Creature Catalog new 3.5 conversions

Status
Not open for further replies.

BOZ

Creature Cataloguer
Amitok

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

Amitok
Medium Humanoid (Goblinoid)
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 30 ft (6 squares)
Armor Class: 13 (+3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Claw +4 melee (1d4+3)
Full Attack: 2 claws +4 melee (1d4+3)
Space/Reach: 5 ft/5 ft
Special Attacks:
Special Qualities: Darkvision 60 ft, reckless, resistance to cold 5
Saves: Fort +5 (+9 against poison) Ref +0 Will +0
Abilities: Str 16, Dex 11, Con 14, Int 7, Wis 11, Cha 8
Skills: Handle Animal +1, Hide +0, Listen +1, Spot +1, Survival +1
Feats: Improved Initiative

Environment: Any cold land and underground
Organization: Band (3-30) or colony (6-60 males, plus 3-30 females, 18-180 young, 1 2nd-5th level adept, and 2-12 winter wolves or 4-24 hoar foxes)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +1

This broad-built humanoid stands about a foot taller than a human. Its flat face is pale blue and hairless, as are its wickedly clawed hands. Its body is covered in light gray, almost white, fur.

The amitoka are a strain of hobgoblin, also known as snow goblins, that have acclimated themselves to arctic climates. A thick layer of fat keeps them warm and helps them resist poisons. These beasts are carnivorous and are always on the hunt, using their environment as camouflage. They will eat anything, including their own that die in combat. Amitok culture revolves completely around acquiring food. They collect no treasure, but sometimes pile up the items of their victims to attract more victims.

Amitoka lair in short tunnel systems dug deeply into the snow. Each lair has 2-5 large communal rooms. The colony’s females defend these tunnels fiercely while the males are out hunting. The colony often has tribal pets that are used for hunting. Amitoka shamans are their rulers, and are usually the largest and strongest of the bunch.

These creatures are completely antisocial to other races, considering them as nothing other than a potential meal. They occasionally cooperate with quaggoths, but generally despise everything that is not an amitok. Barbarian tribes that live near amitoka refer to them as “demons.”

An amitok is 7 feet tall and weighs 350 pounds.

Amitoka speak Goblin and Giant.

COMBAT
Amitoka are fierce, almost suicidal combatants. They do not use weapons and enjoy rending flesh with their claws. When facing overwhelming odds, amitoka will just pile on the biggest enemy, hoping to win out despite any losses they may face.

Reckless (Ex): Amitoka fear no creature, and receive a +4 morale bonus on saving throws against fear.

Skills: Amitoka receive a +8 racial bonus on Hide checks in snowy or icy environments.


Amitoka as Characters

Most amitok leaders are adepts, and all amitok spellcasters are generally adepts. Amitok clerics worship Cryonax and can choose any two of the following domains: Air, Animal, Evil, and Water.

Amitok characters possess the following racial traits:

+6 Strength, +4 Constitution, -4 Intelligence, -2 Charisma
Medium size.
An amitok's base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: An amitok begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1 and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
Racial Skills: An amitok's humanoid levels give it skill points equal to 5 × (2 + Int modifier). Its class skills are Handle Animal, Listen, Spot, and Survival.
Racial Feats: An amitok's humanoid levels give it one feat.
+3 natural armor bonus.
+8 racial bonus on Hide checks in snowy environments.
+4 racial bonus on saves against poison.
Resistance to cold 5.
Automatic Languages: Common, Goblin, Giant. Bonus Languages: Draconic, Gnoll, Orc.
Favored Class: Barbarian.
Level Adjustment +1.

Originally found in Dragon Magazine #89 (“Creature Catalog,” September 1984, Roger Moore).
 
Last edited:

log in or register to remove this ad

BOZ

Creature Cataloguer
Atlas

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

Titan, Greater, Atlas
Gargantuan Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 41d8+697 (901 hp)
Initiative: +5
Speed: 60 ft (10 squares), fly 80 (perfect)
Armor Class: 44 (-4 size, +5 Dex, +33 natural), touch 11, flat-footed 39
Base Attack/Grapple: +41/+82
Attack: Slam +61 melee (8d10+28)
Full Attack: 2 slams +61 melee (8d10+28)
Space/Reach: 20 ft/20 ft
Special Attacks: Oversized weapon, spell-like abilities
Special Qualities: Damage reduction 15/epic, darkvision 60 ft, fast healing 3, feat of strength, spell resistance 45, unlimited strength
Saves: Fort +47 Ref +31 Will +36
Abilities: Str 50 Dex 20 Con 44 Int 27 Wis 30 Cha 28
Skills: Balance +25, Bluff +44, Climb +55 (+57 with rope), Concentration +52, Craft (blacksmithing) +46, Diplomacy +33, Disguise +9 (+11 in character), Escape Artist +20 (+22 with rope), Heal +38, Intimidate +68, Jump +55, Knowledge (history) +53, Knowledge (religion) +48, Knowledge (the planes) +43, Listen +52, Move Silently +35, Search +43, Sense Motive +45, Spellcraft +38, Spot +52, Survival +10 (+12 following tracks, +12 on other planes), Swim +53, Use Rope +28 (+30 with bindings)
Feats: Alertness, Awesome Blow, Deflect Arrows (B), Greater Weapon Specialization (slam), Improved Grapple (B), Improved Unarmed Strike (B), Improved Sunder (B), Power Attack, Weapon Focus (slam), Weapon Specialization (slam)
Epic Fortitude, Epic Prowess, Epic Toughness, Epic Weapon Focus (slam), Epic Weapon Specialization (slam), Fast Healing, Legendary Wrestler

Environment: Tarterian Depths of Carceri
Organization: Solitary
Challenge Rating: 30
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: ---
Level Adjustment: ---

This gigantic humanoid has an unimaginably massive build, appearing to have muscles where muscles shouldn’t be. His expression seems rather crafty.

Atlas is the embodiment of physical might, and is considered strength personified. He draws energy from the Material plane, and while there he seems to have no limit to his strength.

Despite his alignment, Atlas can actually be very honorable, and it is well known that if he gives his word on a matter he will keep even if this oath means his death.

Atlas (whose name means "he who dares or suffers") was the son of the Titan Iapetus and the nymph Clymene, and the brother of Prometheus and Epimetheus. Hersperius bore the Herperides to Atlas, who were four beautiful nymphs (Aegle, Arethusa, Erytheia, and Hesperia) that lived in the mountains near Atlas. They are said to live in a beautifully tended garden, which is the source of Hera’s golden apples. Heracles, as part of his Twelve Labors, tricked Atlas into picking the apples for him by offering to take his burden from him. Atlas is also father of Maera, the Hyades, Calypso the sea nymph and the Pleiades (the Seven Sisters, oreads); Hesperos is sometimes regarded as his son.

Atlas led the Titans in their struggles with the Olympians, and was thus condemned by Zeus to bear the weight of the earth and sky upon his shoulders forever. Though Atlas is officially a prisoner of Tarterus, part of his punishment involves spending most of his time on the Material Plane.

Atlas is 50 feet tall and weighs 225,000 pounds.

Atlas speaks Abyssal, Common, Celestial, Draconic, and Giant.

COMBAT
Atlas is not as destructive as some of the other greater titans, but he does have plenty of destructive capability. His fists pack quite a punch, and he usually relies on just hitting whatever stands in his way. When fighting a more powerful foe, Atlas will make use of his spell-like abilities, as well as his ability to increase his strength.

Atlas's natural weapons, as well as any weapons he wields, are treated as epic weapons for the purposes of overcoming damage reduction.

Oversized Weapon (Ex): A greater titan can wield a great, two-handed weapon (big enough for Colossal creatures) with no penalty.

Spell-Like Abilities: At will – bestow curse (DC 23), chain lightning (DC 25), charm monster (DC 23), cure critical wounds, deeper darkness, fire storm (DC 26), greater dispel magic, hold monster (DC 24), invisibility, invisibility purge, levitate, persistent image (DC 25), polymorph (humanoid forms only, duration 1 hour), protection from energy, read magic, unholy blight (DC 23); 3/day – Bigby's clenched fist, Bigby's grasping hand, divine power, earthquake, etherealness, freedom of movement, greater teleport, iron body, power word stun, summon nature’s ally IX, word of chaos (DC 26); 1/day – Bigby’s crushing hand, gate, maze, meteor swarm (DC 28), plane shift, wind walk. Caster level 25th. The save DCs are Charisma-based.

Feat of Strength (Su): Atlas gains an enhancement bonus to Strength equal to +20. Activating the power is a free action, the power lasts 1 round, and it is usable 5 per day.

Unlimited Strength (Su): While on the Material Plane, Atlas can perform seemingly impossible feats of lifting, bending, breaking, and any other physical feats. He automatically succeeds on any Strength check to perform such feats. This ability cannot be used during combat.

Evasion (Ex): If Atlas makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. If helpless, Atlas does not gain the benefit of evasion.

Wholeness of Body (Su): Atlas can heal his own wounds. He can heal 41 hit points of damage each day, and he can spread this healing out among several uses.

atlas.jpg


Originally found in the first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz).
 
Last edited:

BOZ

Creature Cataloguer
Noviere

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

Eladrin, Noviere
Medium Outsider (Aquatic, Chaotic, Eladrin, Extraplanar, Good)
Hit Dice: 5d8+10 (32 hp)
Initiative: +4
Speed: 40 ft (8 squares), swim 60 ft
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +5/+9
Attack: +1 trident +10 melee (1d8+5/x2) or slam +9 melee (2d8+6/19-20/x2)
Full Attack: +1 trident +10 melee (1d8+5/x2) or slam +9 melee (2d8+6/19-20/x2)
Space/Reach: 5 ft/5 ft
Special Attacks: Aquatic net, envelop, spell-like abilities, spells, water bolt
Special Qualities: Alternate form, amphibious, damage reduction 10/cold iron or evil, darkvision 60 ft, immunity to electricity and petrification, low-light vision, resistance to acid 10 and cold 10, spell resistance 15, tongues, water mastery
Saves: Fort +6 (+10 against poison) Ref +8 Will +6
Abilities: Str 19, Dex 18, Con 14, Int 13, Wis 14, Cha 14
Skills: Concentration +8, Diplomacy +14, Escape Artist +10, Handle Animal +10, Hide +9, Knowledge (the planes) +7, Listen +10, Move Silently +11, Ride +6, Sense Motive +10, Spot +10, Survival +2 (+4 on other planes), Swim +12, Use Rope +4 (+6 with bindings)
Feats: Improved Critical (slam), Power Attack

Environment: Olympian Glades of Arborea
Organization: Solitary or clan (2-16)
Challenge Rating: 5
Treasure: No coins; double goods; standard items
Alignment: Always chaotic good
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: +5

This creature resembles a stout aquatic elf, or perhaps a sea faerie. Its skin is a greenish-blue, with long hair of a greenish tint. Its eyes are the color of the sea. It carries sharp weapons and a large net.

The noviere is an aquatic eladrin that dwells on Ossa, the second layer of Arborea. Like the bralani, they appreciate the lands and waters of their lands and spend most of their time on a favorite island, although they are sometimes known to visit the Material Plane to meet with merfolk or water fey and explore new shorelines.

Novieres have a very elven appearance, like other eladrins, though they are stockier than elves. Their skin can have a green, blue, or golden hue, and their hair ranges anywhere from deep blue-green to a pale blond. Though they look much like aquatic elves, they lack prominent gills, and have no webbed fingers. A noviere also has the ability to assume the form of a golden dolphin composed entirely of shimmering water.

They are considered the most straightforward and friendly of the eladrins; more approachable than the serious sheieres, less fickly and flighty than the bralani, and far more levelheaded than the coures. Novieres are very self-sufficient, and mostly keep to themselves, even among other eladrins. A chieftain is appointed to loosely govern a clan of novieres, but individuals are not bound to follow any particular leader.

A noviere is usually between 5 to 7 feel tall, and weighs 125 pounds.

Novieres speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.

COMBAT
Novieres prefer to avoid combat unless absolutely necessary, and are slow to anger. They are far stronger than their lithe forms would suggest, and they usually carry magical weapons that can be used effectively on water or land such as tridents and daggers. When using a net underwater, a noviere is always careful not to let air-breathers drown when entangled.

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

Aquatic Net (Su): A noviere's net benefits from a freedom of movement effect, allowing it to be thrown effectively underwater, incurring none of the additional penalties for range that ranged weapons normally suffer when used underwater.

Envelop (Ex): A noviere in dolphin form can draw a victim into its fluid form by moving into the creature’s space as a standard action. Opponents can make attacks of opportunity against the noviere, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 16 Reflex save or be enveloped; on a success, they are able to move 5 feet away from the noviere in any direction (opponent’s choice). Enveloped creatures are considered to be grappled and trapped within the noviere’s body. The save DC is Strength-based.

The noviere can also envelop a victim by scoring a critical hit with its slam attack and pulling the victim into its space. Victims enveloped in this way are entitled to neither a saving throw nor an attack of opportunity. The noviere makes a grapple check with a +4 circumstance bonus to grapple the victim in such an instance.

If the noviere is able to maintain a hold on the victim, the victim will be at risk of drowning (see Water Dangers in the Dungeon Master’s Guide for the risks and effects of drowning). A trapped victim can attack the noviere or make additional grapple checks to escape its grasp. The character cannot cast spells with a verbal component or use any other item or ability that requires speech. If other characters use edged weapons to attack the noviere while it is holding a victim, those attacks have a 25% chance of hitting the trapped character, and they do no harm to the noviere.

While holding a victim, the noviere cannot attack other creatures with its slam, nor can it shift to its humanoid form. It can, however, use its spells, spell-like abilities, and water bolt attack.

Spell-Like Abilities: At will - alter self, charm person, comprehend languages, cure light wounds (DC 13), daylight, detect evil, minor image (DC 14), mirror image, silent image (DC 13), slow (DC 15); 1/day - water breathing. Caster level 5th. The save DCs are Charisma-based.

Spells: Novieres in humanoid form can cast divine spells as 7th-level clerics. A noviere has access to two of the following domains: Animal, Chaos, Good, Plant, or Water. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared: (6/6/5/3/2); save DC 12 + spell level): 0 – create water, cure minor wounds, detect magic, light, resistance, virtue; 1st – bless, calm animals*, divine favor, obscuring mist, sanctuary, shield of faith; 2nd – aid, eagle’s splendor, enthrall, fog cloud*, owl’s wisdom; 3rd – dominate animal*, prayer, remove curse; 4th – control water*, restoration.
*Domain spell. Domains: Animal and Water.

Water Bolt (Sp): A noviere can launch a blast of concentrated water at a range of 60 feet, once per day. This water bolt does 4d6 points of damage to all creatures in a 5-foot-wide path from the noviere (Reflex save DC 17 for half damage). The save DC is Dexterity-based.

Alternate Form (Su): A noviere can shift between its humanoid and aqueous dolphin forms as a standard action. In humanoid form, it cannot use its slam or envelop attacks, but it can use its spell-like abilities, spells, water bolt, and its weapons. In dolphin form, it gains a +6 deflection bonus to Armor Class, and can envelop, make slam attacks, make use of water mastery, and use spell-like abilities, spells, and water bolt, but it cannot use its weapons.

A noviere remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does a noviere revert to any particular form when killed. A true seeing spell reveals both forms simultaneously.

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

Water Mastery (Ex): In dolphin form, a noviere gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or noviere is touching the ground, the noviere takes a –4 penalty on attack and damage rolls.

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

Originally found in Planescape Monstrous Compendium Appendix II (1995, Rich Baker).
 
Last edited:

BOZ

Creature Cataloguer
Uttuku

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

Utukku
Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 10d8+90 (135 hp)
Initiative: +0
Speed: 40 ft (8 squares)
Armor Class: 22 (-1 size, +13 natural), touch 9, flat-footed 22
Base Attack/Grapple: +10/+19
Attack: Claw +15 melee (4d4+5)
Full Attack: 2 claws +15 melee (4d4+5) and bite +13 melee (3d4+2)
Space/Reach: 10 ft/10 ft
Special Attacks: Discord, spell-like abilities
Special Qualities: Damage reduction 10/good, darkvision 120 ft, iron mind, plane shift, resistance to electricity 10 and fire 10, spell resistance 21, telepathy 100 ft
Saves: Fort +16 (+20 against poison), Ref +7, Will +12
Abilities: Str 21, Dex 11, Con 29, Int 16, Wis 16, Cha 18
Skills: Appraise +15, Bluff +22, Concentration +20, Diplomacy +8, Disguise +4 (+6 in character), Intimidate +20, Jump +16, Knowledge (the planes) +18, Listen +16, Search +14, Sense Motive +16, Spot +16, Survival +15 (+17 following tracks, +17 on other planes)
Feats: Blind-Fight, Iron Will, Multiattack, Power Attack

Environment: Tarterian Depths of Carceri
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Level Adjustment: ---

Standing twice as tall as a human, this creature bears the head of a lion, with long quills radiating out in place of a mane. Its scaled humanoid body is dark brick-red, with a golden-red face and striped black and white spines. Huge, white claws cap its hands and feet. Its bright yellow eyes have catlike blue pupils.

Utukku are vicious predators of the planes that kill all outsiders who pass through their territory, including others of their kind. Their lairs in the great ash deserts of Carceri always include impressive defenses, as each utukku must defend itself from all competitors. Utukku want no part of the intrigues of other fiends, and prey on any demons and devils they meet.

Very rarely, utukku are able to travel to the Material Plane for a time to gather more treasure. Its temporarily lair there will be a more hastily made lair, built in the caverns or pits of desolate regions, such as sandy deserts and volcanic areas. While on the Material Plane, they spread misery and suffering throughout local humanoid communities.

Utukku stand an average height of 12 feet tall, ranging from 11 to 14 feet tall, and weigh about 800 pounds.

Utukku speak their own language, but mostly communicate via telepathy.

COMBAT
Utukku always use their clawed hands to slash at foes rather than using weapons (though they are known to prize magical weapons as treasure). They also make good use of their magical powers in combat. These creatures are rather hardy, due to the harsh nature of their home plane. They always attack any extraplanar creatures on sight, unless outnumbered or overpowered.

Discord (Sp): Once per day, an utukku can cause all creatures within 60 feet to immediately fall to loud bickering and arguing, allowing them to take no other actions. If affected creatures are of different alignments, there is a 50% probability that they attack each other. The bickering lasts for 5d4 rounds, any fighting for 2d4 rounds. A successful Will save (DC 19) negates the effect. This is a mind-affecting, compulsion effect. The save DC is Charisma-based.

Spell-Like Abilities: At will - comprehend languages, detect evil, detect good, detect magic, see invisibility; 3/day - cause fear (DC 15), darkness, greater teleport (self plus 50 pounds of objects only), lightning bolt (DC 17); 1/day - control weather; 1/week - contagion (DC 18), polymorph. Caster level 18th. The save DCs are Charisma-based.

Iron Mind (Ex): An utukku is immune to all magical and psionic mind-affecting divination effects, including telepathy.

Plane Shift (Sp): Once per century, an utukku can leave Carceri to plane shift itself into the Material Plane; it can remain on the Material Plane for one year, after which it automatically shifts back to its home plane, taking up to 4,000 pounds of material with it.

Originally found in Dragon Magazine #89 (“Creature Catalog,” September 1984, Roger Moore).
 
Last edited:

BOZ

Creature Cataloguer
Cronus

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

Titan, Greater, Cronus
Colossal Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 51d8+918 (1,147 hp)
Initiative: +10
Speed: 60 ft (10 squares)
Armor Class: 40 (-8 size, +10 Dex, +28 natural), touch 12, flat-footed 30
Base Attack/Grapple: +51/+90
Attack: Colossal keen vorpal adamantine scythe +63 melee (4d8+19/17-20/x4)
Full Attack: Colossal keen vorpal adamantine scythe +63/+58/+53/+48 melee (4d8+19/17-20/x4) or lava ball +53 ranged (4d10 fire)
Space/Reach: 30 ft/30 ft
Special Attacks: Lava ball, spell-like abilities, spells
Special Qualities: Alternate form, damage reduction 20/epic, darkvision 240 ft, fast healing 6, spell resistance 36
Saves: Fort +45 Ref +37 Will +38
Abilities: Str 48 Dex 30 Con 46 Int 40 Wis 32 Cha 32
Skills: Balance +46, Bluff +65, Climb +59, Concentration +70, Craft (alchemy) +55, Decipher Script +59, Diplomacy +65, Disguise +11 (+13 in character), Escape Artist +50, Gather Information +47, Heal +47, Intimidate +73, Jump +67, Knowledge (arcana) +55, Knowledge (history) +51, Knowledge (nature) +77, Knowledge (religion) +51, Knowledge (the planes) +75, Listen +71, Perform (act) +46, Perform (oratory) +56, Perform (sing) +51, Search +65, Sense Motive +65, Spellcraft +67, Spot +71, Survival +51 (+53 aboveground, +53 following tracks, +53 on other planes), Swim +59, Use Rope +10 (+12 with bindings)
Feats: Cleave, Combat Reflexes, Empower Spell, Great Cleave, Improved Critical (scythe), Maximize Spell, Power Attack, Weapon Focus (scythe)
Epic feats: Devastating Critical (scythe), Fast Healing (x2), Improved Darkvision, Improved Spell Capacity, Intensify Spell, Legendary Climber, Legendary Leaper, Overwhelming Critical (scythe), Spellcasting Harrier

Environment: Tarterian Depths of Carceri
Organization: Solitary
Challenge Rating: 35
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: ---
Level Adjustment: ---

This colossal humanoid is a handsome man, dressed as a human warrior of great skill. His dark eyes betray a sinister gleam.

Cronus, whose name means “crow,” was once the mighty ruler of the Olympian gods, but is now just a prisoner. He was the youngest of the first generation of Titans born to Uranus and Gaea, and served as the leader of the greater titans. Cronus hated his father, and his ambition was great enough to attack Uranus to usurp his throne as ruler of the universe.

Uranus had gleefully imprisoned Cronus’ siblings, the Hecatoncheires and the Cyclopes, in the prison of Tarterus. This pained Gaea greatly, and she conspired with Cronus and the other Titans to teach Uranus a lesson. She gave Cronus a special adamantine sickle, with which he ambushed his father and castrated him. After humbling Uranus, Cronus took the throne, with his sister Rhea as his Queen. They had six children: Hestia, Hera, Demeter, Hades, Poseidon, and Zeus. Cronus also had a son with Aphrodite, Pothos, and fathered the centaur Chiron with Philyra, the daughter of his brother Oceanus.

Gaea prophesied to Cronus that one of his children would overthrow him just as he had his father. The despot was fearful, and swallowed up each of these six gods as Rhea gave birth to them. When he meant to swallow Zeus, Rhea instead tricked him into swallowing a stone wrapped in swaddling clothes. Rhea hid Zeus in a cave until he was grown, when he returned and lead a successful revolt against Cronus. Zeus forced Cronus to disgorge his siblings, and there followed a great war between the Titans and the Olympian gods. Ultimately the Titans lost, and Zeus imprisoned Cronus and his brother titans in Tarterus after freeing Cronus’ monstrous siblings from that plane.

Though he was once a greater god of harvest and agriculture, mortals no longer worship Cronus; but as the lord of sinister ambition he seeks to change this. He maintains several small sects of priests dedicated to him who are constantly trying to recruit worshipers through the promise of power or money. His inability to directly influence the events of the mortal world angers him greatly. Cronus dwells in Mount Othrys on the first layer of Carceri, where he holds court.

Cronus is 100 feet tall and weighs 750,000 pounds.

Cronus speaks Abyssal, Aquan, Auran, Common, Celestial, Draconic, Giant, Ignan, Sylvan, and Terran.

COMBAT
At the beginning of combat, Cronus usually looses lava balls on his opponents. Cronus is equally capable of destruction with his scythe or his magical powers, and will use whatever strikes his fancy at any given moment.

Cronus's natural weapons, as well as any weapons he wields, are treated as epic weapons for the purposes of overcoming damage reduction.

Lava Ball (Su): Cronus can create small spheres of molten lava and launch them up to a range of 600 feet. Each lava ball can strike a single target, and deals 4d10 points of fire damage. It also sets fire to combustibles and damages objects, as a fireball spell.

Spells: Cronus can cast divine spells as a 25th-level cleric. Cronus has access to the following domains: Air, Chaos, Evil, and Plant. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/9/9/9/8/8/7/7/6/6; save DC 21 + spell level); 0 – create water, detect magic, guidance, inflict minor wounds, purify food and drink, resistance; 1st – cause fear, detect good, divine favor, doom, entangle, entropic shield, protection from good*, protection from law, sanctuary; 2nd – aid, barkskin, desecrate, eagle’s splendor, enthrall, gentle repose, resist energy, shatter*, wind wall; 3rd – blindness/deafness, contagion, create food and water, gaseous form*, glyph of warding, magic circle against law, speak with dead, water walk, wind wall; 4th – air walk*, chaos hammer, command plants, control water, dimensional anchor, greater magic weapon, spell immunity, tongues; 5th – dispel good, dispel law, flame strike, greater command, righteous might, symbol of pain, true seeing, wall of thorns*; 6th – animate objects, chain lightning*, create undead, harm, mass bull’s strength, repel wood, wind walk; 7th – blasphemy*, destruction, greater restoration, greater scrying, regenerate, repulsion, symbol of weakness; 8th – antimagic field, cloak of chaos, earthquake, mass inflict critical wounds, symbol of death, unholy aura*; 9th – elemental swarm, implosion, shambler*, storm of vengeance, summon monster IX, true resurrection.
*Domain spell. Domains: Air, Chaos, Evil, and Plant.

Spell-Like Abilities: At will – bestow curse (DC 24), blur, chain lightning (DC 27), charm monster (DC 25), cure critical wounds (DC 25), deeper darkness, displacement, fire storm (DC 29), greater dispel magic, haste, hold monster (DC 26), invisibility, invisibility purge, levitate, magic circle against good, obscuring mist, persistent image (DC 26), plant growth, polymorph (humanoid forms only, duration 1 hour), protection from energy, read magic, slow (DC 24), speak with plants, true strike, unholy blight (DC 25); 3/day – contingency, control winds, etherealness, freedom of movement, greater teleport, liveoak, permanency, summon nature’s ally IX, word of chaos (DC 28); 1/day – animate plants, Bigby’s crushing hand (DC 30), control plants (DC 29), control weather, foresight, gate, maze, meteor swarm (DC 30), plane shift, temporal stasis (DC 29), time stop, whirlwind (DC 29), wind walk. Caster level 25th. The save DCs are Charisma-based.

Alternate Form (Su): Cronus can assume any form of Colossal size or smaller as a standard action. This ability functions as a polymorph spell cast on himself (caster level 20th), except that Cronus does not regain hit points for changing form. Cronus can remain in his alternate form until he chooses to assume a new one or return to his natural form.

cronus-saturna.gif


Originally found in the first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz), and Legends and Lore (1990).
 
Last edited:

BOZ

Creature Cataloguer
Shiere

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

Eladrin, Shiere
Medium Outsider (Chaotic, Eladrin, Extraplanar, Good)
Hit Dice: 8d8+16 (52 hp)
Initiative: +1
Speed: 40 ft (8 squares), fly 60 ft (perfect)
Armor Class: 31 (+12 Shiere’s armor, +2 +1 light steel shield, +1 Dex, +6 natural), touch 11, flat-footed 30
Base Attack/Grapple: +8/+14
Attack: +3 heavy lance of speed +14 melee (1d8+9/x3) or +3 keen defending battleaxe +14 melee (1d8+6/19-20/x3)
Full Attack: +3 heavy lance of speed +14/+9/+14 melee (1d8+9/x3) or +3 keen defending battleaxe +14/+9 melee (1d8+6/19-20/x3)
Space/Reach: 5 ft/5 ft
Special Attacks: Gaze, spell-like abilities, spells
Special Qualities: Alternate form, damage reduction 10/cold iron or evil, darkvision 60 ft, immunity to electricity and petrification, low-light vision, resistance to acid 10 and cold 10, spell resistance 16, tongues
Saves: Fort +8 (+12 against poison) Ref +7 Will +7
Abilities: Str 23, Dex 12, Con 15, Int 14, Wis 12, Cha 13
Skills: Concentration +12, Diplomacy +5, Escape Artist +9, Handle Animal +10, Hide +9, Intimidate +10, Jump +15, Listen +11, Move Silently +11, Ride +13, Sense Motive +12, Spot +11, Tumble +10
Feats: Blind-Fight, Mounted Combat, Power Attack

Environment: Olympian Glades of Arborea
Organization: Solitary or company (3-24)
Challenge Rating: 10
Treasure: No coins; double goods; standard items
Alignment: Always chaotic good
Advancement: 9-16 HD (Medium); 17-24 HD (Large)
Level Adjustment: +10

This being resembles an unusually tall, very fair-skinned elf. Its limbs are long and slender and its face and hands are narrow. Its hair is a pale metallic color, and its piercing eyes have a bluish tinge to them.

The shieres serve and protect Arborea as the noble knights of the eladrin. These graceful defenders of the eladrin courts fight with skill, strength, and honor. These warriors are stronger than they look, and very courageous. They can be very cold when dealing with beings who don’t measure up to their own high standards of honor and valor.

The shiere’s serve the Queen of Stars and her people, and are most frequently found in the ruling tulani courts. These warriors form a shining host that actively seeks out evil intruders who would trouble the eladrins. They ride the wilds of Olympus by night to drive away those who hide in darkness. Exceptional shieres can be acknowledges as hunt leaders or captains serving a tulani lord, though all shieres are technically of the same rank.

Shieres are 7 feet tall, and weigh 135 pounds.

Shieres speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.

COMBAT
Shiere are highly skilled, courageous warriors, and always carry magical weapons suitable for knights. They wear a special suit of armor crafted especially for them, and use long, narrow magical shields. The shiere’s armor is usually ruined if the shiere has taken enough damage to be slain in combat. Shiere are always mounted on their special warhorses when hunting, patrolling, or riding to war.

Shieres do not use their light form as frequently as other eladrins, and prefer their humanoid forms. They are considerably more limited in this form, so prefer to reserve it for extreme conditions – such as if the shiere is badly wounded and needs to escape, or for more stealthy maneuvers.

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

Gaze (Su): A shiere’s gaze causes fear in any creature of evil alignment that meets its eyes at a range of 60 feet on a failed will save (DC 15). The save DC is Charisma-based.

Spell-Like Abilities: At will - alter self, color spray (DC 12), comprehend languages, cone of cold (DC 16), cure light wounds (DC 12), daylight, detect evil, ice storm (DC 15), major image (DC 14), see invisibility, silent image (DC 12), wall of ice; 1/day - heal (DC 17). Caster level 10th. The save DCs are Charisma-based.

Spells: Shieres in humanoid form can cast divine spells as 10th-level clerics. A shiere has access to two of the following domains: Chaos, Good, Protection, Strength, or War. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared: (6/6/5/4/4/3); save DC 11 + spell level); 0 – detect magic, guidance, light, mending, resistance, virtue; 1st – bless, divine favor, magic weapon, protection from evil, sanctuary*, shield of faith; 2nd – aid, bull’s strength, enthrall, owl’s wisdom, shield other*, spiritual weapon; 3rd – magic vestment, prayer, protection from energy*, remove curse; 4th – cure critical wounds, divine power*, spell immunity, summon monster IV; 5th – flame strike*, righteous might, spell resistance.
*Domain spell. Domains: Protection and War.

Alternate Form (Su): A shiere can assume the form of an incorporeal ball of light once per hour. This transformation counts as a standard action. In this form, the shiere can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. In this form, the shiere has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A shiere in this form can pass through solid objects, but not force effects, at will. While incorporeal, its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. In this form, a shiere always moves silently and cannot be heard with Listen checks if it doesn't wish to be. While incorporeal, the shiere sheds light as it wishes, providing illumination with any radius it wishes up to 30 feet. Changing the amount of light it sheds is a free action that the shiere can perform once per round.

Shiere’s Armor: Shieres wear specially crafted suits of magical armor made of glass and crystal that provide a +12 armor bonus. This armor has no armor check penalty, and has a maximum Dex bonus of +4.

The Horses of the Shiere: Advanced Heavy Warhorses; CR 3; Large magical beast (extraplanar); HD 4d10+12; hp 34; Init +1; Spd 60 ft, fly 60 ft (average); AC 14, touch 10, flat-footed 13; Base Atk +4; Grp +12; Atk +7 melee (1d8+4, hoof); Full Atk 2 hooves +7 melee (1d8+4, 2 hooves) and +2 melee (1d4+2, bite); Space/Reach 10 ft/5 ft; SA None; SQ Courage, darkvision 60 ft, low-light vision, night flight, scent; AL CG; SV Fort +7, Red +5, Will +2; Str 18, Dex 13, Con 17, Int 6, Wis 13, Cha 10.
Skills and Feats: Listen +5, Spot +4; Endurance, Run
Courage (Ex): Horses of the shiere are braver than normal animals, and receive a +4 morale bonus on saving throws against fear.
Night Flight (Sp): Horses of the shiere can fly 60 feet per round, but only when the sun is not in the sky.
Carrying Capacity: A light load for a horse of the shiere is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A horse of the shiere can drag 4,500 pounds.

Originally found in Planescape Monstrous Compendium Appendix II (1995, Rich Baker).
 
Last edited:

BOZ

Creature Cataloguer
Chac

http://www.enworld.org/forums/showthread.php?t=73266

Chac
Medium Fey (Shapechanger)
Hit Dice: 5d6+5 (22 hp)
Initiative: +6
Speed: 30 ft (6 squares), fly 30 ft (perfect)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+2
Attack: Claw +4 melee (1d3)
Full Attack: 2 claws +4 melee (1d3) and bite -1 melee (1d3)
Space/Reach: 5 ft/5 ft
Special Attacks: spell-like abilities, spells
Special Qualities: gaseous form, low-light vision, spell resistance 17
Saves: Fort +2 Ref +6 Will +5
Abilities: Str 10, Dex 15, Con 12, Int 13, Wis 12, Cha 15
Skills: Concentration +9, Diplomacy +10, Escape Artist +6, Hide +8, Listen +5, Knowledge (nature) +11, Move Silently +8, Sense Motive +7, Spot +5, Survival +7
Feats: Dodge (B), Improved Initiative, Weapon Finesse

Environment: Warm mountains
Organization: Solitary or family (2-4)
Challenge Rating: 5
Treasure: No coins; standard goods; no items
Alignment: Usually lawful neutral
Advancement: 9-16 HD (Medium); 17-24 HD (Large)
Level Adjustment: +3

This creature initially resembles a slender jaguar, but when it assumes a bipedal stance it has a clearly human-like face. Tears run down its cheeks, cutting deep grooves into its face.

The chac is a weather spirit that helps control the rain. They live high up in mountain caves, where they can observe the countryside. They use their magical powers mostly to govern the weather near their lairs. Most serve nature or local natives who provide gifts of food, though some chacs are evil and demand sacrifices to keep bad weather away.

Chacs are shy loners, and prefer to avoid direct contact with humanoids. Many of their legends tell of chacs being captured by humans and forced to produce rain at the will of their captors. Because of this, chacs will use all of their resources to rescue any captured chacs. Despite this fear, chacs have no natural enemies, and are usually on good terms with local cultures.

These beings are normally quadrupeds, but can walk around on two legs like humans. A tribe of chacs is associated with a particular color, depending on where it is found. Common colors for chacs include blue, black, red, yellow, and green. Each chac’s eyes are of the color associated with its tribe, and the color of the mist of its gaseous form is tinted with the same color. The tears on a chac’s cheeks are not from sadness, but are a result of its deep connection with the rain.

Chacs are great lovers of art, and keep many pieces of carved jade and turquoise in their lair. They also hoard cocoa beans, which they use to make a chocolate they are very fond of.

A chac can be from 5-7 feet tall, and weighs 120 pounds.

Chacs speak Common and Sylvan.

COMBAT
A chac will always seek to avoid combat, and only fights when threatened and unable to escape. It will try to use its magical powers first to escape, or to subdue its foes.

Gaseous Form (Su): Four times per day, as a standard action, a chac can assume gaseous form as the spell (caster level 10th), but it has a fly speed of 30 feet with perfect maneuverability.

Control Rain (Sp): Once per week, a chac can use control weather as the spell (caster level 10th), except that it can only create rain effects.

Spells: Chacs can cast divine spells as 5th-level clerics. A chac has access to the Air and Water domains. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (5/5/3/2; save DC 11 + spell level): 0 - create water, detect magic, detect poison, purify food and drink, read magic; 1st - bless water, entropic shield, obscuring mist*, sanctuary, summon monster I; 2nd - owl's wisdom, resist energy, wind wall*; 3rd - summon monster III, water breathing*.
*Domain spell. Domains: Air and Water.

Originally found in the Maztica Campaign Set boxed set (1991, Douglas Niles).
 
Last edited:

BOZ

Creature Cataloguer
Vulturehound

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

Vulturehound
Small Magical Beast
Hit Dice: 2d10+4 (15 hp)
Initiative: +3
Speed: 50 ft (10 squares), fly 25 ft (average)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/-1
Attack: Bite +4 melee (1d6+1)
Full Attack: 2 claws +4 melee (1d3+1) and bite -1 melee (1d6+1)
Space/Reach: 5 ft/5 ft
Special Attacks: ---
Special Qualities: Darkvision 60 ft, low-light vision, scent
Saves: Fort +5 Ref +6 Will +1
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 13, Cha 8
Skills: Spot +6, Listen +4, Survival +2
Feats: Alertness

Environment: Temperate and warm desert and plains
Organization: Solitary or pack (4-24 plus 50% chance of 3-12 pups)
Challenge Rating: 1
Treasure: Standard (coins only)?
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: +2 (cohort)

This creature’s body is that of a wild dog, mixed with the features of a vulture. Its body is covered with long, grayish, shaggy hair in most places. It has canine legs that end in sharp, curved talons. Protruding from its side is a pair of small, feathered wings, and the beast has a bald vulture’s head with a sharp beak in place of a muzzle.

The vulturehound are a bizarre combination of vulture and wild dog. These ravenous carnivores foray out from their dens in hunting packs in search of food, which they drag back to their lair to devour. They do not keep treasure intentionally, but that from their previous victims will be lying about.

A vulturehound is 4 feet long and weighs 40 lbs.

COMBAT
In battle, a vulturehound will flap its wings to rear up on its hind legs, allowing it to attack with the two front talons and beak. If unable to rear back, it can only utilize its beak. A lone vulturehound is poor at aerial combat, but vulturehounds fight well in the air as a pack. When flying, a vulturehound attacks with its talons only.

Training a Vulturehound

Training a vulturehound pup as a hunting or guard animal requires a successful DC 25 Handle Animal check. Vulturehound pups are worth 500-1,000 gp on the open market. Professional trainers charge 500 gp to rear or train a vulturehound.

Dragon Magazine #37 (“Dragon’s Bestiary,” May 1980, Chris Chalmers and Dan Pollak).
 
Last edited:

BOZ

Creature Cataloguer
Crystalmist

http://www.enworld.org/forums/showthread.php?t=73265

Crystalmist
Diminutive Aberration (Swarm)
Hit Dice: 8d8+16 (52 hp)
Initiative: +10
Speed: Fly 20 ft (perfect) (4 squares)
Armor Class: 23 (+4 size, +6 Dex, +3 natural), touch 20, flat-footed 17
Base Attack/Grapple: +6/---
Attack: Swarm (2d6)
Full Attack: Swarm (2d6) or light ray +16 ranged touch (1d6)
Space/Reach: 10 ft/0 ft
Special Attacks: Light ray/beam (1-6), distraction
Special Qualities: darkvision 60 ft, hive mind, immune to weapon damage, mindless, swarm traits
Saves: Fort +4 Ref +8 Will +7
Abilities: Str 1, Dex 22, Con 15, Int 1, Wis 12, Cha 8
Skills: Listen +8, Spot +9
Feats: Alertness, Improved Initiative, Point Blank Shot

Environment: Temperate and warm mountains
Organization: Solitary or cloud (2-6 swarms)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: ---

A multitude of colorful snowflake-like crystals twinkle in the air before you. As you watch, they gather together to take on a bulbous, roughly spherical form that throbs with a deep, ominous sound and radiates a sparkling white light.

A crystalmist swarm is a hive entity composed of minute crystalline creatures. Normally, crystalmists are content to drift about in the air, absorbing sunlight. This powers their crystalline structure, at the heart of which is a pulsating pinpoint of light that changes colors gradually throughout the day. As individuals, crystalmists have no real combat capabilities and are completely harmless. However, when threatened, they can form into a very dangerous community being.

Each individual crystalmist is completely mindless unless part of a hive mind. Groups of crystalmists have no recognizable society or community, although they seem to prefer to gather among their own kind. They have no real language, but are believed to communicate with each other by color modulation. Crystalmists reproduce only rarely, by fission.

Crystalmists do not eat other creatures, nor do other creatures usually prey upon them. Occasionally, bats or birds might eat some for their mineral content, but for the most part animals ignore crystalmists.

COMBAT
When a gathering of crystalmists feels threatened, it may form into a swarm and attack. Crystalmists store energy in their bodies, which they are able to unleash as a powerful beam of light when formed into a swarm.

Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 16 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Light Ray (Ex): A crystalmist swarm’s light rays have a range of 20 feet. The light ray deals 1d6 points of fire damage on a direct hit, and 2 points of fire damage to all creatures within 5 feet of where it hits. The light ray sets fire to combustibles and damages objects struck. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze.

If the crystalmist is in the area of a bright light source (such as a daylight spell), the damage done by its light ray is doubled to 2d6 points.

Hive Mind (Ex): Any crystalmist swarm with at least 1 hit point per Hit Die (or 8 hit points, for a standard crystalmist swarm) forms a hive mind, giving it an Intelligence of 1. When a crystalmist swarm is reduced below this hit point threshold, it becomes mindless.

When a crystalmist swarm suffers 10 points of damage, it fragments into its individual components. The remaining individuals cannot form another swarm for five rounds while they regroup. Forming into a new swarm is a full-round action, and the swarm loses its Dexterity bonus to Armor Class in that round.

Mindless (Ex): Crystalmists are naturally mindless without their hive mind, and are therefore immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) and illusions even when formed into a swarm.

Originally found in Greyhawk Adventures (1988, James M. Ward), and Monstrous Compendium MC5 - Greyhawk Appendix (1990).
 
Last edited:

BOZ

Creature Cataloguer
Oceanus

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

Titan, Greater, Oceanus
Colossal Outsider (Chaotic, Evil, Extraplanar, Water)
Hit Dice: 49d8+882 (1,102 hp)
Initiative: +7
Speed: 60 ft (10 squares), swim 60 ft
Armor Class: 42 (-8 size, +7 Dex, +33 natural), touch 9, flat-footed 35
Base Attack/Grapple: +49/+84
Attack: Slam +61 melee (5d10+19/19-20/x2)
Full Attack: 2 slams +61 melee (5d10+19/19-20/x2)
Space/Reach: 30 ft/30 ft
Special Attacks: Control aquatic creatures, create waves, spell-like abilities, spells, summon elementals
Special Qualities: Damage reduction 20/epic, darkvision 240 ft, fast healing 3, spell resistance 36, water mastery
Saves: Fort +44 Ref +33 Will +35
Abilities: Str 48 Dex 24 Con 46 Int 40 Wis 28 Cha 28
Balance +39, Bluff +56, Climb +51, Concentration +70, Decipher Script +45, Diplomacy +37, Disguise +9 (+11 acting), Escape Artist +47, Gather Information +41, Handle Animal +51, Heal +39, Intimidate +73, Jump +71, Knowledge (history) +67, Knowledge (nature) +79, Knowledge (religion) +72, Knowledge (the planes) +72, Listen +71, Perform (sing) +66, Perform (wind instruments) +61, Ride +9, Search +65, Sense Motive +63, Spellcraft +57, Spot +71, Survival +71 (+73 aboveground, +73 following tracks, +73 on other planes), Swim +99, Use Rope +7 (+9 bindings)
Feats: Ability Focus (control aquatic creatures), Augment Summoning, Cleave, Combat Reflexes, Empower Spell-Like Ability (chain lightning), Great Cleave, Improved Critical (slam), Power Attack, Quicken Spell-Like Ability (greater teleport), Track, Weapon Focus (slam)
Epic feats: Devastating Critical (slam), Fast Healing, Improved Darkvision, Legendary Tracker, Overwhelming Critical (slam), Spellcasting Harrier

Environment: Tarterian Depths of Carceri
Organization: Solitary
Challenge Rating: 33
Treasure: Double standard
Alignment: Always chaotic evil
Advancement: ---
Level Adjustment: ---

This colossal humanoid’s skin has a green shimmer and glistens with moisture. He wears little clothing and carries no items with him.

Oceanus is the master of the sea and all large bodies of water. Some even say that he is the ocean personified.

Oceanus is one of the original Titans born to Uranus and Gaea, and older brother of Cronus. He married his sister Tethys, and they had some 3,000 children together; these are known as the Oceanids, or ocean nymphs. One of Oceanus and Tethys’s offspring is the goddess Tyche, who sided with Zeus against the Titans. Oceanus was also said to have taken his mother Gaea as a consort, producing a daughter, Creusa, and a son, Spercheus.

Oceanus fought alongside his brothers in the war against the Olympian gods, and was thus imprisoned along with them. Oceanus’ temple is on the layer Porphathys of Carceri.

Oceanus is 100 feet tall and weighs 700,000 pounds.

Oceanus speaks Abyssal, Aquan, Common, Celestial, Draconic, Giant, and Undercommon.

COMBAT
Oceanus prefers to fight his opponents underwater, where he has a distinct advantage. If he is fighting land-bound opponents, he fights them while standing in water, if possible. His fists pack quite a punch, but his magic can also be formidable.

Control Aquatic Creatures (Su): Oceanus can use dominate monster at will (Will save DC 45). This ability only affects creatures with the Aquatic or Water subtypes, as well as any other creatures with an aquatic environment entry. Caster level 20th. The save DC is Charisma-based.

Create Waves (Su): Oceanus can create waves up to 40 feet high through force of will. This causes any sailing vessel within 300 feet to capsize if the character steering it fails a Profession (sailor) check (DC 15). A modifier applies to this check, based on type of ship, as follows: rowboat -2, warship +0, galley or keelboat +3, sailing ship +5, longship +7. Any creature flung into the water by a capsizing ship must succeed at a Swim check (DC 15) or immediately begin drowning.

Spell-Like Abilities: At will – bestow curse (DC 23), bull's strength, chain lightning (DC 25), charm monster (DC 23), cure critical wounds (DC 23), deeper darkness, fox's cunning, greater dispel magic, hold monster (DC 24), invisibility, invisibility purge, levitate, mind fog (DC 24), mirage arcana (DC 24), persistent image (DC 24), polymorph (humanoid forms only, duration 1 hour), protection from energy, read magic, unholy blight (DC 23), whispering wind; 3/day – control weather, etherealness, freedom of movement, greater teleport, summon nature’s ally IX, word of chaos (DC 26); 1/day – Bigby’s crushing hand (DC 28), gate, maze, plane shift, wind walk. Caster level 25th. The save DCs are Charisma-based.

Spells: Oceanus can cast divine spells as a 10th-level cleric. Oceanus has access to the following domains: (Air, Chaos, Evil, and Water). He also casts spells as a 10th-level druid. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/8/7/6/6/5; save DC 19 + spell level): 0 – create water, detect poison, inflict minor wounds, mending, read magic, resistance; 1st – cause fear, curse water, doom, endure elements, obscuring mist*, protection from good, protection from law; 2nd – desecrate, eagle’s splendor, enthrall, fog cloud*, owl’s wisdom, shatter, silence; 3rd – gaseous form*, inflict serious wounds, magic circle against good, magic circle against law, water breathing, water walk; 4th – air walk, chaos hammer*, control water, dismissal, divine power, sending; 5th – control winds*, dispel good, dispel law, greater command, summon monster V.
*Domain spell.

Typical Druid Spells Prepared (6/7/6/5/5/4; save DC 19 + spell level): 0 – create water, detect magic, flare, guidance, know direction, purify food and drink; 1st – charm animal, detect animals or plants, entangle, longstrider, magic fang, speak with animals, summon nature's ally I; 2nd – bear's endurance, bull's strength, cat's grace, chill metal, fog cloud, gust of wind; 3rd – call lightning, plant growth, quench, sleet storm, wind wall; 4th – control water, dispel magic, freedom of movement, ice storm, scrying; 5th – baleful polymorph, call lightning storm, commune with nature, summon nature's ally V.

Summon Elementals (Sp): Once per day Oceanus can automatically summon 1d3 elder water elementals. This ability is the equivalent of a 9th-level spell.

Water Mastery (Ex): Oceanus gains a +1 bonus on attack and damage rolls if both he and his opponent are touching water. If the opponent or Oceanus is touching the ground, Oceanus takes a –4 penalty on attack and damage rolls.

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

oceanus.jpg


Originally found in the first edition Deities and Demigods (1980, James M. Ward and Robert J. Kuntz).
 
Last edited:

Status
Not open for further replies.
Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top