Creature Catalog new 3.5 conversions

Status
Not open for further replies.
Beaver

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-31.html

Beaver
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 10 ft. (2 squares), swim 30 ft.
Armor Class: 13 (+1 size, +2 natural), touch 11, flat-footed 13
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: Natural lumberjack
Special Qualities: Cold tolerant, low-light vision, scent
Saves: Fort +2, Ref +2, Will +3
Abilities: Str 13, Dex 10, Con 11, Int 2, Wis 16, Cha 6
Skills: Craft (dambuilding) +12, Listen +7, Swim +9
Feats: Skill Focus (Listen)
Environment: Temperate forests
Organization: Solitary or lodge (10–40)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2HD (Small)
Level Adjustment: —

This large brown rodent has a rounded head, clawed forelegs, webbed hind feet, and a broad, paddle-shaped scaly tail.

Beavers are large rodents known for their ability to quickly fell trees and build dams within streams. Found in the riparian zone of temperate forests, beavers are excellent swimmers and can spend large amounts of time submerged.

Beavers are crepuscular herbivores, feeding mainly on bark, twigs, and the roots of water plants, occassionally supplemented by grasses on the banks of rivers and streams.

Beavers usually mate for life, and their young (called kits) remain with their parents for up to two years.

Beavers are hunted for both their pelts and their meat, which tastes like lean beef.

Beavers are 2 to 4 feet long and weigh 33 to 100 pounds, averaging around 45 pounds. Fur coloration can vary widely, but dark brown is the most common. Beavers have a lifespan of up to 20 years.

COMBAT

Beavers prefer flight to fight. When startled or frightened, a swimming beaver will rapidly dive while forcefully slapping the water with its broad tail. This slap can be heard over great distances and serves as a warning to other beavers in the area. Once a beaver has made this danger signal, nearby beavers dive and may not reemerge for some time.

Cold Tolerant (Ex): A beaver's insulating fat grants it a +2 racial bonus on saving throws made against cold attacks and environmental conditions.

Hold Breath (Ex): A beaver can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.

Natural Lumberjack (Ex): A beaver ignores the hardness of wooden objects with its bite attack.

Skills: A beaver has a +16 racial bonus on Craft (dambuilding) checks. A beaver 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 Monstrous Compendium Volume Two (1989).
 
Last edited:

log in or register to remove this ad

Peltast, Greater

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-13.html

Peltast, Greater
Tiny Aberration (Symbiont)
Hit Dice: 2d8+2 (11 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 plus blood feeding)
Full Attack: Bite +5 melee (1d3-3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Anesthetize, blood feeding
Special Qualities: Blindsense 60 ft., damage reduction 5/slashing or piercing, darkvision 60 ft., immunity to poison, mimic shape, neutralize poison, resistance to electricity fire 5, share spell resistance, spell resistance 9, symbiont traits, wallcrawling
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 6, Dex 16, Con 13, Int 16, Wis 15, Cha 17, Ego 17
Skills: Climb +16, Disguise +18, Escape Artist +8, Hide +18, Move Silently +10
Feats: Stealthy, Weapon Finesse (B)
Environment: Underground
Organization: Solitary
Challenge Rating: 2 (singly) or host +1 (when carried)
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A translucent, multifacted, fist-sized gem lies on the ground nearby.

A greater peltast is a parasitic creature that mimics gems in order to get near its prey and remain undetected. In its natural form, it is an amorphous, translucent blob about the size of three fists. Its skin texture feels as hard as a true gem.

Greater peltasts are exceptionally intelligent and opportunistic, and have innate magical abilities. They know the value large gems hold to many sentient creatures, and use that fact to their advantage.

Greater peltasts do not breathe, make nearly no sound, and have no natural odor. Their have no visible organs, and their strong sense of smell and sensistivity to air disturbances and other vibrations allows them to effectively "see" with their eyes closed.

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

Greater peltasts cannot speak, but understand Common and Undercommon.

COMBAT

Greater peltasts prefer to feed on sleeping or otherwise helpless creatures. They utilize their spell-like abilities to help acquire meals.

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

Blood Feeding (Ex): A greater peltast must feed on blood each day; it may do so by biting a living creature, in which case it must deal 3 points of damage per day to sustain itself. A greater peltast may also gain sustenance from the blood of dead creatures, and it can lap up the equivalent of 1 point of damage from each creature of at least 1 HD. If a greater peltast is able to feed on more than the equivalent of 3 points of damage per day, it gains the remainder as temporary hp (maximum 10), which last for 24 hours.

If a greater peltast does not feed sufficiently for a day, it becomes fatigued. Starting on the third consecutive day that it does not feed sufficiently, a greater peltast takes 1 point of Con damage per day, which cannot heal naturally until the greater peltast has fed sufficiently at least one day.

Foul Water (Ex): A greater 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 12 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 greater peltast can assume the general shape of any gemstone of Diminutive size. The creature cannot substantially alter its size, though. A greater peltast's body feels just like a real gem, and gives off no noticeable odor. Anyone who examines the greater peltast can detect the ruse with a successful Spot check opposed by the greater peltast's Disguise check. Of course, by this time it is generally far too late.

Neutralize Poison (Su): At will, a greater 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 greater 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 greater 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 greater peltast has a +10 racial bonus on Disguise checks. A greater 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 Halls of the High King (1990).
 
Last edited:

Maskhi

http://www.enworld.org/forum/genera...l-qadim-oriental-adventures-creatures-26.html

Maskhi
Medium Monstrous Humanoid (Shapechanger)
Hit Dice: 4d8+4 (22 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +4/+4
Attack: Claw +4 melee (1d3) or shortspear +4 melee (1d6) or short bow +7 ranged (1d6/x3)
Full Attack: 2 claws +4 melee (1d3) or shortspear +4 melee (1d6) or short bow +7 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, arboreal defense, boulder defense, darkvision 60 ft.
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 10, Dex 17, Con 13, Int 13, Wis 12, Cha 14
Skills: Disguise +14, Hide +8, Listen +5, Move Silently +8, Spot +5, Survial +5
Feats: Improved Initiative, Stealthy, Track
Environment: Any
Organization: Solitary, pair, hunting party (3-10), or tribe (20–40 plus 1 lore mistress [5th-8th level druid] per 20 adults and 1 witch doctor [6th-9th level wizard] per 20 adults)
Challenge Rating: 3
Treasure: No coinds, standard goods, standard items
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +4

This lean, wiry humanoids has tan skin covered in a peachlike fuzz. Its humanlike face has elongated features, with wide, eyes. Blond, sun-bleached hair is tied back in a long flowing manes. Its six-fingered hands and six-toed feet end in talons.

Maskhi are a race of shapeshifting humanoids found in tropical wilderness regions. These nomadic hunters have a great reverence for nature, and hunt only out of necessity, never for sport. For the most part, maskhi are xenophobic and fearful of civilization. They are generally peaceful, though, and occasionally trade with other races for metal weapons. If necessary, maskhi will tenaciously defend their domains against encroachment or defilement.

Maskhi dwell in loose tribes of up to forty members. Larger tribes are led by a lore mistress (druid) and a witch doctor (wizard). Maskhi hold no long-term commitment to others of their kind, and even mated pairs stay together only until the youngling masters its shapeshifting abilities. Afterwards, they seek new mates.

Maskhi form crude temporary shelters from animal skins streched over wooden frames. Their weapons are often primitive, made from wood and bone, and thus are prone to breaking in battle. Bone weapons have a -2 penalty on attacks and damage (minimum damage 1), have hardness 6 and 10 hit points per inch of thickness.

A maskhi is 5 to 6 feet tall and weighs 100 to 130 pounds. Skin coloration is generally a rich tan, and hair is universally sun-bleached blonde, generally braided or tied in flowing manes. Eye coloration varies from cerulean to green.

Maskhi speak their own language, although some have learned Common.

COMBAT

Maskhi generally set ambushes, assuming one of their other forms to catch prey unaware. Maskhi prefer to fight with manufactured weaopns, mainly spears, jambiyas, and shortbows, but can use their claws if unarmed. If forced to flee, maskhi generally assume animal form for greater mobility.

Alternate Form (Su): A maskhi can assume an animal form at will. Each maskhi can assume only a single animal form of Diminutive to Small size; once chosen, it always assumes this same form. Assuming this form takes a standard action, while returning to its monstrous humanoid form is a free action.

Arboreal Defense (Ex): A maskhi can change its shape to that of a single small tropical tree common to the region in which its tribe dwells. In this form, it gains damage reduction 10/slashing and spell resistance equal to 5 + its Hit Dice, but it cannot move or make attacks. Assuming this form takes a standard action, while returning to its monstrous humanoid form is a free action. In this form, a maskhi mimics the smell and texture of an actual tree. Anyone who examines the maskhi can detect the ruse with a successful Spot check opposed by the maskhi's Disguise check.

Boulder Defense (Ex): A maskhi can change its shape to a rocklike form of a single type (such as basalt, obsidian, quartz, or marble). In this form, it gains damage reduction 5/- and spell resistance equal to 10 + its Hit Dice, but it cannot move or make attacks. Assuming this form takes a standard action, while returning to its monstrous humanoid form is a free action. In this form, a maskhi mimics the smell and texture of true stone. Anyone who examines the maskhi can detect the ruse with a successful Spot check opposed by the maskhi's Disguise check.

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

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

Dicynodont, Placerias

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

Dicynodont, Placerias
Large Animal
Hit Dice: 9d8+45 (85 hp)
Initiative: +0
Speed: 30 ft. (6 squares), swim 15? ft.
Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +6/+17
Attack: Gore +12 melee (1d8+10)
Full Attack: Gore +12 melee (1d8+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Deadly charge, trample 2d6+10
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +6, Will +4
Abilities: Str 24, Dex 10, Con 21, Int 2, Wis 12, Cha 4
Skills: Listen +7, Spot +7, Survival +5
Feats: Alertness, Endurance, Improved Bull Rush, Power Attack
Environment: Warm plains (rivers)
Organization: Solitary, pair, or herd (5-20)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 10-14 HD (Large); 15-18 HD (Huge)
Level Adjustment: —

Displaying both reptilian and mammalian traits, this ox-sized beast is built like a barrel. Its stout limbs stick out from its body at a slight angle. It has a large, sloping head with a turtle-like beak. Two large, forward-curving tusks sprout from behind its beak.

Placerias 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. Placerias is one of the largest dicynodonts, comparable in size to a cow.

Placerias is similar to a hippopotamus in its habits. During the wet season, groups of placerias spend most of their time wallowing in water, protecting themselves both from the sun and from large land predators like the postosuchus. During the dry season, placerias use their tusks to dig up roots for sustenance. Placerias also use these forward-curving tusks for defense and display.

An adult placerias is about 11 feet long and weighs anywhere from one to two tons.

COMBAT

Perhaps due to their size, placerias are particularly ornery for dicynodonts. They charge at any perceived threat, using their tusks to gore opponents.

Deadly Charge (Ex): When a placerias charges, its gore attack does 2d8+14 points of damage.

Trample (Ex): Reflex half DC 21. The save DC is Strength-based.

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

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

Therapsid, Estemmenosuchus

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-12.html

Therapsid, Estemmenosuchus
Large Animal
Hit Dice: 4d8+20 (38 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +3/+14
Attack: Bite +9 melee (1d8+7) or butt +9 melee (1d6+7)
Full Attack: Bite +9 melee (1d8+7) or butt +9 melee (1d6+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Deadly charge 2d6+10
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +3, Will +2
Abilities: Str 24, Dex 9, Con 20, Int 2, Wis 12, Cha 3
Skills: Jump +1, Listen +5, Spot +4, Swim +11
Feats: Endurance, Great Fortitude, Improved Bull Rush (B)
Environment: Warm forests and marshes
Organization: Solitary, pair, or herd (5-50)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-10 HD (Large), 11-12 HD (Huge)
Level Adjustment: —

This bull-sized creature is built like a barrel. Its thick body is supported by stout, splayed legs, and a short tail lashes behind it. Its most distinctive feature, however, is its head: one the sides of the face and above the eyes, it has horn-like projections, causing it to resemble a reptilian moose.

Estemmenosuchus is a dinocephalian, a type of primitive therapsid (“mammal-like reptile”). Like some other dinocephalians, it has bony ornamentation of the head, leading adventurers to refer to it as the “crowned crocodile.” The estemmenosuchus' ornamentation resembles the antlers of a large deer. Estemmenosuchuses use these antler-like projections to compete by head-butting and pushing.

An adult estemmenosuchus is about 10 feet long and weighs around 1 ton.

COMBAT

Estemmenosuchuses, especially males, are aggressive animals and will charge with head lowered into anything they deem to be a potential threat (basically any Medium or larger creature). In addition to their headgear, they have large canine teeth, making bites from estemmenosuchuses potentially deadly.

Deadly Charge (Ex): When an estemmenosuchus charges, its butt attack does 2d6+10 points of damage.

Skills: An estemmenosuchus has a +4 racial bonus on Swim checks .

Originally appeared in Dragon Magazine #176 (1991).
 
Last edited:

Giant, Earth

http://www.enworld.org/forum/genera...thread-finishing-off-giants-their-kin-21.html

Giant, Earth
Colossal Giant (Earth)
Hit Dice: 36d8+612 (774 hp)
Initiative: +0
Speed: 120 ft. (24 squares)
Armor Class: 47 (-8 size, +45 natural), touch 2, flat-footed 47
Base Attack/Grapple: +24/+54
Attack: Stomp +38 melee (4d12+22) or slam +41 melee (3d12+22/19-20 plus 1d6 on a critical hit and DC 50 Fort save or die)
Full Attack: Stomp +38 melee (4d12+22) or slam +41 melee (3d12+22/19-20 plus 1d6 on a critical hit and DC 50 Fort save or die)
Space/Reach: 150 ft./150 ft.
Special Attacks: Adamantine strike, destroyer of objects, frightful presence, improved improvised weapons, improved trample 4d12+22, pummel 6d12+33, shockwave
Special Qualities: Blindsight 1 mile, fast healing 3 (from Fast Healing feat), immunity to cold and fire, knowledgeable, low-light vision, resistance to electricity 50, spell resistance 35, vulnerable to earth-affecting magic
Saves: Fort +37, Ref +12, Will +18
Abilities: Str 55, Dex 10, Con 45, Int 22, Wis 23, Cha 22
Skills: Diplomacy +49, Gather Information +49, Intimidate +45, Jump +58, Knowledge (geography) +45, Knowledge (history) +45, Knowledge (local) +45, Knowledge (nature) +45, Sense Motive +45, Survival +6 (+10 to avoid getting lost or to avoid natural hazards, +10 in aboveground natural environments)
Feats: Awesome Blow, Cleave, Devastating Critical (slam), Epic Weapon Focus (slam), Fast Healing, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Overwhelming Critical (slam), Power Attack, Power Critical (slam), Snatch (B), Weapon Focus (slam)
Environment: Any land
Organization: Solitary
Challenge Rating: 24
Treasure: Standard
Alignment: Always neutral
Advancement: 37+ HD (Colossal)
Level Adjustment: —

What appeared to be a nearby hill begins to move, unfurling into a massive, roughly humanoid shape composed entirely of rock and stone. A barrel-shaped torso sits atop a pair of thick legs that terminate in solid rock, giving the appearance of boots. Its roughly spherical head is featureless, other than a massive, toothless maw from which its speaks like thunder rolling through the mountains.

Earth giants, also known as "rumblers" due to their booming voices, are among the most ancient of creatures on the Material Plane. So rare that few people even know of their existence, earth giants spend most of their time at rest, appearing as nothing more than a large, rocky hill. Because earth giants rest for centuries at a time, thick amounts of dirt accumulate upon its body, providing a habitat for plants to grow and animals to wander. In fact, humanoids have even been known to build settlements upon a slumbering earth giant. Earth giants are undisturbed by any such commotion, only waking if someone attempts to "mine" them. Even then, the earth giant may simply shuffle in its sleep, suggesting to those upon it than an earthquake has occured.

Because they are so ancient, earth giants have a difficult time relating to beings of more recent eras. They are amazing sources of knowledge, though, and may be convinced to answer a few uestions at a time if approached in a friendly manner.

Earth giants have no true enemies, althoug a flight of dragons may be able to take one down. Because no humanoids have ever witnessed the death of an earth giant, many cultures believe them to be immortal. In fact, they are merely extremely long-lived and not invulnerable.

Legends claim that certain spells exist that can wake earth giants from their slumber. Although it is unlikely that such arcane knowledge still exists, it would be ill-advised to do so, for awakening such an immense, powerful being can result in great catastrophe.

An earth giant stands over 150 feet tall and its weight is immeasurable.

All earth giants speak Common, Draconic, Terran, and Undercommon. Many have learned other region-specific languages over time.

COMBAT

Earth giants rarely attack smaller beings, even if provoked. They create so much destruction in their wanderings, though, that many creatures may see them as a threat and form mobs or even armies to try to stop them. If harassed enough to battle, earth giants generally try to frighten off the lesser aggressors with their booming voices, and may punctuate the intimidation with the random destruction of a few buildings. If the hostilities continue, the earth giant will most likely unleash a shockwave with a massive stomp and sweep through waves of enemies wielding an uprooted tree or building as an enormous club.

Adamantine Strike (Ex): An earth giant's natural attacks are treated as adamantine for purposes of overcoming damage reduction and hardness.

Destroyer of Objects (Ex): An earth giant that makes a full attack against an object or structure deals double damage and ignores hardness.

Frightful Presence (Su): An earth giant can inspire terror by attacking or simply speaking with its booming voice. Affected creatures must succeed on a DC 34 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the earth giant. The save DC is Charisma-based.

Improved Improvised Weapons (Ex): An earth giant creates weapons out of anything large enough that it can find, such as uprooted trees, torn off mountain tops, or even churches. An earth giant suffers no penalties on attack rolls for using improvised weapons.

Improved Trample (Ex): Reflex half DC 50. If an earth giant tramples a creature, that creature does not gain an attack of opportunity against the giant. If an earth giant tramples a structure (building, ship, castle wall, and so on), its trample attack deals double damage. The save DC is Strength-based.

Knowledgeable (Ex): An earth giant makes Knowledge checks for any Knowledge skills as if it had a minimum of 10 ranks in that skill. To surpass the 10-rank minimum, it must assign more than 10 ranks to the skill as normal.

Pummel (Ex): If an earth giant hits with both slam attacks, its attacks are especially punished and may knock the opponent senseless. This attack automatically deals an additional 6d12+33 points of damage, and the victim must succeed on a DC 50 Fortitude save or be dazed for 1 round. The save DC is Strength-based.

Shockwave (Ex): As a standard action, an earth giant can stomp the earth with one of its massive feet. This causes a severe localized earth tremor, affecting all creatures standing on the ground within 100 feet of the giant. Creatures in this region must succeed on a DC 50 Reflex save or fall prone. Structures in this area suffer 4d12+22 points of damage, and this attack ignores hardness. The save DC is Strength-based.

Vulnerable to Earth-Affecting Magic (Ex): Any spell that affects earth or rock (such as earthquake, move earth, stone shape, and transmute rock to mud) deals 1d8 points of damage per spell level to an earth giant. A successful Will save halves the damage taken.

Earth Giants in Krynn

Certain rare texts state that earth giants wandered Krynn more freely during the Age of Dreams, but this might just be myth. The last sighting occured several centuries ago, when an entire village in Ergoth flew into a panic when an earth giant wandered through their fields.

Originally appeared in Dragon Magazine #256 (1999).
 
Last edited:

False Keraptis (template)

http://www.enworld.org/forum/general-monster-talk/73265-converting-world-greyhawk-monsters-37.html

False Keraptis

Long ago, the wizard Keraptis found a way to store imprints of himself on scrolls. Any creature that reads such a scroll inquires an imprint, thereafter believing itself to be the wizard Keraptis.

Each False Keraptis calls itself Keraptis and demands no less from its followers. The False Kerapti refer to the other False Kerapti as ”usurpers” or "pretenders".

Since each of the False Kerapti believe themselves to truly be Keraptis, each believes the legendary weapons Wave, Whelm, Blackrazor, and Frostrazor to be their personal property, and demand their immediate surrender or else face retribution.

Creating a False Keraptis

“False Keraptis” is an acquired template that can be added to any any living creature with an intelligence score (referred to hereafter as the base creature).

A false Keraptis has all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s size and type are unchanged.

Special Attacks: A false Keraptis retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 false Keraptis's HD + false Keraptis's Cha modifier unless otherwise noted.

Hierarchical Mind (Su): The consciousness of a false Keraptis spreads throughout its Subsumed Minds. The false Keraptis has access to all the perceptions of all of its Subsumed Minds on the same plane of existence, and a false Keraptis cannot be flanked unless all its Subsumed Minds within line of sight are flanked. The false Keraptis may direct the actions of one of its Subsumed Minds as a swift action, three as a move action, five as a standard action, or ten as a full-round action. Instead of directing the Subsumed Minds, the false Keraptis may channel its spell-like abilities through the Subsumed Minds; these take effect as if the Subsumed Mind had used them using the false Keraptis's statistics. The false Keraptis may channel as many spell-like abilities as it can use during a round, but each must originate from a different Subsumed Mind.

For each 10 Subsumed Minds in the Hierarchical Mind of a given false Keraptis, the false Keraptis gains a positive level and a +1 bonus to Intelligence. In addition, for each 10 Subsumed Minds, the false Keraptis gains one additional daily use of a single spell-like ability granted by the template. The caster level for all the false Keraptis's spell-like abilities increases by 1 for every 10 subsumed minds it possesses.

When the body of a false Keraptis is killed, the Hierarchical Mind must make a DC 20 Will save or be destroyed utterly (using the save bonus of the false Keraptis). If the save succeeds, the Hierarchical Mind may jump to the body of one of the Subsumed Minds, and that body immediately transforms into the false Keraptis (essentially, the Subsumed Mind is replaced by the false Keraptis). If there is no Subsumed Mind available, the false Keraptis may attempt to possess any victim of its partial imprint that does not yet have the Subsumed Mind template. In that case, the partial imprint victim may make a Will save to resist the Hierarchical Mind (the DC is based on the Charisma of the false Keraptis); on a failed save, the partial imprint victim gains the false Keraptis template and acquires the memories of the previous false Keraptis. The Hierarchical Mind may only attempt to possess each victim one time, and it may attempt only one possession per round. If the Hierarchical Mind is unable to reseat itself into a Subsumed Mind or a partial imprint victim within one minute, it is destroyed utterly.

Partial Imprint (Su): Each false Keraptis has the ability to impose a partial imprint of Keraptis's mind on other creatures. This is usually accomplished by the creation of cursed scrolls (any creature that reads the scroll receives the partial imprint), but methods may vary from one false Keraptis to another. The victim of the partial imprint eventually receives the Subsumed Mind template (and possibly other templates, as well, depending on the false Keraptis) and enters the Hierarchical Mind (see below) of the controlling false Keraptis.

A standard false Keraptis may curse any scroll corresponding to one of its spell-like abilities as a standard action. Any creature then reading the scroll (whether casting the spell from the scroll or not) then immediately gains that spell as a spell-like ability usable once per day. Every 2 days, however, the victim must make a Will save or take 1 point of Int and Wis drain. After 5 failed saves, the victim gains the Subsumed Mind template and becomes part of the false Keraptis's Hierarchical Mind. The save DC is Charisma-based (DC = 10+1/2 HD +Cha bonus of the false Keraptis).

Spell-Like Abilities: All false Keraptis possess the following spell-like abilties, usable once per day: dimension door, fireball, magic missile, wall of force.

Additionally, a false Keraptis gains a number of spell-like abilities based upon the spells found in the true Keraptis's spellbook. When creating a false Keraptis, the DM should randomly select two spells for each spell level up to 3rd, and one spell from levels 4-6. These spells should be selected from the following list:

0—arcane mark, detect magic, mage hand, read magic, touch of fatigue;
1st—charm person, feather fall, mage armor, magic missile*, ray of enfeeblement, shield, sleep;
2nd—acid arrow, arcane lock, continual flame, darkness, detect thoughts, knock, magic mouth, mirror image;
3rd—dispel magic, fireball*, fly, greater magic weapon, lightning bolt, slow, summon monster III, tongues, wind wall;
4th—arcane eye, black tentacles, charm monster, dimension door*, greater invisibility, ice storm, summon monster IV, polymorph, stoneskin;
5th—cloudkill, cone of cold, dismissal, interposing hand, persistent image, summon monster V, wall of stone;
6th—acid fog, circle of death, contingency, forceful hand, globe of invulnerability, summon monster VI, transformation, true seeing.

Each of these spell-like abilities is usable once per day, and may only be selected once, except for those marked with an asterix. These spells can be selected multiple times, each granting an additional daily use. Caster level 12th. The save DCs are Charisma-based.

Special Qualities: A false Keraptis retains all the base creature’s special qualities and gains those described below.

Spell Resistance (Ex): A false Keraptis has spell resistance equal to Hit Dice + 10.

Abilities: Modify from the base creature as follows: Int +2, Cha +4.

Environment: Any.
Organization: Solitary or hierarchical mind (false Keraptis plus 3-40 subsumed minds).
Challenge Rating: Same as the base creature +3. Additionally, the CR of a false keraptis increases by +1 for ever 20 subsumed minds it possesses.
Treasure: Same as the base creature.
Alignment: Always evil (any).
Advancement: Same as the base creature.
Level Adjustment: —.

Sample False Keraptis

Killjoy, False Keraptis Efreeti
Large Outsider (Extraplanar, Fire)
Hit Dice: 10d8+35 (80 hp)
Initiative: +7
Speed: 20 ft. (4 squares), fly 40 ft. (perfect)
Armor Class: 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +10/+20
Attack: Slam +18 melee (1d8+6 plus 1d6 fire) or Blackrazor +21 melee (2d6+12/19-20)
Full Attack: 2 slams +18 melee (1d8+6 plus 1d6 fire) or Blackrazor +21/+16 melee (2d6+12/19-20)
Space/Reach: 10 ft./ 10 ft.
Special Attacks: Change size, heat, hierarchical mind, partial imprint, spell-like abilities
Special Qualities: Changes shape, darkvision 60 ft., immunity to fire, plane shift, spell resistance 20, telepathy 100 ft., vulnerability to cold
Saves: Fort +12, Ref +13, Will +12
Abilities: Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 19
Skills: Bluff +20, Craft (any one) +17, Concentration +18, Diplomacy +11, Disguise +7 (+9 acting), Intimidate +22, Listen +18, Move Silently +19, Sense Motive +18, Spellcraft +17, Spot +18
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative (B), Quicken Spell-Like Ability (scorching ray)
Environment: White Plume Mountain (Elemental Plane of Fire)
Organization: Solitary or hierarchical mind (Killjoy plus up to 30 subsumed minds)
Challenge Rating: 12
Treasure: Standard coins; double goods; standard items
Alignment: Lawful evil
Advancement: 11–15 HD (Large); 16–30 HD (Huge)
Level Adjustment: —

Killjoy has 30 Subsumed Minds. The benefits of these are reflected in his statistics, and he additionally receives a +3 bonus to any unlisted skill check or ability check. The save DCs of his Su abilities are increased by +1.

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

Change Size (Sp): Twice per day, an efreeti can magically change a creature’s size. This works just like a enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 19 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Heat (Ex): An efreeti’s red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

Spell-Like Abilities: At will—detect magic, produce flame, pyrotechnics (DC 14), scorching ray (1 ray only); 3/day—invisibility, magic missile, wall of fire (DC 18); 2/day-black tentacles*, lightning bolt*, mirror image*;1/day—acid arrow, arcane mark, circle of death, cloudkill, cone of cold, dimension door, fireball, grant up to three wishes (to nongenies only), gaseous form, knock, permanent image (DC 20), read magic, sleep, slow, stoneskin, touch of fatigue, wall of force, wind wall, true seeing. Caster level 15th. The save DCs are Charisma-based. *These spell-like abilities have one extra use per day due to Killjoy's subsumed minds. As he loses subsumed minds, he loses one use per day of each of these SLAs.

Blackrazor: Blackrazor is a minor artifact that functions as an intelligent, +3 greatsword. When it deals a killing blow to any living creature, it immediately grants its bearer a number of positive levels equal to the slain creature's Hit Dice. These positive levels last for 24 hours. Because Blackrazor steals the victim' soul, there is only a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.

If Blackrazor is used to strike an undead creature (or other creature with ties to negative energy, such as a slow shadow or xeg-yi), the sword instead bestows one negative level on the wielder, and grants the target 5 temporary hit points (which expire 24 hours later).

Blackrazor has 120 ft. darkvision and hearing. It speaks Common, Abyssal, Infernal, and Draconic, and can communicate telepathically with its wielder. It has deathwatch continually active, and possesses 10 ranks each in Intimidate and Knowledge (the planes), giving it a +13 modifier with both skills.

Blackrazor is neutral evil with the following ability scores: Int 17, Wis 10, Cha 17, Ego 19. Blackrazor's Ego score improves by 1 for every 3 days it goes "unfed". Blackrazor communicates via telepathy.

Originally appeared in Return to White Plume Mountain (1999).
 
Last edited:

Grillig

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

Grillig
Medium Outsider (Extraplanar)
Hit Dice: 2d8+2 (11 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 12 (+1 Dex, +1 natural), touch 11, flat-footed 11
Base Attack/Grapple: +2/+3
Attack: Claw +4 melee (1d4+1)
Full Attack: 4 claws +4 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alacrity
Special Qualities: Damage reduction 10/bludgeoning, darkvision 60 ft.
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 13, Dex 13, Con 13, Int 4, Wis 12, Cha 9
Skills: Craft (trapmaking) +10, Hide +6, Listen +6, Move Silently +6, Spot +6
Feats: Improved Initiative (B), Weapon Focus (claw)
Environment: Concordant Domain of the Outlands
Organization: Pack (2-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 3-6 HD (Medium), 7-12 HD (Large)
Level Adjustment: —

This small, scaly beast is vaguely similar to an ape. Its four limbs end in three vicious talons. Its skin is mottled green and brown. Its piercing green eyes are deep set above its broad, flat nose. Its mouth is full of large, blunt teeth. The creature propels itself along like a gorilla, and it seems, at times, to be two-dimensional.

Grilligs are a scouge upon the Outlands, harassing and hunting any other creatures they encounter. Grilligs prefer rugged, angular terrain such as mountains, caves, and chasms.

Grilligs live only to hunt, and their society revolves around stalking ever larger and meaner creatures. If none can be found, grilligs entertain themselves on weaker prey. Grilligs are cunning and cruel.

It is unknown how grilligs reproduce, for their mating and gestation has never been observed. Bariaur thin their numbers periodically, but after lying low for awhile, a pack returns with more members seemingly out of nowhere.

Grilligs are rumored to have been born from two-dimensional angles, and some local myths claim that grilligs can suddenly appear through sharp angles in buildings or terrain. None of this has been proven, however.

Grilligs are 4 to 5 feet tall and weigh 60 to 80 pounds.

Grilligs do not speak, but understand Abyssal.

COMBAT

Grilligs are pack hunters, always ganging up on prey. A pack prefers to set traps and ambushes to weaken prey, then attack en masse with blinding strikes of their sharp talons.

Alacrity (Su): When making a full attack action, a grillig may make two extra claw attacks.

Skills: A grillig has a +8 racial bonus on Craft (trapmaking) checks.

Harvesting Grillig Parts

Grillig teeth and talons may be used as power components. When used as an additional material compenent for the mage armor spell, a grillig tooth or talon grants damage reduction 3/bludgeoning for the duration of that particular casting of mage armor.

When used as an additional raw material during the creation of a magic weapon, a grillig claw reduces the Base Price Modifier of the speed property from +3 to +2.

Grillig hide is theorized to provide protection against slashing and piercing attacks, but to date, no one has successfully preserved a dead grillig’s skin. Shortly after its demise, a grillig's skin grows brittle and eventually crumbles to dust.

Originally appeared in Dragon Magazine #262 (1999).
 
Last edited:

Dire Beaver (Castoroides)

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-33.html

Dire Beaver (Castoroides)
Large Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +3/+14
Attack: Bite +9 melee (1d8+10)
Full Attack: Bite +9 melee (1d8+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Natural lumberjack
Special Qualities: Cold tolerant, low-light vision, scent
Saves: Fort +7, Ref +4, Will +6
Abilities: Str 25, Dex 10, Con 17, Int 2, Wis 16, Cha 6
Skills: Craft (dambuilding) +15, Listen +7, Swim +15
Feats: Iron Will, Skill Focus (Listen)
Environment: Temperate forests
Organization: Solitary or lodge (4–40)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-12 HD (Large)
Level Adjustment: —

This massive beaver is over eight feet long. Its legs are short and squat, while its tail is longer and narrower. Its long, broad teeth are easily six inches long.

Much like their smaller kin, dire beavers fell trees and dam up streams and rivers to form lodges. However, these dams and lodges are on a much larger scale, and can lead to much frustration among humanoid communities that suddenly find themselves without water.

Dire beavers are over 8 feet long and weigh 130-485 pounds. Fur coloration can vary widely, but dark brown is the most common.

COMBAT

Like their lesser cousins, dire beavers will generally take to the water if danger comes their way.

Cold Tolerant (Ex): A dire beaver's insulating fat grants it a +2 racial bonus on saving throws made against cold attacks and environmental conditions.

Hold Breath (Ex): A dire beaver can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.

Natural Lumberjack (Ex): A dire beaver ignores the hardness of wooden objects with its bite attack.

Skills: A dire beaver has a +16 racial bonus on Craft (dambuilding) checks. A dire beaver 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 as "giant beaver" in Supplement II: Blackmoor (1975).
 
Last edited:

Ondine

http://www.enworld.org/forum/general-monster-talk/219404-converting-monsters-dragon-magazine-31.html

Ondine
Small Outsider (Extraplanar, Water)
Hit Dice: 5d8+15 (37 hp)
Initiative: +3
Speed: Swim 30 ft. (6 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 Cha), touch 17, flat-footed 14
Base Attack/Grapple: +5/-1
Attack: Touch +9 melee (paralysis)
Full Attack: Touch +9 melee (paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Paralysis, spell-like abilities
Special Qualities: Darkvision 60 ft., outsider traits, water transparency, watery grace
Saves: Fort +4, Ref +7, Will +5
Abilities: Str 7, Dex 17, Con 10, Int 5, Wis 12, Cha 16
Skills: Hide +15*, Listen +9, Move Silently +11, Spot +9, Swim +14
Feats: Ability Focus (charm monster), Ability Focus (steal breath), Weapon Finesse (B)
Environment: Elemental Plane of Water
Organization: Solitary or maelstrom (2-20)
Challenge Rating: 4
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: 6-15 HD (Small)
Level Adjustment: —

The creature resembles a tiny mermaid, with a humanoid upper body ending in a scaled, lateral tail.

Ondines are cruel beings native to the Elemental Plane of Water who take great delight in drowning planar travelers. In fact, ondines draw sustenance from the dying breaths of their victims.

Ondines can be found on a number of planes, but always near bodies of water. They often claim a territory near a populated coastline, a well-traveled sailing route, or other areas rich with prey. Riverbeds and ocean bottoms near an ondine's domain are usually littered with corpses of past victims.

An ondine is 3 feet long and weighs 25 pounds.

Ondines speak Aquan.

COMBAT

Ondines prefer to charm larger sea creatures to destroy ships or otherwise knock prey overboard. Because the ondine feeds on the dying breaths of the drowning, they rarely order their charmed allies to kill enemies. Once prey falls into the water, the near-invisible ondine attempts to get close enough to utilize its paralyzing touch, then steals the breath from the helpless victim. If unable to flee through mundane means, an ondine may plane shift back to the Elemental Plane of Water, but is reluctant to do so, for she may ony use this ability once each year.

Paralysis (Ex): Those hit by an ondine's touch attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. The save DC is Charisma-based.

Spell-Like Abilities: 1/day—charm monster (DC 19); 1/year—plane shift. Caster level 5th. The save DCs are Charisma-based.

Steal Breath (Su): As a full-round action, an ondine can attempt to suck the air from the lungs of any helpless creature within reach. The target must make a successful DC 17 Fortitude save or take 1d6 points of Constitution damage. The target dies when his or her Constitution score reaches 0. The ondine heals 5 points of damage for each point of Constitution the target loses, gaining any excess as temporary hit points. So long as the target remains helpless, the ondine continues to use this attack against that creature every round until it dies. A victim holding its breath to avoid drowning that fails its Fortitude save against steal breath must make another Fortitude save or cease holding its breath. The save DC is Charisma-based.

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

Watery Grace (Su): An ondine adds its Charisma modifier as a deflection bonus to Armor Class.

Skills: An ondine 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.

*An ondine has a +12 racial bonus on Hide checks made while underwater.

Originally appeared as "undine" in Dragon Magazine #116 (1986).
 
Last edited:

Status
Not open for further replies.
Remove ads

Top