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Monster Junkie


Tiny Fey
Hit Dice: 1d6+1 (4 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/–11
Attack: Dagger +4 melee (1d2–3/19–20) or +1 sling of speed +5 ranged (1d2–2)
Full Attack: Dagger +4 melee (1d2–3/19–20) or +1 sling of speed +5/+5 ranged (1d2–2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Hurgeon sling, spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 12, wild empathy
Saves: Fort +3, Ref +4, Will +4
Abilities: Str 5, Dex 14, Con 13, Int 12, Wis 15, Cha 14
Skills: Handle Animal +6, Hide +16, Knowledge (nature) +5, Listen +6, Move Silently +6, Spot +6, Survival +6
Feats: Great Fortitude, Weapon Finesse (B)
Environment: Temperate forests
Organization: Gang (2–4), band (6–11), or array (8–32 plus 2-10 noncombatant young)
Challenge Rating: 1
Treasure: 50% coins, no goods, standard items
Alignment: Always neutral good
Advancement: 2–3 HD (Tiny)
Level Adjustment: +3

This tiny creature resembles a hedgehog, but it is bipedal, and its forearms end in humanoid hands. Its fur is dark brown, while its eyes are a brighter brown.

Hurgeons are friendly, herbivorous fey found in deep woodlands. They make their burrows in the soil beneath the largest trees, crafting elaborate underground dwellings with numerous rooms branching off from the main tunnel. The burrow entrances are so skillfully camouflaged with flowers and leaves, and are often glamered with hallucinatory terrain.

Hurgeons gather local nuts, fruits, and berries, and several types of edible roots for their meals. Hurgeons befriend local woodland creatures and make arrangements for mutual assistance with them in times of need. Hurgeons also associate with sylvan elves and druids, who love and respect the “hedgehog folk”.

Hurgeons occasionally assist travelers who have become lost in the woods. Some travelers have witnessed hurgeons performing a springtime dancing ritual in woodland clearings, forming circular paths that are called “fairie rings”.

A hurgeon stands 1 foot tall and weighs 5 to 7 pounds. Males and females are nearly identical in appearance. Hurgeons often fashion work aprons and belts from leaves or softened bark.

Hurgeons speak Sylvan, Elven, and Common.


Hurgeons avoid conflict, but if forced to defend themselves, the hedgehog folk employ daggers and magical slings, as well as their spell-like abilities. They may also call upon befriended animals for assistance.

Hurgeon Sling: Hurgeons usually carry special enchanted slings. A hurgeon sling functions as a +1 sling of speed in the hands of a hurgeon, but has no special properties when wielded by a non-hurgeon.

Locate Animals and Plants (Sp): Three times per day, a hurgeon can locate a creature of a specific kind (e.g. a wolf) or an individual creature known to it. This works like the locate creature spell, except it can only locate creatures of the animal and plant types. This spell-like ability can also locate mundane plants as per the locate object spell. This is the equivalent of a 4th-level spell (caster level 6th).

Spell-Like Abilities: At will—faerie fire, hide from animals (DC 13), pass without trace, speak with animals; 1/day—entangle (DC 13), hallucinatory terrain (caster level 12th). Caster level 6th. The save DCs are Charisma-based.

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

Originally appeared in Dragon Magazine #94 (1985).
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Monster Junkie


Medium Outsider (Evil, Extraplanar)
Hit Dice: 9d8+50 (95 hp)
Initiative: +1
Speed: 20 ft. (4 squares) in full plate armor, fly 40 ft. (average); base speed 30 ft.
Armor Class: 25 (+1 Dex, +4 natural, +10 +2 full plate), touch 11, flat-footed 24
Base Attack/Grapple: +9/+16
Attack: +2 warhammer +18 melee (1d8+12) or snakes +16 melee (1d4+3 plus poison)
Full Attack: +2 warhammer +18/+13 melee (1d8+12) and snakes +11 melee (1d4+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Harvest souls, poison, spells
Special Qualities: Damage reduction 5/good, darkvision 60 ft., immunity to cold, electricity, paralysis, polymorph, poison, and mind-affecting spells and abilities, plane shift, tomb-tainted
Saves: Fort +8, Ref +7, Will +10
Abilities: Str 25, Dex 12, Con 15, Int 14, Wis 19, Cha 16
Skills: Concentration +14, Diplomacy +5, Hide +8*, Intimidate +15, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +16, Move Silently +8*, Sense Motive +16, Spellcraft +14, Spot +16, Survival +4 (+6 on other planes) (*includes armor check penalty)
Feats: Greater Spell Focus (Necromancy), Spell Focus (Necromancy), Stand Still, Power Attack
Environment: Gray Waste of Hades
Organization: Solitary or band (2-4)
Challenge Rating: 11
Treasure: Standard (includes combat gear)
Alignment: Always neutral evil
Advancement: 10-18 HD (Medium): 19-27 HD (Large) or by character class (cleric)
Level Adjustment: —

This winged humanoid has a vulturelike nose, pointed animalistic ears, and hissing snakes in place of hair. It is adorned in ornate full plate and brandishes a heavy, two-handed warhammer.

Charuntes are fiends formed from the spirits of priests dedicated to deities of death. They travel to the Material Plane to harvest victims for their evil masters. Charuntes derive their name from the Etruscan demon of death, Charun, but now serve a number of death deities and greater fiends.

While charuntes can be encountered anywhere, they are most likely to be found in tombs, graveyards, ruined temples, altars to a death deity, battlefields, death-cairns, and burial vaults or mounds.

A charuntes stands 5 to 6 feet tall and weighs 125 to 200 pounds.

Charuntes speak Abyssal, Common, Infernal, and Undercommon.


Charuntes fight with their heavy magical warhammers, while the venomous serpents on their heads strike with fangs. Charuntes use their spells to enhance their own battle prowess and to cull the weak and injured.

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

Harvest Souls (Su): Charuntes carry the souls of those they kill back to their dark master. A creature killed by a charuntes cannot be returned to life by raise dead; a resurrection spell or more powerful magic is necessary.

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

Poison (Ex): Injury, Fortitude DC 16, initial damage and secondary damage 1d6 Con. The save DC is Constitution-based.

Spells: Charuntes can cast divine spells as 9th-level clerics. A charuntes has access to two of the following domains: Darkness, Death, or Evil. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/1+1; save DC 14 + spell level; necromancy spells DC 16 + spell level):
0—detect magic (x3), guidance, read magic, virtue;
1st—bane, command, deathwatch, divine favor, doom, obscuring mist*;
2nd—bull's strength, darkness, death knell*, desecrate, enthrall, owl's wisdom;
3rd—animate dead, bestow curse, blacklight*, dispel magic, prayer
4th—armour of darkness*, divine power, freedom of movement, poison;
5th—slay living, summon monsters V* (1d3 shadows);
*Domain spell. Domains: Darkness and Death.

Tomb-Tainted (Ex): Although outsiders, charuntes are harmed by positive energy and healed by negative energy. They are treated as undead for purposes of spells and effects that treat undead differently (such as searing light or holy water). A charuntes may be turned as if it were an undead creature with +4 turn resistance.

Originally appeared in Dragon Magazine #210 (1994).
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Monster Junkie
Shadow Wolf


Shadow Wolf
Medium Outsider (Chaotic, Evil, Extraplanar, Incorporeal)
Hit Dice: 4d8+8 (17 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 17 (+4 Dex, +3 deflection), touch 17, flat-footed 13
Base Attack/Grapple: +4/—
Attack: Incorporeal bite +9 melee touch (1d6 plus fading)
Full Attack: Incorporeal bite +9 melee touch (1d6 plus fading)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fading
Special Qualities: Darkvision 60 ft., incorporeal traits, scent
Saves: Fort +6, Ref +8, Will +5
Abilities: Str —, Dex 19, Con 15, Int 6, Wis 12, Cha 17
Skills: Balance +6, Hide +11*, Jump +10, Intimidate +10, Listen +8, Spot +8, Survival +8*, Tumble +11
Feats: Improved Initiative, Track (B), Weapon Focus (bite)
Environment: Plane of Shadow
Organization: Solitary or pack (2-12)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: —

This large, gray wolf is slightly translucent.

Shadow wolves are creatures of pure shadow. According to legend, they were called into being by powerful spellcasters, and have since roamed free and multiplied. While shadow wolves avoid highly illuminated areas when possible, they are not particularly vulnerable to bright light.

A shadow wolf is between 2 and 3 feet tall at the shoulder.


Shadow wolves prefer to sneak up to a victim and bite them, then retreat and wait for their fading to take effect.

A shadow wolf's natural weapons are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Fading (Su): Supernatural disease—bite, Fortitude DC 14, incubation period 1 minute; damage 1d6 Str. The save DC is Charisma-based.

Unlike normal diseases, fading continues until the victim reaches Strength 0 (and dies) or is cured as described below.

Fading is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with fading must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate fading, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the fading can be magically cured as any normal disease. A dimensional anchor, dimensional lock, or similar effect stalls the progression of the disease for as long as the spell remains in effect (and the victim remains within the area of effect, in the case of dimensional lock).

As the victim fades from view on the Material Plane, it slowly gains substance on the Plane of Shadow. Once the victim reaches Strength 0 and dies, it has fully materialised on the Plane of Shadow, where the shadow wolf can eat its meal in peace.

Skills: *A shadow wolf gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks. *It also has a +4 racial bonus on Survival checks when tracking by scent.

Shadow Wolves in Mystara
Everything written above is true for Mystaran shadow wolves except for one point. A Mystaran shadow wolf is native to the Plane of Limbo. This has resulted in a very sinister practice. Unscrupulous people on the Plane of Limbo have domesticated shadow wolves and use them to capture victims from the Prime Plane. This is because life energy is the currency of the Plane of Limbo [see Dragon Magazine #180] and the hunters gather the victim's life force in specially prepared gems to be 'spent' at a later date.

Originally appeared in ST1 - Up the Garden Path (1986).
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Monster Junkie
Treant, Frost


Treant, Frost
Huge Plant (Cold)
Hit Dice: 7d8+42 (73 hp)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 20 (–2 size, –1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple: +5/+20
Attack: Slam +10 melee (2d6+7)
Full Attack: 2 slams +10 melee (2d6+7)
Space/Reach: 15 ft./15 ft.
Special Attacks: Double damage against objects, needle volley, shed snow, trample 2d6+10
Special Qualities: Damage reduction 10/slashing, immunity to cold, low-light vision, plant traits, snow striding, vulnerability to fire
Saves: Fort +11, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con 23, Int 10, Wis 14, Cha 10
Skills: Hide -9*, Intimidate +5, Listen +7, Spot +7, Survival +7
Feats: Improved Sunder, Lightning Reflexes, Power Attack
Environment: Cold forests
Organization: Solitary or grove (4–7)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 8–16 HD (Huge); 17–21 HD (Gargantuan)
Level Adjustment: +4

This tree resembles an old pine tree the wind has twisted into a vaguely human shape, with thick snow piled over its branches and needles. The deep green eyes, glittering with cold malice, hint at something more malevolent.

A frost treant is an evergreen relative of the regular treant, but is far more malevolent than its deciduous kin. Like other treants, frost treants defend their forests, but their frigid hearts seethe with a hatred of all animal life, especially sapient beings. They kill intruders regardless of whether they pose any threat to their trees. Frost treants tolerate, but are generally unfriendly toward other plant creatures (including treants).

A frost treant is about 30 feet tall, with a “trunk” about 2 feet in diameter. It weighs about 4,500 pounds.

Frost treants speak Treant, Common, and Sylvan.


Frost treants typically open battle with a volley of needles. Upon closing to melee range, they shed snow, making use of their reach and their opponents' limited mobility.

Double Damage against Objects (Ex): A frost treant that makes a full attack against an object or structure deals double damage.

Needle Volley (Ex): With a flick of its branches, a frost treant can loose a volley of six needles as a standard action (make an attack roll for each needle). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The frost treant can launch only 36 needles in any 24-hour period.

Shed Snow (Ex): Once per day, a frost treant can slough off the snow from its upper branches, filling all adjacent spaces with 1d6 inches of snow. It costs 2 squares of movement to enter a snow-covered square.

Snow Striding (Ex): A frost treant's movement is never slowed or hampered by snowy or icy terrain.

Trample (Ex): Reflex DC 20 half. The save DC is Strength-based.

Skills: *Frost treants have a +16 racial bonus on Hide checks made in forested areas.

Originally appeared in Polyhedron #116 (1996).
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Monster Junkie
General of the Animal Kings, Monkey


General of the Animal Kings, Monkey
Large Outsider (Extraplanar, Lawful)
Hit Dice: 24d8+192 (300 hp)
Initiative: +15
Speed: 120 ft. (24 squares), fly 90 ft. (perfect)
Armor Class: 42 (-1 size, +11 Dex, +5 natural, +8 deflection, +9 insight), touch 37, flat-footed 31
Base Attack/Grapple: +24/+36
Attack: Rod of epic might (as +10 longspear) +41 melee (2d6+22/x3)
Full Attack: Rod of epic might (as +10 longspear) +41/+36/+31/+26 melee (2d6+22/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Cloud trapeze, crippling strike, opportunist, sneak attack +10d6, spell-like abilities, spells
Special Qualities: Damage reduction 15/epic, darkvision 60 ft., improved evasion, master rogue, poison use, regeneration 5, slippery mind, spell resistance 41, trapfinding, trap sense +6
Saves: Fort +22, Ref +25, Will +23
Abilities: Str 26, Dex 33, Con 26, Int 24, Wis 29, Cha 26
Skills: Balance +15, Climb +14, Concentration +35, Diplomacy +35, Disable Device +34, Disguise +35, Escape Artist +11 (+15 bindings), Hide +34, Jump +54, Knowledge (the planes) +34, Listen +36, Move Silently +38, Open Lock +38, Sleight of Hand +38, Spellcraft +34 (+38 scrolls), Spot +36, Survival +9 (+13 on other planes), Tumble +44, Use Magic Device +35 (+39 scrolls), Use Rope +38
Feats: Combat Reflexes, Deadly Precision, Flyby Attack, Lingering Damage, Hold the Line, Improved Initiative, Maximize Spell, Silent Spell, Sneak Attack of Opportunity
Environment: Peaceable Kingdoms of Arcadia
Organization: Solitary or gang (General Monkey plus 10-60 simian monsters of CR 18-19 such as 18th-level awakened monkey druids, 15th-level awakened dire ape rogues or fighters, and behemoth gorillas)
Challenge Rating: 24
Treasure: Triple standard (excluding combat gear)
Alignment: Lawful neutral
Advancement: —
Level Adjustment: —

This simian humanoid is half again as tall as a man. He is garbed in royal ceremonial robes, and carries a scepter that radiates power.

The Animal Kings are a ruling council of animals that reside upon the Peaceable Kingdoms of Arcadia. There they hold court, watching over and weighing matters of importance upon the animals of the Material Plane. A few generals of each type of animal are appointed at any given time. Should one of the generals be slain, a new general of the appropriate type is appointed, immediately gaining all the powers of its predecessor.

General Monkey is sent on missions which require cleverness and stealth. Renowned for his tricks and pranks, General Monkey is the most likely to challenge or disregard orders from the Animal Kings. He is intensely curious and can sometimes be bribed with bits of interesting information or magic.

General Monkey stands 9 feet tall and weighs 900 pounds.

General Monkey speaks Celestial, Common, Draconic, Infernal, and Sylvan.


General Monkey generally employs his rod of epic might as a +10 longspear in battle. He utilizes his rogue abilities to maximum effect, making sneak attacks whenever able.

General Monkey's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.

Change Shape (Su): General Monkey can assume the form of any monkey or apelike creature, of any size.

Cloud Trapeze (Sp): Once per day, General Monkey can transport up to 1,000 willing creatures on a small cloud. This otherwise functions as a wind walk spell. Caster level 29th.

Master Rogue: General Monkey possesses all of the abilities of a 20th-level rogue, including the special abilities crippling strike, improved evasion, opportunist, and slippery mind.

Regeneration (Ex): General Monkey takes damage from epic chaotic-aligned weapons and from spells and effects with the chaotic descriptor.

Spell-Like Abilities: At will—astral projection, etherealness, invisibility (self only), greater teleport (self only). Caster level 29th. The save DCs are Charisma-based.

The following abilities are always active on General Monkey's person, as the spells (caster level 29th): detect chaos, detect magic, discern lies (DC 22), legend lore, see invisibility, and true seeing. They can be dispelled, but General Monkey can reactivate them as a free action.

Spells: General Monkey can cast arcane spells as a 29th-level sorcerer. He knows all spells from the sorcerer/wizard spell list. He may also cast spells from the Air, Earth, Fire, Liberation and Water domains as arcane spells, and is considered to know all such spells. Spells/day: 6/8/8/8/8/7/7/7/7/6; save DC 18 + spell level). The save DCs are Charisma-based.

Tongues (Su): General Monkey can speak with any creature that has a language, as though using a tongues spell (caster level 29th). This ability is always active.

Trapfinding (Ex): General Monkey can use the Search skill to locate traps with a DC higher than 20, and he can also use the Disable Device skill to bypass a trap or disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. If General Monkey beats a trap’s DC by 10 or more with a Disable Device check he can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Trap Sense (Ex): General Monkey has an intuitive sense that alerts him to danger from traps, giving him a +6 bonus on Reflex saves made to avoid traps and a +6 dodge bonus to AC against attacks made by traps.

Skills: General Monkey has a +6 racial bonus on Climb, Jump, and Tumble checks. General Monkey always makes Jump checks as if he were running and had the Run feat, enabling him to make long jumps without a running start and granting a +4 bonus on the jump. This ability can be used only if he is wearing no armor and is carrying no more than a light load.

General Monkey and Oriental Adventures
If you are using Oriental Adventures in your campaign, General Monkey has a the Spirit subtype and resides in the Spirit World. He casts spells as a wu jen rather than a sorceror.

General Monkey and Complete Adventurer
If you are using Complete Adventurer in your campaign, General Monkey has all the abilities of a 20th-level ninja (rather than those of a 20th-level rogue).

Originally appeared in Oriental Adventures (1985).
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Monster Junkie
Giant Waterwheel Plant

Giant Waterwheel Plant (CR 1)
Considered by some to be an aquatic version of the giant venus flytrap, a giant waterwheel plant is a rootless water plant found floating in acidic marshes. During high summer, the plant’s white flowers may be seen just above the surface of the water, borne up on narrow stems. These carnivorous plants float just below the surface of the water, appearing to be a harmless mat of vegetation. It requires a DC 20 Spot or Knowledge (nature) check to notice the plant is dangerous. A typical giant waterwheel plant is 20 feet across.

Giant waterwheel plants trap prey inside trapping leaves, resembling open clamshells, which grow in whorls about the stem like spokes on a wheel. Each plant has 3d4 trapping leaves, and each individual leaf occupies a separate 5-foot square. Anything of small size brushing against any one of the many trigger hairs inside a trap causes it to close in less than a second. The lobes of the trap then press together, forcing the victim down to the bottom of the trap unless he succeeds on a DC 15 Reflex save. The water is forced out, creating a hermetic seal. The plant then releases digestive enzymes that inflict 1d4 points of acid damage per round to all organic creatures (or objects) trapped by the leaf. Note that since the leaf is hermetically sealed, any air-breathing creature trapped within it also risks suffocation. A leaf can trap 1 Small, 2 Tiny, 8 Diminutive, or 32 Fine creatures.

Each leaf trap is AC 10 and has 5 hit points. A leaf's seal can be broken open with a DC 17 Strength check or cut open by reducing the leaf's hit points to zero (creatures trapped inside a leaf can only use light slashing or piercing weapon to cut their way free). Once a leaf trap is forced open all creatures trapped inside can escape.

Each leaf can only trigger its trap once per day. It takes two weeks for the plant to replace a destroyed leaf.

Damage to the leaf traps does not harm the plant. To kill a giant waterwheel plant, its floating main body must be destroyed (AC 12, 30 hit points).

Originally appeared in Dragon Magazine #167 (1991).
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Monster Junkie
Grouper, Giant


Grouper, Giant
Huge Animal (Aquatic)
Hit Dice: 9d8+45 (85 hp)
Initiative: +6
Speed: Swim 30 ft. (6 squares)
Armor Class: 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack/Grapple: +6/+21
Attack: Bite +11 melee (2d6+10)
Full Attack: Bite +11 melee (2d6+10)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole, vortex maw
Special Qualities: Low-light vision
Saves: Fort +11, Ref +8, Will +5
Abilities: Str 24, Dex 15, Con 21, Int 1, Wis 12, Cha 2
Skills: Hide +8, Spot +10, Swim +15
Feats: Combat Reflexes, Improved Initiative, Iron Will, Skill Focus (Spot)
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 10-17 (Huge); 18-27 (Gargantuan)
Level Adjustment: —

This massive fish has a stout body and an enormous maw.

Giant groupers, like their smaller kin, are predatory saltwater fish found in tropical waters.

A giant grouper is at least 16 feet long and weighs at least half a ton.


A giant grouper lurks near coral reefs and the wrecks of sunken ships. Its huge jaws act as a giant suction pump, drawing smaller fish into its gaping maw. This giant fish sometimes stalks solitary divers like a great cat.

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

Swallow Whole (Ex): A giant grouper can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d10+7 points of bludgeoning damage and 4 points of acid damage per round from the grouper's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Huge giant grouper's gizzard can hold 2 Medium, 8 Small, 16 Tiny, or 32 Diminutive or smaller opponents.

Vortex Maw (Ex): A giant grouper can open its mouth so quickly that it creates a powerful suction. All creatures within a 15-foot cone must make Strength checks opposed by the giant grouper's Strength check (+15 for a standard giant grouper), with the same modifiers as a bull rush. If the giant grouper beats a creature's Strength check result, it pulls the victim 5 feet closer to its jaws. For each 5 points by which its check result is greater than a victim's check result, the giant grouper pulls the victim an additional 5 feet closer. The victim provokes attacks of opportunity if it is moved.

When the giant grouper uses its vortex maw, any previously swallowed creatures may make a Swim check as an immediate action opposed by the grouper's Strength check result to escape to an adjacent space.

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

Originally appeared in Dragon Magazine #116 (1986).
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Monster Junkie
Jishin Mushi


Jishin Mushi
Large Magical Beast
Hit Dice: 5d10+20 (47 hp)
Initiative: +0
Speed: 20 ft. (4 squares), fly 10 ft. (poor), burrow 10 ft.
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +5/+17
Attack: Bite +12 melee (1d8+12)
Full Attack: Bite +12 melee (1d8+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Shake the earth
Special Qualities: Darkvision 60 ft., keen scent, low-light vision
Saves: Fort +8, Ref +4, Will +1
Abilities: Str 26, Dex 10, Con 19, Int 1, Wis 10, Cha 9
Skills: Spot +5, Survival +3*
Feats: Power Attack, Track
Environment: Temperate forests
Organization: Solitary or rumble (2-3)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-9 (Large); 10-15 HD (Huge)
Level Adjustment: —

This massive, plump-bodied beetle has a scintillating blue-green carapace. Thick gray plates protect its underside. Its six legs are covered with black bristles and end in flat, bony hooks. Two antlerlike feelers covered with tiny hairs extend from the top of the creature’s head, above its bulbous black eyes. A pair of large mandibles curl out from its mouth.

The jishin mushi, or earthquake beetle, is a carnivorous giant beetle. It gains its nickname from its ability to generate tremors of extraordinary magnitude.

The earthquake beetle’s carapace conceals a pair of wing sheaths. When it takes flight, the beetle raises the sheathes to expose four wings. The two smaller wings near the head help the creature maneuver. The two larger wings behind propel the insect through the air, beating so rapidly they nearly become invisible. When the beetle lands, it withdraws all four wings beneath the sheaths to keep them protected.

Jishin mushi establish lairs in the deep woods, beneath piles of decaying vegetation, in crevasses or the trunks of rotting fallen trees. Occasionally, the beetles will burrow tunnels if the earth is soft enough. In any case, a jishin mushi’s lair is only temporary. The creature spends all waking hours prowling the forests in search of food. After a strenuous night of hunting, it rests in the nearest suitable lair. A jishin mushi's sense of smell is incredibly keen. It is particularly attracted to the scent of oxen.

The ichor of the jishin mushi is greatly prized by incense makers, while some primitive humanoid tribes consider larval jishin mushi a delicacy.

A jishin mushi is 8 to 10 feet long, weighing 1,000 to 2,500 pounds.


The jishin mushi is not aggressive by nature, attacking only to defend itself and to kill edible prey. Although it possesses powerful mandibles, it is not particularly suited to grasping prey, so it rarely succeeds in dragging a victim off to its lair. As a result, a jishin mushi often utilizes its shake the earth ability after its bite and grapple attempts fail.

Keen Scent (Ex): A jishin mushi can notice creatures by scent in a 180-foot radius and detect blood in the air at ranges of up to a mile.

Shake the Earth (Ex): A jishin mushi can create a localized earthquake by rhythmically striking the ground with its abdomen as a standard action. This process takes up to three rounds. Buildings take double damage from shake the earth unless they are specially designed to resist earth tremors.

On the first round a jishin mushi uses shake the earth, any creature standing within 10 feet of the jishin mushi (except for another jishin mushi) must make a DC 20 Reflex save or fall prone as the ground lurches and buckles beneath it.

On the second round, the jishin mushi creates destructive vibrations that deal 2d6 points of sonic damage to all creatures and objects within range (except other jishin mushi), with a DC 20 Fortitude save for half damage. Furthermore, standing creatures must make Reflex saves or fall prone (as per the first round's effects).

On the third round, the jishin mushi cracks the earth open, inflicting 2d12 points of sonic damage to all creatures within range that are on the ground (DC 20 Reflex save for half damage). Those that fail their Reflex saves are also knocked prone (as per the first round's effects). The jishin mushi is not immune to this damage, so it will fly away before the mini-quake strikes. It will only take damage if unable to flee.

If multiple jishin mushi use their shake the earth ability in the same round, the radius and intensity of the effect expands as the resonance in the ground combines. For every jishin mushi within 5 feet using shake the earth, the radius of the effect expands by another 5 feet. In addition, for every two additional beetles the damage increases by one die (maximum damage 10d6/10d12, which requires 19+ jishin mushi). Thus, three jishin mushi within 5 feet using the ability would generate an effect that affects all creatures within 20 feet of any one of the jishin mushi and inflicts 3d6 sonic damage on the second round and 3d12 damage on the third.

Creatures with stability or that are considered stable against trip attempts receive a bonus on their Reflex saves as if they were being tripped (so a dwarf would receive the +4 bonus on the save to resist being knocked prone). The save DCs are Strength-based.

Skills: *A jishin mushi has a +4 racial bonus on Survival checks when tracking by scent.

Originally appeared in Oriental Adventures (1985).
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Monster Junkie
Silver Dog


Silver Dog
Medium Magical Beast
Hit Dice: 20d10+40 (150 hp)
Initiative: +7
Speed: 50 ft. (10 squares)
Armor Class: 30 (+3 Dex, +9 natural, +8 deflection), touch 21, flat-footed 27
Base Attack/Grapple: +20/+22
Attack: —
Full Attack: —
Space/Reach: 5 ft./5 ft.
Special Attacks: Lure of beauty, silver dog's boon or bane
Special Qualities: Darkvision 60 ft., improved evasion, low-light vision, scent, spell resistance 31, uncanny dodge
Saves: Fort +14, Ref +15, Will +12
Abilities: Str 14, Dex 17, Con 15, Int 18, Wis 23, Cha 26
Skills: Hide +26, Knowledge (Nature) +27, Listen +29, Move Silently +29, Spot +29, Survival +29 (+31 in aboveground natural environments)
Feats: Dodge, Combat Expertise, Endurance, Improved Initiative, Improved Trip, Mobility, Run, Track (B)
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This large dog has a thin and elegant frame, manelike mantle, regal face, and piercing eyes. Its long, flowing hair resembles molten silver. It shimmers darkly like the finest steel in the starlight.

Silver dogs are magical, reclusive hounds that dwell in the deepest woodlands.

Silver dogs subsist solely on water and moonlight. The process by which they consume moonlight involves standing upon a lonely cliff with its head raised as if to howl at the moon. This "howling" produces no sound.

Druidic legends maintain that silver dogs are guardian spirits of the forest, and are key to the balance of predator and prey in the woodlands. When silver dogs are plentiful, the forest thrives. When they are few, the forest is threatened with decline. A single sighting per year is considered plentiful, while a viewing only one silver dog in a decade indicates decline. Druids often pursue the dogs, in hopes of gaining a wish, which they use to request that a silver dog be sighted in every season.

No silver dog pups have ever been discovered, and the creatures appear utterly solitary. It is unknown how they reproduce, if at all.

A silver dog stands 5 feet tall at the should and weighs 200 to 300 pounds.

Silver dogs do not speak, but understand Elven and Sylvan.


Silver dogs never attack; they always flee from combat. They are shy and elusive creatures who avoid any creatures they smell, see, or hear. Sadly for these retiring beasts, though, intelligent creatures who glimpse them often pursue them.

Lure of Beauty (Su): At the mere sight of a silver dog, a character must make a DC 28 Will save or become obsessed with the creature's beauty and elegance. An obsessed character is compelled to chase the silver dog (which flees at full speed) for 1d10+4 rounds, intending not to harm it but to capture it uninjured. Once a creature successfully saves, it is immune to that silver dog's lure of beauty for 24 hours. This is a mind-affecting compulsion. The save DC is Charisma-based.

Silver Dog's Boon or Bane (Su): Capturing a silver dog is a risky proposition. A true neutral character that captures a silver dog and has no intent to harm the silver dog will be granted a wish (as the spell) and gains experience points as if it had defeated the creature. If a non-neutral character or one who wishes to harm the silver dog captures the creature, the silver dog disintegrates, and the character instead takes 2d4 negative levels. These never cause actual level loss, but they persist until the character receives a break enchantment or similar spell. This same bane applies to any character who kills a silver dog.

Originally appeared in Monstrous Compendium Forgotten Realms Appendix (1991).
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Monster Junkie
Porcupine Fish, Giant


Porcupine Fish, Giant
Small Animal (Aquatic)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: Swim 30 ft. (6 squares)
Armor Class: 14 (+1 size, +3 natural), touch 11, flat-footed 14
Base Attack/Grapple: +0/-5
Attack: Bite +0 melee (1d3-1) or spines +0 melee (1d6-1 plus poison)
Full Attack: Bite +0 melee (1d3-1) or spines +0 melee (1d6-1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spines
Special Qualities: Low-light vision
Saves: Fort +4, Ref +2, Will +0
Abilities: Str 9, Dex 10, Con 14, Int 1, Wis 11, Cha 10
Skills: Spot +4, Swim +7
Feats: Endurance
Environment: Warm aquatic
Organization: Solitary or pair
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: —

This fish has a thick, sturdy body entirely covered with long spines. Its wide head has a large eye on each side, with a slit-like mouth set between.

Giant porcupine fish are found near rocky coasts and coral reefs, where they lair in caves or crevices. They are highly territorial, never straying far from their feeding grounds.

A giant porcupine fish feeds primarily on coral, clams, and small crustaceans.

A giant porcupine fish is 2 to 3 feet long and weighs 10 to 30 pounds.


A giant porcupine fish is not aggressive, but may bite when provoked. If it sees danger, the fish flees to its lair at the earliest opportunity. When attacked or threatened, the giant porcupine fish immediately inflates its body, erecting its knife-long poisonous spines. These spines not only deter attacks, but the fish can use them to make impaling attacks.

Inflation (Ex): A giant porcupine fish can inflate itself by swallowing water. Inflation is an immediate action, while deflation is a move action. An inflated porcupine fish is considered one size larger for purposes of defending against size-based special attacks such as bull rush, overrun and swallow whole attacks. Furthermore, inflation causes the fish's spines to stand erect, allowing it to utilize its spines special attack (see below).

An inflated porcupine fish is heavily encumbered by the weight of the swallowed water, which slows its swim speed to 20 ft.

Poison (Ex): A porcupine fish's spines and many of its internal organs are poisonous. The save DCs are Constitution-based.

Spine poison: Injury (spines), Fortitude DC 12, initial and secondary damage 1d6 Con.

Organ poison: Ingestion, Fortitude DC 12, initial and secondary damage 2d6 Con.

Spines (Ex): Any creature striking an inflated giant porcupine fish with handheld weapons or natural weapons takes 1d6-1 points of piercing and slashing damage from the fish's spines, and expose them to the fish's poison. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. A giant porcupine fish may also use its spines offensively.

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

Originally appeared in Dragon Magazine #116 (1986).
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