in length and weigh around 60 pounds.

COMBAT

Dicynodons flee if threatened, but will bite as a last resort.

Originally appeared as "dicynodont" in Dragon Magazine #112 (1986).
 
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Angel, Seraph

http://www.enworld.org/forum/genera...els-possibly-other-heavenly-creatures-10.html

Angel, Seraph
Large Outsider (Angel, Extraplanar, Good)
Hit Dice: 44d8+440 (638 hp)
Initiative: +7
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 46 (-1 size, +7 Dex, +30 natural), touch 16, flat-footed 39
Base Attack/Grapple: +44/+63
Attack: +5 holy power greatsword +64 melee (3d6+27/17-20 plus 1d6 on a critical hit and DC 47 Fort save or die) or slam +58 melee (2d8+15)
Full Attack: +5 holy power greatsword +64/+59/+54/+49 melee (3d6+27/17-20 plus 1d6 on a critical hit and DC 47 Fort save or die) and +5 holy power greatsword +64/+59/+54/+49 melee (3d6+22/19-20 plus 1d6 on a critical hit and DC 47 Fort save or die) and 2 slams +58 melee (2d8+15)
Space/Reach: 10 ft./10 ft.
Special Attacks: Holy power, holy terror, master of divine magic, smite evil, summon angels
Special Qualities: Change shape, damage reduction 20/epic and evil, darkvision 60 ft., immunity to acid, cold, mind affecting spells and abilities, and petrification, localized omniscience, low-light vision, protective aura, regeneration 20, resistance to electricity 10 and fire 10, spell resistance 40, tongues
Saves: Fort +34 (+38 against poison), Ref +31, Will +36
Abilities: Str 40, Dex 25, Con 30, Int 30, Wis 32, Cha 34
Skills: Balance +60, Concentration +57, Diplomacy +65, Escape Artist +54, Gather Information +59, Heal +58, Hide +50, Intimidate +59, Jump +21, Knowledge (religion) +57, Knowledge (the planes) +57, Listen +58, Move Silently +54, Search +57, Sense Motive +58, Spellcraft +57 (+63 scrolls), Spot +58, Survival +11 (+17 following tracks, +17 on other planes), Tumble +54, Use Magic Device +59 (+65 scrolls), Use Rope +7 (+13 bindings)
Feats: Cleave, Combat Expertise, Devastating Critical (greatsword), Empower Spell-Like Ability (blade barrier), Great Cleave, Greater Multiweapon Fighting, Improved Critical (greatsword), Improved Multiweapon Fighting*, Multiweapon Fighting, Overwhelming Critical (greatsword), Perfect Multiweapon Fighting, Power Attack, Quicken Spell-Like Ability (heal), Superior Combat Expertise, Weapon Focus (greatsword)
Environment: Any good-aligned plane
Organization: Solitary, pair, or host (3-4 plus up to 44 HD of lesser angels)?
Challenge Rating: 27
Treasure: No coins; double goods; standard items
Alignment: Always good (any)
Advancement: 45-66 HD (Huge), 67-72 HD (Gargantuan)
Level Adjustment: —

This creature resembles a towering, muscular, regal human of unrivaled beauty. A pair of white-feathered wings sprout from its back, and its entire body is limned in flame. Its four arms wield two radiant greatswords.

The seraphim are the greatest of angels, rivaling (and often surpassing) the Celestial Paragons of the archons, eladrin, and guardinals. Only four seraphim are known to exist at a given time. As the elite of the angelic hosts, seraphim take their orders directly from their deity, and likewise, their word is the word of a god.

Seraphim spend most of their time attending to the greatest deities of good-aligned pantheons. Rarely do their actions bring them to the Material Plane. Seraphim are also called "angels of love, light, and fire".

A seraph is 12 feet tall and weighs 1,500 pounds.

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

COMBAT

Seraphs are true paragons of the angels. They are a force to be reckoned with in battle, capable of smiting evil with numerous strikes of their holy power greatswords. Seraphim can call upon nearly all known divine magic on a whim.

A seraph’s natural weapons, as well as any weapons it wields, are treated as epic and good-aligned for the purpose of overcoming damage reduction.

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

Holy Power (Su): Any melee weapon wielded by a seraphim is trated as a holy power weapon. When a weapon of holy power strikes an evil target, this power erupts forth and deals +3d6 points of bonus holy (good) damage to the target, and the target gains one negative level (Fortitude DC 44 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of holy (good) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is x3, or +12d6 and four negative levels if the critical multiplier is x4). The save DC is Charisma-based.

Holy Terror (Su): Evil creatures viewing a seraph for the first must succeed on a DC 44 Will save or cower for 1d6 rounds, as the seraph appears as a great flaming serpent. Even on a successful save, an evil creature is shaken for 1 round. A creature that succeeds on its Will save remains immune to that seraph's holy terror for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Localized Omniscience (Su): Seraphim continuously use arcane sight, detect evil, detect snares and pits, detect thoughts, discern lies, and true seeing as the spells (caster level 20th), except all function to a range of 120 feet.

Master of Divine Magic (Sp): At will, a seraphim may use any core divine spell from the cleric spell list or the Fire, Glory, Good, or Sun domains as a spell-like ability, as long as it is not opposed in alignment. A seraphim may use any spell on the cleric spell list from a non-core source once per day (at the DM's discretion); these spells are rarer in the cosmos. The saving throw DC for such abilities is 21 + spell level (10 + spell level + seraphim's Wisdom bonus). Seraphs tend to favor spells such as blade barrier, holy aura, holy smite...

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 44th). 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 seraph takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.

Smite Evil (Su): Once per day a seraph can make a normal melee attack to deal extra damage equal to its Hit Dice against an evil foe.

Summon Angels (Sp): Once per day, a seraph can automatically summon a total number of Hit Dice of angels equal to its own Hit Dice total (44 HD for a typical seraph). For example, a seraph could summon 2 solars (22 HD), or it could call one solar (22 HD), one astral deva (12 HD), and one monadic deva (10 HD). This ability is the equivalent of a 9th-level spell.

Tongues (Su): A seraph can speak with any creature that has a language, as though using a tongues spell (caster level 44th). This ability is always active.

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

Originally appeared in Dragon Magazine #35 (1980).
 
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Dicynodont, Lystrosaurus

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-10.html

Dicynodont, Lystrosaurus
Medium Animal
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Bite +5 melee (1d6+3)
Full Attack: Bite +5 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 14, Dex 10, Con 17, Int 2, Wis 12, Cha 4
Skills: Listen +6, Spot +6, Survival +3
Feats: Alertness, Endurance
Environment: Temperate or warm land
Organization: Solitary, pair, or herd (5-20)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Medium)
Level Adjustment: —

This creature resembles a melding of pig and lizard, with a thick, barrel-like body and splayed legs. Its forelimbs look particularly strong. Its head is large but short, with high-set eyes and a hooked beak with two fangs situated directly behind it.

Lystrosaurus is a dicynodont, an herbivorous therapsid (“mammal-like reptile”). Dicynodonts are characterized by their parrot-like beaks, two tusks in the upper jaw, and barrel-shaped bodies with splayed legs. Lystrosaurus is a common, widespread representative of the dicynodont lineage.

Lystrosaurus is one of the few dicynodonts with near-worldwide distribution. They sleep in simple burrows during the day. Around sundown, lystrosauruses emerge from their burrows, congregating in large groups to protect their young from predators. At dawn, the herds disperse and individuals return to their burrows. When food becomes scarce, lystrosauruses dig for roots and ground water using their powerful forelimbs.

Lystrosaurus is heavy for its size, being about 3 feet long and weighing around 200 pounds.

COMBAT

Adult lystrosauruses have few natural predators due to their size (they are large for dicynodonts), though Small predators such as the cynognathus may take young lystrosauruses. Adults ignore Small or smaller creatures unless attacked by one, retaliating by biting. If a lone lystrosaurus is threatened by a Medium or larger creature, however, it will flee back to its burrow, but will bite as a last resort.

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