Creature Catalog new 3.5 conversions

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BOZ

Creature Cataloguer
"The Creature" (aka "Demon")

http://www.enworld.org/showthread.php?t=78935

The Creature of Havenmere
Medium Monstrous Humanoid (Extraplanar)
Hit Dice: 14d8+98 (161 hp)
Initiative: +4
Speed: 30 ft (6 squares), climb 20 ft
Armor Class: 22 (+12 natural), touch 10, flat-footed 22
Base Attack/Grapple: +14/+19
Attack: Claw +19 melee (2d6+5)
Full Attack: 2 claws +19 melee (2d6+5) and bite +14 melee (2d8+2)
Space/Reach: 5 ft/5 ft
Special Attacks: acidic sweat, barrage of magic missiles, caustic saliva, spell-like abilities
Special Qualities: damage reduction 10/magic and piercing or slashing, darkvision 60 ft, fast healing 3, immunity to acid, fire, mind-affecting effects, paralysis, poison, and sleep, inscrutable mind, spell resistance 29
Saves: Fort +11, Ref +9, Will +13
Abilities: Str 21, Dex 11, Con 24, Int 13, Wis 19, Cha 20
Skills: Balance +7, Climb +23, Concentration +14, Jump +12, Listen +17, Spot +11, Survival +11
Feats: Blind-Fight (B), Improved Initiative, Multiattack, Power Attack, Skill Focus (Climb), Track

Environment: Unknown Alternate Material Plane
Organization: Solitary
Challenge Rating: 14
Treasure: None
Alignment: Neutral evil
Advancement: ---
Level Adjustment: ---

This humanoid entity is broad and muscular, with hairless gray skin with a nearly metallic sheen. Its head is disproportinally small in comparison to its body, set on a short, thick neck. Its broad face boast no ears, while two large nostrils are all it has for a nose. Circular, bonelike ridges protect its red eyes. Its mighty arms end in four-fingered hands with wickedly curved claws. A glistening sheen of sweat coats its body, and a bitter reek accompanies its presence.

The Creature of Havenmere is a member of an evil race of monstrous humanoids from an alternate Material Plane. These beings live only to destroy all life other than themselves. On its homeworld, a place of jagged mountains and deadly precipices, its race is the dominant species.

Trapped on this Material Plane by an unusual storm, the creature has quickly resumed its modus operandi, finding the local villagers to be perfect targets for its destructive urges. Unlike many evil beings, the Creature does not enjoy intimidation, torture, or toying with its prey; it is only concerned with snuffing out life in the most expedient manner.

Because of its otherworldly appearance, destructive nature, and array of spell-like abilities, the local villagers who have seen the Creature believe it to be a form of demon.

Although its arrival on this Material Plane was accidental, the Creature has quickly adapted to these new hunting grounds and is in no hurry to return to its home plane. Its goals are simple: eradicate all life in the immediate vicinity, then move on to richer hunting grounds.

The creature is 6 feet tall and weighs about 300 pounds.

COMBAT
The creature is a cunning combatant, using terrain and its abilities to great effect. It often combines its powers to greater impact, such as using heat metal on an opponent's armor followed by slow to increase its torment. It prefers to fight from higher ground, often climbing sheer cliff faces and peppering its opponents with a barrage of magic missiles. If battle swings in favor of the opposition, the creature uses its tongues and suggestion abilities to save its hide, and will offer riches and powers it cannot actually provide in exchange for its freedom.

Acidic Saliva (Ex): The Creature's bite is extremely acidic and highly toxic. Anyone bitten by the Creature must make a DC 24 Fortitude save or take an additional 3d8 points of acid damage. The save DC is Constitution-based.

Barrage of Magic Missiles (Sp): At will, the creature may use magic missile (caster level 25th), except the spell takes effect twice on the chosen targets simultaneously. The affected creatures receives the effects of each spell individually (requiring two separate caster level checks to beat a target's spell resistance).

Caustic Sweat (Ex): A "demon" that performs a stressful activity, such as combat or carrying a heavy load for at least two rounds, begins to sweat. This perspiration is strongly acidic, dealing 1d4 points of acid damage to any creature that touches the Creature with a natural attack or unarmed strike. The Creature also deals this acid damage each round to a grappled opponent. The sweat usually lingers for the duration of the stressful activity, and for a number of rounds equal to the Creature's Constitution modifier after the activity ended.

The creature's sweat has a bitter reek, and is considered an overpowering scent, meaning the Creature can be detected at triple normal range by creatures with the scent ability.

Spell-Like Abilities: At will - feather fall, gust of wind (DC 17), heat metal (DC 17), shatter (DC 17), slow (DC 18); 5/day - blindness/deafness (DC 17), confusion (DC 19), fireball (DC 18), delayed blast fireball (DC 22), jump, shocking grasp; 1/day - earthquake (DC 23), fire storm (DC 23), power word stun, reverse gravity (DC 22), suggestion (DC 18), tongues, wall of ice (DC 19). Caster level 25th. The save DCs are Charisma-based.

Inscrutable Mind (Ex): Any creature attempting to establish a telepathic link to the creature's mind (via detect thoughts, a psionic ability, dominate monster, and so on) must make succeed on a DC 22 Will save or suffer the effects of confusion as cast by a 14th-level sorcerer. The save DC is Charisma-based.

Skills: The creature has a +4 racial bonus on Listen checks.

The creature has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. *It has a +4 racial bonus on Survival checks when tracking by scent.

Originally found in Dungeon Magazine #14 ("A Question of Balance," November/December 1988, Nigel D. Findley).
 
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BOZ

Creature Cataloguer
Silver Warrior

http://www.enworld.org/showthread.php?t=73262

Silver Warrior
Medium Fey (Extraplanar)
Hit Dice: 7d6+14 (38 hp)
Initiative: +7
Speed: 20 ft in full plate (4 squares), base speed 30 ft
Armor Class: 19 (+1 Dex, +8 silver full plate), touch 11, flat-footed 18
Base Attack/Grapple: +3/+7
Attack: +1 silver longsword +8 melee (1d8+6/19-20)
Full Attack: +1 silver longsword +8 melee (1d8+6/19-20)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: Low-light vision, see invisibility
Saves: Fort +4, Ref +8, Will +6
Abilities: Str 19 Dex 16 Con 15 Int 10 Wis 13 Cha 14
Skills: Hide +7, Jump +2, Listen +11, Move Silently +7, Sense Motive +11, Spot +11
Feats: Improved Initiative, Power Attack, Weapon Focus (longsword)

Environment: The Shining Isles
Organization: Solitary or company (2-6)
Challenge Rating: 4
Treasure: None
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: ---

This armored warrior is clad in skillfully crafted silver plate mail, and carries a shining silver sword.

The silver warriors are the guardians of the Shining Isles of the faedornae. A silver warrior is usually only encountered in its home, though a faedorne can send one to assist an elven champion. A silver warrior will fight to the death to defend its Shining Isle and the faedorne who lives there. When slain, a silver warrior and its gear dissolve into the substance of the Shining Isle.

A silver warrior is about the same size and build as an elf.

A silver warrior can speak Elven and Sylvan.

COMBAT
A silver warrior will almost always use its greater invisibility to gain advantage in combat. A silver warrior will sometimes appear before a worthy foe before becoming invisible and attacking, but will often prefer to surprise a foe initially by remaining unseen.

A silver warrior usually wields its longsword two-handed (reflected in the stats above).

Spell-Like Abilities: At will - greater invisibility. Caster level 7th.

See Invisibility (Su): This ability functions like the see invisibility spell (caster level 7th), except that it is continuously active.

Originally found in module O2 - Blade of Vengeance (1984, Jim Bambra), AC9 - Creature Catalogue (1986), and DMR2 - Creature Catalog (1993).
 
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BOZ

Creature Cataloguer
Necroton

http://www.enworld.org/showthread.php?t=66479

Necroton
Medium Construct
Hit Dice: 8d10+20 (64 hp)
Initiative: +4
Speed: 30 ft (6 squares)
Armor Class: 29 (+4 Dex, +15 natural), touch 14, flat-footed 25
Base Attack/Grapple: +6/+12
Attack: Pincer +12 melee (2d6+6)
Full Attack: 2 pincers +12 melee (2d6+6) and eye ray +11 ranged touch
Space/Reach: 5 ft/5 ft
Special Attacks: death throes, eye rays
Special Qualities: construct traits, damage reduction 5/adamantine, darkvision 60 ft, detect magic, immunity to magic, low-light vision, remote control
Saves: Fort +2, Ref +6, Will +2
Abilities: Str 23, Dex 19, Con ---, Int 3, Wis 11, Cha 7
Skills: Search +8, Sleight of Hand +8, Spot +5
Feats: Skill Focus (Search), Skill Focus (Sleight of Hand), Weapon Focus (eye ray)

Environment: Any
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Usually neutral
Advancement: 9-16 HD (Medium); 17-24 HD (Large)
Level Adjustment: ---

This metallic monstrosity is shaped like a giant crab. Its oval, metallic body has multiple sets of legs and a pair of snapping forepincers. In the center is a luminous, glowing eye.

The necroton is a construct usually created by wizards seeking to amass treasure. Its sole purpose is to gather treasure for its creator, though it can be ordered to do other things if so desired. If its creator has a specific target in mind, he can direct the necroton by verbal command or spells, though he must accompany the necroton unless he is able to scry and issue commands that way. If the creator has more important things on which to focus his attention, he can send the necroton out on its own with a simple set of instructions that the necroton obeys unquestioningly, until the creator issues a new set of orders. Sometimes, a wizard will use other minions to soften up a party for the necroton's attack, and sometimes a wizard will set a necroton in one place until creatures with magic items come along.

A necroton will not rust from exposure to water or oxygen, and has no difficulty traveling underwater on the sea floor.

A necroton is 4-6 feet in diameter and weighs about 2,000 pounds.

COMBAT
A necroton prefers to attack with its powerful central eye to paralyze foes. When it paralyzes one or more members of a party, a necroton will try to drive the others off so that it may begin looting the bodies with its pincers. It takes magic items first, naturally, then gold and platinum as well as gems and jewelry and other obviously valuable items. A necroton has a 3-foot square compartment (1 foot deep) in its back where it stores treasure, and it returns to its master when this compartment is full. A necroton will only kill its helpless victims if so instructed.

A necroton is usually instructed not to use its fireball ray, to prevent damage to any valuables. If a necroton does use its fireball ray, a translucent ridge on its pack begins to pulsate with a white light that grows more intense until the fireball is released.

An opponent can attack a necroton's central eye with a sunder attempt as if it were a weapon. A necroton's central eye has 15 hit points each. Putting out a necroton's central eye deals no damage to the creature, but blinds it and negates its detect magic and eye ray abilities. A blinded necroton immediately retreats unless ordered to do otherwise by its creator.

Death Throes (Ex): When killed, a necroton explodes in a ball of fire that deals 8d6 points of fire damage to anything within a 20-foot-radius spread centered on the creature (Reflex DC 12 half ). Additionally, its creator may command the necroton to self-destruct, instantly activating this ability. This ability counts towards the necroton's daily use of the fireball ray when used. The save DC is Charisma-based.

Eye Rays (Su): A necroton's central eye can produce two different magical rays with a range of 100 feet. The first ray is usable every other round, and the target must succeed on a Fortitude save or be paralyzed for (1d3 minutes?). The second ray is usable once per day, and acts as a fireball spell centered on the target (caster level 8th; Reflex half). Each round, it can fire one ray as a free action, though it cannot use the paralysis ray for three rounds after using the fireball ray, as the paralysis ray must rebuild its power. A necroton can fire an eye ray in the same round that it makes physical attacks. The save DCs for all rays is 18. The save DCs are Dexterity-based.

Detect Magic (Su): A necroton is always aware of any magical auras within 60 feet using its central eye, and it can instantly determine the number, strength, and location of each aura. This ability is otherwise similar to the detect magic spell.

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

A magical attack that deals fire damage slows a necroton (as the slow spell) for 3 rounds, with no saving throw.

A necroton is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Remote Control (Su): A necroton can be given commands like a normal golem. Additionally, it can respond to remote commands from its creator by means of a sending, whispering wind, or similar spell. Additionally, the creator may issue commands via a crystal ball with telepathy or a similar magic item.

CONSTRUCTION
A necroton's body is sculpted from 2,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 7,500 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.

CL 16th; Craft Construct, detect magic, fireball, geas/quest, limited wish, polymorph any object, caster must be at least 16th level; Price 70,000 gp; Cost 38,750 gp + 2,800 XP.

Originally found in Dragon Magazine #42 ("Dragon's Bestiary," October 1980, Phil Meyers).
 
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BOZ

Creature Cataloguer
Antaeus

http://www.enworld.org/showthread.php?t=69718

Giant, Antaeus
Large Giant (Earth)
Hit Dice: 32d8+158 (302 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 23 (-1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: +24/+45
Attack: Slam +31 melee (2d4+10/19-20)
Full Attack: Slam +31 melee (2d4+10/19-20)
Space/Reach: 10 ft./10 ft.
Special Attacks: ---
Special Qualities: Contact with earth, damage reduction 10/epic, growth, earth mastery, instantaneous healing, low-light vision, resistance to acid 5, superior fast healing
Saves: Fort +22, Ref +10, Will +14
Abilities: Str 25, Dex 10, Con 19, Int 8, Wis 11, Cha 12
Skills: Climb +24, Jump +28, Listen +18, Spot +18
Feats: Awesome Blow, Cleave, Great Cleave, Endurance, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Power Attack, Weapon Focus (slam)
Epic Feats: Epic Toughness, Epic Will, Legendary Wrestler (b)

Environment: Any land
Organization: Solitary
Challenge Rating: 21
Treasure: No coins; triple goods (gems only); no items
Alignment: Chaotic evil
Advancement: By character class
Level Adjustment: ---

This giant has an almost simian appearance, with overlong arms, stooped shoulders, and thick, powerful limbs. It is almost twice as tall as a human.

Antaeus is the offspring of Olympian gods Poseidon and Gaea. His roots to his mother's earth-based powers are strong, as evidenced by his own powers. Antaeus looks almost identical to a typical hill giant at first glance, by both size and appearance.

Antaeus speaks Giant and Abyssal.

COMBAT
As Antaeus enters combat, he is often underestimated as being only a mere hill giant. His appearance begins to change rapidly however, as he uses his Growth power immediately upon beginning combat, and begins to pummel his opponents senseless with his increasing strength.

Growth (Su): As long as he is in contact with the ground, Antaeus may, as a free action, begin growing, increasing his mass and physical prowess incrementally. So long as he wishes and remains in contact with the ground, Antaeus will continue to grow every subsequent round, at the beginning of his turn. When Antaeus grows, his size increases to the next highest size category, gaining all benefits and penalties for the size increase (ability scores, natural armor bonus, and base slam damage change appropriately), and doubling in height and weight. When Antaeus reaches Colossal size he stops growing, but can remain at that size as long as he wishes.

When Antaeus wishes to end this ability, loses contact with the ground, becomes unconscious, or dies, he returns to his normal size by decreasing to the next lowest size category each round.

Earth Mastery (Ex): Antaeus gains a +1 bonus on attack and damage rolls if both he and his foe are touching the ground. If an opponent is airborne or waterborne, Antaeus takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Instantaneous Healing (Ex): If he begins his turn in contact with the earth, Antaeus instantly regains all lost hit points. This works just like natural healing. It does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow Antaeus to regrow or reattach lost body parts.

Originally found in first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz).
 
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BOZ

Creature Cataloguer
Dhour

http://www.enworld.org/showthread.php?t=68207

Dhour
Large Ooze (Extraplanar)
Hit Dice: 7d8+42 (73 hp)
Initiative: +0
Speed: 20 ft (4 squares)
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +5/+13
Attack: Slam +8 melee (3d4+6)
Full Attack: Slam +8 melee (3d4+6)
Space/Reach: 10 ft/5 ft
Special Attacks: Drown, psionics
Special Qualities: Alien mind, blindsight 60 ft, damage reduction 10/piercing, immunity to bludgeoning damage, ooze traits, planar dependent, planar tracking, plane shift, split, telepathy 100 ft
Saves: Fort +8, Ref +2, Will +5
Abilities: Str 19, Dex 10, Con 22, Int 14, Wis 13, Cha 15
Skills: Gather Information +8, Knowledge (the planes) +10, Listen +5, Search +10, Spot +5, Survival +14 (+16 following tracks, +16 other planes)
Feats: Iron Will, Skill Focus (Survival), Track

Environment: Astral Plane or Ethereal Plane
Organization: Solitary or circle (2-8)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: ---

This pile of ambulatory protoplasm is about as tall as a human. This amoeba-like creature is translucent, and inside can be seen a three-lobed organ that looks like a brain, as well as other strange organs and bizarre pulses of shifting light.

The dhours are voracious hunters of the Astral and Ethereal planes, bound there by the structures of their bodies. These dimensional hunters can only leave these planes by following where other creatures have gone. A dhour will constantly search for recently used conduits or color pools, seeking out whatever made this disturbance to capture and devour it. A dhour often waits and lurks near permanent portals to other planes, taking note of travelers who might make a good meal. A dhour will pursue prey it has marked until it succeeds, even if it takes weeks, months, or years.

Dhours are solitary and hunt alone, each one respecting the other's psychic marks. Dhours only gather in groups rarely on the Astral Plane. The dhours form a circle, drifting aimlessly through the plane, ignoring everything else, and communicate telepathically with each other. The circle will ignore anything but a direct attack. Still, approaching a circle of dhours is extremely dangerous because if they notice any creatures spying on them they are likely to mark the intruders and seek them out later. After such a gathering, the dhours involved split in two, reproducing by amoebalike division. The only time a dhour is likely to converse with anyone else is while it is traveling to or from a circle meeting.

If a dhour flattens itself out to a minimum thickness of one foot, it takes the form of a 10-foot wide circle. Its most common form is a single cone-shaped heap about 6 feet tall. A dhour's average length is about 8 feet, and a dhour weighs about 7,000 pounds.

A dhour cannot speak, but it can respond to telepathy if it wishes to.

COMBAT
A dhour will try to engage its prey while still on the Astral or Ethereal Plane, but if it cannot catch the prey there it has no problem with following it wherever it goes. Once a victim is marked, a dhour will harass it over and over again until it dies or devours its mark.

A dhour prefers to avoid mental combat unless this is necessary to reach its chosen victim. It will use its telepathic abilities to locate its prey, and then set an ambush for the victim, gaining surprise by hiding.

Drown (Ex): The first victim hit by a dhour's pseudopods must make an opposed grapple check with the dhour. If the dhour wins the check, it draws the victim into its fluid body. The victim takes 2d6+6 points points of acid damage per round, and is also at risk of drowning (see Water Dangers in the Dungeon Master's Guide for the risks and effects of drowning). Because a dhour is composed of protoplasm, spells such as water breathing offer no help in surviving the effect of drowning in their fluids.

A trapped victim can attack the dhour or make additional grapple checks to escape its grasp. The character cannot cast spells with a verbal component or use any other item or ability that requires speech. If other characters use slashing or piercing weapons to attack a dhour while it is holding a victim, those attacks have a 25% chance of hitting the trapped character, and they do no harm to the dhour.

While holding a victim, a dhour continues to attack with its pseudopod, dealing slam damage to other characters. A dhour cannot move while holding a victim.

Psionics (Sp): At will - daze monster (DC 14), detect thoughts (DC 14); 3/day - confusion (DC 14), gaseous form, invisibility, major image (DC 15), teleport (DC 17); 1/day--dimensional anchor, finger of death (DC 19), mind blank (self only). Effective caster level 7th. The save DCs are Charisma-based.

Psychic Mark (Ex): A dhour can target, or mark, an individual creature to better hunt that enemy. To do so, the dhour must focus on a foe who is present and visible, or on the depiction or description of one who is not, for 10 minutes. Any interruption ruins the attempt and forces the dhour to start the process again. Once this study is complete, that target is psionically marked.

The psychic mark can be detected with any ability that detects psionics, and can be removed with any effect that negates psionics (such as dispel psionics). However, a successful caster level check equal to the dhour's Hit Dice is necessary for the effect to succeed. A break enchantment spell removes the mark and does not require a caster level check.

A dhour adds its Hit Dice as an insight bonus on all Gather Information, Listen, Search, Spot, and Survival checks made to determine the whereabouts of a psionically marked creature.

A dhour will not approach or attack a creature that has been marked by another dhour, unless the original dhour who marked the prey is dead.

Alien Mind (Ex): Any attempt to establish a telepathic link to a dhour's mind (via detect thoughts, a psionic ability, dominate monster, and so on) automatically fails, unless the dhour chooses to respond. Even then, the dhour chooses what information is being sent.

Planar Dependent (Ex): A dhour is intrinsically bound to the Astral and Ethereal planes. A dhour that travels to a plane other than the Astral or Ethereal plane takes 1 point of Charisma damage every hour, until it returns to the Astral or Ethereal Plane.

Planar Tracking (Su): A dhour can attempt to track normally even through the featureless wastes of the Astral Plane (base DC 25) and the Ethereal Plane (base DC 20). A dhour can use this ability to track quarry that uses a teleportation spell to travel, by entering the Astral Plane at the departure point, following the trail of the teleportation through the Atral Plane, and returning to the plane of departure at its quarry's destination.

While on the Astral or Ethereal Plane, a dhour can also recreate any effect that allowed its quarry to travel from the Astral or Ethereal Plane to another plane and arrive at its quarry's exact destination.

Plane Shift (Sp): A dhour can travel from the Astral Plane to any plane that borders the Astral Plane and back again. A dhour can likewise travel to the Ethereal Plane and back again. This ability is similar to a plane shift spell (caster level 9th), except that the dhour can transport itself only and it chooses its destination with pinpoint accuracy.

Split (Ex): As a full-round action, a dhour can split into two identical dhours, each with half of the original's Hit Dice and current hit points (round down). A dhour with 10 hit points or less cannot be further split and dies if reduced to 0 hit points. A new dhour gains 1 HD per month, until it reaches maturity (7 HD).


PSIONIC DHOUR
If you use the Expanded Psionics Handbook in your game, alter the dhour as follows:
Large Ooze (Extraplanar, Psionic)
Special Attacks: Drown, psi-like abilities.

Substitute the following psi-like abilities for the psionic spell-like abilities given for the dhour:
Psi-Like Abilities: At will - astral traveler (DC 13), aversion (DC 14), chameleon, ego whip (DC 14), read thoughts (DC 14); 3/day - ectoplasmic form, false sensory input (DC 15), id insinuation (DC 14), mind thrust (DC 13), psionic teleport (DC 17), thieving mindlink (DC 16); 1/day - personal psionic mind blank, psionic dimensional anchor, psychic crush (DC 17), teleport trigger. Manifester level 7th. The save DCs are Charisma-based.

Psychic Mark: The mark can be removed by psychic chirurgery.


Originally found in Planescape Monstrous Compendium Appendix II (1995, Rich Baker).
 
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BOZ

Creature Cataloguer
Shargugh

http://www.enworld.org/showthread.php?t=73262

Shargugh
Small Fey
Hit Dice: 3d6 (10 hp)
Initiative: +3
Speed: 40 ft (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/-3
Attack: Bite +4 melee (1d4) or silver dagger +4 melee (1d3-1/19-20)
Full Attack: Bite +4 melee (1d4) or silver dagger +4 melee (1d3-1/19-20)
Space/Reach: 5 ft/5 ft
Special Attacks: ---
Special Qualities: curse of the shargugh, damage reduction 5/cold iron, low-light vision, spell-like ability, wild empathy, woodland dependent, woodland mastery
Saves: Fort +1, Ref +5, Will +3
Abilities: Str 11, Dex 16, Con 10, Int 10, Wis 12, Cha 9
Skills: Climb +3, Hide +15*, Jump +4, Knowledge (nature) +3, Listen +4, Move Silently +15, Search +3, Sleight of Hand +13, Spot +4, Survival +4
Feats: Stealthy, Weapon Finesse

Environment: Temperate forest
Organization: Solitary or grove (2-3)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: ---

This short humanoid seems to be covered in wild, matted brown hair, and its long beard is tangled and twisted. Its ragged clothing is brown and green.

The shargugh is a small faerie creature tied to a whole woodland territory in a way similar to a dryad being tied to a single tree. The symbiosis between a shargugh, or a group of them, and the forest is strong and provides life to both and everything that lives within it.

A shargugh is mischievous, like many other fey, and is likely to steal valuable objects from any creature it encounters. To dissuade this practice, folk of the woodlands often leave offerings of food and drink for the local shargugh. In return, a shargugh may elect to carry out small but useful tasks.

A shargugh speaks Sylvan and Elven.

A shargugh is 3 feet tall and weighs 50 pounds.

COMBAT
A shargugh prefers thievery to combat, relying on its natural stealth and tree stride ability to pilfer valuable objects and escape. If its woodland territory is threatened, it will fight ferociously with bite or dagger to defend its home.

Curse of the Shargugh (Su): Any woodland territory in which all shargughs bound to it have died becomes cursed and infertile for a period of 7 years. New plants and trees will not grow, whilst existing flora will grow normally but bear neither fruit nor flowers. A hallow spell cast within the territory will restore the woodland's fertility.

Spell-Like Ability: 5/day - tree stride. Caster level 3rd.

Wild Empathy (Ex): This power works like the druid's wild empathy class feature, except that the shargugh has a +6 racial bonus on the check.

Woodland Dependent (Su): Each shargugh is mystically bound to its woodland territory, which is a section of woods no larger than a 24-mile radius. A shargugh's relationship with its territory is symbiotic, and both draw strength from each other, so a shargugh must never leave its boundaries. Any shargugh who does becomes ill and dies within 1d2 days unless it returns. A shargugh's woodland territory does not radiate magic.

Woodland Mastery (Su): A shargugh is in tune with the woodlands of its territory. They have exact knowledge of their forest home, providing them with +20 to Knowledge (nature) and Survival checks.

Skills: A shargugh has a +4 racial bonus on Move Silently and Sleight of Hand checks. *In forested areas, a shargugh has a +4 racial bonus on Hide checks.

Originally found in module O2 - Blade of Vengeance (1984, Jim Bambra), AC9 - Creature Catalogue (1986), and DMR2 - Creature Catalog (1993).
 
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BOZ

Creature Cataloguer
Enceladus

http://www.enworld.org/showthread.php?t=69718

Giant, Enceladus
Colossal Giant
Hit Dice: 48d8+816 (1,032 hp)
Initiative: +8
Speed: 40 ft (8 squares)
Armor Class: 22 (-8 size, +20 natural), touch 2, flat-footed 22
Base Attack/Grapple: +32/+61
Attack: Slam +46 melee (5d10+21/19-20 +1d6)
Full Attack: 2 slams +46 melee (5d10+21/19-20 +1d6)
Space/Reach: 30 ft/30 ft
Special Attacks: Catch spells, frightful presence, rock throwing
Special Qualities: damage reduction 10/epic, immunity to fire, low-light vision, resistance to acid 5, rock catching
Saves: Fort +43, Ref +20, Will +23
Abilities: Str 53, Dex 10, Con 45, Int 7, Wis 13, Cha 14
Skills: Intimidate +19, Jump +25, Listen +18, Spot +18
Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Power Attack, Weapon Focus (slam)
Epic Feats: Devastating Critical (slam), Epic Reflexes, Epic Will, Overwhelming Critical (slam), Superior Initiative

Environment: Any marsh
Organization: Solitary
Challenge Rating: 24
Treasure: None
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: ---

This giant of unbelievable size appears otherwise normal above the waist, but the lower half of his body consists of a writhing mass of huge snake bodies and tails.

The enormous, malformed Enceladus (Enkelados) is one of the Gigantes, a race of giants. The Gigantes (Alcyoneus, Athos, Clytias, Enceladus, Pallas, and Echion) were the offspring of the Olympian gods Uranus and Gaea. The blood of Uranus fertilized Gaea, when their son Cronus the Titan castrated his father and usurped the throne.

The Gigantes ultimately came to war with the Olympian gods, but lost to the more powerful and younger gods. Zeus defeated Enceladus with his thunderbolts, and Athena buried him under a mountain. After a long imprisonment, Enceladus escaped. Enceladus horrifies everything that sees him, and the Gigante is now forced to live alone in a desolate swamp. Enceladus hates the Olympian gods, and will fight against them again if given the chance.

Enceladus is 85 feet tall and weighs 150 tons.

Enceladus speaks Abyssal and Giant.

COMBAT
Enceladus prefers to attack one target at a time, battering with both of his incredible fists. There is a power in Enceladus' hands that allows him to grab spells out of thin air and negate them before they have time to function. Enceladus will try to catch as many spells from enemy spellcasters in one round as he can, even if that prevents him from attacking.

Catch Spells (Su): Enceladus is able to catch and hold spell energy in his hands. When a spell or spell-like ability targets Enceladus, he may automatically attempt to catch the spell. Enceladus must succeed on a special caster check (1d20 + 24) against the spell. The DC for this caster check is 11 + the spell's caster level. If Enceladus succeeds on the check, he catches that spell; if he fails, that spell functions normally.

Enceladus may hold up to two spells in each hand, and may not catch more than four spells per round. For each spell caught, Enceladus may choose to redirect it on his turn. If Enceladus does not redirect the held spells on his next turn, the spell energy dissipates harmlessly.

To redirect a spell, Enceladus makes a ranged touch attack (maximum range 60 feet) against a target of his choice, following all the rules of the original spell for valid targets. The spell is treated exactly as if cast by the original caster, for purposes of determining caster level, etc.

Enceladus may redirect up to two spells by making a throwing motion towards the target, thus losing one of his slam attacks. If Enceladus redirects more than two spells (up to a maximum of four), he loses both slam attacks. The spell is treated exactly as if cast by the original caster (for purposes of determining caster level, etc.) and for determining valid targets (he cannot, for example, throw a charm person at an aberration).

Frightful Presence (Ex): Enceladus can unsettle foes with his mere presence. The ability takes effect automatically whenever Enceladus attacks, charges, or leaps overhead. Creatures within a radius of 300 feet are subject to the effect if they have fewer HD than Enceladus. A potentially affected creature that succeeds on a DC 36 Will save remains immune to Enceladus's frightful presence for 24 hours. On a failure, creatures with 9 or less HD become panicked for 4d6 rounds and those with 10 or more HD become shaken for 4d6 rounds. The save DC is Charisma-based.

Rock Throwing (Ex): The range increment is 200 feet for Enceladus’s thrown rocks. He uses both hands when throwing a rock. Enceladus can hurl rocks of 300 to 500 pounds (Huge objects).

Rock Catching (Ex): Enceladus can catch Small, Medium, Large, or Huge rocks (or projectiles of similar shape). Once per round, when Enceladus would normally be hit by a rock he can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, 25 for a Large one, and 30 for a Huge one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) Enceladus must be ready for and aware of the attack in order to make a rock catching attempt.

Originally found in first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz).
 
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BOZ

Creature Cataloguer
Sea Hermit

http://www.enworld.org/showthread.php?t=69690

Sea Hermit
Gargantuan Magical Beast (Aquatic, Shapechanger)
Hit Dice: 10d10+30 (85 hp)
Initiative: -1
Speed: 20 ft (4 squares), swim 30 ft
Armor Class: 20 (-4 size, -1 Dex, +15 natural), touch 5, flat-footed 20
Base Attack/Grapple: +10/+33
Attack: Pincer +18 melee (2d8+11/18-20/x3)
Full Attack: 2 pincers +18 melee (2d8+11/18-20/x3)
Space/Reach: 20 ft/15 ft
Special Attacks: Augmented criticals, spells
Special Qualities: Acquire skills, alternate form, amphibious, blindsense 60 ft, darkvision 60 ft, low-light vision, spell resistance 23, tremorsense 60 ft
Saves: Fort +10, Ref +6, Will +7
Abilities: Str 32, Dex 9, Con 17, Int 18, Wis 19, Cha 18
Skills: Bluff +17, Concentration +12, Craft (any one) +9, Diplomacy +15, Disguise +13 (+15 acting), Intimidate +6, Knowledge (arcana) +13, Listen +10, Sense Motive +9, Spellcraft +15, Spot +10, Swim +19

Feats: Empower Spell, Eschew Material Components, Maximize Spell, Weapon Focus (pincer)

Environment: Any aquatic
Organization: Solitary
Challenge Rating: 12
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: 11-20 HD (Gargantuan); 21-30 HD (Colossal)
Level Adjustment: ---

This gigantic hermit grab has a set of large arms ending in huge pincers. Its black eyes are on retractable stalks, and it has two pairs of large feelers. Its horny carapace is dark red, and it pulls itself along on six skinny legs.

The legendary sea hermit is a very dangerous creature of the ocean depths. A sea hermit has the ability to disguise itself as a land-dwelling creature to fool its unwary prey. Since humanoids are its usual prey, a sea hermit usually takes humanoid form, waiting on a deserted beach or other coastal area, leaving its magnificent shell in plain view. A sea hermit will pass itself off as a lonely, benevolent recluse that has made its home in the shell and happily offers traveling visitors shelter therein. In actuality, the large shell really is the creature's natural home, and will not wander far from it for fear of losing it.

A sea hermit is a powerful being from a deep, undersea kingdom, on a mission to study the surface world. It is something of a sage, extracting the memories of surface creatures through arcane rituals. Not only does it gain information about surface dwellers, the sea hermit can take spells and skills from its victims as well. The evil sea hermit uses what methods are available to collect its samples; it has no qualms about deceiving creatures and killing them to learn what it needs.

A sea hermit's feelers allow it to sense heat, motion, and sound.

A sea hermit can speak Aquan and Common, and can learn to speak any language of land-based creatures using its ability to acquire skills.

A sea hermit is 10 feet wide and almost 40 feet long without its shell, and weighs 30 tons.

COMBAT
A sea hermit will rarely attack when not in crab form. Sometimes, it might attack sleeping victims that it has lured into its shell, if it feels they might be too hard to deal with. A sea hermit can only choose forms of intelligent creatures that it has had a chance to study.

If attacked, a sea hermit will revert to its natural form and make use of its full compliment of spells that it has stolen from other creatures. A sea hermit prefers to take victims alive, though it can always extract what it needs from dead creatures. If a sea hermit is in crab form and has trapped hostile creatures within its shell, the sea hermit will dive in the water and break its seals long enough to fill the lower spiral of its shell and drown them as it swims and sinks to the bottom.

Augmented Critical (Ex): A sea hermit's claws threaten a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.

Spells: A sea hermit casts spells as a 16th-level sorcerer. A sea hermit does not possess a typical list of spells known like most sorcerers, nor does it gain new known spells automatically. A sea hermit learns new spells by taking them from the minds of its victims. A victim must be alive, or dead for no more than 1 week for a sea hermit to be able to extract what it needs. For every 8 hours spent studying a victim, a sea hermit permanently gains a new spell from any spell list possessed by the victim (up to the maximum level it can cast) by making a successful Spellcraft check (DC equals 15 + spell level). Failure indicates that it cannot learn that spell. If successful, the sea hermit adds the spell to its list of spells known. All spells cast in this manner are treated as arcane spells.

Typical Sorcerer Spells Known (6/7/7/7/7/6/6/5/3; save DC 14 + spell level): 0 - daze, detect magic, inflict minor wounds, lullaby, mage hand; 1st - bane, entangle, mage armor, magic missile, shield; 2nd - bear's endurance, eagle's splendor, mirror image, misdirection, shatter, undetectable alignment; 3rd - cure serious wounds, diminish plants, fly, glibness, haste, lightning bolt, plant growth; 4th - divine power, greater invisibility, scrying; 5th - flame strike, hold monster, mirage arcana, song of discord, spell resistance; 6th - blade barrier, greater dispel magic, true seeing; 7th - animate plants, control weather, greater teleport, prismatic spray; 8th - control plants, horrid wilting, unholy aura.

Acquire Skills (Ex): A sea hermit can acquire skills known by a creature it has studied. A victim must be alive, or dead for no more than 1 week for a sea hermit to be able to extract what it needs. For every 8 hours spent studying a victim (or 24 hours for a dead victim), a sea hermit permanently gains all of the creature's ranks in a single skill (but not racial or ability score bonuses to the skill modifier) though it cannot exceed the maximum ranks that the sea hermit's Hit Dice would normally allow. This skill becomes a class skill for the sea hermit, and it may buy more ranks in the skill if the new ranks do not cause it to exceed the maximum ranks in the skill. While acquiring a skill, the sea hermit must refrain from movement, combat, spellcasting, skill use, or any other fairly demanding physical or mental task during the rest period. If interrupted, each interruption adds 1 hour to the total amount of time needed to acquire a skill.

Alternate Form (Su): A sea hermit can assume any form of Large size or smaller as a standard action. This ability functions as a polymorph spell cast on itself (caster level 15th), except that the sea hermit does not regain hit points for changing form. A sea hermit can remain in its alternate form until it chooses to assume a new one or return to its natural form.

Amphibious (Ex): Although sea hermits are aquatic, they can survive indefinitely on land.

Skills: A sea hermit 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.


SEA HERMIT LAIR
A sea hermit's home is its gigantic, majestic shell. This squat, conical structure is roughly 20 feet in diameter at its base (60 feet in circumference), and rises up in a spiral 30 feet high. The exterior of the shell is usually white with deep blue and red markings. The shell is one foot thick, with a hardness of 6? and 75 hp per foot of thickness.

The interior is no less impressive. The first 40 feet of the shell, as it wraps around the first curve, is where the sea hermit in its natural form fits. Past this, the shell has been reshaped to form archways, stairs, and rooms, including a laboratory and cells for prisoners. A few secret doors may be installed, perhaps some ending in traps for overcurious guests; those often involve spring-loaded tridents tipped with the poison of an exotic fish. In some areas, the overlapping spirals bend some of the ceilings, making the overall architecture lack the hard edges and corners to which most races are accustomed. In areas of sharp upward slope, the sea hermit has formed a polished stairway from the shell's glossy mother-of-pearl interior. The effect is quite beautiful.

When posing as a humanoid, a sea hermit will decorate the lower portion of its shell to add to the camouflage. It clutters the area with driftwoods and minor implements, to suggest a craft workshop or junk storage area and avoid suspicion.

If a sea hermit is killed, its shell can make an excellent shelter and even a small base of operations for an enterprising party. One persistent rumor even suggests that a wizard has transformed one of these great shells into something like a Daern's instant fortress.

Originally found in Red Steel Monstrous Compendium Online (1996, Loren L. Coleman and Ted James Thomas Zuvich) and Monstrous Compendium Annual Four (1998).
 
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BOZ

Creature Cataloguer
Dark Wing

http://www.enworld.org/showthread.php?t=73262

Dark Wing
Medium Monstrous Humanoid
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: 20 ft (4 squares), fly 50 ft (poor) (10 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d4+2)
Full Attack: 2 claws +5 melee (1d4+2) and bite +0 melee (1d6+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Group snatch
Special Qualities: Darkvision 60 ft, light sensitivity, silent glide
Saves: Fort +9, Ref +10, Will +5
Abilities: Str 15, Dex 14, Con 12, Int 7, Wis 13, Cha 8
Skills: Hide +3, Listen +2, Move Silently +3, Spot +3, Survival +2
Feats: Flyby Attack, Multiattack

Environment: Any mountains, hills, plains, and underground
Organization: Flock (10-30) or (lair, plus 2-12 young)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +2

This humanoid is covered with green scales and has a pair of black, leathery wings. Its claws are long and sharp, and its mouth is filled with vicious, sharp teeth.

The dark wings are a race of nocturnal flyers that attack livestock in great flocks. They inhabit high rocky crags and mountains, where they can watch and keep an eye on the herds of cattle and sheep in lowlands. Dark wings hate light, and never leave their caves during the day or even on nights of the full moon. The lair is a foul and unsettling place, covered in filth and the bones of victims. Dark wing young roost there on natural ledges, and only fight if threatened or attacked.

Many scholars believe that dark wings are related to deep glaurants.

Dark wings speak their own simple language. Some have learned to speak Common, as well as the languages of other humanoids who might be persuaded to join the flock in raids.

A dark wing is 5 feet tall and weighs X pounds.

COMBAT
Dark wings attack in numbers, to terrify and corner weaker prey. Dark wings will typically work together to carry off smaller creatures. Larger prey like horses or cattle will be dismembered and carried off in pieces.

Group Snatch (Ex): A group of two or more dark wings can lift up and carry away a Medium creature, attacking as a group and using a single grapple check. Only one is required for Small or smaller creatures, and four for a Large creature.

When a creature does not wish to be snatched into the air, an opposed grapple check is required. The dark wings gain a +2 bonus on this grapple check for each dark wing beyond the first participating in the attempt. If the dark wings succeed, the creature is grappled and forced to move along with the dark wings. If they fail, the creature stays on the ground.

Once a creature is airborne, it may choose to continue resisting, forcing a grapple check each round. This reduces the dark wings' flying speed by half. If successful, the creature falls from their grasp and takes falling damage normally.

Light Sensitivity (Ex): A dark wing is dazzled in bright sunlight or within the radius of a daylight spell.

Silent Glide (Ex): While gliding at night, a darkwing's coloration and soft, owl-like feathers grant a +4 circumstance bonus on Hide and Move Silently checks.


DARK WINGS AS CHARACTERS
Most dark wing leaders are barbarians. Clerics are rare among dark wings, but a dark wing cleric has access to two of the following domains: Darkness, Strength, or Trickery.

Dark wing characters possess the following racial traits:

+4 Strength, +4 Dexterity, +2 Constitution, -4 Intelligence, +2 Wisdom, -2 Charisma.
Medium size.
A dark wing's base land speed is 20 feet, and it has a fly speed of 50 feet (poor).
Darkvision out to 60 feet.
Racial Hit Dice: A dark wing begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3 and base saving throw bonuses of Fort +1, Ref +3, and Will +3.
Racial Skills: A dark wing's monstrous humanoid levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Hide, Listen, Move Silently, Spot, and Survival.
Racial Feats: A dark wing's monstrous humanoid levels give it two feats.
+3 natural armor bonus.
Natural Weapons: Claw (1d4) and bite (1d6).
Special Attacks (see above): Group snatch
Special Qualities (see above): Light sensitivity, silent glide
Automatic Languages: Dark Wing. Bonus Languages: Common, Goblin, Draconic, Giant, Gnoll, Orc.
Favored Class: Barbarian.
Level Adjustment +2.


Originally found in AC9 - Creature Catalogue (1986, Jim Bambra, Phil Gallager, & Graeme Morris), DMR2 - Creature Catalog (1993), and Mystara Monstrous Compendium Appendix (1994).
 
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BOZ

Creature Cataloguer
Devil Spider

http://www.enworld.org/showthread.php?t=66479

Devil Spider
Large Magical Beast
Hit Dice: 13d10+39 (110 hp)
Initiative: +7
Speed: 50 ft (10 squares), climb 30 ft (6 squares)
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +13/+21
Attack: Claw +16 melee (1d8+4)
Full Attack: 2 claws +16 melee (1d8+4) and bite +11 melee (2d6+2)
Space/Reach: 10 ft/5 ft
Special Attacks: Web
Special Qualities: Darkvision 60 ft, low-light vision, spell resistance 13, tremorsense 60 ft
Saves: Fort +11, Ref +11, Will +5
Abilities: Str 18, Dex 16, Con 17, Int 10, Wis 13, Cha 9
Skills: Climb +12, Hide +13*, Listen +11, Move Silently +13*, Spot +15
Feats: Alertness, Improved Bull Rush, Improved Initiative, Power Attack, Stealthy

Environment: Warm hills, forests, mountains, and underground
Organization: Solitary
Challenge Rating: 7
Treasure: H
Alignment: Usually lawful evil
Advancement: 14-26 HD (Large); 27-39 HD (Huge)
Level Adjustment: ---

The creature resembles a monstrous spider, of fiery red coloration with shadowy bands of black on its eight legs. Its head looks more like that of a twisted goblin than an arachnid, with two horns jutting from above its eyes and another pair forming a beard beneath its chin. A pair of smaller, pincerlike arms protrude from the sides of its head.

The so-called devil spider gets its name from its devilishly evil attempts to capture prey and treasure, as well as its appearance. A devil spider makes it lair in a chasm or large pit, or in an open area near a well-traveled path or under a bridge. A devil spider prefers to spin a sheet web in an open area, which it waits by all day if it needs to.

A typical devil spider's body is 10 feet long and 5 feet high. It weighs about 900 pounds.

COMBAT
A devil spider will lurk nearby one of its webs, waiting for a potential meal to arrive. It may attack from ground level, or descend from above, suspended by a single strand of webbing. If a victim gets within 5 feet of a web, the devil spider automatically attacks, trying to surprise the victim.

A devil spider is somewhat predictable, in that its favorite tactic is to bull rush foes into its web whenever such a target is available. A devil spider is reasonably intelligent, however, and will act based on circumstances rather than instinct. When it has trapped a victim in its web, the devil spider will try to kill or weaken the target so it cannot escape, ignoring attacks from others unless it is down to less than half its full normal hit points. When its first victim is killed or escapes, the devil spider will try to push another one into the web. The devil spider will bull rush smaller or weaker-looking opponents first, or whatever target is nearest to the web.

Web (Ex): Devil spiders often wait in their webs, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. A devil spider can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the devil spider. An entangled creature can escape with a successful DC 19 Escape Artist check or burst it with a DC 25 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +6 racial bonus.

Devil spiders often create sheets of sticky webbing up to 100 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. In addition, a devil spider's webs are so transparent that they have total concealment against any creature more than 5 feet away. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 15 hit points and sheet webs have damage reduction 5/---.

A devil spider's webs have immunity to fire, and vulnerability to cold.

A devil spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Tremorsense (Ex): A devil spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.

Skills: Devil spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A devil spider can always choose to take 10 on Climb checks, even if rushed or threatened. *Devil spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Originally found in Dragon Magazine #55 ("Dragon's Bestiary," November 1981, Erol Otus).
 
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BOZ

Creature Cataloguer
Fyrefly

http://www.enworld.org/showthread.php?t=69690

Fyrefly
Fine Magical Beast
Hit Dice: 1/2 d10-1 (1 hp)
Initiative: +7
Speed: Fly 50 ft (perfect) (10 squares)
Armor Class: 25 (+8 size, +7 Dex), touch 25, flat-footed 18
Base Attack/Grapple: +1/-20
Attack: Touch +4 melee touch (1 fire plus combustion)
Full Attack: Touch +4 melee touch (1 fire plus combustion)
Space/Reach: 1 ft/0 ft
Special Attacks: Combustion
Special Qualities: Darkvision 60 ft, immunity to fire, low-light vision, partial immunity to cold, vulnerability to water
Saves: Fort +1, Ref +8, Will +1
Abilities: Str 1, Dex 25, Con 8, Int 9, Wis 12, Cha 13
Skills: Hide +23, Listen +4, Move Silently +9, Spot +4
Feats: Alertness

Environment: Warm and temperate forest
Organization: Solitary
Challenge Rating: 1/8
Treasure: None
Alignment: Usually chaotic neutral
Advancement: ---
Level Adjustment: ---

This large black insect has red wings that buzz as it moves slowly about. It is fairly nondescript compared to other insects, except for its large reddish eyes.

The fyrefly is a benign insect, which spends its nights flitting from plant to plant, eating leaves and rotting vegetation. As an adult, a fyrefly is mostly harmless; only during its reproductive cycle is it actually dangerous of other creatures.

Fyreflies are the creation of the mad wizard Grebdews, who accidentally allowed his "pets" to escape into the world.

A fyrefly is only one inch long and weighs less than a pound.

COMBAT
The adult fyrefly is not aggressive in the least. When it comes into contact with anything flammable, it sets objects ablaze, and it can use this ability to defend itself.

Combustion (Ex): Anyone a fyrefly touches must succeed on a DC 10 Reflex save or take an extra 1d6 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d3 rounds after the fyrefly's last successful attack. Fyreflies can also ignite flammable materials with a touch. The save DC is Constitution-based.

Partial Immunity to Cold (Ex): The fyrefly is partially immune to cold damage. Each time it would normally take damage from a cold attack, it takes no damage but instead falls into a catatonic coma for 24 hours. During this time, it cannot be awakened by any means. This is not a sleep effect.

Vulnerability to Water (Ex): Contact with water or a spell with the water descriptor has the same effect as its partial immunity to cold, except the fyrefly is allowed a DC 10 (or 10 + spell level) Fortitude save to negate the effect.


Larval Fyrefly Swarm
Fine Magical Beast (Swarm)
Hit Dice: 5d10 (27 hp)
Initiative: +4
Speed: Fly 50 ft (perfect) (10 squares)
Armor Class: 22 (+8 size, +4 Dex), touch 22, flat-footed 18
Base Attack/Grapple: +5/---
Attack: Swarm (1d6 plus 1d6 fire plus combustion)
Full Attack: Swarm (1d6 plus 1d6 fire plus combustion)
Space/Reach: 10 ft/0 ft
Special Attacks: Combustion, distraction
Special Qualities: Darkvision 60 ft, immune to weapon damage, immunity to fire, low-light vision, partial immunity to cold, swarm traits, vulnerability to water
Saves: Fort +4, Ref +8, Will +2
Abilities: Str 1, Dex 19, Con 10, Int 9, Wis 12, Cha 13
Skills: Hide +20, Listen +5, Move Silently +8, Spot +5
Feats: Ability Focus (combustion), Alertness

Environment: Warm and temperate forest
Organization: Solitary or cloud (2-3 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Usually chaotic neutral
Advancement: ---
Level Adjustment: ---

When a fyrefly has spent two months feeding, it will seek out an open fire and fly into it to begin the reproductive process. Inside the fire, the fyrefly metamorphoses into a mote of extremely hot, bright flame, beginning a process of division that produces many tiny balls of flame. After 10 minutes in this state undisturbed, the original fyrefly dies and produces two larvae, which remain in the fire. For each round thereafter, each new fyrefly generates two offspring; thus, the number of fyreflies increases exponentially. One minute after this process begins, all of the larval fyreflies fall dormant on their own and begin a 9-day transition to adulthood.

COMBAT
Oddly enough, the larval fyrefly is much more dangerous than the adult. Before the larval fyreflies become dormant, they become frenzied and seek to set any nearby living creatures on fire. In this aggressive, agitated state, the larval fyreflies form into a swarm and attack anything that moves.

Combustion (Ex): Any creature that begins its turn with a fyrefly swarm in its space must succeed on a DC 14 Reflex save or take an extra 2d6 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d6 rounds after the fyrefly swarm's last successful attack. Any flammable materials in a swarm's space also ignite immediately. The save DC is Constitution-based.

Distraction (Ex): Any living creature vulnerable to a swarm's damage that begins its turn with a larval fyrefly swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Partial Immunity to Cold (Ex): The fyrefly is partially immune to cold damage. Each time a fyrefly swarm would normally take damage from a cold attack, it takes no damage but instead falls into a catatonic coma for 24 hours. During this time, it cannot be awakened by any means. This is not a sleep effect.

Vulnerability to Water (Ex): Contact with water or a spell with the water descriptor has the same effect as its partial immunity to cold, except the fyrefly swarm is allowed a DC 10 (or 10 + spell level) Fortitude save to negate the effect.


Originally found in Monstrous Compendium MC14 - Fiend Folio Appendix (1992, Tim Beach).
 
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BOZ

Creature Cataloguer
The Abomination of Diirinka

http://www.enworld.org/showthread.php?t=106747

Abomination of Diirinka
Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 20d8+120 (230 hp)
Initiative: +4
Speed: 20 ft (4 squares), burrow 20 ft (4 squares)
Armor Class: 23 (-1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: +20/+33
Attack: Claw +28 melee (2d4+9/19-20)
Full Attack: 3 claws +28 melee (2d4+9/19-20) and 3 bites +26 melee (1d3+4 plus energy drain)
Space/Reach: 10 ft/10 ft
Special Attacks: Attach, energy drain, rend 2d4+13
Special Qualities: Alien mind, all-around vision, blindsight 60 ft, damage reduction 15/bludgeoning and good, darkvision 60 ft, earth glide, immunity to acid, cold, electricity, fire, and poison, regeneration 6, rejuvenation, spell resistance 27, spell turning, tremorsense 60 ft
Saves: Fort +18, Ref +12, Will +14
Abilities: Str 29, Dex 10, Con 22, Int 10, Wis 11, Cha 10
Skills: Hide +19, Intimidate +23, Listen +25, Knowledge (dungeoneering) +23, Move Silently +23, Search +27, Spot +29, Survival +23 (+25 following tracks, +25 underground)
Feats: Alertness, Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Iron Will, Multiattack, Power Attack

Environment: Cavern of the Abomination
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Chaotic evil
Advancement: ---
Level Adjustment: ---

This loathsome creature has an oblong body the size of two plow horses and is covered in a stony carapace. It has no head, but it has three dead, milk-white eyes lacking lids and pupils, spaced at equal intervals around its upper body. Three sinewy, double-jointed arms sprout from the top of the body, each ending in a sharp set of talons. Three smaller arms jut from the mid-body, one below each eye; each ends in a drooling mouth. Swirling patterns of light and dark energy ripple along the creature's skin; a close look reveals these patterns to be the images of dwarven faces writhing in torment.

The Abomination was created aeons ago by the mad derro power Diirinka. The god created this monster in answer to a plea from a treacherous dwarf who was driven to betrayal and murder by his desire to own the Axe of the Dwarvish Lords. Diirinka gave the dwarf a talisman to control the creature, but it was design to fail, freeing the Abomination to run amok.

Diirinka most likely created the Abomination by corrupting a xorn with his magic. Like the xorn, the Abomination has a taste for precious metals and minerals. However, its favorite food is the life force of living creatures, dwarves in particular.

The Abomination was trapped in its cavern-dimension for centuries, until freed by a powerful wizard named Tairdo, and his mistress, a goblin woman named Qamhuul, to wreak havoc among the dwarves they both hated.

The Abomination is 12 feet tall and weighs 1,800 pounds.

The Abomination speaks Abyssal, Common, Dwarven, Terran, and Undercommon.

COMBAT
The Abomination attacks with its six limbs; it can attack six different targets, but usually concentrates on only one or two. The Abomination's favorite mode of attack is to wait just beneath an earth or stone surface until a foe comes within reach, then emerge suddenly, catching its opponents by surprise. If reduces to 0 hit points, the Abomination appears to melt into the nearest stone or earthen surface.

When the Abomination is summoned but is not under someone's control, it will charge off in search of dwarven prey. It remains on the plane it has been summoned to until it has slain and consumed several dwarves, returning home when it has been satiated. After a few months of hunting, if it has not been successful, it will return home hungry.

An opponent can attack the Abomination's mouth-arms with a sunder attempt as if they were weapons. The Abomination's mouth-arms have 10 hit points each. If the Abomination is currently grappling a target with the mouth-arm that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of the Abomination's mouth-arms deals 5 points of damage to the creature. The creature regrows severed limbs in 2d6 hours.

Attach (Ex): If the Abomination hits with its bite attack, it uses its powerful jaws to latch onto the opponent's body. The Abomination may attach more than one mouth to a creature by making additional bite attacks; each mouth deals automatic bite damage and energy drain on a successful grapple check.

When attached, the Abomination is effectively grappling its prey, and can be struck with a weapon or grappled itself. A creature can wrench a mouth-arm loose by making a successful grapple check; however the creature takes 2d6 points of damage in the process.

Energy Drain (Su): Living creatures hit by the Abomination's bite attack gain one negative level. The DC is 26 for the Fortitude save to remove a negative level. The save DC is Constitution-based.

Draining completely destroys the victim's body and prevents any form of raising or resurrection that requires part of the corpse. There is 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 the Abomination destroys a dwarf this way, the victim's tortured visage appears on the Abomination's body.

Rend (Ex): If the Abomination hits with two or more bite attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d4+13 points of damage.

Alien Mind (Ex): Any attempt to establish a telepathic link to the Abomination's mind (via detect thoughts, a psionic ability, dominate monster, and so on) automatically fails.

All-Around Vision (Ex): The Abomination's symmetrically placed eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. The Abomination can't be flanked.

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

Regeneration (Ex): Good-aligned bludgeoning weapons, holy water, and spells or effects with the good descriptor deal normal damage to the Abomination.

Rejuvenation (Su): The Abomination may only be permanently destroyed on its home plane. If the Abomination is reduced to -10 or fewer hit points on another plane, it dissipates and reforms on its home plane 2d6 hours later. Reducing the Abomination's hit points to -10 or lower on its home plane incapacitates it but doesn't destroy it. However, dousing its remains with holy water and powder from the amulet that controls it will kill it.

Spell Turning (Su): The Abomination is permanently protected by a spell turning effect (caster level 20th). Any targeted spell that the Abomination successfully resists is turned back at the caster. The caster becomes either the spell's target or the point of origin for the spell's effect, as appropriate.


Amulet of the Abomination (major artifact)
The derro power Diirinka crafted this jewel for Brassbeard Moradinson, the dwarf who murdered his uncle Irontooth to get the Axe of the Dwarvish Lords. The amulet is about the size of a walnut and consists of a single piece of clear crystal cut into the likeness of a dwarf's head; however, the piece has no curves, so only angles and facets define the head's contours. The crystalline material looks and feels something like diamond. It is tougher, but less bright. The amulet has no pin or chain; it has to be carried in a pouch or tucked into the user's clothing.

By holding the amulet and concentrating on it, the bearer can summon the Abomination of Diirinka, which arrives one round later. If the Abomination has recently been slain outside its home plane, it will not appear until it has recovered (see rejuvenation, above). The summoning attempt will fail if the Abomination is on a plane other than its home plane. When the Abomination appears, it appears in any location the bearer can see, regardless of the distance, as chosen by the bearer.

Once the Abomination appears, it must succeed on a DC 35 Will save or be under control of the amulet's wielder for 10 minutes. While under the wielder's control, the Abomination performs any action the wielder desires, including returning to its home dimension, so long as the action is within the Abomination's capabilities. The wielder can issue commands only when the Abomination is within sight; if the Abomination is not within the wielder's sight it will follow its last instruction to the best of its ability.

If the Abomination succeeds on its saving throw or if the control's duration runs out, the Abomination will act of its own accord. If the duration runs out and the Abomination is in sight, the wielder may attempt to regain control for another 10 minutes, forcing the Abomination to make another Will save.

Each time the amulet is used to summon or gain control of the Abomination, the DC for the Will save decreases by 1. If the amulet is not used for 100 years, the save DC increases to its maximum of 35.

The Abomination counts as a summoned creature for the purposes of spells such as protection from evil and magic circle against evil. Any effect that blocks mind control or mind-affecting effects also blocks the amulet wielder's control over the Abomination.

The Amulet of the Abomination can be destroyed only by an epic good-aligned weapon forged by dwarves, or a wish or miracle spell cast by a dwarven spellcaster.

Originally found in Axe of the Dwarvish Lords (1999, Skip Williams).
 
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BOZ

Creature Cataloguer
Pasha of the Efreet, Vizier of the Fire Sultan

http://www.enworld.org/showthread.php?t=69718

Pasha of the Efreet
Large Outsider (Extraplanar, Fire)
Hit Dice: 30d8+240 (375 hp)
Initiative: +13
Speed: 60 ft (12 squares), fly 60 ft (perfect)
Armor Class: 42 (-1 size, +9 Dex, +17 natural, +7 insight), touch 25, flat-footed 33
Base Attack/Grapple: +30/+47
Attack: Slam +42 melee (2d6+13 plus 3d8 fire) or +3 flaming burst unholy falchion +42 melee (2d6+21 plus 1d6 fire/18-20 plus 1d10 fire)
Full Attack: 2 slams +42 melee (2d6+13 plus 3d8 fire) or +3 flaming burst unholy falchion +42/+37/+32/+27 melee (2d6+21 plus 1d6 fire/18-20 plus 1d10 fire)
Space/Reach: 10 ft/10 ft
Special Attacks: Change size, heat, spell-like abilities, summon efreet
Special Qualities: Darkvision 60 ft., fast healing 5, immunity to fire, plane shift, spell resistance 31, telepathy 100 ft., vulnerability to cold
Saves: Fort +25, Ref +26, Will +24
Abilities: Str 36, Dex 29, Con 26, Int 22, Wis 25, Cha 25
Skills: Bluff +40, Craft (any one) +39, Concentration +41, Diplomacy +11, Disguise +7 (+9 acting), Intimidate +42, Jump +25, Knowledge (any 3) +39, Knowledge (the planes) +42, Listen +40, Move Silently +42, Sense Motive +40, Spellcraft +39 (+41 scrolls), Spot +40, Survival +7 (+9 on other planes), Use Magic Device +40 (+42 scrolls)
Feats: Combat Expertise, Combat Reflexes, Dodge, Empower Spell-Like Ability (fireball), Empower Spell-Like Ability (flame strike), Improved Initiative (B), Improved Natural Attack (slam), Mobility, Quicken Spell-Like Ability (fireball), Quicken Spell-Like Ability (scorching ray), Skill Focus (Knowledge [the planes]), Spring Attack

Environment: Elemental Plane of Fire
Organization:
Challenge Rating: 22
Treasure: Double coins; triple goods; double items
Alignment: Always lawful evil
Advancement: ---
Level Adjustment: ---

This being looks like a mighty giant with brick-red skin, fiery eyes, small horns, and jutting tusks. It wields a jet-black falchion wreathed in flame. All manner of brass jewelry decorates its powerful frame, and a harness bristling with wands and other magical devices crosses its chest.

The Sultan of the Efreet has appointed six Pashas of considerable power to serve him as Viziers in the City of Brass. Each one has his own dominion and wealth, and spends his time on the Elemental Plane of fire unless ordered elsewhere by the Sultan. The Sultan has granted them a great deal of freedom of action, and they occasionally take advantage of that to rampage through other planes.

A Pasha of the Efreet stands about 12 feet tall and weighs about 2,000 pounds.

Efreet speak Auran, Common, Ignan, and Infernal.

COMBAT
Like other efreet, Pashas love to mislead, befuddle, and confuse their foes, for their own amusement as well as a tactical advantage. Although incredibly confident, a Pasha generally uses its summon efreet ability to open a battle, then relies on its magic while its allies shield it from immediate danger. If drawn into melee, however, a Pasha fights with great gusto. If at any point it believes it is in danger of being defeated, it uses its plane shift ability to escape, returning at a more favorable time to complete its mission or exact revenge.

Note that while a Pasha can fulfill another's wish, it is loath to do so.

Change Size (Sp): 5/times per day, a pasha can magically change a creature's size. This works just like a enlarge person or reduce person spell (the pasha chooses when using the ability), except that the ability can work on the pasha and other efreeti. A DC 32 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Heat (Ex): A pasha's red-hot body deals 3d8 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.

Spell-Like Abilities: At will - detect magic, fireball (DC 20), flame strike (DC 22), gaseous form, invisibility, permanent image (DC 23), polymorph (self only) produce flame, pyrotechnics (DC 19), scorching ray (3 rays, +36 ranged touch), wall of fire (DC 21); 1/day - grant up to three wishes (to nongenies only). Caster level 20th. The save DCs are Charisma-based.

Summon Efreet (Sp): Once per day a Pasha can attempt to summon 1d3 efreet with a 75% chance of success. This ability is the equivalent of a 9th-level spell.

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).

Originally found in module I4 - Oasis of the White Palm (1983, Philip Meyers and Tracy Hickman).
 
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BOZ

Creature Cataloguer
Giant Nautilus

http://www.enworld.org/showthread.php?t=69690

Giant Nautilus
Gargantuan Magical Beast (Extraplanar, Water)
Hit Dice: 14d10+140 (217 hp)
Initiative: +3
Speed: Swim 50 ft (10 squares)
Armor Class: 23 (-4 size, -1 Dex, +18 natural), touch 5, flat-footed 23
Base Attack/Grapple: +14/+40
Attack: Tentacle +24 melee (1d8+14/19-20)
Full Attack: 20 tentacles +24 melee (1d8+14/19-20) and bite +19 melee (3d4+7)
Space/Reach: 20 ft/15 ft (40 ft with tentacles)
Special Attacks: Constrict 1d8+14, constrict ship, improved grab, spell-like abilities, swallow whole
Special Qualities: Darkvision 60 ft, low-light vision, spell resistance 17, telepathy 100 ft
Saves: Fort +19, Ref +8, Will +12
Abilities: Str 38, Dex 9, Con 31, Int 18, Wis 22, Cha 20
Skills: Concentration +20, Diplomacy +7, Intimidate +15, Knowledge (nature) +19, Knowledge (the planes) +21, Listen +23, Sense Motive +11, Spot +23, Survival +6 (+8 aboveground, +8 on other planes), Swim +22, Use Magic Device +20
Feats: Alertness, Blind-Fight, Improved Critical (tentacle), Improved Initiative, Iron Will

Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Usually neutral
Advancement: 15-28 HD (Gargantuan); 29-42 HD (Huge)
Level Adjustment: ---

This gargantuan mollusk appears to be little more than an enormous, spirally coiled shell with numerous tentacles reaching out from the opening.

While the giant nautilus resembles its diminutive cousin superficially, it has powers far beyond the reach of an ordinary nautilus. The giant nautilus is a native of the Elemental Plane of Water, but it can often be found in the various great waterways and oceans of the Outer Planes, as well as wandering the depths of the deepest Material Plane oceans. It has no permanent home or lair, spending the millennia wandering. It likely only returns to the plane of Water to mate.

The creature is often called the "druid of the deep" because of its absolute neutral alignment and insistence on maintaining the balance of the underwater world. A giant nautilus will usually be on good terms with most underwater races, even the sahuagin and ixitxachitl, and serves as an impartial judge and mediator for the tritons, merfolk, and locathah. A giant nautilus likes to keep the seas and oceans it encounters clean of things that don't belong there. It considers a sunken ship a terrible eyesore and actively helps in its removal by protecting those removing the ship from the fearsome predators of the depths. A giant nautilus has no need for treasure but is not completely naive of avarice and greed; it will demand that ships without treasure or precious cargo be removed before more valuable ones, and that the entire vessel be removed rather than just its contents.

A giant nautilus only directly intervenes when creatures operate at the expense of the environment. It puts a stop to anyone over-fishing a particular location or polluting areas of the sea by dumping garbage. It attempts to negotiate a settlement at first, and if this fails to work, it then warns the offenders. If the warnings are not heeded, the giant nautilus forcibly puts a stop to the offending action. A giant nautilus will most find itself in conflict with the kraken, and will likely find itself forced to intervene with the kraken's grandiose schemes of underwater empire.

The shell of the giant nautilus is a great prize. It can be converted into a roomy, virtually crush-proof submarine for exploring the depths of the ocean. A giant nautilus's shell is from 50-60 feet in diameter.

A giant nautilus speaks with most creatures using its telepathy.

COMBAT
The giant nautilus has seldom been known to attack humans or any of the intelligent ocean-dwelling races, except in self-defense. The giant nautilus is a carnivore, and it preys on huge crustaceans such as giant crabs and giant lobsters. A giant nautilus can attack 20 separate targets or attack a single target with all 20 tentacles, though it generally only uses three tentacles per Medium opponent.

An opponent can attack a giant nautilus's tentacles with a sunder attempt as if they were weapons. A giant nautilus's tentacles have 15 hit points each. If a giant nautilus is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant nautilus's tentacles deals 7 points of damage to the creature. A giant nautilus usually withdraws from combat if it loses 12 tentacles. The creature regrows severed limbs in 1d6+6 days.

Constrict (Ex): A giant nautilus deals automatic tentacle damage with a successful grapple check.

Constrict Ship (Ex): A giant nautilus can wrap six or more of its tentacles around all but the largest ships and crush them or drag them below the waves automatically. This can be done to rowboats (1 round), keelboats (3 rounds), longships (5 rounds), and sailing ships (10 rounds). Warships and galleys are too large for a giant nautilus to affect in this way.

Alternatively, a giant nautilus can attempt to crush a ship of any size in its tentacles. It must make a Strength check to breach the ship's hull, which causes the ship to sink in 1d10 minutes. The break DC varies with the type of vessel, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30.

Improved Grab (Ex): To use this ability, the giant nautilus must hit with a tentacle 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.

Spell-Like Abilities: At will - charm animal (DC 16), charm person (DC 16), control water, detect magic, locate creature (aquatic animals or plants only), summon nature's ally III (aquatic creatures only), wall of coral (as wall of stone); 3/day - summon monster VI (water elementals only); 1/day - plane shift. Caster level 14th. The save DC is Charisma-based.

The following abilities are always active on a giant nautilus' person, as the spells (caster level 14th): detect evil, detect good. They can be dispelled, but the giant nautilus can reactivate them as a free action.

Swallow Whole (Ex): A giant nautilus can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 12 points of acid damage per round from the nautilus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 50 points of damage to the gizzard (AC 19). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Gargantuan giant nautilus's interior can hold 1 Huge, 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.

Skills: A giant nautilus 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 found in Dragon Magazine #193 ("The Dragon's Bestiary," May 1993, Randy Maxwell), and Monstrous Compendium Annual One (1994).
 
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BOZ

Creature Cataloguer
Gorgosaurus

http://www.enworld.org/showthread.php?t=67093

Dinosaur, Gorgosaurus
Huge Animal
Hit Dice: 13d8+52 (110 hp)
Initiative: +2
Speed: 40 ft (8 squares)
Armor Class: 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +9/+24
Attack: Bite +14 melee (2d6+10/19-20)
Full Attack: Bite +14 melee (2d6+10/19-20)
Space/Reach: 15 ft/10 ft
Special Attacks: Improved grab, swallow whole
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +10, Will +6
Abilities: Str 25, Dex 14, Con 19, Int 2, Wis 15, Cha 10
Skills: Hide -5, Jump +11, Listen +14, Spot +14
Feats: Alertness, Improved Critical (bite), Run, Toughness, Track

Environment: Any land
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 14-26 HD (Huge), 27-39 HD (Gargantuan)
Level Adjustment: ---

This massive, stocky biped has a huge head with sharp-toothed jaws, powerful legs and almost comically small arms.

A gorgosaurus is a smaller, leaner relative of the famous tyrannosaurus, also known as the albertosaurus.

Gorgosaurs are about 30 feet in length and weigh 2-3 tons. Unlike the tyrannosaurus, which occasionally hunts in pairs, the gorgosaurus is usually a solitary beast. They are unusually specialized, as most of their nourishment comes from stealing the kills of other animals, such as dinonychus packs or even human hunters. They are still capable of hunting, however, and usually target young and infirm lambeosaurs and anatotitans when they do.

COMBAT
Gorgosaurs are reckless combatants, grabbing and swallowing smaller creatures until all are dead or the rest flee. Against equal sized creatures, they attempt to drag them to the ground and consume them alive.

Improved Grab (Ex): To use this ability, a gorgosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex): A gorgosaurus can try to swallow a grabbed opponent of up to two size categories smaller by making a successful grapple check.

The swallowed creature takes 2d8+8 points of crushing damage plus 8 points of acid damage per round from the gorgosaurus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gorgosaurus's gut (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge gorgosaurus's gizzard can hold 2 Medium, 8 Small, 32 Tiny or 128 Diminutive or smaller creatures.

Skills: A gorgosaurus receives a +2 racial bonus on all Listen and Spot checks.

Originally found in the first edition Monster Manual (1977, Gary Gygax), Monstrous Compendium MC3 - Forgotten Realms Appendix I (1989), and Monstrous Compendium Annual Two (1995).
 
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BOZ

Creature Cataloguer
Flitte

http://www.enworld.org/showthread.php?t=66479

Flitte
Small Magical Beast
Hit Dice: 3d10-3 (13 hp)
Initiative: +4
Speed: 10 ft (2 squares), fly 60 ft (good)
Armor Class: 17 (+1 size, +4 Dex, +2 natural), touch 15, flat-footed 13
Base Attack/Grapple: +3/-3
Attack: Bite +8 melee (1d6-2)
Full Attack: Bite +8 melee (1d6-2) or sting +10 melee (1d3/19-20) or sting +10 melee touch (sting of cancellation)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities, sting of cancellation, submission gaze, suggestion
Special Qualities: Blink, darkvision 60 ft, dimension door, fast healing 1, low-light vision, scent, spell resistance 12
Saves: Fort +2, Ref +7, Will +2
Abilities: Str 6, Dex 19, Con 8, Int 14, Wis 13, Cha 15
Skills: Concentration +4, Hide +10, Listen +4, Sense Motive +4, Spellcraft +7, Spot +4, Survival +4
Feats: Ability Focus (sting of cancellation), Weapon Finesse

Environment: Any land and underground
Organization: Solitary or family (2 plus 1-3 pups)
Challenge Rating: 3
Treasure: No coins; standard goods; standard items
Alignment: Usually neutral
Advancement: 4-6 HD (Small); 7-9 HD (Medium)
Level Adjustment: +2 (cohort)

This small dog has humanoid arms and hands in place of a normal canine's front legs. It has a long, flexible tail with a stinger on the end, and a pair of butterfly wings.

The flitte was a creation of a demented wizard with a hatred of magic and other wizards. Its sole purpose in life is to reduce the amount of magic in the world, sacrificing its own life it necessary to achieve that goal. This solitary creature will hide until it finds a powerful source of magic to destroy.

A flitte builds its lair in a small hollow inside solid rock, which can only be reached through a teleportation effect. It can live there alone, though mated pairs will occasionally lair together, whether or not they are raising a family. The ideal location for such a lair is any area likely to attract individuals carrying magic items, so that the flitte will not have to journey far to find them.

A flitte can be compelled to serve a master, or become a familiar to a being that hates magic. Its primary goal remains the destruction of magic, and it will not retrieve magic items for someone else to use.

Flittes speak Common and the language of blink dogs. Exceptionally intelligent flittes may also speak Dwarven, Elven, Goblin, Draconic or Giant.

A flitte is 1 foot high at the shoulder and 2 feet long, and weighs 20 pounds. A flitte can walk erect on its hind legs for short periods of time, but normally walks on all fours.

COMBAT
A flitte normally begins an encounter after it has sensed the use, or impending use, of powerful magic. When a flitte senses the use of potent magic within 30 feet, it observes the situation from a hidden nearby position.

When meeting a lone individual that is carrying magic items, the flitte uses its suggestion power to make the character remove all the magic items in his possession. The flitte then gathers up the items and uses its dimension door to escape, destroying the items later at its leisure.

A flitte begins blinking immediately when engaging a hostile foe, unless it is already invisible. If a creature is using a powerful magic item, a flitte will use its stinger to destroy its powers. In the presence of lesser magic items, a flitte will use its stealth, suggestion, and bite attack as applicable. If reduced to 4 hit points or fewer, a flitte will flee using its dimension door ability.

The stinger is a +2 magic weapon, though its power fades if removed from the flitte. If the flitte dies or if the stinger is no longer attached to its body, the cancellation power will not function.

Spell-Like Abilities: At will - detect magic; 2/day - invisibility (self only). Caster level 6th. The save DC is Charisma-based.

Sting of Cancellation (Su): 3 times per day, a flitte may make a melee touch attack with its stinger against a magic item. The item must succeed on a DC 15 Will save or be drained of all magical ability. If a creature is holding it at the time, then the item can use the holder's Will save bonus in place of its own if the holder's is better. Drained items can only be restored by a wish or miracle. The save DC is Charisma-based.

Submission Gaze (Su): Range 30 feet, Will DC 13 negates. As a free action, a flitte's gaze imposes a -2 morale penalty on subsequent Will saves for a single creature for one round.

Suggestion (Su): A flitte can use suggestion as the spell (caster level 6th; Will DC 15), with a duration of 6 rounds. The save DC is Charisma-based.

If the victim is carrying an intelligent item, then the wielder uses the item's save or its own, whichever is better.

Blink (Su): A flitte can use blink as the spell (caster level 6th), and can evoke or end the effect as a free action.

Dimension Door (Su): A flitte can teleport, as dimension door (caster level 6th), once per round as a free action. The ability affects only the flitte, which never appears within a solid object and can act immediately after teleporting.

Originally found in Dragon Magazine #40 ("Dragon's Bestiary," August 1980, Pat Rankin).
 
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BOZ

Creature Cataloguer
Dragon Beetle

http://www.enworld.org/showthread.php?t=69690

Dragon Beetle
Tiny Vermin
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 40 ft (8 squares)
Armor Class: 13 (+2 size, +1 Dex), touch 13, flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Bite +3 melee (1d6-3) or stinger +3 melee (1d2-3 plus dragonbane venom)
Full Attack: Bite +3 melee (1d6-3) or stinger +3 melee (1d2-3 plus dragonbane venom)
Space/Reach: 2 1/2 ft/0 ft
Special Attacks: Dragonbane venom, swarmfighting
Special Qualities: Darkvision 60 ft
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 4, Dex 13, Con 11, Int ---, Wis 10, Cha 7
Skills: ---
Feats: Weapon Finesse (b)

Environment: Warm desert and underground
Organization: Nest (2-16 plus nest leader)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny)
Level Adjustment: ---

This oversized beetle is dark crimson in color, and its spiked shell is trimmed with black. It has three horns, a vicious-looking stinger, and a set of strong mandibles. Unlike most beetles, this one has no wings.

The dragon beetle is a social creature, unlike most other types of beetles. Dragon beetles live in nests, which they defend to the death. A nest can be found in underground ruins, cramped caves, and in thick clumps of underground vegetation. Dragon beetles are foraging carrion-eaters, with half of the nest ranging out during the day for food. Though they will always settle for recently dead creatures, a group of dragon beetles can bring down small prey if they attack in sufficient numbers. The corpse is dragged back to the nest, and serves not only as a food source, but as a depository for eggs.

They are basically unintelligent, and do not see or hear very well. They rely on taste and touch to interact with the world around them. Dragon beetles communicate among themselves by touch and a small variety of sounds, but have no capacity for understanding or communicating with intelligent creatures.

A dragon beetle is one-foot long, and weighs 1 pound.

COMBAT
A dragon beetle is not typically very aggressive, and lone dragon beetles will flee when confronted, if possible. If it cannot escape, a dragon beetle will lie perfectly still and produce a raspy, hissing sound, refusing to fight even if attacked. In groups of two or more, dragon beetles can be very aggressive, attacking any creature that comes within 10 feet.

Dragonbane Venom (Ex): A dragon beetle secretes a venom from its stinger that is harmful only to creatures of the dragon type. To other creatures, it causes only a mild skin irritation and a burning red scar.

Injury, Fortitude DC 14, initial damage 1d10 hp, secondary damage 2d10 hp. The save DC is Constitution-based and includes a +4 racial bonus.

Swarmfighting (Ex): Dragon beetles can coordinate melee attacks against a single target and are adept at fighting side by side in close quarters. When a dragon beetle engages a Small or larger creature in melee, and at least one other dragon beetle occupies the target's space, it gains a +1 morale bonus on the attack roll. This bonus increases by +1 for each additional dragon beetle beyond the first that occupies the target's space.


Dragon Beetle, Nest Leader
Tiny Vermin
Hit Dice: 3d8+3 (16 hp)
Initiative: +1
Speed: 40 ft (8 squares)
Armor Class: 15 (+2 size, +1 Dex, +2 natural), touch 13, flat-footed 14
Base Attack/Grapple: +1/-9
Attack: Bite +4 melee (1d6-2) or stinger +4 melee (1d2-2 plus dragonbane venom)
Full Attack: Bite +4 melee (1d6-2) or stinger +4 melee (1d2-2 plus dragonbane venom)
Space/Reach: 2 1/2 ft/0 ft
Special Attacks: Dragonbane venom, swarmfighting
Special Qualities: Darkvision 60 ft
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 6, Dex 13, Con 13, Int ---, Wis 10, Cha 7
Skills: ---
Feats: Weapon Finesse (b)

Environment: Warm desert and underground
Organization: Nest (1 plus 2-16 dragon beetles)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: ---
Level Adjustment: ---

Every dragon beetle nest is occupied by at least one larger, stronger dragon beetle. This nest leader has a stronger shell, and its venom is more potent.

A nest leader is 1 1/2 feet long, and weighs 2 pounds.

Dragonbane Venom (Ex): A dragon beetle secretes a venom from its stinger that is harmful only to creatures of the dragon type. To other creatures, it causes only a mild skin irritation and a burning red scar.

Injury, Fortitude DC 15, initial damage 1d12 hp, secondary damage 2d12 hp. The save DC is Constitution-based and includes a +4 racial bonus.

Originally found in City by the Silt Sea (1994, Shane Lacy Hensley) and Monstrous Compendium Annual Two (1995).
 
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BOZ

Creature Cataloguer
Gyerian

http://www.enworld.org/showthread.php?t=73262

Gyerian
Small Monstrous Humanoid
Hit Dice: 3d8-3 (10 hp)
Initiative: +4
Speed: 40 ft (8 squares)
Armor Class: 17 (+1 size, +4 Dex, +2 natural), touch 15, flat-footed 13
Base Attack/Grapple: +3/-3
Attack: Claw +2 melee (1d6-2)
Full Attack: 2 claws +2 melee (1d6-2) and beak +0 melee (2d4-2)
Space/Reach: 5 ft/5 ft
Special Attacks: Sneeze
Special Qualities: Darkvision 60 ft
Saves: Fort +0, Ref +7, Will +4
Abilities: Str 7, Dex 18, Con 9, Int 8, Wis 13, Cha 10
Skills: Hide +11, Jump +2, Listen +4, Move Silently +7, Spot +4, Survival +3
Feats: Alertness, Multiattack (b), Stealthy

Environment: Temperate plains and forest
Organization: Foraging party (1-4), wing (5-8), flock (10-40 plus 100% noncombatants plus 1 cockrobin per 10 gyerians, plus 1 rooster per flock)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic good
Advancement: 4 HD (Small); 5-9 HD (Medium), or by character class
Level Adjustment: +1

This short, bird-like humanoid creature has bulging eyes, a sharp, hooked beak, and three-toed clawed feet. Its body is covered with fine, pale feathers and its arms have longer feathers that make them resemble wings. As the birdman's arms move, its thin, graceful four-fingered hands under the feathers become visible.

The gyerian is an excitable creature that makes its home in grasslands and forests. These flightless avians are migratory beings that travel in flocks, moving east to west every spring and returning in the fall. A gyerian's feathers range from light tan to deep brown.

Gyerians are very social with each other, but are extremely shy, nervous, and impatient among other humanoid races. Gyerians prefer to avoid contact with other humanoids, particularly humans. Gyerians have developed an affinity with elves, however, and will be put at ease if a mixed humanoid party contains an elf. Gyerians treasure gems and other shiny objects for their pretty appearance, and this fascination will always lead a gyerian to become more friendly to someone possessing gems and baubles.

The gyerians' villages, always called Gyer, are integral to the race's society as a whole. These simple settlements are composed of nesting huts woven from straw and branches and daubed with mud. Plains gyerians hide their dwellings among tall grasses, while those in the woods secret them within tall bushes. They build these homes quickly each year, meaning them to last only until migration. Each flock has its own migratory pattern and settlement areas; a gyerian separated from its flock always can find its way back to one of its flock's nesting grounds.

Most gyerians are 3-4 feet tall, but cockrobins and roosters can be as tall as 6 feet. A normal gyerian weighs X pounds.

Gyerians can speak Auran and Elven.

COMBAT
Gyerians are such an excitable people that they get nervous at the drop of a hat. Just dealing with other humanoids (except for elves) can make a gyerian nervous. Combat makes them extremely nervous, and a gyerian will flee rather than fight whenever possible, though a gyerian will squeal and squawk to call allies if it cannot escape. When a gyerian gets particularly nervous it exhales a sneeze so powerful that it can bowl over creatures standing in front of the gyerian. Failing a Will save or Concentration check, becoming flanked, or coming under any magical fear effect will almost certainly make a gyerian nervous enough to sneeze.

A normally cowardly gyerian will only attack when it cannot retreat or when its young are threatened. A gyerian can rip into a foe with its powerful taloned kick and its hooked, beaklike nose.

Sneeze (Ex): When a gyerian becomes nervous (see above) it must succeed on a DC 15 Will save or let out a powerful sneeze (the gyerian can fail the Will save if it wishes) that affects a single adjacent creature. This creature must succeed on a DC 10 Reflex save or be affected by the forceful sneeze: Small or smaller creatures are blown away, Medium creatures are knocked down and prone, and Large or larger creatures are checked for one round. The save DC is Constitution-based.

Gyerian, Cockrobin
Medium Monstrous Humanoid
Hit Dice: 5d8 (22 hp)
Initiative: +3
Speed: 40 ft (8 squares)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +5/+5
Attack: Claw +5 melee (1d6)
Full Attack: 2 claws +5 melee (1d6) and beak +3 melee (2d6)
Space/Reach: 5 ft/5 ft
Special Attacks: Sneeze
Special Qualities: Darkvision 60 ft
Saves: Fort +1, Ref +7, Will +5
Abilities: Str 11, Dex 16, Con 11, Int 8, Wis 13, Cha 12
Skills: Hide +6, Jump +4, Listen +5, Move Silently +6, Spot +5, Survival +3
Feats: Alertness, Multiattack (b), Stealthy
Challenge Rating: 2

A cockrobin is a larger specimen of gyerian, usually at least 5 feet tall. A cockrobin is a more formidable foe than a typical gyerian, and often serves as a flock's defender.

Sneeze (Ex): The save DC for a cockrobin's sneeze is 12.

Gyerian, Rooster
Medium Monstrous Humanoid
Hit Dice: 7d8+14 (45 hp)
Initiative: +3
Speed: 40 ft (8 squares)
Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple: +7/+9
Attack: Claw +10 melee (1d6+2)
Full Attack: 2 claws +10 melee (1d6+2) and beak +8 melee (2d8+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Sneeze
Special Qualities: Darkvision 60 ft, inspire courage
Saves: Fort +3, Ref +8, Will +6
Abilities: Str 14, Dex 16, Con 12, Int 8, Wis 13, Cha 14
Skills: Hide +7, Jump +6, Listen +5, Move Silently +7, Spot +5, Survival +3
Feats: Alertness, Multiattack (b), Stealthy, Weapon Finesse
Challenge Rating: 3

A rooster is the leader of a gyerian flock. A rooster is very strong and tall for a gyerian, being about 6 feet in height. A rooster is much less likely to flee from combat, and in fact inspires courage in other gyerians.

Sneeze (Ex): The save DC for a rooster's sneeze is 14.

Inspire Courage (Su): The mere presence of a rooster inspires courage in gyerians (including the rooster himself), bolstering them against fear. To be affected, a gyerian must be within 30 feet and able to see or hear the rooster. The effect lasts for as long as the gyerian remains within 30 feet of the rooster and for 5 rounds thereafter. An affected gyerian receives a +2 morale bonus on saving throws against charm and fear effects. This is a mind-affecting ability.

Originally found in module CM5 - Mystery of the Snow Pearls (1985, Anne Gray McCready), and AC9 - Creature Catalogue (1986), DMR2 - Creature Catalog (1993), and Mystara Monstrous Compendium Appendix (1994).
 
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BOZ

Creature Cataloguer
Entrope

http://www.enworld.org/showthread.php?t=68207

Entrope
Huge Outsider (Chaotic, Extraplanar)
Hit Dice: 11d8+55 (104 hp)
Initiative: -1
Speed: 30 ft (6 squares)
Armor Class: 17 (-1 size, -1 Dex, +9 natural), touch 8, flat-footed 17
Base Attack/Grapple: +11/+28
Attack: Claw +18 melee (1d8+9)
Full Attack: 2 claws +18 melee (1d8+9) and bite +16 melee (1d12+4)
Space/Reach: 15 ft/10 ft
Special Attacks: Planar rip
Special Qualities: Damage reduction 10/magic, darkvision 60 ft, immunity to planar effects, immunity to acid, cold, electricity, and fire, negative energy protection, plane shift
Saves: Fort +12, Ref +6, Will +8
Abilities: Str 28, Dex 8, Con 20, Int 9, Wis 13, Cha 17
Skills: Climb +19, Jump +19, Knowledge (the planes) +16, Listen +15, Search +13, Spot +15, Survival +13 (+15 other planes, +15 following tracks), Swim +19
Feats: Ability Focus (planar rip), Multiattack, Power Attack, Skill Focus (Knowledge [the planes])

Environment: Any Elemental Plane or Energy Plane
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always chaotic neutral
Advancement: 12-22 HD (Huge); 23-33 HD (Gargantuan)
Level Adjustment: ---

This elongated, wormlike creature has multiple sets of legs, with a front pair equipped with huge claws. Its bulbous horned head has multiple mouths, one large among them a gigantic tooth-filled maw, and multiple eyes spaced along the front of the head.

The entrope is an artificial creation designed by the planar faction known as the Doomguard. The Doomguard, or sinkers, believe that all things come to entropy in time, and like to speed the process along. Their magicians and alchemists spent hundreds of years on research and trial and error to devise a means to weaken the structure of the Elemental and Energy planes. The creatures that resulted were named entropes, for they "feed" on whatever it is that keeps the Inner Planes intact. This feeding on planar boundaries causes the two planes to blend temporarily, and it is the Doomguard's hope that the barriers will eventually weaken enough that the two planes bleed into each other and become indistinguishable.

Entropes are petulant engines of destruction that hate everything, even the very space they occupy. They seek the annihilation of all things, and have developed antagonistic relations with everything they have encountered, including each another. Those that have escaped the Doomguard's control wander the Inner Planes on their own, chewing away at the fabric of reality as they see fit. Those still under control of the Doomguard remain so only through careful use of powerful magic. The Doomguard considers the creation of the entropes one of their greatest achievements.

An entrope is 20 feet long, and weighs 8,000 pounds.

An entrope cannot speak, but can understand Common.

COMBAT
Entropes are nothing to fool around with, because they literally have the ability to break down the fabric of reality. An entrope can "eat" through the Inner Planes, causing rifts that damage basically everything other than itself. Even when this tactic is not effective enough, an entrope can defend itself with perfectly normal physical attacks. An entrope is immune to most harmful effects, and will try to destroy any creature it meets. Entropes mostly stay on the Inner Planes, as their powers really don't work on the Outer Planes.

Planar Rip (Su): An entrope can tear a temporary hole in reality itself once every three rounds, pulling in matter or energy from one Elemental or Energy plane to another. This is a one-way portal to the plane the entrope currently occupies, so nothing can enter into the rip from the plane on which the entrope creates it. A surge of the foreign element or energy bursts through the rent in space with great power, affecting anything within 25 feet. The results depend on which plane the hole leads to, as determined by the entrope:

- Air, Earth, or Water: Raw elemental forces explodes through the hole from the Elemental Planes of Air, Earth, or Water with great force, inflicting 3d10 points of bludgeoning damage, knocking the victim prone, and stunning it for 1 round. A successful DC 20 Reflex save halves the damage and negates the stunning, and prevents the creature from being knocked prone. The save DC is Charisma-based.

- Fire: Raw elemental fire gushes through the rent, inflicting 8d6 points of fire damage (save Reflex DC 20 half). The save DC is Charisma-based.

- Negative Energy: The void created by this hole sucks the life energy from all victims, inflicting one negative level. The save DC to remove the negative level 24 hours later is 20. The save DC is Charisma-based.

- Positive Energy: Positive energy pours through the rent, infusing creatures with 8d6 points of positive energy. This energy damages undead and heals living creatures. Living creatures that are at full hit points gain the remaining hit points as temporary hit points, which fade 1d20 rounds later. For each round that a creature's temporary hit points exceed its normal hit point total, the creature must make a successful DC 20 Fortitude save or die as it explodes in a riot of energy.

Immunity to Planar Effects (Ex): An entrope has immunity to naturally occurring damaging conditions on the Elemental Planes of Air, Earth, Fire, and Water, and the Negative and Positive Energy planes. These effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself. This ability lets an entrope breathe water on a water-dominant plane and be immune to suffocation on an earth-dominant plane. An entrope can't be blinded by the energy of a major positive-dominated plane and automatically stops gaining temporary hit points when they equal the entrope's full normal hit point total. Negative-dominant planes don't deal damage or bestow negative levels to an entrope.

The effects of gravity traits, alignment traits, and magic traits aren't negated by this ability, nor is the special entrapping trait that some planes have. This ability does not provide protection against creatures, native or otherwise, nor does it protect against spells, special abilities, or extreme and nonnatural formations within the plane.

Negative Energy Protection (Su): An entrope has immunity to energy drain and any negative energy effects.

Plane Shift (Sp): An entrope can enter any of the elemental or energy planes. This ability transports the entrope only. It is otherwise similar to the spell of the same name (caster level 11th).

Originally found in Planescape Monstrous Compendium Appendix III (1998, Monte Cook).
 

BOZ

Creature Cataloguer
Elf, Rockseer

http://www.enworld.org/showthread.php?t=106747

Rockseer Elf, 1st-Level Warrior
Medium Humanoid (Elf)
Hit Dice: 1d8 (4 hp)
Initiative: +1
Speed: 30 ft (6 squares)
Armor Class: 16 (+1 Dex, +3 studded leather, +2 heavy steel shield), touch 11, flat-footed 15
Base Attack/Grapple: +1/+1
Attack: Longsword +1 melee (1d8/19-20)
Full Attack: Longsword +1 melee (1d8/19-20)
Space/Reach: 5 ft/5 ft
Special Attacks: Spell-like abilities
Special Qualities: Call forth stone, freedom of movement, rockseer elf traits, stone walk
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 11, Dex 13, Con 10, Int 14, Wis 11, Cha 6
Skills: Appraise +4, Craft (gemcutting) +4, Hide +4, Listen +4, Move Silently +4, Search +4, Spot +4 (including Armor Check Penalty)
Feats: Stealthy

Environment: Underground
Organization: Squad (2-4 plus 1 fighter 4/wizard 4), company (5-30 plus 1 fighter of 7th-10th level and 1 wizard of 7th-12th level) or clan (60-100 plus 20% noncombatants plus 1 fighter of 7th-10th level and 1 wizard of 7th-12th level per 30 adults, plus 3-5 10th-11th level bodyguards and 3-5 11th-14th level advisors and 1 13th-18th level wizard-chieftain)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +2

This humanoid, unusually slender and taller than most humans, is androgynous and gives away no hint of its gender. Its eyes are a pale, almost ice-blue, its skin is very pale, and it has long, extraordinarily fine silky silver hair with no body hair. It is dressed very plainly in a brown and grey cloak and garments that blend in with its surroundings.

The rockseer is one of the rarest types of elves. Rockseers separated themselves from the rest of elvenkind millennia ago due to their own myths. Rockseer history tells that they were cowards at the great battle that forever separated Corellon and Lolth, fleeing below ground to hide. As such, rockseers believe themselves to be shunned by the elven gods, and rockseer clerics are unheard of. Rockseers are calm, enigmatic, and extraordinarily hard for outsiders to understand.

An average rockseer stands 7-8 feet tall and weighs between 120 and 140 pounds, with little difference between genders. Rockseers have a natural life-span of over 1,400 years.

Rockseer elves speak Elven and Undercommon, and most know Gnome, Terran, and sometimes Dwarven.

The rockseer elf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 12, Wis 9, Cha 8.

COMBAT
Rockseers exist in too few numbers to risk pointless deaths, so they abstain from fighting whenever possible. If forced to fight, a rockseer will unflinchingly defend to the death others of its own kind. A rockseer is usually armed with a longsword, dagger, spear, or a stone quarterstaff that is as hard as steel. Potential aggressors rarely even see rockseer elves due to their great underground special skills.

Spell-Like Abilities: At will - meld into stone. In addition, rockseers of 5th level or higher can use stone shape once per day, and rockseers of 9th level or higher can use stone tell once per day. These abilities are as the spells cast by a sorcerer of the rockseer's level. The DCs of these abilities are Charisma based.

Call Forth Stone (Su): As a full-round action, a group of at least three rockseers may link hands to create a wall of stone, as the spell. Caster level equals 6 + 1 per rockseer involved in the link.

Freedom of Movement (Su): For a total time per day of 1 round per character level a rockseer elf possesses, the elf can act normally regardless of magical effects that impede movement as if it were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds). This ability stacks with the power granted to a rockseer elf cleric with access to the Travel domain.

Rockseer Elf Traits (Ex): Rockseer elves possess the following racial traits.
-2 Strength, +2 Dexterity, -2 Constitution, +4 Intelligence, +2 Wisdom, -2 Charisma.
Medium size.
A rockseer elf's base land speed is 30 feet.
Immunity to petrification.
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
+1 racial bonus on saving throws against all earth spells and effects. This bonus increases by +1 for every five class levels the rockseer attains.
-1 racial penalty on saves against spells with the air descriptor.
(Not reflected in the saving throw modifiers given here.)
Darkvision out to 240 feet.
Weapon Proficiency: Rockseer elves are automatically proficient with the longsword and rapier.
+2 racial bonus on Appraise and Craft (gemcutting) checks.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Automatic Languages: Elven, Undercommon. Bonus Languages: Common, Draconic, Drow Sign Language, Terran.
Favored Class: Wizard.

Stone Walk (Sp): A rockseer elf with 3 or more character levels can stone walk for a total distance of 300 feet once per day; this distance increases by 300 feet for each additional level gained. This allows the rockseer to move through stone at her normal land speed. Rockseers intuitively sense distances between passages and caverns separated by walls, so that they always know whether a stone walk can take them to a safe place or whether they might be trapped in solid stone at the end of the walk. Her burrowing leaves behind no tunnel or hole, nor does she create any ripple or other signs of her presence. A move earth spell cast on an area containing a stonewalking rockseer flings the elf back 30 feet, stunning her for 1 round unless she succeeds on a DC 15 Fortitude save.

A rockseer of 9th level can take one additional Medium creature with her on such a stone walk; this number increases at the rate of one passenger per level beyond 9th (thus at 10th level the rockseer could take two companions). Companions must all remain in physical contact with the rockseer while stonewalking.


ROCKSEER SOCIETY
Rockseers know of the drow and hate them, avoiding them as much as possible. They have no knowledge of any other elven race. They are extremely isolated by their choice, shunning the company of all other races save svirfneblin and pech. They have little curiosity about the ways of other folk due to their deep shame over their history. However, Rockseers rarely possess bows, as suitable bowstrings are difficult to come by underground, so they prize such items when they become available and would be willing to trade with anyone who had one.

Since rockseers believe that all they have is themselves and the riches of the earth, they are powerfully cohesive socially. Chieftains are generally elected by a conclave of the most powerful warriors and wizards on the death of the previous leader. A wise rockseer leader does not give orders without consulting his or her advisors; rockseers do not tolerate tyrannical leadership, nor do they suffer fools.

Rockseers disguise the network of caverns and passages that serve as their lair supremely well, and ward them with multiple cunningly placed spells to prevent other creatures from even suspecting the existence of such places. Spies melded into stone are placed to watch over entry points, except when a rockseer clan lives in caverns accessible only by stone walking, hundreds of feet into solid rock with only small fissures to provide air.

Rockseer gem cutters and craftsmen are almost without equal; even gnomes and dwarves would hesitate to claim better craftsmanship. Underdark lore says that a rockseer can almost detect gemlodes by scent, no matter how deep underground they are. The greatest of rockseer artisans think nothing of spending ten years crafting and sculpting a single gem. Craftsmen with magical talent as well can sculpt gems into forms of almost painfully exquisite beauty, generating fractal patterns of brilliant color and radiance within the heart of the gem as it grows. It is said that if these gems are used to fashion a helm of brilliance, each gem can perform its spell-like power five times before becoming depleted, instead of just once.


Summon Earth Elemental [General]
Rockseer elves have developed the ability to summon earth elementals to help with tasks and defense.
Prerequisite: Rockseer elf, character level 6th.
Benefit: Once per day, you may summon an earth elemental. If acting alone, you may only summon a Small earth elemental. For each additional rockseer elf employing this feat in conjunction with you, you may summon an earth elemental one size larger (see the table on Monster Manual page 83). For example, a group of four rockseer elves with this feat can summon a Huge earth elemental, and a group of six rockseer elves can summon an elder earth elemental. Working together in this fashion uses this ability for all involved elves for the day.
This is a spell-like ability and is treated as if the characters involved are casting a summon monster spell of the appropriate level, with the exception that they can only summon earth elementals. Unlike the spell, you cannot use this ability to summon multiple elementals at a time.

Rockseer Magic [General]
You have studied the long-standing arcane traditions of your people which allows you to better harness the powers of the earth.
Prerequisite: Rockseer elf, ability to prepare and cast 3rd-level arcane spells.
Benefit: You gain +1 caster level when casting a spell with the earth descriptor. Your racial bonus against spells with the earth descriptor also increases by +1. In addition, you add the following spells to your wizard spell list.
1st - Entangle (affects stone rather than plants), magic stone
2nd - Melf's acid arrow, soften earth and stone
3rd - Stone shape
4th - Spike stones
5th - Wall of stone
6th - Acid fog, stoneskin
7th - Earthquake
8th - Iron body
9th - Elemental swarm*
*Cast as an earth spell only.


Rod of Acrid Steam and Vapor
This rod has the following two magical powers:

* Steam: Once per day as a standard action, the wielder can cause the rod to spout forth a jet of superheated, acidic steam as a 50-foot cone. The steam forms a cloud that persists for three rounds, slowly cooling and dissipating. In the first round, the steam deals 3d6 points of acid damage and 3d6 points of fire damage; in the second round the steam deals 2d6 points of acid damage and 2d6 points of fire damage and in the third and final round the steam deals 1d6 points of acid damage and 1d6 points of fire damage. Creatures that succeed on a Reflex save take half damage. Also, living creatures caught in the cloud of acid on the first round must succeed on a DC 15 Fortitude save or be blinded permanently as though by the blindness spell.

* Vapor: Three times per day as a standard action, the wielder can cause billows of warm, steamy vapors to gout forth from the rod. These vapors spread out to an 80-foot radius cloud that lasts for six rounds. Creatures with the Cold subtype trapped within the cloud will suffer 1d6 points of damage per round. This effect otherwise functions as the fog cloud spell.

Moderate evocation; CL 11th; Craft Rod, acid fog, fog cloud; Price 27,255 gp.


STONE DRAGONET
Rockseer elves know the secret to crafting a magical construct called a stone dragonet. A stone dragonet resembles an incredibly intricate, slender stone statue of a dragon, though it moves as if perfectly articulated. A dragonet is one foot long, plus an additional 9-12 inches of tail, with extraordinary gems for eyes.

A rockseer elf with the Improved Familiar feat and Rockseer Magic feat can take a stone dragonet as a familiar upon reaching 7th level. A wizard with a stone dragonet as a familiar gains a +2 bonus on Armor Class and cannot be caught flat-footed.

A stone dragonet's body is chiseled from a single block of hard stone, weighing around 40 pounds. The stone must be of exceptional quality and costs 400 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.

CL 7th; Craft Construct (see MM page 303), Rockseer Magic, fear, ghoul touch, stone shape, caster must be at least 7th level; Price 2,500 gp; Cost 1,450 gp + 84 XP.

Stone dragonet: Tiny construct; HD 2d10; hp 11; Init +3; Spd 20 ft. (4 squares), climb 20 ft.; AC 22, touch 15, flat-footed 19; Base Atk +1; Grp -7; Atk +1 melee (1d3, claw); Full Atk +1 melee (1d3, claw) and +4 melee (1d4, bite); Space/Reach 2 1/2 ft./0 ft.; SA brilliant glare; SQ construct traits, darkvision 60 ft, immunity to earth magic, low-light vision, spell resistance 16; AL N; SV Fort +0, Ref +3, Will +0; Str 10, Dex 17, Con ---, Int ---, Wis 11, Cha 1.

Brilliant Glare (Su): Once per day, a stone dragonet can release a blast from its gem-eyes, targeting one creature within 60 feet. The target must succeed on a DC 11 Fortitude save or become sickened for 2d4 rounds. If the target has less than 5 HD, it is also panicked for 1d4 rounds. The save DC is Constitution-based.

Immunity to Earth Magic (Ex): A stone dragonet is immune to the harmful effects of any spell with the earth descriptor.


Originally found in the Night Below boxed set (1995, Carl Sargent) and Monstrous Compendium Annual Three (1996).
 
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