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Shade

Monster Junkie
Angel, Archangel

http://www.enworld.org/forum/genera...els-possibly-other-heavenly-creatures-29.html

Angel, Archangel
Large Outsider (Angel, Extraplanar, Good)
Hit Dice: 11d8+55 (104 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 30 (-1 size, +1 Dex, +12 natural, +8 full plate), touch 10, flat-footed 29
Base Attack/Grapple: +11/+20
Attack: +3 evil outsider bane silver greatsword +18 melee (3d6+10/19-20) or slam +15 melee (2d8+7)
Full Attack: +3 evil outsider bane silver greatsword +18/+13 melee (3d6+10/19-20) or slam +15 (2d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities, summon angels
Special Qualities: Change shape, damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 22, tongues
Saves: Fort +12 (+16 against poison), Ref +10, Will +10
Abilities: Str 20, Dex 12, Con 20, Int 17, Wis 17, Cha 23
Skills: Concentration +19, Diplomacy +22, Disguise +20, Gather Information +20, Intimidate +20, Knowledge (religion) +17, Listen +17, Move Silently +9*, Sense Motive +17, Spot +17, Survival +17 (*includes -6 armor check penalty)
Feats: Empower Spell-Like Ability (spiritual weapon), Lightning Reflexes, Power Attack, Stand Still, Track (B)
Environment: Any good-aligned plane
Organization: Solitary, pair, or host (1-3 archangels plus 12-100 lesser angels)
Challenge Rating: 13
Treasure: No coins; double goods; standard items
Alignment: Always good (any)
Advancement: 12-22 HD (Large); 23-50 HD (Huge)
Level Adjustment: —

This creature resembles a beautiful, muscular human nearly ten feet tall. It is clad in white garments and wears a suit of glimmering plate armor, through which flap its white, feathered wings.

Archangels act as messengers or as marshals in heavenly armies. Their power varies greatly, with the mightiest known to lead armies of several thousand lesser angels.

An archangel is 10 feet tall and weighs about 700 pounds.

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

COMBAT

Archangels generally lead other angels into battle, felling fiends with their +3 evil outsider bane silver greatswords.

An archangel's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

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

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 11th). 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.)

Spell-Like Abilities: At will—continual flame, detect evil, discern lies, dispel evil, dispel magic, holy smite (DC 20), prayer, spiritual weapon; 3/day—empowered spiritual weapon, plane shift; 1/day—blade barrier (DC 22), call lightning storm (DC 21), earthquake, flame strike (DC 21), holy word (DC 23), insect plague, raise dead, symbol of persuasion (DC 22), symbol of sleep (DC 21), symbol of stunning (DC 23). Caster level 11th. The save DCs are Charisma-based.

Summon Angels (Sp): Three times per day, an archangel can summon 1d6 angels of the ninth order, 1d4 agathions or movanic devas, 1d3 angels of healing, or 1 monadic deva. This ability is the equivalent of a 9th-level spell.

Tongues (Su): An archangel can speak with any creature that has a language, as though using a tongues spell (caster level 11th). This ability is always active.

Advanced Archangels

Archangels run a wide gamut of power levels, from serving as messengers to generals of heavenly armies leading several thousand warrior angels into battle.

As an archangel gains additional Hit Dice, its caster level increases at a similar rate (max 20th). Its spell resistance is equal to its Challenge Rating +9.

Additionally, archangels of 23 or more Hit Dice gain the following:
  • Damage reduction improves to 15/epic and evil
  • Regeneration improves to 15
  • Spell-Like Abilities: Blade barrier, call lightning storm, flame strike, insect plague, raise dead, and symbol of sleep all can now be used 3/day.
  • Summon Angels (Sp): Three times per day, an archangel can summon 3d6 angels of the ninth order, 1d8 agathions or movanic devas, 1d6 angels of healing, 1d4 monadic devas, or 1d2 angels of wrath or astral devas. This ability is the equivalent of a 9th-level spell.
Originally appeared in Dragon Magazine #35 (1980).
 
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Shade

Monster Junkie
Ochimo, Fire

http://www.enworld.org/forum/genera...l-qadim-oriental-adventures-creatures-37.html

Ochimo, Fire
Medium Outsider (Chaotic, Evil, Native)
Hit Dice: 10d8+50 (95 hp)
Initiative: +5
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 22 (+1 Dex, +5 natural, +6 masterwork banded mail), touch 11, flat-footed 21
Base Attack/Grapple: +10/+13
Attack: Masterwork katana +14 melee (1d10+3/19-20)
Full Attack: Masterwork katana +12/+7 melee (1d10+3/19-20) and masterwork wakizashi +12/+7 melee (1d6+1/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spirit capture gaze
Special Qualities: Darkvision 60 ft., fire bond, Opawang bond, ring of spells, spell resistance 12
Saves: Fort +12, Ref +12, Will +9
Abilities: Str 17, Dex 21, Con 21, Int 12, Wis 14, Cha 14
Skills: Diplomacy +17, Gather Information +15, Hide +13*, Intimidate +15, Knowledge (arcana) +14, Listen +15, Move Silently +13*, Sense Motive +15, Spot +15 (*includes -5 armor check penalty)
Feats: Ability Focus (spirit capture gaze), Improved Two-Weapon Fighting, Reckless Offense, Two-Weapon Fighting
Environment: Any
Organization: Solitary or clan (2-4 ochimo of mixed types)
Challenge Rating: 9
Treasure: None (except arms and armor listed above)
Alignment: Always chaotic evil
Advancement: —
Level Adjustment: —

A masked samurai warrior in full regalia stands before you. It carries a katana and wakizashi of superior quality. A yellow disk rests on the forehead of its mask.

The ochimo are the quasi-spirit creations of the Opawang, the Dead Spirit King, and act as his messengers, servants, and warriors. Each possesses a gaze attack that can drain the spirit of the living. An ochimo carries stolen spirits to Opawangchicheng, where it turns the spirit over to the Opawang.

When slain, the arms and armor of the ochimo fall to the ground, while a fleeting image of a black tiger-shaped form can be seen as the ochimo's spirit departs. All captured spirits not yet presented to the Opawang are immediately released and restored to their original state.

When using its spirit capture gaze, the fire ochimo seems to fires beams of flame from the eyehole of its mask, reducing its victim to a fine ash that drifts away.

An ochimo is 6 feet tall and weighs 230 pounds.

Ochimo speak Common and Shou.

COMBAT

An ochimo fights fearlessly until it has captured tis capacity of spirits. It slays all that it cannot capture that get in its way.

The fire ochimo carries the ring of spells, a ring of spell storing with the capable to wither a victim once per day.

An ochimo'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.

Fire Bond (Ex): A fire ochimo has a +2 racial bonus on saving throws against spells with the Air, Earth, or Water descriptor, but suffers a -2 racial penalty against spells with the Fire descriptor. Additionally, a fire ochimo has vulnerability (+50% damage) to damage-dealing spells with the Fire descriptor. A fire ochimo can be turned or destroyed by an effect that normally turns creatures of the Fire subtype (such as the Water domain granted power), but is immune to effects that normally turn outsiders (such as the Planar Turning epic feat).

Opawang Bond (Su): The first 15 hp of damage that an ochimo suffers each day are instantly transferred to the Opawang and have no effect on the Ochimo.

Ring of Spells: The Fire Ochimo possesses the ring of spells, a unique minor ring of spell storing that can also be used once per day to make a deadly withering touch attack. With a successful touch attack, this deals 1d4 Str and 1d4 Con damage. On a critical hit, the damage is not doubled, but is instead treated as ability drain. The ring of spells usually contains two magic missiles and shield.

Spirit Capture Gaze (Su): Spirit captured, 30 ft, Fortitude save DC 19 negates. The save DC is Charisma-based.

A captured spirit is instantly transformed into its incorporeal essence, which is absorbed by the ochimo. An ochimo may hold up to 10 HD of spirits; its spirit capture attack automatically fails against creatures that would exceed that limit. The Opawang may remove spirits from an ochimo. Otherwise, the captured spirit cannot be raised or resurrected, but a break enchantment cast on the ochimo (and which penetrates the ochimo's SR), limited wish, miracle, or wish spell frees it, as does destroying the ochimo. A freed spirit is instantly returned to life in the precise condition it had when captured.

Originally appeared in OA3 - Ochimo the Spirit Warrior (1987).
 
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Shade

Monster Junkie
http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-55.html

Ape, Giant
Huge Animal
Hit Dice: 10d8+40 (85 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 15 ft.
Armor Class: 16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Base Attack/Grapple: +7/+27
Attack: Claw +15 melee (2d4+10) or rock +7 ranged (2d6+10)
Full Attack: 2 claws +15 melee (2d4+10) and bite +10 melee (2d6+5) or rock +7 ranged (2d6+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Fierce grappler, improved grab, rend 3d6+15, rock throwing, toss
Special Qualities: Dire, low-light vision, scent
Saves: Fort +11, Ref +10, Will +10
Abilities: Str 30, Dex 13, Con 18, Int 2, Wis 12, Cha 7
Skills: Climb +18, Listen +8, Spot +8, Survival +4
Feats: Alertness, Iron Will, Lightning Reflexes, Power Attack
Environment: Any forests or mountains
Organization: Solitary or gang (2-5)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 (Gargantuan)
Level Adjustment: —

This massive, feral ape is nearly three times as tall as a man.

Giant apes are massive relatives of the dire ape.

A giant ape stands about 18 feet tall and weighs from 6,000 to 10,000 pounds.

COMBAT

Like dire apes, giant apes attack anything that enters their territory, even other apes. They are just as likely to throw a grappled opponent as rend them. Giant apes are also capable of throwing large stones with considerable accuracy.

Dire (Ex): Giant apes are considered to be dire animals for the purposes of saving throws.

Fierce Grappler (Ex): Giant apes have a +2 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

Improved Grab (Ex): To use this ability, a giant ape must hit with a claw 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 toss its opponent.

Rend (Ex): If a giant ape hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 3d6+15 points of damage.

Rock Throwing (Ex): Giant apes are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant ape can hurl rocks weighing 60 to 80 pounds each (Medium objects) up to five range increments. The range increment is 60 feet for a giant ape's thrown rocks.

Toss (Ex): A giant ape can toss a grappled opponent in a random direction. Resolve the toss as a bull rush maneuver (+18 check modifier), except there is no attack of opportunity, as the giant ape has already grabbed its victim. The giant ape does not need to move with its foe in order to throw its foe more than 5 feet. If the tossed victim beats the giant ape’s bull rush check, he remains in his current square with no ill effects and is no longer grappled. Tossed victims take impact damage on landing as if they had fallen a distance equal to the distance they were tossed.

Skills: Giant apes have a +4 racial bonus on Intimidate checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. Giant apes have a -4 racial penalty on Swim checks.

Originally appeared in I13 - Adventure Pack I (1987).
 
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Shade

Monster Junkie
Will-o’-Mist

http://www.enworld.org/forum/genera...special-conversion-thread-will-o-wisps-3.html

Will-o’-Mist
Small Aberration (Air)
Hit Dice: 7d8 (31 hp)
Initiative: +12
Speed: Fly 50 ft. (perfect) (10 squares)
Armor Class: 27 (+1 size, +8 Dex, +8 deflection), touch 27, flat-footed 19
Base Attack/Grapple: +6/–3
Attack: Shock +15 melee touch (1d4 electricity)
Full Attack: Shock +15 melee touch (1d4 electricity)
Space/Reach: 5 ft./5 ft.
Special Attacks: Lethal shock
Special Qualities: Darkvision 60 ft., immunity to magic, natural invisibility
Saves: Fort +2, Ref +10, Will +7
Abilities: Str 1, Dex 27, Con 10, Int 13, Wis 14, Cha 12
Skills: Bluff +11, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +14, Spot +14
Feats: Ability Focus (lethal shock), Alertness, Improved Initiative, Weapon Finesse (B)
Environment: Temperate marshes
Organization: Solitary, pair, or string (3–4)
Challenge Rating: 5
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually chaotic neutral
Advancement: 8–16 HD (Small)
Level Adjustment: —

This creature seems to be nothing but a faintly glowing sphere of light.

Will-o’-mists are relatives of the will-o'-wisp found only in misty marshes. In fact, they cannot survive outside of mist for long. Will-o’-mists seem to feed upon the energies generated by the fear and disorientation of creatures traveling through areas thick with mist.

A will-o’-mist's body is a globe of spongy material about 1 foot across and weighing about 3 pounds, and its glowing body sheds as much light as a torch. Although normally icy blue in color, will-o’-mists often vary their coloration from golden-white to a very deep green.

Will-o’-mists speak Common and Auran. They have no vocal apparatus but can vibrate to create a voice with a ghostly sound.

COMBAT

Will-o’-mists are not aggressive, but can unleash a burst of electricity every few rounds to defend themselves.

Immunity to Magic (Ex): A will-o’-mist is immune to spells or spell-like abilities that allow spell resistance, except for vampiric touch and spells that cause negative levels (such as energy drain).

Lethal Shock (Su): Every 1d4 rounds, a will-o'-mist can release a lethal shock. This effect has a radius of 30 feet, centered on the will-o'-mist. The shock deals 2d8 points of electricity damage. A DC 15 Reflex save reduces the damage by half. The save DC is Constitution-based.

Natural Cunning (Ex): Will-o'-mists possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Natural Invisibility (Ex): A startled or frightened will-o’-mist can extinguish its glow, effectively becoming invisible as the spell.

Mist Dependent (Ex): Will-o'-mists can survive out of misty areas only for 1 minute per 2 points of Constitution. After that, their aberrant bodies' magical energies cease to flow properly; treat this effect using the drowning rules on page 304 of the Dungeon Master ’s Guide.

In Ravenloft
Will-o’-mists are able to unerringly navigate the swirling vapors of Ravenloft's borders, capable of manipulating the mists to gain access even to a domain whose lord has sealed its borders. Thus, will-o’-mists have unparalleled freedom In the Land of the Mists. The Vistani have found ways of summoning and commanding will-o’-mists. Whether this secret is inherited or passed from generation to generation is unknown, but it is hypothesized that the use of will-o’-mists enables the Vistani to pass through the mists and travel freely through the domains of Ravenloft.

Originally appeared in Ravenloft Monstrous Compendium Appendix III: Creatures of Darkness (1994).
 
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Shade

Monster Junkie
Sheen, Arcanosheen

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

Sheen, Arcanosheen
Large Construct (Living)
Hit Dice: 20d10+128 (183 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 30 (-1 size, +4 Dex, +13 natural, +4 mage armor), touch 13, flat-footed 26
Base Attack/Grapple: +15/+28
Attack: Blade arm +23 melee (1d10+9/19-20)
Full Attack: 6 blade arms +23 melee (1d10+9/19-20) and rotating blade mandibles +18 melee (3d10+4/18-20/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Augmented critical, electrical discharge, spell-like abilities
Special Qualities: Darkvision 60 ft., defensive field, living construct traits, mental detachment, rapid repair, tremorsense 60 ft.
Saves: Fort +15, Ref +10, Will +7
Abilities: Str 29, Dex 18, Con 29, Int 18, Wis 13, Cha 20
Skills: Concentration +32, Knowledge (arcana) +27, Listen +24, Spellcraft +29 (+31 scrolls), Spot +24, Use Magic Device +28 (+30 scrolls)
Feats: Cleave, Combat Reflexes, Empower Spell, Improved Critical (blade arms), Improved Initiative (B), Maximize Spell, Power Attack, Spell Focus (evocation)
Environment: Any
Organization: Solitary or onslaught (1 plus 2-5 render sheens)
Challenge Rating: 18
Treasure: None
Alignment: Always neutral
Advancement: 21–24 HD (Large); 25–60 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. In contrast, it also possesses a pair of surprisingly humanoid arms. Slung beneath it hangs a translucent dome, around 4 feet in diameter, filled with languidly slushing pink fluid.

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.

Arcanosheens are the pinnacle of sheen design. Built upon a render chassis, they are every bit as deadly in melee as the renders, but rather than the plasma burst, an arcanosheen has an even deadlier power. Its quartzlike bellypod is filled with archiorganic fluid, harvested from arcane spellcasters. This hellish broth is baffled with a network of sensitive microtendrils which feed into the arcanosheen’s electronic consciousness and interface with its mechanical hands, granting it the ability to cast arcane spells.

Like a phaser sheen, an arcanosheen is equipped with a "zero-point accumulator" to hold vast reserves of energy. Since the arcanosheen uses much less power than the phaser, it never needs to return to the machine cyst to recharge.

To date, only one arcanosheen is known to exist. The parent machine cyst keeps this prototype arcanosheen close and always protected by a contingent of 2-5 renders. The arcanosheen has demonstrated some autonomy and is secretly pursuing its own agenda to found a new machine cyst populated solely with archiorganic sheens able to transmit messages and spells back and forth via embedded tendrils.

An arcanosheen is 10 feet in diameter and weighs 2,500 pounds.

Sheens speak their own language.

COMBAT

Like renders, arcanosheens are well-suited at dishing out punishment in melee. But with the added spellcasting ability, these sheens are unimaginably deadly. Against groups of enemies, an arcanosheen generally drops an area effect spell or two in their midst before to soften them up before moving in for a full attack. Arcanosheens have mage armor cast upon themselves at all times, and generally employ shield before combat, if possible.

Augmented Critical (Ex): An arcanosheen'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): Arcanosheens automatically generate a physical protective field. This grants the arcanosheen 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, an arcanosheen 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 arcanosheen with an unarmed strike or metallic weapon while the arcanosheen contains an excess charge in its carapace, the foe takes 3d4 points of electricity damage.

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.

Mental Detachment (Ex): 1d4 rounds after an arcanosheen falls victim to a continuing mind-affecting effect, its organic bellypod automatically ejects from its body. This breaks the mind-affecting effect on the arcanosheen, which then behaves precisely as a render would and loses its spellcasting ability. The bellypod is effectively an object with 60 hp and hardness 1. After the end of the duration of the mind-affecting effect (acting on the bellypod), the arcanosheen may reattach the bellypod as a full-round action. The arcanosheen then regains its spellcasting ability, losing one level of spells for each round the bellypod is detached (hence, if it is detached for 13 rounds, it can lose one 7th and once 6th level spell, one 5th and four 2nd level spells, etc), and the bellypod benefits from the sheen's rapid repair ability from that time. If the pod is destroyed, the arcanosheen must return to the cyst to have a new one created.

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.

Spells: An arcanosheen casts spells as a 15th-level sorcerer.

Typical Sorcerer Spells Known (6/8/7/7/7/7/6/4, save DC 15 + spell level, evocation spells DC 16 + spell level):
0—acid splash, daze, detect magic, disrupt undead, flare, ray of frost, read magic, resistance, touch of fatigue;
1st—mage armor, magic missile, ray of enfeeblement, shield, shocking grasp;
2nd—blur, flaming sphere, scorching ray, touch of idiocy, web;
3rd—fireball, haste lightning bolt, vampiric touch;
4th—black tentacles, fear, fire shield, wall of fire;
5th—cloudkill, cone of cold, wave of fatigue;
6th—antimagic field, disintegrate, greater dispel magic;
7th—power word blind, prismatic spray.

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 #270 (2000).
 
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Shade

Monster Junkie
Devil, Asperim

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-8.html

Devil, Asperim
Small Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 10d8+30 (75 hp)
Initiative: +5
Speed: 20 ft. (4 squares)
Armor Class: 17 (+1 size, +1 Dex, +5 natural), touch 12, flat-footed 16
Base Attack/Grapple: +10/+10
Attack: Claw +11 melee (1d4)
Full Attack: 2 claws +11 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Forget, fumble, spell-like abilities, summon imps
Special Qualities: Alternate form, damage reduction 5/good and silver, darkvision 60 ft., fast healing 3, immunity to poison, resistance to fire 10, spell resistance 19
Saves: Fort +10, Ref +8, Will +9
Abilities: Str 10, Dex 13, Con 16, Int 16, Wis 15, Cha 20
Skills: Balance +3, Bluff +18, Concentration +16, Diplomacy +1, Disguise +18 (+20 acting), Forgery +16, Intimidate +7, Jump -4, Knowledge (the planes) +16, Listen +15, Perform (comedy) +18, Sense Motive +15, Sleight of Hand +16, Spot +15, Survival +2 (+4 on other planes), Tumble +14
Feats: Ability Focus (forget), Empower Spell-Like Ability (mirror image), Improved Initiative, Quicken Spell-Like Ability (ventriloquism)
Environment: Nine Hells of Baator
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always lawful evil
Advancement: 11-20 HD (Small)
Level Adjustment: —

This squat, green creature looks something like a cross between a dwarf and a giant frog. It has long, pointed ears.

Asperim are greater relatives of imps. Asperim personality can best be described as "exasperating", and they delight in annoying, frustrating, and mentally torturing other creatures. Asperim have a particularly bizarre sense of humor, delighting in crude practical jokes and malicious pranks. Among devilkind, they are among the least intentially harmful, as most physical harm they cause is collateral damage from their pranks.

Parleying with asperim is a frustrating endeavor. If asked for directions, asperim will always suggest the worst possible path. They never give the same answer twice in a row to the same question.

Asperim are so annoying that other devils avoid them, even others of their own kind. As a result, asperim have been forced to locate on the outermost circles of hell. Only lesser imps can tolerate their behavior for extended periods of time. Asperim relish any opportunity to travel to the Material Plane, for mortals have a lower threshold of tolerance for their behavior and are generally easier to deceive.

Asperim are rumored to have risen from the condemned souls of practical jokers.

In its natural form, an asperim stands 3-1/2 feet tall and weighs about 50 pounds.

Asperim speak Infernal, Celestial, and Draconic.

COMBAT

Asperim dislike physical combat, and will generally teleport away if their pranks are unsuccessful. If unable to escape, they will try to summon imps to aid them, then quickly utilize an empowered mirror image and other defensive spell-like abilities, followed by reverse gravity and their other more potent abilities.

An asperim's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Alternate Form (Su): An asperim can assume another form at will as a standard action. Each asperim can assume one or two forms from the following list: Small or Medium monstrous spider, raven, rat, and boar.

Fool's Gold (Sp): Once per day, an asperim can create an illusion causing up to 4,000 copper coins or 80 pounds of brass items to appear to be gold for 24 hours. Anyone who interacts with the fool's gold items receives a DC 19 Will save to disbelieve the illusion. An Appraise check may be used to substitute for the Will save. In addition, if the fool's gold is struck with a cold iron weapon, it functions as a targeted dispel magic (for that piece of metal only, CL 5th). This is the equivalent of a 2nd-level spell. Caster level 10th. The save DC is Charisma-based and includes a +2 racial bonus.

Forget (Sp): Three times per day, an asperim may permanently remove a specific memory from a single creature. This functions as the modify memory spell (DC 19), but can only be used to eliminate all memory of an event the subject actually experienced. This is the equivalent of a 2nd-level spell. Caster level 10th. The save DC is Charisma-based.

Fumble (Sp): Once per day, an asperim can create a 30-foot cube in which all creatures suddenly become clumsy and awkward. This cube lasts for 10 rounds. Creatures in the area must make a DC 19 Will save each round. Success means that the creature is unaffected that round, but a new save must be made again in the next round unless it leaves the area. Affected creatures who take a double move or are charging fall prone. Creatures drop all held items, and cannot pick up objects. Alternatively, the spell can be cast at an individual creature. The creature must make a DC 19 Will save or be affected for the spell's entire duration (10 rounds); success means the creature is slowed (as the spell) for 8 rounds. This is a mind-affecting, enchantment effect, and is the equivalent of a 4th-level spell. Caster level 10th. The save DC is Charisma-based.

Spell-Like Abilities: At will—detect good, detect magic, dispel magic, erase, explosive runes, ghost sound (DC 15), invisibility (self only), magic aura, mirror image, shocking grasp, slow (DC 18), stinking cloud (DC 18), ventriloquism (DC 16); 3/day—confusion (DC 19), empowered mirror image, quickened ventriloquism (DC 16), transmute rock to mud; 1/day—baleful polymorph (DC 20), feeblemind (DC 20), irresistible dance, reverse gravity, suggestion (DC 18). Caster level 10th. The save DCs are Charisma-based.

Summon Imps (Sp): Once per day an asperim can attempt to summon 1d3 imps with a 70% chance of success. This ability is the equivalent of a 4th-level spell.

Skills: Asperim have a -8 racial penalty on Diplomacy checks.

Originally appeared in Dragon Magazine #42 (1980).
 
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Shade

Monster Junkie
Ochimo, Air

http://www.enworld.org/forum/genera...l-qadim-oriental-adventures-creatures-37.html

Ochimo, Air
Medium Outsider (Chaotic, Evil, Native)
Hit Dice: 10d8+50 (95 hp)
Initiative: +6
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 22 (+1 Dex, +5 natural, +6 masterwork banded mail), touch 11, flat-footed 21
Base Attack/Grapple: +10/+13
Attack: +2 katana of excellent damage +16 melee (1d10+5/19-20)
Full Attack: +2 katana of excellent damage +14/+9 melee (1d10+5/19-20) and +2 wakizashi of excellent damage +14/+9 melee (1d6+3/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spirit capture gaze
Special Qualities: Air bond, darkvision 60 ft., Opawang bond, spell resistance 12
Saves: Fort +12, Ref +13, Will +9
Abilities: Str 17, Dex 23, Con 21, Int 12, Wis 14, Cha 14
Skills: Balance +3*, Diplomacy +17, Gather Information +15, Hide +14*, Intimidate +15, Jump +3*, Listen +15, Move Silently +14*, Sense Motive +15, Spot +15, Tumble +14* (*includes -5 armor check penalty)
Feats: Ability Focus (spirit capture gaze), Improved Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Fighting
Environment: Any
Organization: Solitary or clan (2-4 ochimo of mixed types)
Challenge Rating: 9
Treasure: None (except arms and armor listed above)
Alignment: Always chaotic evil
Advancement: —
Level Adjustment: —

A masked samurai warrior in full regalia stands before you. It carries a katana and wakizashi of superior quality. A blue disk rests on the forehead of its mask.

The ochimo are the quasi-spirit creations of the Opawang, the Dead Spirit King, and act as his messengers, servants, and warriors. Each possesses a gaze attack that can drain the spirit of the living. An ochimo carries stolen spirits to Opawangchicheng, where it turns the spirit over to the Opawang.

When slain, the arms and armor of the ochimo fall to the ground, while a fleeting image of a black tiger-shaped form can be seen as the ochimo's spirit departs. All captured spirits not yet presented to the Opawang are immediately released and restored to their original state.

When using its spirit capture gaze, the air ochimo seems to blow a blast of air from the mouth of its mask, which reduces the target to fine dust. It then inhales this dust.

An ochimo is 6 feet tall and weighs 230 pounds.

Ochimo speak Common and Shou.

COMBAT

An ochimo fights fearlessly until it has captured tis capacity of spirits. It slays all that it cannot capture that get in its way.

The air ochimo carries the blades of excellent damage, indestructible, evil katana and wakizashi.

An ochimo'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.

Air Bond (Ex): An air ochimo has a +2 racial bonus on saving throws against spells with the Earth, Fire, or Water descriptor, but suffers a -2 racial penalty against spells with the Air descriptor. Additionally, an air ochimo has vulnerability (+50% damage) to damage-dealing spells with the Air descriptor. An air ochimo can be turned or destroyed by an effect that normally turns creatures of the Air subtype (such as the Earth domain granted power), but is immune to effects that normally turn outsiders (such as the Planar Turning epic feat).

Blades of Excellent Damage: The air ochimo carries a +2 katana and +2 wakizashi. The air ochimo may elect to deal maximum damage with either weapon on any strike. Both blades are indestructible by normal means and radiate an aura of strong evil. Legends state that these blades were wielded by greatest champion of the Black Leopard in battle against the Shou Lung, but their origin predates even that legendary event.

Opawang Bond (Su): The first 15 hp of damage that an ochimo suffers each day are instantly transferred to the Opawang and have no effect on the Ochimo.

Spirit Capture Gaze (Su): Spirit captured, 30 ft, Fortitude save DC 19 negates. The save DC is Charisma-based.

A captured spirit is instantly transformed into its incorporeal essence, which is absorbed by the ochimo. An ochimo may hold up to 10 HD of spirits; its spirit capture attack automatically fails against creatures that would exceed that limit. The Opawang may remove spirits from an ochimo. Otherwise, the captured spirit cannot be raised or resurrected, but a break enchantment cast on the ochimo (and which penetrates the ochimo's SR), limited wish, miracle, or wish spell frees it, as does destroying the ochimo. A freed spirit is instantly returned to life in the precise condition it had when captured.

Originally appeared in OA3 - Ochimo the Spirit Warrior (1987).
 
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Shade

Monster Junkie
Verini

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-24.html

Verini
Medium Monstrous Humanoid (Fire, Reptilian)
Hit Dice: 5d8+10 (32 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/+6
Attack: Longsword +7 melee (1d8+1/19-20) or claw +6 melee (1d6+1)
Full Attack: Longsword +7 melee (1d8+1/19-20) or 2 claws +6 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spit
Special Qualities: Clever runner, darkvision 60 ft., immunity to fire, vigorous, vulnerability to cold
Saves: Fort +3 (+5 vs. paralysis and poison), Ref +5, Will +7
Abilities: Str 12, Dex 15, Con 15, Int 16, Wis 17, Cha 16
Skills: Craft (any one) +9, Diplomacy +9, Hide +4, Knowledge (nature) +9, Listen +5, Move Silently +4, Perform (oratory) +9, Spot +5, Survival +11 (+13 in aboveground natural environments)
Feats: Improved Initiative, Run (B), Weapon Focus (longsword)
Environment: Warm mountains
Organization: Solitary, hunting pack (3-12 plus 1-2 druids or clerics of 1st- to 4th-level), or tribe (10-300 plus 1-4 druids of clerics of 4th–19th level)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class (favored class: druid)
Level Adjustment: +4

This creature resembles a bipedal newt. Its large eyes occupy the majority of its face. Although it carries a sword, it does not appear hostile.

Verini are distant cousins of firenewts that have evolved into a peaceful culture. Verini make their homes in volcanic regions, living in warm caves amid rocky mountains. Although carnivorous, verini do not hunt other sentient creatures, and avoid threatening the survival of other species.

Verini are swift runners, capable of covering great distances quickly on all fours. They are clever runners, swiftly determining the easiest terrain and instinctively avoiding ground-based obstacles. Young verini often race one another as a point of pride.

Verini are very close to nature, and many follow the path of druid, ranger, or clerics that venerate nature deities. Many also pursue psionic paths as well. Verini openly hate those who defile nature, and vigorously defend nature from such threats. A group of druids or psions often lead a war party to deal with the would-be defilers.

Verini society is structured and family-oriented. Young remain in an egg for their first year, then rapidly reach maturity in around five years. Most verini younglings are encouraged to begin along a path at an early age, whether it is a magical discipline or the pursuit of another career. Many verini are artistically oriented, and spend much of their time making jewelry, tapestries, and other beautiful works of art.

Verini honor their elders, and the most venerable member generally leads a tribe. Verini value wisdom and diplomacy above strength and prowess. Gatherings are held periodically to allow all members of a tribe an opportunity to speak their mind. These meetings can last for days, as each member may speak for as long as he or she wishes (although poor orators often lose respect). Interrupting a speaker is considered a heinous act among the verini. Twice a year, two verini tribes come together to discuss all that has happened since the last meeting, to trade goods, and allow the young verini to seek mates. The tribal storytellers regale listeners with wondrous tales, while all craftsfolk work together to improve their skills.

A verini's skin coloration varies from mottled bright reds and yellows to dark grays and black. The smooth flesh and features resemble those of an eel. The eyes are deep crimson. They stand around 6 to 7 feet tall and weigh 200 to 300 pounds. Verini lifespan averages around 150 years. Verini generally eschew armor, preferring to complement their natural coloration with simple jewelry and bracers.

Verini speak Common and Draconic.

COMBAT

Verini hunt in packs, utilizing their long claws or swords, spears, or staves. Verini have little use for ranged weapons, as they can spit their paralytic venom. Verini generally attempt to lure prey into range of others of their kind, then paralyze it for a quick kill.

Verini prefer peaceful relations with other intelligent creatures, avoiding combat whenever possible. If threatened, verini generally attempt to paralyze the aggressors and flee the scene.

Clever Runner (Ex): A verini ignores all terrain movement penalties from scree and rubble.

Poison (Ex): Contact, Fortitude DC 14, initial damage 1d8 Dex, secondary damage paralysis for 2d8 minutes. The save DC is Constitution-based.

Spit (Ex): A verini can spit its venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect. A verini must wait 1d2 rounds after spitting for its poison glands to refill.

Sprint (Ex): Once per hour, a verini can drop to all fours and move 4 times its normal speed (160 feet) when it makes a charge.

Vigorous (Ex): Verini have a +2 racial bonus on saving throws made against poison and paralysis.

Originally appeared in Dark Sun: Wake of the Ravager Rule Book (1994).
 
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Shade

Monster Junkie
Yugoloth, Guardian, Lesser

Yugoloth, Guardian, Lesser
Medium Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 8d8+32 (68 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple: +8/+12
Attack: Claw +12 melee (1d12+4)
Full Attack: 2 claws +12 melee (1d12+4) and bite +10 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Damage reduction 5/good and silver, darkvision 60 ft., devoted guardian, immunity to acid, mind-affecting spells and abilities, poison, and polymorph, resistance to cold 10, electricity 10, and fire 10, see invisibility, telepathy 100 ft., tongues
Saves: Fort +10, Ref +9, Will +8
Abilities: Str 18, Dex 12, Con 19, Int 11, Wis 14, Cha 12
Skills: Appraise +11, Balance +3, Bluff +12, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Jump +6, Knowledge (the planes) +11, Listen +17, Sense Motive +13, Spot +17, Survival +2 (+4 on other planes), Tumble +12
Feats: Improved Initiative (B), Lightning Reflexes, Multiattack, Power Attack
Environment: Bleak Eternity of Gehenna
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral evil
Advancement: 9 HD (Medium)
Level Adjustment: —

This muscular creature combines traits of an ape and a boar, and it emanates a sulfurous odor. Red eyes glare above its tusked maw. Its arms and legs end in wicked talons, and it leaves a trail of ash as it paces back and forth.

Guardian yugoloths possess a level of avarice that impresses even others of their kind. So covetous are they of material wealth, that they enthusiastically guard the hordes of other creatures, just to be close to the wealth. The fact that treasure attracts thieves that they can rend and burn is just icing on the cake.

Guardian yugoloths can be called with planar ally or planar binding spells. When bargaining with planar ally spells, the yugoloth always demands personal payment of the higest possible price. Obtaining one's services with planar binding is a far riskier endeavor, for they take offense to unconvincing summoners, and nearly always attack if the Charisma check fails.

A lesser guardian yugoloth is around 6 feet tall and weighs rougly 400 pounds. Their appearances very, but are most often apelike and boarlike.

Guardian yugoloths speak Abyssal, Draconic, and Infernal, but can communicate with any creature due to their tongues ability and telepathy.

COMBAT

Guardian yugoloths relish combat, taking great delight in dealing pain. Their first goal is to guard the treasure to which they have been assigned, and they will do all in their power to prevent its theft of destruction. Guardian yugoloths attempt to use their breath weapon as much as possible, but take great care to not expose flame-sensitive treasure to its blast.

A guardian yugoloth's natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Additional Immunity (Ex): Some lesser guardian yugoloths possess an additional immunity. Roll 1d20 and consult the table below.

1-2 - cold
3-4 - electricity
5-6 - fire
7-8 - sonic
9-10 - force
11 - death effects
12 - ability damage/drain
13 - stunning and paralysis
14 - critical hits
15 - spells and effects with the good descriptor
16-20 - No additional immunity

Breath Weapon (Su): 30-foot cone, once every 1d4 rounds, damage 5d6 fire, Reflex DC 18 half. The save DC is Constitution-based.

Devoted Guardian (Su): A guardian yugoloth that agrees to protect an object is mystically bound to it. Until it completes its term or service or is released from its agreement, it may not move more than 300 ft from the object it guards. If the yugoloth is forced outside that range, it is instantly teleported back to a designated area adjacent to the treasure, as if by a word of recall spell.

See Invisibility (Ex): Guardian yugoloths continuously see invisibility as the spell, with a range of 60 feet.

Tongues (Su): A guardian yugoloth can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Skills: Guardian yugoloths have a +4 racial bonus on Listen and Spot checks.

Originally appeared in Fiend Folio (1981).
 
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Shade

Monster Junkie
Angel of the Ninth Order

http://www.enworld.org/forum/genera...els-possibly-other-heavenly-creatures-32.html

Angel of the Ninth Order
Large Outsider (Angel, Extraplanar, Good)
Hit Dice: 6d8+30 (57 hp)
Initiative: +1
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 24 (-1 size, +1 Dex, +8 natural, +5 breastplate, +1 light steel shield), touch 10, flat-footed 23
Base Attack/Grapple: +6/+15
Attack: +1 mighty cleaving longsword +11 melee (2d6+8/19-20) or slam +10 melee (2d8+7)
Full Attack: +1 mighty cleaving longsword +11/+6melee (2d6+8/19-20) or slam +10 (2d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Holy armament, spell-like abilities
Special Qualities: Change shape, damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 19, tongues
Saves: Fort +10 (+14 against poison), Ref +6, Will +8
Abilities: Str 20, Dex 12, Con 20, Int 17, Wis 17, Cha 23
Skills: Concentration +14, Diplomacy +17, Heal +12, Hide +2*, Intimidate +15, Knowledge (any 1) +12, Listen +12, Move Silently +6*, Search +12, Sense Motive +12, Spot +12, Survival +3 (+5 following tracks) *Includes -4 armor check penalty
Feats: Cleave, Great Cleave, Power Attack
Environment: Any good-aligned plane
Organization: Solitary, pair, or host (1-3 archangels plus 12-100 lesser angels)
Challenge Rating: 8
Treasure: No coins; double goods; standard items
Alignment: Always good (any)
Advancement: 7-18 HD (Large)
Level Adjustment: —

This creature resembles a nine foot tall, beautiful, muscular human clad in pristine white garments. It possesses a pair of white, feathered wings.

Angels of the Ninth Order, or "common angels", make up the greater part of the angelic hosts, serving the angels of the other orders and assisting them as messengers, soldiers, and the like.

A common angel is 9 feet tall and weighs about 500 pounds.

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

COMBAT

Angels of the Ninth Order wade into battle against the forces of evil, dropping foes with their +1 mighty cleaving weapons. Although most carry longswords, warhammers are another common armament for these angels.

A common angel's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

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

Holy Armament (Su): Any nonmagical melee weapon wielded by an angel of the Ninth Order is treated as a +1 mighty cleaving weapon. Should the weapon be separated from the angel, it loses these bonuses.

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 6th). 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.)

Spell-Like Abilities: At will—cure light wounds, hold person (DC 19), purify food and drink, remove disease; 3/day—speak with dead (DC 19); 1/day—control weather (caster level 12th), plane shift. Caster level 6th. The save DCs are Charisma-based.

Tongues (Su): A common angel can speak with any creature that has a language, as though using a tongues spell (caster level 6th). This ability is always active.

Originally appeared in Dragon Magazine #35 (1980).
 
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