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Shade

Monster Junkie
Gigantopithecus

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-29.html

Gigantopithecus
Large Animal
Hit Dice: 6d8+13 (51 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 15 ft.
Armor Class: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +4/+13
Attack: Slam +9 melee (1d6+5)
Full Attack: 2 slams +9 melee (1d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Pummel 2d6+8, stench
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 20, Dex 15, Con 18, Int 2, Wis 12, Cha 7
Skills: Climb +13, Hide +0, Listen +6, Move Silently +7, Spot +6
Feats: Alertness, Stealthy, Weapon Focus (slam)
Environment: Warm forests
Organization: Solitary or company (5–8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7–15 HD (Large)
Level Adjustment: —

This immense ape is covered in shaggy auburn fur. Even stooped over, it stands taller than a man, and its powerful odor assaults your nostrils.

Gigantopithecus is a large, reclusive ape notable for its specialized diet.

Gigantopithecus feed almost solely on bamboo and wood pulp, which they eat using their immense, powerful jaws. Most of a gigantopithecus' time is therefore spent eating, in order to extract nutrients from this sparse, difficult food. Gigantopithecus are mostly solitary, but the ranges of multiple females overlap the territory of a single male, who defends his land and females fiercely from the attention of other males. Like an orangutan, to which gigantopithecus is closely related, the males of the species are much larger than the females, and have broad, wide cheekbones.

A gigantopithecus stands about 9 feet tall and weighs from 800 to 1,200 pounds.

COMBAT

Shy and retiring, gigantopithecus prefer to use their immense size and powerful rank odor to discourage predators, and flee from most confrontations. A cornered animal, or a male defending his territory, will fight savagely with crushing fists.

Dire (Ex): A gigantopithecus is considered to be a dire animal for the purposes of saving throws.

Pummel (Ex): If a gigantopithecus hits with both slam attacks, its attacks are especially punishing and may knock the opponent senseless. This attack automatically deals an additional 2d6+8 points of damage, and the victim must succeed on a DC 18 Fortitude save or be dazed for 1 round. The save DC is Strength-based.

Stench (Ex): When a gigantopithecus is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except another gigantopithecus) within 30 feet of a gigantopithecus must succeed on a DC 17 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same gigantopithecus's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Skills: Gigantopithecus have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Originally appeared in Dragon Magazine #95 (1985).
 
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Shade

Monster Junkie
Angel, Ophan

http://www.enworld.org/forum/genera...els-possibly-other-heavenly-creatures-19.html

Angel, Ophan
Large Outsider (Angel, Extraplanar, Good)
Hit Dice: 33d8+264 (412 hp)
Initiative: +15
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 41 (-1 size, +7 Dex, +25 natural), touch 16, flat-footed 34
Base Attack/Grapple: +33/+49
Attack: Slam +44 melee (2d8+12 plus holy flames)
Full Attack: 2 slams +44 melee (2d8+12 plus holy flames)
Space/Reach: 10 ft./10 ft.
Special Attacks: Holy flames, spell-like abilities
Special Qualities: All-around vision, change shape, damage reduction 20/epic and evil, darkvision 60 ft., fires of heaven, immunity to acid, cold, and petrification, localized omniscience, low-light vision, protective aura, regeneration 20, resistance to electricity 10 and fire 10, spell resistance 34, tongues
Saves: Fort +26 (+30 against poison), Ref +25, Will +27
Abilities: Str 34, Dex 25, Con 26, Int 27, Wis 28, Cha 31
Skills: Balance +11, Bluff +46, Concentration +44, Diplomacy +54, Disguise +10 (+14 acting), Heal +45, Intimidate +50, Jump +16, Knowledge (any 4) +44, Listen +45, Search +44, Sense Motive +45, Spellcraft +44 (+48 scrolls), Spot +45, Survival +9 (+13 following tracks), Tumble +43, Use Magic Device +46 (+50 scrolls)
Feats: Ability Focus (mass hold monster), Awesome Blow, Combat Expertise, Dodge, Flyby Attack, Improved Bull Rush, Improved Initiative, Mobility, Power Attack, Quicken Spell-Like Ability (flame strike), Spring Attack, Superior Initiative
Environment: Any good-aligned plane
Organization: Solitary, pair, or host (1-4 plus 1 cherub and up to 20 HD of lesser angels)
Challenge Rating: 24
Treasure: No coins; double goods; standard items
Alignment: Always good (any)
Advancement: 34-68 HD (Huge)
Level Adjustment: —

A great golden wheel wreathed in flames, with a smaller slowly rotating wheel nested within it, floats in the air before you. Hundreds of humanoid eyes covering the surface of each spoke stare intensely outward and an overwhelming feeling of tranquilty washes over you as it approaches.

Ophanim are the carriers of a deity's throne. They work closely with cherubim, and are known to appear to prophets to bestow enlightenment and wisdom.

An ophan is 10 feet in diameter and weighs 1,000 pounds.

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

COMBAT

Ophanim defend the throne of their deity with selfless dedication. The holy flames that limn them burn their adversaries.

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

All-Around Vision (Ex): An ophan’s many eyes gives it a +4 racial bonus on Spot and Search checks, and it can't be flanked.

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

Fires of Heaven (Su): Half the damage dealt by an ophan's spells or special abilities that would normally deal fire damage results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks. This has no effect on effects like flame strike, which already deal partial damage from divine power.

Holy Flames (Ex): An ophan’s slam attack deals bludgeoning damage plus 4d8 points of damage from the angel's flaming body. Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.

Those hit by an ophan’s slam attack also must succeed on a DC 33 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.

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

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

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 33rd). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)

Regeneration (Ex): An ophan takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.

Spell-Like Abilities: At will—aid, augury, commune, continual flame, dimensional anchor, fireball (DC 23), flaming sphere (DC 22), greater dispel magic, hold monster (DC 25), lesser restoration, remove curse, remove disease, remove fear, scorching ray; 3/day—divination, heal, heat metal (DC 22), mass hold monster (DC 31), quickened flame strike (DC 25), wall of fire; 1/day—dream, fire storm (DC 28), greater restoration, incendiary cloud (DC 28), legend lore, meteor swarm (DC 29), plane shift, vision. Caster level 20th. The save DCs are Charisma-based.

Tongues (Su): A throne can speak with any creature that has a language, as though using a tongues spell (caster level 33rd). This ability is always active.

Originally appeared in Dragon Magazine #35 (1980).
 
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Shade

Monster Junkie
Stone Maiden

http://www.enworld.org/forum/genera...l-qadim-oriental-adventures-creatures-35.html

Stone Maiden
Medium Fey (Earth)
Hit Dice: 5d6+10 (27 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Base Attack/Grapple: +2/+2
Attack: Scimitar +2 melee (1d6/18–20) or masterwork shortbow +5 ranged (1d6/x3)
Full Attack: Scimitar +2 melee (1d6/18–20) or masterwork shortbow +5 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Animate rock, spell-like abilities
Special Qualities: Damage reduction 5/cold iron, greater stone meld, immunity to earth, rock dependent, spell resistance 14, vulnerability to stone-affecting magic, wild empathy
Saves: Fort +3, Ref +6, Will +6
Abilities: Str 10, Dex 15, Con 15, Int 14, Wis 15, Cha 18
Skills: Appraise +10, Concentration +10, Diplomacy +16, Hide +10, Listen +10, Move Silently +10, Sense Motive +12, Spot +10
Feats: Ability Focus (suggestion), Negotiator
Environment: Warm deserts
Organization: Solitary or formation (2–4)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: —

A beautiful elven woman stands before a nearby rock formation. She wears a loose-fitting robe, and her face is veliled.

Stone maidens are exquisitely beautiful fey. Like dryads are to trees, stone maidens are bound to a particular rock formations, standing stones, or the walls of secluded caverns and caves.

Legends claim that stone maidens are the ancestors of a desert priestess who was stolen from her tribe and imprisoned in stone by an evil dao. Supposedly, freeing a stone maiden requires the recovery of one of the maiden’s personal possessions from a powerful genie. The return of her token would sever the link with the Elemental Plane of Earth, reverting her back to a normal woman. None of this has been proven.

Stone maidens often become protectors of the surrounding natural environment and its inhabitants. They occasionally accumulate treasure from evil creatures they defeat or as "tribute" from belligerent desert nomads. Their bonded rock formations are often in close proximity to veins of precious metals or clusters of gemstones. Utilitizing their magical abilities, stone maidens generally keep their troves hidden within solid stone.

Stone maidens speak Common, Terran, and Gnome. The coloration of a stone maiden's garments reflect her bonded stone, such as dusty red for one dwelling in sandstone or black for one living in a basalt cave. Legencs claim that a stone maiden has "a face like the moon, eyes like a gazelle, and lips like rose petals."

COMBAT

Stone maidens are shy and peaceful, so their first instinct when faced with a threat is to flee. If angered or provoked, though, a stone maiden can prove a deadly opponent. Stone maidens prefer to rely on their magical abilities over melee combat. A stone maiden always opens with her suggestion ability, attempting to force her foes to leave. If that fails, she users her greater stone meld ability to flee into a nearby rock formation, and may continue to launch magical assaults from within its confines.

Animate Rock (Sp): Three times per day, a stone maiden can animate a a large stone to attack her enemies. Treat this animated stone as a Large earth elemental. The rock remains animated for 10 rounds or until destroyed.

Greater Stone Meld (Sp): Three times per day, a stone maiden can step into any rock formation and remain there indefinitely. This functions as meld into stone, except she may see out of the stone and use her special abilities to affect other creatures and objects. While in the stone, the maiden has improved cover. Although the stone maiden is immune to spells with the earth descriptor, a move earth spell can force her out by affecting the surrounding stone, as can a greater dispel magic (treat stone maiden's caster level as 7th).

Immunity to Earth (Ex): A stone maiden is immune to the detrimental effects of spells with the earth descriptor.

Rock Dependent (Su): Each stone maiden is mystically bound to a single, rock formation or standing stone and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A stone maiden's rock formation or standing stone does not radiate magic.

Spell-Like Abilities: 3/day—spike stones (DC 16), stone shape, stone tell, suggestion (DC 19). Caster level 7th. The save DCs are Wisdom-based.

Vulnerability to Stone-Affecting Magic (Ex): A stone to flesh spell does not actually change the stone maiden's structure but negates her damage reduction and natural armor for 1 full round.

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

In Zakhara
In the Al-Qadim campaign setting, many stone maidens speak Midani rather than Common.

Originally appeared in Monstrous Compendium Al-Qadim Appendix (1992).
 
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Shade

Monster Junkie
Sheen, Render

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

Sheen, Render
Large Construct (Living)
Hit Dice: 16d10+128 (183 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 26 (-1 size, +4 Dex, +13 natural), touch 13, flat-footed 22
Base Attack/Grapple: +12/+24
Attack: Blade arm +19 melee (1d10+8/19-20)
Full Attack: 6 blade arms +19 melee (1d10+8/19-20) and rotating blade mandibles +14 melee (3d10+4/18-20/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Augmented critical, electrical discharge, plasma spray
Special Qualities: Darkvision 60 ft., defensive field, living construct traits, rapid repair, tremorsense 60 ft.
Saves: Fort +13, Ref +9, Will +5
Abilities: Str 26, Dex 18, Con 26, Int 10, Wis 10, Cha 11
Skills: Listen +19, Spot +19
Feats: Blind-Fight , Cleave, Combat Reflexes, Hold the Line, Improved Critical (blade arms), Improved Initiative (B), Power Attack
Environment: Any
Organization: Solitary or pair
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 17–24 HD (Large); 25–54 HD (Huge)
Level Adjustment: —

Resembling a monstrously swollen insects, this metallic monstrosity possesses dozens of writhing metallic legs, feelers, and other sharp and serrated projections.

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

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

Renders serve one purpose for the machine cyst, and serves it well. The render exists only to defend the cyst from organic life, and has evolved to become quite effective at eradication. A typical cyst possesses only a pair of renders, but that amount is usual more than adequate.

A render is 10 feet in diameter and weighs 2,500 pounds.

Sheens speak their own language.

COMBAT

Renders are built for combat, and are well-suited at dishing out punishment. Its tactics are simple: move within range of its adversaries and unleash a full attack. It uses Combat Reflexes and Hold the Line effectively to increase its already dazzling array of attacks.

Augmented Critical (Ex): A render's rotating blade mandibles threaten a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

Defensive Field (Su): Renders automatically generate a physical protective field. This grants the walker damage reduction 3/- and resistance to acid 3, cold 3, electricity 3, fire 3, and sonic 3. The defensive field has no limit on the amount of damage it can prevent per day.

Electrical Discharge (Su): Five times per day, a render can release stored energy as a powerful electrical shock. Its next successful blade arm attack deals an additional 3d4 points of electricity damage. Alternatively, if an attacker strikes the render with an unarmed strike or metallic weapon while the render contains an excess charge in its carapace, the foe takes 3d4 points of electricity damage. This attack expends one of the render's electrical charges, regardless of the damage dealt.

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

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

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

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

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

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

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

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

Plasma Spray (Su): 60-foot cone, every 1d4 rounds up to 3/day, damage 8d10 electricity plus 8d10 fire, Reflex DC 26 half. The save DC is Constitution-based.

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

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

On Oerth

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

Originally appeared in Dragon Magazine #258 (1999).
 
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Shade

Monster Junkie
Worm, Giant, Diopatra

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-36.html

Worm, Giant, Diopatra
Large Vermin (Aquatic)
Hit Dice: 2d8+6 (15 hp)
Initiative: +1
Speed: 5 ft. (1 square), swim 20 ft., burrow 10 ft.
Armor Class: 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11
Base Attack/Grapple: +1/+11
Attack: Bite +2 melee (1d8+3)
Full Attack: Bite +2 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Chew, improved grab
Special Qualities: Accelerated healing, darkvision 60 ft., hold breath, split, tremorsense 60 ft., vermin traits
Saves: Fort +6, Ref +1, Will -1
Abilities: Str 15, Dex 13, Con 16, Int —, Wis 9, Cha 5
Skills: Hide -3 (+9 in tube)*, Swim +10
Feats: —
Environment: Any aquatic
Organization: Solitary or colony (5-50)
Challenge Rating: 1
Treasure: 1/3 goods (gems only; see text)
Alignment: Always neutral
Advancement: 3-4 HD (Large); 5-8 (Huge); 9-16 (Gargantuan)
Level Adjustment: —

The head of this long, bristly worm ends in a quintet of long tentacles.

The diopatra is one of the polychaetes, or bristle worms.

A diopatra creates heavy, parchment-like tubes covered with bits of shell, seaweed, and other debris that the worm collects and puts in place.

All polychaetes have two sexes, unlike earthworms. Gender is nearly impossible to determine without cutting one open and examining the reproductive organs. This can lead to challenges for would-be breeders, who sometimes use bristle worms to guard moats and harbors.

The jaws of a diopatra are hardened by thick deposits of mother-of-pearl, reflected in the treasure line above.

The body of a mature diopatra is 2 to 4 feet in diameter and 12 to 25 feet in length, weighing about 500 pounds. Coloration varies wildly, from golden orange to blue.

COMBAT

Diopatra lie in wait within their tubes, then ambush prey from by swiftly extending halfway out and seizing prey with their primary jaws. While their parapodia help immobilize the prey, they rip it apart with their secondary jaws.

Accelerated Healing (Ex): A diopatra recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per HD for a full 8 hours of rest in a day, or 4 hit points per HD for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.

Chew (Ex): When a diopatra gets a hold on a foe with its primary jaws, it uses its secondary jaws to chew and swallow vast hunks of the creature’s flesh, dealing 1d8+3 damage each round it maintains the grapple.

Hold Breath (Ex): A diopatra can remain out of water for a number of rounds equal to 4 x its Constitution score before it risks drowning.

Improved Grab (Ex): To use this ability, a diopatra must hit 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 attempt to swallow the foe the following round.

Split (Ex): A critical hit with a slashing weapon deals no damage to a diopatra. Instead the worm splits into two identical worms, each with half of the original’s current hit points (round down). A diopatra with 1 hit point or less cannot be further split and suffers damage normally.

The headless half may not attack for 8 hours until it grows a new head. It may continue to take other actions, and generally will attempt to flee and hide until its head is formed.

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

*A diopatra has a +12 racial bonus on Hide checks made while in its tube.

Lumbrineris

The lumbrineris is longer and thinner than the diopatra. It burrows through mud and sand seeking organic material to devour. Lumbrineris resembles an earthworm, for it lacks the elaborate antennae and parapodia of the diopatra. The jaws of lumbrineris are hardened with calcite (limestone) rather than aragonite, and are worth only 1-5 sp.

The lumbrineris uses the diopatra's statistics except as follows:

Speed: 5 ft. (1 square), swim 20 ft., burrow 20 ft.
Special Attacks: Chew, improved grab, venomous bristles

Venomous Bristles (Ex): Any creature that grapples a lumbrineris or hits it with a natural weapon is exposed to its poison.

Lumbrineris Bristle Venom: Contact, Fortitude DC 14, initial damage sickened for 1 minute, secondary damage 1d2 Dex and sickened for 1d10 minutes. The save DC is Constitution-based.

Originally appeared in Dragon Magazine #133 (1988).
 
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Shade

Monster Junkie
Demon, Tribute Gatherer

http://www.enworld.org/forum/general-monster-talk/78935-converting-monsters-dungeon-magazine-45.html

Demon, Tribute Gatherer (Culota)
Large Outsider (Chaotic, Evil, Extraplanar, Tanar'ri)
Hit Dice: 10d8+70 (115 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 90 ft.
Armor Class: 21 (–1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
Base Attack/Grapple: +10/+20
Attack: Claw +15 melee (1d8+6)
Full Attack: 2 claws +15 melee (1d8+6) and 2 tentacles +13 melee (1d8+3) and bite +13 melee (1d8+3)
Space/Reach: 10 ft./10 ft. (20 ft. w/tentacles)
Special Attacks: Bite, caustic ink spray, constrict 1d8+6, improved grab, maul, spell-like abilities, summon tanar'ri, telekinetic thrust
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft.
Saves: Fort +14, Ref +9, Will +10
Abilities: Str 22, Dex 15, Con 25, Int 15, Wis 16, Cha 16
Skills: Appraise +15, Intimidate +16, Knowledge (religion) +15, Knowledge (the planes) +15, Listen +16, Search +23, Spellcraft +15 (+17 scrolls), Spot +24, Survival +3 (+5 following tracks, +5 on other planes), Swim +27, Use Magic Device +16 (+18 scrolls)
Feats: Dodge, Mobility, Multiattack, Spring Attack
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 10
Treasure: Standard (double goods and items in lair)
Alignment: Always chaotic evil
Advancement: 11–14 HD (Large); 15–30 HD (Huge)
Level Adjustment: —

Vaguely resembling a large seaweed-green octopus, this horrid thing is clearly not of this world. A pair of long arms end in sharp claws, while a pair of longer tentacles are octopoid. Two large flaps, like those of a manta ray, extend from beneath its bulbous body. Its large maw filled with black, glistening teeth.

Tribute gatherers, as their name implies, are aquatic demons sent to collect tribute for demon princes and other powerful Abyssal entities. Also known as culota, these demons possess a secret pouch hidden in the central portion of their underbellies, in which to store the treasure they gather.

A tribute gatherer is 10 feet tall and weighs 300 pounds.

Tribute gatherers speak Abyssal, Celestial, and Draconic.

COMBAT

In melee, a culota is a deadly adversary. It grabs and constricts foes with its talons and tentacles, dragging them within reach of its horrid maw. If flanked or surrounded, it uses its telekinetic thrust to push foes back. Should the battle turn against it, a tribute gatherer can release a burst of caustic ink to cover its escape.

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

Caustic Ink Spray (Ex): A tribute gatherer can emit a spray of acidic, jet-black ink once every 1d4 rounds as a free action. It can be used both on land or underwater, dealing 2d12 points of acid damage (Reflex DC 22 half). The save DC is Constitution-based.

On land, the spray is a 50-foot-radius burst centered on the culota. Underwater, the spray forms a cloud 20 feet high by 20 feet wide by 20 feet long. The cloud provides total concealment, which the tribute gatherer normally uses to escape a losing fight. All vision within the cloud is obscured.

Constrict (Ex): A tribute gatherer deals 1d8+3 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a tribute gatherer must hit an opponent of any size 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.

Maul (Ex): A tribute gatherer that hits an opponent with both its claw attacks immediately hits with its subsequent bite attack.

Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only); 1/week—plane shift. Caster level 10th. The save DCs are Charisma-based.

Summon Tanar'ri (Sp): Once per day a culota can attempt to summon 2d6 fiendish octopi or 1d6 skulvyn* with a 50% chance of success or a fiendish giant octopus or another tribute gatherer with a 20% chance of success. This ability is the equivalent of a 8th-level spell.

*If you are not using the Fiend Folio in your campaign, replace with 1d4 babaus with the aquatic subtype, the amphibious SQ and a swim speed equal to land speed.

Telekinetic Thrust (Su): Every other round, a tribute gatherer may lash out with telekinetic energy. This functions as the telekinesis spell (caster level equals culota's Hit Dice), but can only use the violent thrust option (Will DC 18 negates). The maximum weight it can throw is 500 pounds. The save DC is Charisma-based.

Skills: A tribute gatherer has a +8 racial bonus on Search and Spot checks. A tribute gatherer 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.

In The Realms

Tribute gatherers are primarily servants of Umberlee, dwelling mostly on her layer of the Abyss. The Bitch Queen occasionally sends culota to Toril where they prowl the oceans and frequent her temples, collecting treasure to start new temples and shrines in her honor.

Originally appeared in Dungeon Magazine #64 (1997).
 
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Shade

Monster Junkie
Macrauchenia

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-30.html

Macrauchenia
Large Animal
Hit Dice: 5d8+10 (32 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+12
Attack: Hoof +7 melee (1d6+5)
Full Attack: 2 hooves +7 melee (1d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Dire, fleet of foot, low-light vision, scent
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 20, Dex 15, Con 16, Int 2, Wis 11, Cha 4
Skills: Listen +4, Spot +4
Feats: Dodge, Run
Environment: Temperate and warm plains
Organization: Solitary or herd (2–12)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6–11 HD (Large), 12-22 HD (Huge)
Level Adjustment: —

This large creature resembles a shaggy, humpless camel with a tapir-like trunk. It has a long neck and thick limbs. Its tawny coat resembles dry grass.

This three-toed ungulate is herbivorous, feeding mostly on on leaves from trees and bushes. It is has great mobility for a creature of its size and shape.

A macrauchenia is about 9-1/2 feet long and weighs around a ton.

COMBAT

Generally docile like an elephant, this creature prefers to run away from predators using its fleet of foot ability to distance itself from predators. When cornered or in defense of its young, the macrauchenia lashes out with its hooves, rising up and pummeling its foes.

Dire (Ex): A macrauchenia is considered to be a dire animal for the purposes of saving throws.

Fleet of Foot (Ex): When running or charging, a macrauchenia can make a single direction change of 90 degrees or less. If charging, the macrauchenia must move in a straight line for 10 feet (2 squares) after the turn to maintain the charge.

Originally appeared in Dragon Magazine #137 (1988).
 
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Shade

Monster Junkie
Skin Puppet

http://www.enworld.org/forum/general-monster-talk/73265-converting-world-greyhawk-monsters-47.html

Skin Puppet (template)

Skin puppets are the servants of the false Keraptis mold wyrm Mossmutter, creatures that succumbed to Mossmutter's spore cough. They now act as Mossmutter's Subsumed Minds. (See the entry for Mossmutter, the false Keraptis template, and the Subsumed Mind template for more information.)

Upon becoming a skin puppet, the creature's skin tears and gray fungal goo oozes forth from cracks and gaps in the skin. As this goo hardens, it forms crusty patches, giving the skin the appearance of an ill-made garment. Hundreds of fibrous threads cover the skin puppet, preventing it from collapsing into fungal jelly.

Upon its death, a skin puppet splits open and its gray, gooey innards spill forth onto the ground. This goo arises as a mold wyrm 8 hours later. Upon Mossmutter's destruction, all skin puppets immediately die as well, becoming ordinary mold wyrms.

The transformation to a skin puppet can be reversed with a wish or miracle.

Creating a Skin Puppet

"Skin puppet" is an acquired template that can be added to any living creature with an Intelligence score which has been affected by the partial imprint ability of the false Keraptis Mossmutter (henceforth referred to as the base creature).

Creatures of more than 20 racial HD cannot become skin puppets. Mossmutter's spores cannot convert such a powerful creature into a skin puppet, and they kill their victim instead.

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

Size and Type: The base creature’s size is unchanged, and the type changes to plant.

Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1). Change all Hit Dice to d8.

Speed: The natural speed and movement forms of the skin puppet are unchanged.

Armor Class: The natural armor of a skin puppet is unchanged. A skin puppet retains its armor proficiencies.

Base Attack: A skin puppet has a base attack bonus as normal for a plant of its hit dice (Base attack bonus equal to 3/4 total Hit Dice, as cleric).

Attacks: A skin puppet retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature and gains two claw attacks (if it did not already have them). These attacks are subject to a -1 insight penalty.

Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skin puppet's size. (If the base creature already had claw attacks with its hands, use the skin puppet claw damage only if it’s better.)
Size Damage
Diminutive or Fine 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 3d6

Special Attacks: A skin puppet retains the base creature's Ex special attacks except for those gained from class abilities. It loses all Su, Sp, and Ps special attacks. It also gains the following special attacks.

Claw Spores: Creatures damaged by a skin puppet's claw attack must make a Fortitude save or spend that round choking and coughing (they can take no actions, though they defend themselves normally). A character who chokes for 2 or more consecutive rounds takes 1d6 points of nonlethal damage each round. The save DC is Constitution-based.

Instrument of Hierarchical Mind (Su): A skin puppet can act with the will of Mossmutter's Hierarchical Mind. If Mossmutter directs the skin puppet, the skin puppet may take actions as a normal creature. In addition, if Mossmutter chooses, it may channel spell-like abilities through its skin puppets. This functions as if the skin puppet had used one of Mossmutter's spell-like abilities, using Mossmutter's statistics. Each skin puppet may channel only one spell-like ability per round.

Special Qualities: A skin puppet retains the base creature's Ex special qualities except for those gained from class abilities. It loses all Su, Sp, and Ps special attacks. It also gains the following special qualities.

Hierarchical Mind Awareness (Su): All skin puppets and Mossmutter share the awareness of the Hierarchical Mind. A skin puppet cannot be flanked unless all skin puppets within line of sight are flanked.

Single Actions Only (Ex): Skin puppets have little will of their own and can perform only a single move action or attack action each round, except when they are directed by the Hierarchical Mind (see Instrument of Hierarchical Mind above).

Saves: A skin puppet has base save bonuses appropriate for a plant of its hit dice (good Fortitude saves, poor Will and Reflex saves).

Abilities :The base creature's ability scores change as follows: Dex -2, Con +2, Int -.

Skills: As a mindless creature, a skin puppet has no skills.

Feats: A skin puppet keeps the feats of the base creature but may only use those for which it still meets the prerequisites.

Environment: Any.
Organization: Solitary, ganglion (2-6), or hierarchical mind (3-40 skin puppets plus possibly Mossmutter)
Challenge Rating: Depends on hit dice, as follows:
HD CR
1/2 1/6
1 1/3
2–3 1
4–5 2
6–7 3
8–9 4
10–11 5
12–14 6
15–17 7
18–20 8
Treasure: None.
Alignment: Always chaotic evil.
Advancement: Same as the base creature.
Level Adjustment: —.


Sample Skin Puppet

Skin Puppet Gnome Warrior 1
Small Plant
Hit Dice: 1d8+3 (7 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 15 (+1 size, -1 Dex, +4 chain shirt, +1 light shield), touch 10, flat-footed 15
Base Attack/Grapple: +0/–4
Attack: Longsword +0 melee (1d6/19–20) or claw +0 melee (1d4 plus claw spores) or light crossbow -1 ranged (1d6/19–20)
Full Attack: Longsword +0 melee (1d6/19–20) and claw -5 melee (1d4 plus claw spores) or 2 claws +0 melee (1d4 plus claw spores) or light crossbow -1 ranged (1d6/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Instrument of hierarchical mind
Special Qualities: Gnome traits (except Sp abilities), hierarchical mind awareness, single actions only
Saves: Fort +5, Ref -1, Will –1
Abilities: Str 11, Dex 9, Con 16, Int —, Wis 9, Cha 8
Skills: —
Feats: Weapon Focus (light crossbow)
Environment: Any.
Organization: Solitary, ganglion (2-6), or hierarchical mind (3-40 skin puppets plus possibly Mossmutter).
Challenge Rating: 1/3
Treasure: None.
Alignment: Chaotic evil.
Advancement: —
Level Adjustment: —

Originally appeared in Return to White Plume Mountain (1999).
 
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Shade

Monster Junkie
Swamp Wyrm

http://www.enworld.org/forum/general-monster-talk/219404-converting-monsters-dragon-magazine-44.html

Swamp Wyrm
Huge Dragon
Hit Dice: 18d12+90 (207 hp)
Initiative: +7
Speed: 30 ft. (6 squares), swim 40 ft.
Armor Class: 26 (-2 size, +3 Dex, +15 natural), touch 11, flat-footed 23
Base Attack/Grapple: +18/+38
Attack: Bite +24 melee (2d8+12/19-20)
Full Attack: Bite +24 melee (2d8+12/19-20)
Space/Reach: 15 ft./10 ft. (15 ft. with bite)
Special Attacks: Breath weapon, chilling secretions, constrict 2d8+12 plus 2d8 cold, corrupt water, improved grab
Special Qualities: Darkvision 60 ft., immunity to magic sleep effects and paralysis, low-light vision, murkvision, resistance to cold 15, water breathing
Saves: Fort +16, Ref +14, Will +12
Abilities: Str 27, Dex 17, Con 20, Int 6, Wis 13, Cha 12
Skills: Hide +17*, Listen +18, Move Silently +20, Spot +18, Survival +13
Feats: Awesome Blow, Combat Reflexes, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Power Attack, Snatch
Environment: Temperate and warm swamps
Organization: Solitary or pair
Challenge Rating: 11
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: 19-30 HD (Huge); 31-38 HD (Gargantuan); 39-45 HD (Colossal)
Level Adjustment: —

Bursting from the swamp is a huge, serpentine creature with olive-hued scales. Its draconic face is feral. Puffs of vapor escape its wide maw, as if the temperature were quite a bit colder.

Swamp wyrms are serpentine relatives of true dragons. Two species exist, the knucker (shown here) and the guivre (see below). Both types prefer to lair in remote areas, usually within swamps or lakes. Knucker holes are easy to locate, for they are generally chilly, fog-shrouded, and may even have a covering of ice, despite being located in warm climates.

Swamp wyrms lead solitary lives, seeking the company of others of their kind only in the spring to mate. They hoard treasure solely to impress members of the opposite sex, for the swamp wyrm with the largest hoard gets first pick of its mate. A clutch of 1-4 young hatch in the mid- to late summer.

Swamp wyrms are primarily carnivorous, dining on any creatures that venture near their pools. When such prey grows scarce (often due to the foulness of the body of water they inhabit), they may prowl into nearby lakes or even venture into oceans to hunt. They reside at the top of the local food chain, and aren't afraid of larger creatures, even other dragons.

Swamp wyrms can have a devastating effect on nearby regions. Not only do they prey on nearby settlements, but their foul secretions and corrupting influence tend to destroy the ecosystem. As a result, they are nearly universally hated by most humanoid races.

An adult swamp wyrm is over 30 feet long and weighs around 7,500 pounds.

Swamp wyrms speak Draconic.

COMBAT

Swamp wyrms prefer to lie submerged in murky water, waiting for prey to come for a drink. At that point, the swamp wyrm strikes, attempting to bite the victim and transfer it to its crushing coils. When facing multiple opponents, a swamp wyrm generally opens with its breath weapon.

Breath Weapon (Su): 30-foot cone, once every 1d4 rounds, damage 6d10 cold, Reflex DC 24 half. The save DC is Constitution-based.

Chilling Secretions (Ex): A knucker's scales continuously produce a chilling secretion, cold enough to chill the nearby water. A knucker deals an additional 2d8 points of cold damage to any creature it grapples or constricts. Creatures hitting a knucker with natural weapons or unarmed attacks also suffer 2d8 points of cold damage. When underwater, the knucker's chilling secretions deal 2d8 points of cold damage every round to all creatures within 30 feet.

Constrict (Ex): On a successful grapple check, a knucker deals 2d8+12 points of damage, plus 2d8 points of cold damage from its chilling secretions.

Corrupt Water (Sp): Once per day a swamp wyrm can stagnate one 10-foot-cube (1,000 cubic feet) of water (up to 120 feet away), making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a DC 20 Will save or become fouled. This ability is the equivalent of a 1st-level spell.

Improved Grab (Ex): To use this ability, a swamp wyrm must hit 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 constrict.

Murkvision (Ex): A swamp wyrm's vision is not limited in dark or murky water. It treats all water as clear water for purposes of determining vision.

Water Breathing (Ex): A swamp wyrm can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

Skills: A swamp wyrm 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.

*Swamp wyrms have a +4 racial bonus on Hide checks when in swamp environments. This bonus on Hide checks increases to +8 when the swamp wyrm is immobile.

Guivre

The guivre (giv-ray) is pale green and prefers cold environments.

Guivre pools are always steaming hot, melting snow and ice around them like hot springs.

Guivre use the statistics above, with the following changes:

Special Attacks: Breath weapon, burning secretions, constrict 2d8+12 plus 2d8 fire, corrupt water, improved grab
Special Qualities: Darkvision 60 ft., immunity to magic sleep effects and paralysis, low-light vision, murkvision, resistance to fire 15, water breathing
Environment: Cold swamps

Breath Weapon (Su): 30-foot cone, once every 1d4 rounds, damage 6d10 fire, Reflex DC 24 half. The save DC is Constitution-based.

Burning Secretions (Ex): A guivre's scales continuously produce a burning secretion, hot enough to melt the nearby ice and create steam on the water. A guivre deals an additional 2d8 points of fire damage to any creature it grapples or constricts. Creatures hitting a guivre with natural weapons or unarmed attacks also suffer 2d8 points of fire damage. When underwater, the guivre's burning secretions deal 2d8 points of fire damage every round to all creatures within 30 feet.

Constrict (Ex): On a successful grapple check, a guivre deals 2d8+12 points of damage, plus 2d8 points of fire damage from its burning secretions.

Originally appeared in Dragon Magazine #182 (1992).
 
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Shade

Monster Junkie
Caveling (template)

http://www.enworld.org/forum/genera...erting-monsters-first-edition-modules-40.html

Caveling

Cavelings are members of humanoid races that have been trapped underground for generations, shut off from other members of their own races. Over time, they have succumbed to madness, while their bodies have been horribly twisted and distorted by the experimentation of the slavemaster Markessa, in her quest to create the perfect slave.

Cavelings wield crude manufactured weapons, such as clubs, or castoff equipment from other subterranean creatures.

Creating a Caveling

“Caveling” is an acquired template that can be added to any humanoid (referred to hereafter as the base creature).

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

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

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

Mutations: Each caveling has at least one mutation. Roll 1d20 and consult the table below.

1. Acidic Blood (Ex): The caveling's acidic blood deals 1d4 points of damage to any creature attacking it with a slashing or piercing weapon. This mutation increases the caveling's CR and LA by +1.

2. All-Around Vision (Ex): The caveling grows additional eyes, granting it a +4 racial bonus on Spot and Search checks, and it can't be flanked. This mutation increases the caveling's LA by +1.

3. Bug Eyes (Ex): The caveling's compound eyes grant it a +10 racial bonus on Spot checks, but it is dazzled in bright light.

4. Claws (Ex): The caveling's hands end in wicked claws. It gains two claw attacks as natural attacks that deal damage based on size: Small = 1d3, Medium = 1d4, Large = 1d6.

5. Cricket Legs (Ex): The caveling's legs have warped into an approximation of a cave cricket's. The caveling gains a +10 racial bonus on Jump checks.

6. Deformity: The caveling's appearance has grown more grotesque, resulting in a -2 penalty on Charisma-based skill checks.

7. Enhanced Ears (Ex): The caveling gains a +2 racial bonus on Listen and Balance checks but suffers a -1 penalty on saves vs. sonic attacks.

8. Fangs (Ex): The caveling gains a bite attack that deals damage based on size: Small = 1d4, Medium = 1d6, Large = 1d8.

9. Fungal Farmer (Ex): The caveling's skin assumes a greenish-white pallor, and it gains a +4 racial bonus on saves vs. poison and disease.

10. Gills (Ex): The caveling can breathe water as well as air.

11. Hunter Sense (Ex): The caveling gains the scent special quality. This mutation increases the caveling's LA by +1.

12. Low-Light Vision (Ex): The caveling gains low-light vision.

13. Massive Intellect: The caveling gains +2 to Intelligence and suffers a -2 penalty to Charisma due to swelling of the frontal lobe.

14. Modified Anatomy (Ex): The caveling's reaarranged anatomy grants it light fortification (25% chance to negate a critical hit). This mutation increases the caveling's CR and LA by +1.

15. Muscular Leg (Ex): The caveling gains a 5-foot increase to its base land speed.

16. Suction Cups (Ex): The caveling's fingertips end in lizardlike suction cups, granting it a climb speed of 10 feet. This mutation increases the caveling's LA by +1.

17. Tentacle (Ex): The caveling gains a tentacle. The tentacle does not have an independent natural attack, but the caveling automatically constricts a grappled opponent on a successful grapple check, doing bludgeoning damage based on size: Small = 1d3, Medium = 1d4, Large = 1d6.

18. Whiplike Tail (Ex): The caveling gains a tail whip natural attack that deals damage based on size: Small = 1d4, Medium = 1d6, Large = 1d8. The caveling adds 1-1/2 times its Strength modifier to this damage.

19. Exceptionally Mutatied: Roll twice on this table. This increases the caveling's CR and LA by +1.

20. Test Subject: Roll four times on this table. This increases the caveling's CR and LA by +2.

Abilities: Modify from the base creature as follows: Wis -4, Cha -4.

Environment: Underground.
Organization: Gang (2–4), squad (11–20 plus 2 3rd-level mutatns and 1 leader of 3rd–6th level), or band (30–100 plus 150% noncombatants plus 1 3rd-level mutant per 10 adults, 5 5th-level mutants, and 3 7th-level leaders).
Challenge Rating: Same as the base creature +0 (unless specific mutations state otherwise).
Treasure: Same as the base creature.
Alignment: Usually lawful.
Advancement: Same as the base creature.
Level Adjustment: +0 (unless specific mutations state otherwise).

Sample Caveling

This caveling was originally a hobgoblin 1st-Level warrior.

Caveling
Medium Humanoid (Goblinoid)
Hit Dice: 1d8+2 (6 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Longsword +2 melee (1d8+1/19–20) or javelin +2 ranged (1d6+1)
Full Attack: Longsword +2 melee (1d8+1/19–20) or javelin +2 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mutation (tentacle)
Special Qualities: Darkvision 60 ft., mutation (fungal farmer)
Saves: Fort +4 (+8 vs. poison and disease), Ref +1, Will –3
Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 5, Cha 4
Skills: Hide +3, Listen +2, Move Silently +3, Spot +2
Feats: Alertness
Environment: Underground
Organization: Gang (2–4), squad (11–20 plus 2 3rd-level mutatns and 1 leader of 3rd–6th level), or band (30–100 plus 150% noncombatants plus 1 3rd-level mutant per 10 adults, 5 5th-level mutants, and 3 7th-level leaders)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +2

Fungal Farmer (Ex): The caveling's skin assumes a greenish-white pallor, and it gains a +4 racial bonus on saves vs. poison and disease.

Tentacle (Ex): The caveling has a tentacle. The tentacle does not have an independent natural attack, but the caveling automatically constricts a grappled opponent on a successful grapple check, doing 1d4 points of bludgeoning damage.

Skills: Hobgoblins have a +4 racial bonus on Move Silently checks.

Originally appeared in A2 Secret of the Slavers' Stockade (1981).
 
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