Creature Catalog new 3.5 conversions

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Shade

Monster Junkie
Bacar

http://www.enworld.org/showthread.php?t=73266&page=40&pp=15

Bacar
Large Magical Beast
Hit Dice: 3d10+12 (28 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, +1 Dex, +5 natural, +1 light wooden shield), touch 10, flat-footed 15
Base Attack/Grapple: +3/+13
Attack: Bite +8 melee (1d6+6) or battleaxe +8 melee (2d6+6/x3) or dagger +8 melee (1d6+6/19-20) or sling +3 ranged (1d6)
Full Attack: Bite +8 melee (1d6+6) or battleaxe +8 melee (2d6+6/x3) or dagger +8 melee (1d6+6/19-20) or sling +3 ranged (1d6)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Darkvision 60 ft., hive mind, low-light vision, scent
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 23, Dex 12, Con 19, Int 6, Wis 12, Cha 7
Skills: Listen +6, Spot +6
Feats: Alertness, Power Attack
Environment: Any warm land
Organization: Solitary, troop (2-8), or colony (20-50 plus queen)
Challenge Rating: 2
Treasure: See text
Alignment: Always neutral
Advancement: 4-6 HD (Large), 7-9 HD (Huge)
Level Adjustment: -

The body of this giant ant is dark red, darkening to black along the thorax with a steel blue underbelly. It is covered in overlapping plates of chitin. It is obviously no mere vermin, for it carries a wooden shield and obsidian weapons.

Bacars are the magical guardians of the sacred site of Ixtzul, where they keep a constant vigil over the bonds that hold H'calos, the Star Worm. They were created from normal ants via hishna and pluma magic, and possess a powerful hive mind.

Bacar society is similar to that of ants. All bacar are in constant telepathic communication via the hive mind, with orders passed from the queen to the soldiers by touching antennae. The queen is large and bloated, and is the sole member of the colony capable of reproduction. All bacar defer to the queen's commands, and if she is attacked, all bacars within 150 feet immediately rush to her aid. Should the queen be slain, the bacars lose their hive mind ability, reverting to aimless, individual creatures.

The most common task assigned to a bacar is to maintain the grounds, patrolling and maintaining the wards that hold H'Calos, while cleaning up debris and keeping the grounds clean. Bacar tasked with food gathering seek out smaller creatures, carrion, and vegetation to feed the colony. Bacars ordered to attack attempt to slay enemies, while those ordered to capture take foes alive. Sometimes orders are given to track retreating foes. Bacars given scout duty report all changes and activity in their area back to the queen. If attacked, a single scout returns to report while the others cover its retreat. Bacars tasked with guard detail fight to the death.

While individual bacars carry no treasure other than their weapons and armor, a colony has communal treasure in the amount of 1 EL 6 treasure per troop of 8 bacars.

A bacar is 10 feet long and weighs 300 pounds.

Bacar speak Sylvan.

COMBAT

Bacar follow their queen's orders. Those ordered to guard, attack, or capture do so to the best of their ability. Bacars attack either with their bite or with obsidian knives, macas (essentially obsidian battle-axes), and slings.

Hive Mind (Ex): All bacars are automatically in telepathic contact with all other bacars within 20 ft that allows them to share thoughts and generate extra brain capacity. The group Intelligence of a group of bacars is equal to 5 + the number of bacars in telepathic contact. That is, a single bacar has Int 6, 3 bacars have Int 8, and 6 have Int 11, for example. Bacars only use weapons at Int 11 and higher. They are only allowed to operate on their own for extended periods at Int 13 and higher.

In addition, groups of bacars with Int 13 or higher can summon up to 1 ant swarm per bacar per day (use the statistics for locust swarms but drop the fly speed). This supernatural ability is the equivalent of a 7th level spell.

Bacar lose their hive mind ability if the queen is killed.

Originally appeared in FMA2 - Endless Armies (1991).
 
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Shade

Monster Junkie
Silatic, Iron

http://www.enworld.org/showthread.php?t=224622&page=3

Silatic, Iron
Medium Ooze
Hit Dice: 6d10+42 (75 hp)
Initiative: +6
Speed: 15 ft. (3 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +4/+8
Attack: Pseudopod +11 melee (1d6+7)
Full Attack: 2 pseudopods +11 melee (1d6+7)
Space/Reach: 5 ft./5 ft. (50 ft. with pseudopod)
Special Attacks: Digest metal, iron strike
Special Qualities: Blindsight 60 ft., damage reduction 5/magic, metalsense, ooze traits, spell resistance 21, split
Saves: Fort +9, Ref +4, Will +2
Abilities: Str 25, Dex 14, Con 24, Int 5, Wis 11, Cha 1
Skills: Climb +10, Hide +5, Move Silently +5
Feats: Improved Initiative, Improved Sunder, Power Attack
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: See text
Alignment: Always neutral
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: -

This shifting, quivering amorphous blob appears to consist of molten iron.

Silatics are metal-devouring oozes. They may be found anywhere, but since they need not breathe, they are often found floating through space. Outside the presence of gravity, silatics float gracefully, fanning their bodies in a fluid motion.

Several breeds of silatics are known to exist, each associated with a specific type of metal. A silatic eats only its associated metal, and possesses the ability to sense this same metal. Silatics may form a pair (or more, depending on type) of long, thin pseudopods that can strettch up to fifty feet. They generally feed with one pseudopod, reserving the other for defense.

When an iron silatic reaches 12 Hit Dice, it begins looking for an isolated spot in which it can split into smaller silatics.

Silatics do not hoard nor covet treasure, but up to 1d10 pounds per Hit Die of the associated metal may be recovered from a slain silatic.

An iron silatic can grow to a diameter of up to 6 feet and a thickness of about 6 inches. A typical specimen weighs about 150 pounds.

COMBAT

Silatics attack with their psuedopods, which possess incredible reach. They generally ignore other creatures, only defending themselves if bothered while feeding.

Iron silatics are often more aggressive toward living creatures due to the presence of iron in their blood.

Digest Metal (Ex): Three rounds after a silatic first comes into contact with metal, its psuedopods automatically secrete a digestive fluid that disolves metal as if it was acid. Silatic digestive fluid is targeted towards a specific metal, but is also damaging to any other types of metal. The liquid does not affect living beings or non metallic objects, but when it gets on the surface of living beings and non-metallic objects it will then start to digest metalic items that they later touch.

Any melee hit deals metal digestion damage, and the opponent’s armor dissolves and become useless immediately unless they succeed on DC 20 Reflex saves. A metal weapon that strikes a silatic that has secreted digestive fluid also disolves immediately unless it succeeds on a DC 20 Reflex save. The save DC is Constitution-based.

The silactic’s digestive touch deals 1 points of damage per round to unattended metal objects, but the ooze must remain in contact with the object for 3 full rounds to start dealing this damage. Once a silatic's digestive fluid has disolved a metal object the creature will spend the next 3 rounds reabsorbing the fluid, and the metal it contains. A silatic that is interupted while eating cannot detect its own digestive fluids, but if the digestive fluid disolves and absorbs metal, the silatic can detect the metal contained within the fluid.

Iron Strike (Ex): An iron silatic's natural attacks are treated as cold iron weapons for the purpose of overcoming damage reduction.

Metalsense (Ex): A silatic ooze can sense the location and amount of its associated metal within a distance of 100 ft. This includes coins, armor, weapons and even other silatics of the same metal type. Like blindsense, opponents the silatic senses (for example, carrying gold coins or wearing iron armor) but can’t actually see still have total concealment against the silatic.

An iron silatic can sense the presence of iron in the blood of most living creatures. This allows them to use their metalsense ability against animals, giants, humanoids, magical beasts, and monstrous humanoids.

Split (Ex): An iron silatic of 12 or more Hit Dice may split into two iron silatics as a full round action, each with half as many HD (if the original had an odd number of HD, one of the "children" will have one more HD than the other). The two new oozes are mentally incapacitated and instinctively move away from each other (taking penalties on all other actions as if they are frightened) for five hours. After those five hours, if the two children are still close to each other, they will fight to the death.

Silatics and Spelljammer

If you are using the Spelljammer rules presented at www.spelljammer.org, make the following adjustments.
  • Add the Wildspace subtype.
  • Give it a Tactical Speed of 1.

Originally appeared in Monstrous Compedium Appendix 9 (1991).
 
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Shade

Monster Junkie
Goanna, Mythic

http://www.enworld.org/showthread.php?t=199555&page=14&pp=15

Goanna, Mythic
Medium Magical Beast
Hit Dice: 3d10+9 (25 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft., swim 30 ft.
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (1d8+4)
Full Attack: Bite +6 melee (1d8+4) and tail slap +2 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ghost-oil bite, poison, tail sweep
Special Qualities: Darkvision 60 ft., immunity to poison, low-light vision
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 17, Dex 15, Con 17, Int 3, Wis 12, Cha 2
Skills: Climb +7, Hide +6*, Listen +2, Move Silently +6, Spot +2, Swim +11
Feats: Ability Focus (poison), Weapon Focus (tail slap)
Environment: Warm forests
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–5 HD (Medium); 6-8 HD (Large)
Level Adjustment: -

This large green monitor lizard is covered in black bands, with occasional splotches of white and yellow.

Mythic goannas are magical variants of the typical goanna (which simply uses the statistics for a monitor lizard). These swift hunters range across a variety of warm lands, hunting any prey no larger than themselves. They are a threat to humanoids, often dragging off smaller livestock, pets, and more rarely, children.

Mythic goannas have developed an immunity to venom due to their predilections for venomous snakes.

The fat from mythic goannas can be made into a magical oil, known as "ghost-oil". Ghost-oil renders an imbiber immune to poison for 4 hours. If applied to a weapon, the next three attacks are made as touch attacks. Mythic goanna skins are prized by phanatons, who will purchase them for 10 gp.

A mythic goanna is 4 to 6 feet long and weighs 30 to 45 pounds. Coloration varies, usually dark gray, green, or black, but sometimes white or even yellow-red. Bands, stripes, splotches, and speckles camouflage its scales, dulling with age.

COMBAT

Mythic goannas generally bite, relying on their venom to quickly dispatch prey. If cornered or antogonized, a goanna will angrily swing its tail, knocking down smaller prey while biting at its primary antagonist.

Ghost-Oil Bite (Su): Three times per day, a mythic goanna can coat its teeth with a special secretion, allowing it to make a melee touch attack with its bite.

Poison (Ex): Bite, Fortitude DC 16; initial and secondary damage 1d4 Constitution. The save DC is Constitution-based.

Tail Sweep (Ex): A mythic goanna can sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 5 feet, extending from an intersection on the edge of the goanna's space in any direction. Creatures within the swept area are affected if they are one or more size categories smaller than the goanna. A tail sweep automatically deals tail slap damage and affected creatures must make DC 14 Reflex saves to or be knocked prone. The save DC is Strength-based.

Skills: A mythic goanna has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. A mythic goanna 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. Mythic goannas have a +4 racial bonus on Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8.

Originally appeared in Dragon Magazine #186 (1992).
 
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Shade

Monster Junkie
Giant, Sea, Greater

http://www.enworld.org/showthread.php?t=219404&page=4&pp=30

Giant, Sea, Greater
Huge Giant (Aquatic)
Hit Dice: 16d8+96 (168 hp)
Initiative: +0
Speed: Swim 80 ft. (16 squares)
Armor Class: 24 (–2 size, +11 natural, +3 hide armor, +2 heavy wooden shield) touch 8, flat-footed 24
Base Attack/Grapple: +12/+34
Attack: Slam +24 melee (1d8+14) or trident +24 melee (3d6+10) or heavy underwater crossbow +10 ranged (3d8/19-20) or net +10 ranged (entangle) or rock +10 ranged (3d6+10)
Full Attack: 2 slams +24 melee (1d8+14) or trident +24 melee (3d6+10) or heavy underwater crossbow +10 ranged (3d8/19-20) or net +10 ranged (entangle) or rock +10 ranged (3d6+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Rend 2d8+21, rock throwing, spell-like abilities
Special Qualities: Blindsight 120 ft., immunity to poison, low-light vision, predict weather, resistance to cold 20 and force 20, rock catching, water dependent, water temperature tolerance
Saves: Fort +17, Ref +5, Will +9
Abilities: Str 39, Dex 11, Con 24, Int 16, Wis 14, Cha 13
Skills: Craft (any one) +22, Intimidate +20, Listen +21, Spot +21, Swim +36
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack
Environment: Any aquatic
Organization: Solitary or pair
Challenge Rating: 12
Treasure: Half coins; triple goods (gems); half items
Alignment: Often neutral
Advancement: By character class
Level Adjustment: -

This giant is nearly five times the height of a human. Its torso is that of a sea green-skinned humanoid, while its lower half is a darker green fluked whale's tail. A mane of long white hair crowns its head, and gills line its neck. It wields a massive trident in its webbed hands, and carries a shield fashioned from the shell of a massive sea turtle.

Greater sea giants are more powerful versions of their lesser cousins. Unlike the lesser sea giants, these creatures are fully aquatic and rarely stray from the water for long periods of time.

Legends state that the sighting of a greater sea giant fortells a coming storm. Should the giant face away from a ship when sighted, then the storm will be weathered safely, but should the giant face the craft, then a life will be taken by the squall.

Greater sea giants often take Craft (armorsmithing) or Craft (weaponsmithing), creating specially-designed crossbows for underwater combat (see below) or fashioning armor from the shells or hides of sea creatures.

An adult male is about 25 feet long and weighs about 4,600 pounds. Skin coloration is dependent on environment, ranging from light green in tropical oceans to light blue in polar seas. Lesser sea giants can live to be 400 years old.

A greater sea giant's bag usually contains 1d4+1 throwing rocks, large sea shells, and huge pearls. The contents are usually wet and briny.

Greater sea giants speak Giant and Aquan.

Combat

Although capable of dealing great damage with their slams, greater sea giants are just as likely to employ manufactured weapons such as tridents, nets, and specially-designed undersea crossbows.

Predict Weather (Su): Once per day, a greater sea giant can accurately predict the natural weather in a 16-mile radius up to 24 hours into the future. If unnatural forces currently affect the weather, this ability reveals the spells or abilities in effect, though not the source of those abilities.

Rend (Ex): If a greater sea giant hits with both slam attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+21 points of damage.

Rock Catching (Ex): A sea giant can catch Small, Medium, or Large rocks (or projectiles of similar shape).

Once per round, a sea giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The sea giant must be ready for and aware of the attack in order to make a rock catching attempt.

Rock Throwing (Ex): The range increment is 120 feet for a sea giant’s thrown rocks.

Spell-Like Abilities: 2/day--baleful polymorph (DC 16), control weather, control winds, summon monster III. Caster level 16th. The save DCs are Charisma-based.

Water Dependent (Ex): Greater sea giants can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master’s Guide).

Water Pressure Tolerance (Ex): Sea giants take no damage from water pressure at depths of less than 1 mile (see Water Dangers in the Dungeon Master's Guide).

Underwater Crossbow: Sea giants use specially designed crossbows that are not subject to the normal -2 penalty on ranged attack rolls for every five feet of distance underwater. Additionally, range increment for these crossbows is unaffected in aquatic environs.

Skills: A sea giant 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.

Greater Sea Giant Society

Greater sea giants live nearly their entire lives under the sea. They are nomadic, roaming the ocean depths, hunting huge sea creatures. Occasionally a greater sea giant constructs a temporary dwelling in immense undersea caverns, or more rarely, constructs a castle from stone and the bones and shells of sea monsters. Within these dwellings the sea giants store their wealth, which mostly consists of huge pearls.

Greater Sea Giant Characters
A greater sea giant cleric has access to two of the following domains: Strength, Travel, Water, and Weather.

Psionic Sea Giants
Greater sea giants often advance as psions.

Originally appeared in Dragon Magazine #101 (1985).
 
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Shade

Monster Junkie
Megalania (Giant Plains Lizard)

http://www.enworld.org/showthread.php?p=4213363#post4213363

Megalania (Giant Plains Lizard)
Huge Animal
Hit Dice: 12d8+84 (138 hp)
Initiative: +0
Speed: 40 ft. (8 squares), swim 30 ft.
Armor Class: 16 (-2 size, +8 natural), touch 12, flat-footed 13
Base Attack/Grapple: +9/+28
Attack: Bite +18 melee (3d6+11/18-20/x3 plus disease)
Full Attack: Bite +18 melee (3d6+11/18-20/x3 plus disease) or tail slap +18 melee (2d6+16)
Space/Reach: 15 ft./15 ft.
Special Attacks: Augmented critical, disease, tail sweep
Special Qualities: Low-light vision, scent
Saves: Fort +17, Ref +8, Will +5
Abilities: Str 33, Dex 11, Con 25, Int 1, Wis 12, Cha 2
Skills: Climb +14, Hide +5*, Listen +4, Move Silently +4, Spot +4, Swim +19
Feats: Alertness, Awesome Blow, Great Fortitude, Improved Bull Rush, Improved Trip (B), Power Attack
Environment: Warm plains
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan)
Level Adjustment: -

This massive lizard has a heavy build. A small crest arises between its eyes, and its massive maw is lined with serrated, swordlike teeth. A powerful tail lashes back and forth.

The megalania, or giant goanna, is a giant monitor lizard. This fearsome predator hunts birds, mammals, and reptiles smaller than itself, as well as scavenging to supplement its diet. Its name means "great roamer", although in some dialects it is known as "Ancient Giant Butcher".

A megalania hunts during the day, although it rests during the hottest hours.

A megalania is 24 to 26 feet long and weighs nearly a ton.

COMBAT

Despite its size and strength, a megalania is an ambush hunter, lying in wait within grass and shrubs. It shreds foes with its mouth full of serrated teeth, which also spreads a painful disease. If bothered by multiple smaller foes, it sweeps with its tail to knock them down.

Augmented Critical (Ex): A megalania's bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

Disease (Ex): Red ache—bite, Fortitude DC 23, incubation period 1d3 days, damage 1d6 Str. The save DC is Constitution-based.

Tail Sweep (Ex): A megalania can sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 5 feet, extending from an intersection on the edge of the megalania's space in any direction. Creatures within the swept area are affected if they are one or more size categories smaller than the megalania. A tail sweep automatically deals tail slap damage and affected creatures must make DC 27 Reflex saves to or be knocked prone. The save DC is Strength-based.

Skills: A megalania 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. Megalania have a +4 racial bonus on Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8.

Originally appeared in Dragon Magazine #167 (1991).
 
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Shade

Monster Junkie
Raccoon, Giant

http://www.enworld.org/showthread.php?t=78935&page=46&pp=15

Raccoon, Giant
Large Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+12
Attack: Bite +7 melee (1d6+5)
Full Attack: Bite +7 melee (1d6+5) and 2 claws +2 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 20, Dex 17, Con 14, Int 2, Wis 12, Cha 11
Skills: Climb +13, Hide +3, Jump +9, Listen +7, Move Silently +11, Sleight of Hand +14, Spot +5
Feats: Alertness, Stealthy
Environment: Any forest, plains, or urban
Organization: Solitary or family (1 plus 1-7 young)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-16 HD (Huge)
Level Adjustment: -

This massive raccoon is larger than a horse.

Like their smaller cousins, giant raccoons are nocturnal omnivores, foraging for fruit, berries, and smaller creatures.

Giant raccoons mate in mid-winter. Males are polygamous, while females are monogamous. The female gives birth to a litter of one to seven young in the summer. Males are solitary, while mothers accompany their young until they can fend for themselves, usually by their first winter.

A giant raccoon is 9 feet long and weighs 50 to 90 pounds. Giant raccoons live 300 years.

COMBAT

A giant raccoon is an opportunist, and generally avoids direct combat unless cornered. Because they often forage through refuse, giant raccoons occasionally carry disease.

Skills: A giant raccoon has +2 racial bonus on Hide, Move Silently, and Spot checks, a +4 racial bonus on Listen checks, and a +8 racial bonus on Climb and Sleight of Hand checks. It can always choose to take 10 on Climb checks, even if rushed or threatened.

Originally appeared in Dungeon Magazine #66 (1998).
 
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Shade

Monster Junkie
Thylacoleonid (Marsupial Lion)

http://www.enworld.org/showthread.php?t=199555&page=15&pp=15

Thylacoleonid (Marsupial Lion)

Priscileo
Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +4
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
Base Attack/Grapple: +0/-2
Attack: Bite +3 melee (1d8+2/18-20/x3)
Full Attack: Bite +3 melee (1d8+2/18-20/x3) and 2 claws -2 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Augmented critical, improved grab, pounce
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +6, Will +1
Abilities: Str 15, Dex 18, Con 11, Int 2, Wis 13, Cha 6
Skills: Balance +8, Climb +10, Hide +12*, Listen +3, Move Silently +8, Spot +3
Feats: Stealthy
Environment: Temperate and warm plains and forests
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

This creature resembles a maneless lion, yet it is only the size of a possum. Its retractable claws and muscular build hint at its deadliness.

The smallest of the marsupial lions, priscileo (or "ancient lion"), is also the oldest.

A priscileo is less than 2-1/2 feet long and weighs 40 to 60 pounds.

COMBAT

Like all marsupial lions, priscileo is an ambush predator. Adept at climbing trees, they often drop upon prey from above.

Augmented Critical (Ex): A marsupial lion's bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

Improved Grab (Ex): To use this ability, a marsupial lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and deals automatic bite damage each round.

Pounce (Ex): If a marsupial lion charges, it can make a full attack.

Skills: A priscileo has a +4 racial bonus on Balance, Hide, and Move Silently checks and a +8 racial bonus on Climb checks. It can always choose to take 10 on Climb checks, even if rushed or threatened. *In leafy vegetation, the Hide bonus improves to +12.

Wakaleo
Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+6
Attack: Bite +6 melee (2d6+5/18-20/x3)
Full Attack: Bite +6 melee (2d6+5/18-20/x3) and 2 claws +1 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Augmented critical, improved grab, pounce
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +6, Will +1
Abilities: Str 21, Dex 16, Con 13, Int 2, Wis 13, Cha 6
Skills: Balance +7, Climb +9, Hide +9*, Listen +4, Move Silently +9, Spot +3,
Feats: Stealthy
Environment: Temperate and warm plains and forests
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: -

Somewhat resembling a hairless lion, this creature is about the size of a medium dog.

Flavor text.

A wakaleo is the size of a medium-sized dog, about 4 feet long and weighing 100 to 150 pounds.

COMBAT

Like other marsupial lions, a wakaleo is an ambush predator, often striking from trees thanks to its skill at climbing.

Augmented Critical (Ex): A marsupial lion's bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

Improved Grab (Ex): To use this ability, a marsupial lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and deals automatic bite damage each round.

Pounce (Ex): If a marsupial lion charges, it can make a full attack.

Skills: A wakaleo has +4 racial bonus on Balance, Climb, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

Thylacoleo
Large Animal
Hit Dice: 10d8+40 (85 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +7/+18
Attack: Bite +14 melee (3d6+7/18-20/x3)
Full Attack: Bite +14 melee (3d6+7/18-20/x3) and 2 claws +11 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, improved grab, pounce
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +8, Will +4
Abilities: Str 25, Dex 13, Con 18, Int 2, Wis 13, Cha 6
Skills: Balance +5, Hide +7*, Listen +7, Move Silently +12, Spot +7
Feats: Alertness, Multiattack, Stealthy, Weapon Focus (bite)
Environment: Temperate and warm plains and forests
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Large)
Level Adjustment: -

This large mammal somewhat resembles a maneless lion, yet it is built more like a bear. Dark stripes run perpendicular to its spine and down its long, muscular tail like that of a kangaroo.

Thylacoleo carnifex, or "pouched lion executioner", is the largest of the marsupial lions. Although smaller than a smilodon, its thick bones, heavy musculature, and powerful jaws make it more than a match for the deadliest of big cats.

A thylacoleo is at least 2-1/2 feet tall at the shoulder, over 6 feet long and weighs 220 to 350 pounds.

COMBAT

Marsupial lions are ambush predators. The thylacoleo is a hypercarnivore, built for killing. Its retractable, switchblade like claws sink into prey while its powerful jaws, strong enough to crush a human skull, finish the job.

Augmented Critical (Ex): A marsupial lion's bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

Improved Grab (Ex): To use this ability, a marsupial lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and deals automatic bite damage each round.

Pounce (Ex): If a marsupial lion charges, it can make a full attack.

Skills: A thylacoleo has a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

Originally appeared in Dragon Magazine #186 (1992).
 
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Shade

Monster Junkie
Gem Eyes

http://www.enworld.org/showthread.php?t=221570&page=12&pp=15

Gem Eyes

The eyes of this animated skeleton appear to be large gems, sparkling with supernatural light.

A gem eyes is a greater form of skeleton with a pair of precious gemstones embedded in its eyesockets which can produce spell-like effects.

"Gem eyes" is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the "base creature").

A gem eyes uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It gains the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop all class Hit Dice from the base creature. The number of Hit Dice is assigned at the time of their creation (in conjunction with the spell-like ability of the gem eye, see below). However, gem eyes always have at least 3 HD or the base creature's HD, whichever is greater. The create undead spell cannot create gem eyes of more than 20 HD. Gem eyes have d12 Hit Dice.

Speed: Winged gem eyes can’t use their wings to fly. If the base creature flew magically, so can the gem eye. Other speeds are unchanged.

Armor Class: Natural armor bonus changes to a number based on the skeleton’s size:
Skeleton Size Natural Armor Bonus
Tiny or smaller +3
Small +4
Medium or Large +5
Huge +6
Gargantuan +9
Colossal +13

Attacks: A gem eye retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the gem eye can strike with each of its claw attacks at its full attack bonus. A gem eye’s base attack bonus is equal to one-half its Hit Dice.

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

Special Attacks: A gem eye retains none of the base creature’s special attacks. It gains the following special attack.

Spell-Like Abilities: Each gem eye has a single spell-like ability corresponding to a spell up to 5th level. This spell-like ability may be used twice per day. The level of the spell chosen for this ability is determined by the gem eye's HD, as indicated in the table below. The Caster Level is equal to the HD.

The school of spell is determined by the type of gem in the gem eye's eye sockets, as follows: ruby - evocation, sapphire - abjuration, diamond - transmutation, amethyst - illusion, opal - conjuration, pearl - enchantment, obsidian - divination, emerald - necromancy. The task a gem eye is assigned usually depends on the spell-like ability it possesses.

HD Level of Spell
3-4 1st-level spell
5-8 2nd-level spell
9-12 3rd-level spell
13-18 4th-level spell
19-20 5th-level spell

Special Qualities: A gem eye loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A gem eye gains the following extraordinary special qualities.

Immunity to Cold (Ex): Gem eyes are not affected by cold.

Damage Reduction 5/Bludgeoning: Gem eyes lack flesh or internal organs.

+2 Turn Resistance: Treat a gem eye as having 2 additional HD for the purpose of turning, rebuking, and commanding attempts.

Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.

Abilities: A gem eye's Dexterity increases by +2, it has no Constitution score, and its Intelligence changes to 3, Wisdom to 10, and Cha to 14.

Skills: The gem eye has HD+3 skill ranks, all of which are assigned to Concentration.

Feats: Keep all feats associated with the racial hit dice of the base creature if it still meets the prerequisites. If a creature of the gem eye's new HD would have more feats, add feats in the following order: Skill Focus (Concentration), Ability Focus (a chosen spell-like ability), Spell Penetration, Weapon Focus (claw), Alertness, Iron Will, Lightning Reflexes, Toughness. If a feat would not be applicable (such as Ability Focus for a spell-like ability without a save DC), move on to the next feat in the list.

Environment: Any, usually same as base creature.

Organization: Any.

Challenge Rating: Depends on Hit Dice. See table.

Hit Dice Challenge Rating
3-4 HD = CR 2
5-6 HD = CR 3
7-8 HD = CR 4
9-10 HD = CR 5
11-12 HD = CR 6
13-15 HD = CR 7
16-18 HD = CR 8
19-20 HD = CR 9

Treasure: None, but each gem from the gem eye's eye sockets is worth 1000 gp once the monster is destroyed.

Alignment: Always neutral evil.

Advancement: As base creature (or — if the base creature advances by character class).

Level Adjustment: None.

Sample Gem Eyes

The following sample creatures use a 5th-level human fighter as the base creature.

Pearl Eyes
Medium Undead (Augmented Humanoid)
Hit Dice: 3d12 (19 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +1/+4
Attack: Claw +4 melee (1d6+3)
Full Attack: 2 claws +4 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/bludgeoning, immunity to cold, +2 turn resistance
Saves: Fort +1, Ref +3, Will +3
Abilities: Str 16, Dex 15, Con -, Int 3, Wis 10, Cha 14
Skills: Concentration +9
Feats: Ability Focus (sleep), Skill Focus (Concentration)
Environment: Any
Organization: Any
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: -
Level Adjustment: -

Spell-Like Abilities: 2/day--sleep (DC 15). Caster level 3rd. The save DC is Charsima-based.

Ruby Eyes
Medium Undead (Augmented Humanoid)
Hit Dice: 5d12 (32 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +2/+5
Attack: Claw +5 melee (1d6+3)
Full Attack: 2 claws +5 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/bludgeoning, immunity to cold, +2 turn resistance
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 16, Dex 15, Con -, Int 3, Wis 10, Cha 14
Skills: Concentration +11
Feats: Skill Focus (Concentration), Spell Penetration
Environment: Any
Organization: Any
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: -
Level Adjustment: -

Spell-Like Abilities: 2/day--scorching ray (+4 ranged touch). Caster level 5th. The save DC is Charsima-based.


Emerald Eyes
Medium Undead (Augmented Humanoid)
Hit Dice: 9d12 (58 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: +4/+7
Attack: Claw +8 melee (1d6+3)
Full Attack: 2 claws +8 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/bludgeoning, immunity to cold, +2 turn resistance
Saves: Fort +3, Ref +5, Will +6
Abilities: Str 16, Dex 15, Con -, Int 3, Wis 10, Cha 14
Skills: Concentration +15
Feats: Ability Focus (ray of exhaustion), Skill Focus (Concentration), Spell Penetration, Weapon Focus (claw)
Environment: Any
Organization: Any
Challenge Rating: 5
Treasure: None
Alignment: Always neutral evil
Advancement: -
Level Adjustment: -

Spell-Like Abilities: 2/day--ray of exhaustion (+6 ranged touch, DC 17). Caster level 5th. The save DC is Charsima-based.

Originally appeared in Dragon Magazine #138 (1988).
 
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Shade

Monster Junkie
Titan, Sea

http://www.enworld.org/showthread.php?t=219404&page=12&pp=15

Titan, Sea
Gargantuan Outsider (Native, Water)
Hit Dice: 22d8+242 (341 hp)
Initiative: +8
Speed: Swim 60 ft. (12 squares)
Armor Class: 28 (-4 size, +22 natural), touch 6, flat-footed 28
Base Attack/Grapple: +22/+51
Attack: Slam +35 melee (2d6+17/19-20) or tail slap +35 melee (2d8+25)
Full Attack: 2 slams +35 melee (2d6+17/19-20) or tail slap +35 melee (2d8+25)
Space/Reach: 20 ft./20 ft.
Special Attacks: Capsize, spell-like abilities
Special Qualities: Blindsight 120 ft., darkvision 60 ft., spell resistance 33
Saves: Fort +28, Ref +13, Will +18
Abilities: Str 44, Dex 11, Con 36, Int 19, Wis 21, Cha 24
Skills: Bluff +32, Concentration +38, Craft (any one) +29, Diplomacy +15, Disguise +7 (+11 acting), Intimidate +36, Jump +42, Knowledge (any one) +29, Listen +30, Sense Motive +30, Search +29, Spellcraft +29, Spot +30, Survival +5 (+9 following tracks), Swim +50
Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Power Attack, Quicken Spell-Like Ability (chain lightning), Quicken Spell-Like Ability (control winds), Superior Initiative
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 22
Treasure: Triple coins; triple goods; no items
Alignment: Always neutral, often evil
Advancement: 23-44 HD (Gargantuan); 45+ (Colossal)
Level Adjustment: -

This massive being has the upper body of human with silvery skin and webbed fingers. Its lower half ends in two finned legs covered in silver-blue scales. A ridge of small fins project from its spine and down its back and legs, tapering off just above the flippers. A mane of blue-green hair spills over its shoulders.

Sea titans dwell in the deepest, darkest depths of the seas, surfacing to hunt whales or ships. If hungry enough, a sea titan may even venture into coastal waters.

Nonevil sea titans rarely bother seafarers unless they are first harassed themselves. Evil sea titans enjoy attacking ships, devouring the passengers and keeping the loot. They have little interest in magic items, but covet coins, jewels, and works of art.

A sea titan is about 40 feet tall and weighs about 60,000 pounds.

Sea titans speak Aquan, Common, Celestial, Draconic, and Giant.

COMBAT

Sea titans slam with their powerful fists or slap with their flipperlike tails. They also possess a potent array of spell-like abilities, and possess the intellect to put these to good use.

Capsize (Ex): A submerged sea titan that surfaces under a boat or ship less than 30 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 30 to 80 feet long and a 20% chance to capsize one over 80 feet long.

Constrict Ship (Ex): Instead of crushing a ship with its tail, a sea titan can wrap its muscular arms around all but the largest ships and crush them or drag them below the waves automatically. This can be done to rowboats (1 round), keelboats (3 rounds), longships (5 rounds), and sailing ships (10 rounds). Warships and galleys are too large for a sea titan to affect in this way.

Crushing Blow (Ex): A sea titan can use its tail flukes to smash a boat to splinters. The ship is hit automatically once every 10 rounds, taking tail smash damage (between attacks the sea titan is submerged). The ship's pilot must make a Reflex saving throw (DC 20) after each hit to keep the vessel from being breached and sinking in 1d10 minutes. Apply a modifier to the DC based on the type of ship: rowboat +4, keelboat +2, sailing ship or longship +0, warship -3, galley -5. Regardless of the ship's saving throw result, characters aboard the ship must make Reflex saving throws (DC 20); a successful save means the character takes 1d4 points of damage; on a failed save, a character on deck is hurled overboard and a character belowdecks takes 2d4 points of damage.

Spell-Like Abilities: At will--chain lightning (DC 23), control winds (DC 25), greater dispel magic, telekinesis (DC 22), warp wood (DC 19), water breathing; 5/day--dominate monster (DC 26); 3/day--call lightning storm (DC 22), control weather, fog cloud, repel wood, transmute metal to wood; 1/day--acid fog, antipathy (DC 25), crushing hand, elemental swarm (water only), incendiary cloud (DC 25), storm of vengeance (DC 26), sunburst (DC 25), whirlwind (DC 25). Caster level 20th. The save DCs are Charisma-based.

Skills: A sea titan 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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Shade

Monster Junkie
Sheep, Giant

http://www.enworld.org/showthread.php?t=78935&page=48&pp=15

Sheep, Giant
Large Animal
Hit Dice: 4d8+15 (33 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d6+6)
Full Attack: Bite +6 melee (1d6+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede
Special Qualities: Low-light vision
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 18, Dex 11, Con 16, Int 1, Wis 11, Cha 4
Skills: Listen +5, Spot +6
Feats: Alertness, Toughness
Environment: Temperate mountains, hills, and plains
Organization: Flock (10-100 plus 50% noncombatants)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large); 9-10 HD (Huge)
Level Adjustment: -

This massive sheep is larger than a horse.

Giant sheep are nearly identical to their lesser cousins except in size. They are often raised as livestock by giants.

A giant sheep is 6 to 8 feet long and weighs 700 to 900 pounds.

COMBAT

Giant sheep generally flee from danger and avoid combat if possible. If cornered, they attack by biting.

Stampede (Ex): A frightened flock of giant sheep flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five sheep in the flock (Reflex DC 16 half ). The save DC is Strength-based.

Originally appeared in Dungeon Magazine #69 (1998).
 
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