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Shade

Monster Junkie
Elemental of Law, Helion

http://www.enworld.org/showthread.php?t=219410

Elemental of Law, Helion
Large Elemental (Fire, Extraplanar, Good, Lawful)
Hit Dice: 9d8+27 (67 hp)
Initiative: +10
Speed: 20 ft. (4 squares), fly 60 ft. (perfect)
Armor Class: 19 (-1 size, +6 Dex, +4 natural), touch 15, flat-footed 13
Base Attack/Grapple: +6/+12
Attack: Slam +11 melee (2d6+2 plus 2d6 fire)
Full Attack: 2 slams +11 melee (2d6+2 plus 2d6 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Change size, constrict, control flames, earth to fire, encircle, purifying flame, spell-like abilities
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, minor spell invulnerability, see invisibility, vulnerability to cold
Saves: Fort +6, Ref +12, Will +7
Abilities: Str 14, Dex 23, Con 16, Int 14, Wis 15, Cha 16
Skills: Concentration +15, Diplomacy +15, Knowledge (the planes) +12, Listen +12, Sense Motive +4, Spot +12
Feats: Dodge, Improved Initiative (B), Iron Will, Mobility, Negotiator, Weapon Finesse (B)
Environment: Elemental Plane of Fire
Organization: Solitary or ring (2-5)
Challenge Rating: 6
Treasure: None
Alignment: Always lawful good
Advancement: 10–15 HD (Large); 16–48 HD (Huge)
Level Adjustment: -

A pulsing ring of flame, nearly twenty feet in diameter, hovers in the air nearby.

The elemenals of law dedicate themselves to maintaining the forces of law on the Elemental Planes and beyond.

Helions are native to the Elemental Plane of Fire. They are noted philosophers and negotiators, and visitors from all around the Multiverse seek their aid.

Helions form small family groups known as rings. These rings move about the Elemental Plane of Fire, meeting with others for philosophical discussion and debate. The efreet and haoou are their main enemies, while the Sun Brothers are their distant relatives.

A typical helion is up to 20 feet in diameter and weighs around 5 pounds.

Helions speak Ignan and Celestial.

COMBAT

Helions generally shun violence, preferring to settle disputes peacefully. If attacked, they will defend themselves, although they generally prefer to subdue opponents rather than harm them.

Change Size (Su): As a standard action, a helion can magically twist its body in an extraordinary range of motion, allowing it to effectively change size. This works just like a enlarge person or reduce person spell (the helion chooses when using the ability), except that the ability can work on the helion and allows it to change from Tiny to Huge size.

Constrict (Ex): A helion deals 2d8+2 points of damage plus 2d6 points of fire damage with a successful grapple check. A helion may choose to deal nonlethal damage instead, and may suppress its fire damage.

Control Flames (Su): As a standard action, a helion can pyrokinetically control the intensity or movements of one fire source. This functions exactly like the control flames psionic power, treating the helion as a 9th-level manifester for determining the power's effects.

Earth to Fire (Sp): Three times per day, a helion may transform 2 10-foot-cubes of earth (or smaller cubes, totalling no more than 200 cubic feet) within 50 feet into elemental fire of equal size. Creatures touching the fire take fire damage as though hit by the burn ability of a fire elemental of equivalent size, and also catch on fire unless they succeed on a DC 17 Reflex save. If a creature is standing on earth that is transformed to fire, that creature receives a DC 17 Reflex save to jump to an adjacent location; on a failed save, the character takes fire damage and catches fire as above, and must succeed on a DC 17 Climb check in the following round or suffer fire damage for an additional round.

Creatures of the earth subtype may be targeted instead of a cube of earth, using the creature's space as the equivalent sized cube. (For example, a Large creature with a space of 10 ft. is equivalent to a 10-foot-cube, while a Medium or Small creature is equal to a 5-foot cube). Creatures of the earth subtype must succeed on a DC 17 Reflex save or take 1d8 points of fire damage. Earth elementals that fail their saves are transformed into a fire elemental of the same size for 1d6 rounds. The check and save DCs are Charisma-based.

Encircle (Ex): A helion can simply surround and grapple creatures of its size or smaller as a standard action. It cannot make a slam attack during a round in which it encircles. The helion merely has to move around the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the helion, 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 22 Reflex save or be encircled; on a success, they are pushed back or aside (opponent’s choice) as the helion moves in a circle. Encircled creatures are subject to the helion’s constriction, and are considered to be grappled and trapped within its body. The save DC is Dexterity-based and includes a +2 racial bonus.

Minor Spell Invulnerability (Ex): A helion is immune to all spell effects of 2nd level or lower.

Purifying Flame (Sp): Three times per day, a helion may limn a creature in harmless fire. This otherwise functions as the remove disease spell (caster level 9th).

See Invisibility (Ex): An elemental of law can constantly see invisible creatures as if under the effects of a see invisibility spell.

Spell-Like Abilities: 3/day—detect magic, dispel magic, pyrotechnics, wall of fire. Caster level 9th. The save DCs are Charisma-based.

Originally appeared in D&D Companion Set and later in Mystara Monstrous Compendium Appendix.
 
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Shade

Monster Junkie
Bauhei, the Black Leopard

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

Bauhei, the Black Leopard
Large Outsider (Chaotic, Extraplanar, Spirit)
Hit Dice: 25d8+150 (262 hp)
Initiative: +13
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 46 (-1 size, +9 Dex, +27 natural), touch 18, flat-footed 37
Base Attack/Grapple: +25/+39
Attack: Claw +34 melee (1d10+10)
Full Attack: 2 claws +34 melee (1d10+10) and bite +29 melee (1d12+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Change shape, incite riot, opportunist, sneak attack +15d6, spell-like abilities, spells, summon bauh-yin
Special Qualities: Darkvision 60 ft., improved evasion, improved uncanny dodge, spell resistance 33, telepathy 250 ft.
Saves: Fort +20, Ref +23, Will +20
Abilities: Str 30, Dex 28, Con 23, Int 25, Wis 23, Cha 30
Skills: Balance +49, Bluff +38, Climb +46, Diplomacy +42, Disguise +38* (+42 acting), Gather Information +42, Hide +41, Intimidate +42, Jump +50, Knowledge (history) +35, Knowledge (local) +35, Knowledge (religion) +35, Knowledge (the planes) +35, Move Silently +45, Survival +6 (+10 on other planes), Tumble +41
Feats: Combat Expertise, Dodge, Epic Dodge, Improved Initiative, Mobility, Silent Spell, Sneak Attack of Opportunity, Spring Attack, Whirlwind Attack
Environment: Spirit World
Organization: Solitary, leap (Bauhei plus 2-4 bauh-yin), or insurrection (Bauhei plus 4-12 bauh-yin and assorted rioters)
Challenge Rating: 22
Treasure: None
Alignment: Chaotic neutral
Advancement: None
Level Adjustment: -

This huge, muscular man, bears the head of a black leopard. His mere presence is awe-inspiring.

Bauhei, the Black Leopard, is an ancient spirit who preceded the Celestial Bureaucracy. In those savage times, he ruled the area of the Fenghsintzu River with wisdom and strength. Although he lost much power with the rise of the Celestial Bureaucracy, the Black Leopard's name still inspires awe and respect.

Over time, the Black Leopard's followers lost their path, and became corrupt with power. For a time, Bauhei was their prisoner, until Tan Chin defeated the priests. The actions of his priests have lessened peoples' opinion of the Black Leopard to this day.

Bauhei is a paragon of freedom, a champion of the oppressed. He does not generally meddle in the affairs of mortals, but his namesake secret society and the bauh-yin who follow him often do. Using his name in vain or using his old temples for evil is the surest way to rouse Bauhei to action.

The Black Leopard is 11 feet tall and weighs 1,300 pounds.

The Black Leopard speaks Abyssal, Common, and Celestial, and may communicate telepathically.

COMBAT

Bauhei is equally comfortable fighting in either humanoid or feline form. He mixes his potent spellcasting with his impressive melee prowess to great effect. If outmatched, he will assume giant size to gain advantage.

Awe (Su): Three times per day, the Black Leopard may create an aura that can deeply affect mortals. All creatures that can see the Black Leopard must succeed on a DC 32 Will save to avoid the effects. A creature that succeeds on its saving throw remains immune to that t’uen-rin's awe for 24 hours. This effect lasts for 2d6+10 rounds. This is a mind-affecting effect. The save DC is Charisma-based.

The Black Leopard can choose from the following effects each round as a free action while its awe power is in effect:

Fascinate: Affected beings of 4HD or less stare at the Black Leopard in fascination. Awed creatures may defend themselves normally, but can take no other actions. Creatures of more than 4HD are instead dazzled.

Fright: Affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the Black Leopard makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.

Resolve: The Black Leopard’s allies receive a +4 morale bonus on attack rolls, saves, and checks, while the Black Leopard’s foes receive a –4 morale penalty on attack rolls, saves, and checks.

Change Shape (Su): The Black Leopard can assume the shape of any feline creature of Diminutive to Large size. In feline form, Bauhei loses his natural attacks but retains his special abilities. The Black Leopard can remain in a feline form until he chooses to assume a new one. A change in form cannot be dispelled, but the Black Leopard reverts to his natural form when killed. A true seeing spell or ability reveals his natural form.

Giant Size (Sp): Three times per day, the Black Leopard can increase its size to Colossal, increasing the damage of its natural attacks and gaining all size bonuses and penalties this entails. This lasts for 25 minutes. Caster level 25th. This is the equivalent of an 8th-level spell.

Incite Riot (Su): Once per day, the Black Leopard can incite up to 25 creatures to riot. Affected creatures must be within 150 ft. of the Black Leopard, and must succeed on DC 32 Will saves. A creature that fails its save attacks the nearest creature on its next turn, whether friend or foe. An affected creature attacks with whatever weapon is in hand, or with natural weapons. An unarmed creature attacks with an unarmed strike. An affected creature not already adjacent to another creature will move or (if possible) charge the nearest creature; if the nearest creature is not within range of a charge, the subject moves toward the nearest creature along the most efficient route. This is a mind-affecting, enchantment effect. The save DC is Charisma-based.

Opportunist (Ex): Once per round, the Black Leopard can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as Bauhei's attack of opportunity for that round.

Spell-Like Abilities: 3/day--greater teleport. Caster level 25th. The save DCs are Charisma-based.

Spells: The Black Leopard casts spells as a 20th-level sorcerer and can also cast cleric spells and those from the Chaos, Liberation, Strength, and Trickery domains as arcane spells.

Sorcerer Spells Known (6/9/9/8/8/8/8/7/7/7, save DC 20 + spell level):
0—dancing lights, detect magic, detect poison, ghost sound, mage hand, message, prestidigitation, read magic, resistance;
1st—enlarge person, entropic shield, expeditious retreat, protection from law, true strike;
2nd—bull's strength, detect thoughts, gust of wind, invisibility, silence;
3rd—heroism, nondetection, rage, remove curse;
4th—chaos hammer, dimensional anchor, freedom of movement, spell immunity;
5th—dispel law, righteous might, telekinesis, true seeing;
6th—greater dispel magic, heal, mass suggestion;
7th—prismatic spray, refuge, word of chaos;
8th—cloak of chaos, mass charm monster, maze;
9th—astral projection, freedom, time stop.

Summon Bauh-yin (Sp): Once per day the Black Leopard can automatically summon 5d4 bauh-yin. This ability is the equivalent of a 8th-level spell.

Skills: The Black Leopard has a +8 racial bonus on Balance, Climb, Hide, Jump, and Move Silently checks.

*When using its change shape ability, the Black Leopard gets an additional +10 circumstance bonus on Disguise checks.

Originally appeared in OA5 - Mad Monkey vs. the Dragon Claw (1988).
 
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Shade

Monster Junkie
Dinosaur, Cetiosaurus

http://www.enworld.org/showthread.php?t=67093&page=41&pp=15

Dinosaur, Cetiosaurus
Gargantuan Animal
Hit Dice: 15d8+78 (145 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (-4 size, +10 natural), touch 6, flat-footed 16
Base Attack/Grapple: +11/+30
Attack: Tail slam +14 melee (2d8+10)
Full Attack: Tail slam +14 melee (2d8+10)
Space/Reach: 20 ft./20 ft.
Special Attacks: Trample
Special Qualities: Low-light vision, scent
Saves: Fort +16, Ref +11, Will +9
Abilities: Str 24, Dex 11, Con 20, Int 1, Wis 15, Cha 10
Skills: Listen +10, Spot +10, Swim +21
Feats: Alertness, Endurance, Great Fortitude, Iron Will, Lightning Reflexes, Toughness
Environment: Warm plains and forest (islands)
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 16-30 HD (Gargantuan), 31-45 HD (Colossal)
Level Adjustment: -

This massive quadruped has a powerful tail, a long neck, and a sloping back.

Cetiosaurs are a species of primitive sauropods that live on beaches and islands.

A cetiosaurus is about 50 feet long and 55,000 pounds, small for a sauropod. They are beachcombers, and their small size might be indicative of a less nourishing diet or reduced risk of predation. They live solitary lives, and most only see other cetiosaurs to mate.

COMBAT

Cetiosaurs use their tails if threatened like their larger kin, and like them can merely crush smaller creatures in their path.

Trample (Ex): A cetiosaurus can literally run over any creatures in its way that are of Huge or smaller size. Creatures trampled must make a Reflex save (DC 24 half) or take 4d8+10 damage. The save DC is Strength-based.

Skills: Cetiosaurs have a +8 racial bonus on Swim checks.

Originally appeared in Monstrous Compendium Volume Three: Forgotten Realms Appendix (1989).
 
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Shade

Monster Junkie
Dinosaur, Mamenchisaurus

http://www.enworld.org/showthread.php?t=67093&page=42&pp=15

Dinosaur, Mamenchisaurus
Colossal Animal
Hit Dice: 22d8+181 (277 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 12 (-8 size, +1 Dex, +9 natural), touch 3, flat-footed 11
Base Attack/Grapple: +16/+42
Attack: Tail slam +18 melee (4d6+15 plus thunderous snap)
Full Attack: Tail slam +18 melee (4d6+15 plus thunderous snap)
Space/Reach: 50 ft./40 ft.
Special Attacks: Thunderous snap, trample 8d8+15
Special Qualities: Low-light vision, scent
Saves: Fort +22, Ref +16, Will +11
Abilities: Str 30, Dex 12, Con 25, Int 1, Wis 14, Cha 10
Skills: Listen +12, Spot +21
Feats: Alertness, Diehard, Endurance, Epic Toughness, Great Fortitude, Iron Will, Lightning Reflexes, Power Attack
Environment: Warm forests, plains and hills
Organization: Solitary, pair or herd (10-24)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 23-66 HD (Colossal)
Level Advancement: -

This massive quadruped has a long tail, a box-like head attached to a disproportionately long neck, and a wrinkled, elephantine hide.

Although mamenchisaurs are not the longest, heaviest or otherwise record-setting dimensionally of the massive sauropods, they do have the longest necks of their family.

The neck of a mamenchisaurus takes up almost 40 feet of its 70 foot length and is held at a slightly erect angle. Due to the massive pressures needed to pump blood up to its head, multiple heart-like structures are positioned along its neck. Mamenchisaurs are at a significant advantage when it comes to a wide field of vision and a selection of food from the tallest of trees, but their lives are among the shortest of the sauropods (only seventy-five years at a maximum, barring a violent end) due to their fragile hearts.

COMBAT

Although they are more closely related to camarasaurs and brachiosaurs than diplodocids, they bear the latter’s whip-like tail, complete with its sonic consequences. More often then not, however, they merely trod on any threat to their safety.

Thunderous Snap (Ex): Although they are ponderous, a mamenchisaurus’ whip-like tail can move faster than sound. Any creature struck by a mamenchisaurus’ tail slam must make a Fortitude save (DC 28) or be stunned for 1d4 rounds and deafened for 1d4 minutes. On a successful save, the creature is merely deafened for 1d4 minutes. The save DC is Constitution-based.

Trample (Ex): A mamenchisaurus can literally run over any creatures in its way that are of Gargantuan or smaller size. Creatures trampled must make a Reflex save (DC 31 half) or take 8d8+15 damage. The save DC is Strength-based.

Originally appeared in Monstrous Compendium Volume Three: Forgotten Realms Appendix (1989).
 
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Shade

Monster Junkie
Troll, Stone

http://www.enworld.org/showthread.php?t=227195&page=4

Troll, Stone
Large Giant
Hit Dice: 10d8+70 (115 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 20 (–1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple: +7/+19
Attack: Claw +14 melee (1d6+8)
Full Attack: 2 claws +14 melee (1d6+8) and bite +9 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dual rock throwing 2d8+8, rend 2d6+12
Special Qualities: Damage reduction 10/bludgeoning, darkvision 90 ft., low-light vision, regeneration 1, resistance to cold 10, electricity 10, fire 10, scent
Saves: Fort +14, Ref +3, Will +2
Abilities: Str 27, Dex 10, Con 25, Int 6, Wis 9, Cha 6
Skills: Climb +7, Hide +2*
Feats: Cleave, Point Blank Shot, Power Attack, Quick Draw
Environment: Any mountains or underground?
Organization: Solitary, gang (2–8), or tribe (20-30 plus 1d4 7th-level shamans and one 10th-level chieftain)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +7

This towering, hairless humanoid has sunken eye sockets above a fang-lined mouth. Its skin appears to be composed of rocks and pebbles. Its massive claws appear capable of piercing stone.

Stone trolls are found in mountains and rocky plateaus, making their lairs in caves or simply curling up and sleeping in the open. When curled up in such a manner, a stone troll resembles a large boulder. Unlike many other trolls, stone trolls are not bothered by sunlight

Like other trolls, stone trolls have ravenous appetites. Stone trolls are both carnivores and petrivores. Although they prefer live prey, they can subsist on stone and other minerals, which give their skin its rocky appearance and natural camouflage. The predation of stone trolls is limitless, and can quickly deplete a region of wildlife. When this occurs, stone trolls may attack humanoid settlements.

Stone trolls consider all other creatures prey for their sport and amusement. However, their sheer hatred of rock trolls is so great as to result in nothing short of dedicated eradication of what they consider inferior mockeries of themselves. The two races will never ally, even if they share a common foe.

A female stone troll gives birth to a whelp about once a decade, with the whelp reaching maturity in twenty years. Although the males are larger and stronger, only the females are allowed to become shamans. These clerics typically choose the Charm, Earth, Sun, or Weather domains.

A typical adult stone troll stands 11 feet tall and weighs roughly 1,000 pounds. Females are slightly smaller than males. A stone troll’s skin is perpetually covered by a layer of embedded dirt and pebbles. They are completely hairless. Stone trolls can live over 500 years.

Stone trolls speak Giant and a pidgin form of Common.

Combat

Stone trolls prefer to rip apart enemies with their claws and fangs or pulverize them with thrown rocks. They never wield manufactured weapons, which they view as inferior to their natural armament.

Dual Rock Throwing (Ex): A stone troll can throw rocks as many types of giants can. In addition, as a full round action, a stone troll can throw two rocks (one per hand) with no attack penalty. The range increment is 100 feet for a stone troll's thrown rocks.

Rend (Ex): If a stone troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+12 points of damage.

Regeneration (Ex): Acid deals normal damage to a stone troll. If a stone troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Skills: A stone troll has a +4 racial bonus on Climb checks. *In rocky environments, a stone troll receives a +4 racial bonus on Hide checks and its bonus on Climb checks increases to +8.

Originally appeared in Dragon Magazine #199 (1993).
 
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Shade

Monster Junkie
Dry Bones

http://www.enworld.org/showthread.php?t=221570&page=17&pp=15

The pile of bones on the floor begins to shudder, then quickly assembles into an animated skeleton.

A dry bones is a variant skeleton that falls into a pile of bones when damaged, only to rise again and reform a short time later.

Creating a Dry Bones

"Dry Bones” 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).

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 does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Drop any Hit Dice gained from class levels and keep only racial Hit Dice (to a minimum of 1). Increase this number of HD by three and raise Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can’t be made into a dry bones by the animate dead spell.

Speed: Winged dry bones can’t use their wings to fly. If the base creature flew magically, so can the dry bones.

Armor Class: Natural armor bonus changes to a number based on the dry bones’s size:
Size Bonus
Tiny or smaller +0
Small +1
Medium or Large +2
Huge +3
Gargantuan +6
Colossal +10

Attacks: A dry bones 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 dry bones can strike with each of its claw attacks at its full attack bonus. A dry bones’s base attack bonus is equal to 1/2 its Hit Dice.

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

Special Attacks: A dry bones retains none of the base creature’s special attacks.

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

Immunity to Cold (Ex): Dry bones are not affected by cold.

Damage Reduction 5/Bludgeoning: Dry bones lack flesh or internal organs.

Deceiving Death (Ex): In any round in which a dry bones is struck for 8 or more points of damage (whether the damage bypasses the creature’s damage reduction or not), the creature slumps to the ground, seemingly destroyed. If it is currently grappling another creature, it releases its hold when is falls. A character viewing the dry bones's destruction can make a DC 20 Sense Motive check to see through the ruse. Necromancers get a +2 competence bonus on their check. The dry bones may reform after a full round as a move action that does not provoke an attack of opportunity.

If so commanded, a dry bones can lie in its pile of bones state until a specific condition is triggered (such as "Lie here until a trespasser enters the room").

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

Abilities: A dry bones’s Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.

Skills: A dry bones has no skills.

Feats: A dry bones loses all feats of the base creature and gains Improved Initiative.

Environment: Any, usually same as base creature.

Organization: Any.

Challenge Rating: Depends on Hit Dice, as follows:
4–5 Hit Dice = CR 2
6–7 Hit Dice = CR 3
8–9 Hit Dice = CR 4
10–11 Hit Dice = CR 5
12–14 Hit Dice = CR 6
15–17 Hit Dice = CR 7
18–20 Hit Dice = CR 8

Treasure: None.

Alignment: Always neutral evil.

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

Level Adjustment: —.

Sample Dry Bones

Human Warrior Dry Bones
Size/Type: Medium Undead
Hit Dice: 4d12 (26 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +2 natural, +2 heavy steel shield), touch 11, flat-footed 14
Base Attack/Grapple: +0/+1
Attack: Scimitar +1 melee (1d6+1/18-20) or claw +1 melee (1d4+1)
Full Attack: Scimitar +1 melee (1d6+1/18-20) or 2 claws +1 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits, Deceiving Death
Saves: Fort +0, Ref +1, Will +2
Abilities: Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1
Feats: Improved Initiative
Environment: Any
Organization: Any
CR: 2
Treasure: None
Alignment: Always neutral evil
Advancement: -
Level Adjustment: -

Deceiving Death (Ex): In any round in which a dry bones is struck for 8 or more points of damage (whether the damage bypasses the creature’s damage reduction or not), the creature slumps to the ground, seemingly destroyed. If it is currently grappling another creature, it releases its hold when is falls. A character viewing the dry bones's destruction can make a DC 20 Sense Motive check to see through the ruse. Necromancers get a +2 competence bonus on their check. The dry bones may reform after a full round as a move action that does not provoke an attack of opportunity.

If so commanded, a dry bones can lie in its pile of bones state until a specific condition is triggered (such as "Lie here until a trespasser enters the room").

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

Monster Junkie
Dinosaur, Massospondylus

http://www.enworld.org/showthread.php?t=67093&page=42&pp=15

Dinosaur, Massospondylus
Large Animal
Hit Dice: 5d8+15 (37 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Claw +7 melee (1d8+4)
Full Attack: 2 claws +7 melee (1d8+4), bite +5 melee (1d4+2)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Qualities: Arid adaptation, low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 19, Dex 12, Con 16, Int 1, Wis 12, Cha 7
Skills: Listen +7, Spot +7
Feats: Alertness, Multiattack
Environment: Warm deserts and plains
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large), 11-15 HD (Huge)
Level Adjustment: -

This sauropod is about the size of a horse, but with a long tail and neck. Its head is broad with peg-like teeth, and its forelimbs are tipped with large claws.

Massospondyluses are a type of prosauropod, a primitive relative of such mighty animals as the brachiosaurus and seismosaurus. Unlike most sauropods, they move about bipedally.

Massospondylus hatchlings lack teeth and move about quadrupedally, leaving them relatively helpless. As a result, the mother often cares for the young for a year or more, another unusual trait for a sauropod.

The massospondylus ranges in length from 10 to 15 feet long. They live in dry areas and eat predominately plants, but are omnivorous and not adverse to occasionally catching and killing their food. They are territorial, and rarely see each other unless to mate or fight.

COMBAT

When threatened or hungry, a massospondylus rears onto its back legs and fights with its teeth and claws. They rarely attack anything of human size, however, unless starved or in defense.

Arid Adaptation (Ex): A massospondylus does not need to make Fortitude saves to avoid taking nonlethal damage in conditions between 90 degrees and 110 degrees. In conditions of severe heat (above 110 degrees) it must make Fortitude saves like any other creature, but gains a +4 racial bonus on this save. (see Heat Dangers in the DMG).

Additionally, a massospondylus needs to drink only one-quarter the normal amount of water per day require for a creature of its size.

Originally appeared in Monstrous Compendium Volume Three: Forgotten Realms Appendix (1989).
 
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Shade

Monster Junkie
Drop Bear

http://www.enworld.org/showthread.php?t=199555&page=19&pp=15

Drop Bear
Small Magical Beast
Hit Dice: 2d10 (11 hp)
Initiative: +0
Speed: 10 ft. (2 squares), climb 10 ft.
Armor Class: 11 (+1 size), touch 11, flat-footed 11
Base Attack/Grapple: +2/+0
Attack: Claw +5 melee (1d8+2)
Full Attack: 2 claws +5 melee (1d8+2) and bite +3 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Crushing pounce, rake
Special Qualities: Scent, sprint, +2 racial bonus on saves vs. poison
Saves: Fort +2, Ref +2, Will +1
Abilities: Str 14, Dex 11, Con 10, Int 3, Wis 12, Cha 7
Skills: Climb +10, Hide +10*, Listen +9, Move Silently +7
Feats: Multiattack, Stealthy (B)
Environment: Temperate and warm forests
Organization: Solitary or colony (3-18)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-5 HD (Small), 6-8 HD (Medium)
Level Adjustment: -

Somewhat resembling a tiny bear, this creature has large tufted ears, long limbs, and thick, light grey fur speckled with white flecks. Patches of white fur line the inside of its ears, its chin, chest, neck, inside the front limbs. Its five-fingered paws include opposable thumbs and sharp claws. Its mouth bears enlarged canine teeth.

Drop bears are rumored to be large, aggressive, carnivorous koalas. They get their name from their preferred method of attack, dropping from trees on unsuspecting prey.

Although mostly found in temperate forests, many variations are reported to exist, including burrowing desert-dwelling and alpine drop bears, and even web-footed aquatic drop bears.

Drop bears are sometimes confused with marsupial lions, such as the thylacoleo, which also strike from trees.

A drop bear is 3-4 feet long and weighs 50-75 pounds. Fur coloration ranges from dark black to snowy white, and most koala colorations in between.

COMBAT

Drop bears are arboreal ambush hunters. They often trail prey through the trees, dropping on stragglers from a group. On the ground, they can sprint at great speeds on all fours.

Crushing Pounce (Ex): When a drop bear charges an opponent from a higher elevation, it can make a full attack (including two rake attacks). In addition, any opponent hit by at least one of the drop bear's attacks made while charging must make a DC 13 Fortitude save or be stunned for 1 round. The save DC is Strength based.

Rake (Ex): Attack bonus +5 melee, damage 1d8+2.

Sprint (Ex): Once per hour, a drop bear can move 3 times its normal speed (30 feet) when it makes a charge.

Skills: Drop bears have a +4 racial bonus on Listen and Move Silently checks and a +8 racial bonus on Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened.

*Drop bears have a +4 racial bonus on Hide checks when in trees.

Based on koala which originally appeared in Dragon Magazine #186 (1992).
 
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Shade

Monster Junkie
Yau-Mor

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

Yau-Mor
Large Outsider (Evil, Extraplanar, Spirit)
Hit Dice: 7d8+35 (66 hp)
Initiative: +6
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +7/+17
Attack: Claw +7 melee (1d8+6)
Full Attack: 4 claws +7 melee (1d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, disrupting attack
Special Qualities: Darkvision 60 ft.
Saves: Fort +10, Ref +7, Will +3
Abilities: Str 23, Dex 15, Con 21, Int 6, Wis 6, Cha 10
Skills: Knowledge (the planes) +8, Intimidate +10, Listen +8, Search +8, Spellcraft +8, Spot +10, Survival -2 (+0 following tracks, +0 on other planes)
Feats: Improved Initiative, Power Attack, Weapon Focus (claw)
Environment: Spirit World
Organization: Solitary or pair
Challenge Rating: 7
Treasure: None
Alignment: Always neutral evil
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: +7

This creature towers to twice the height of a man. Its torso and arms are those of a human, while its head and limbs are those of a dragon. Its skin has a greenish tint. Three eyes dot its face, and a pair of ivory horns sweep back behind its foxlike ears, while a pair of short ivory tusks jut from its lower lip. It wears a harness and loincloth.

Yau-mor are servants of the evil members of the Celestial Bureaucracy, such as the Dragon Claw. Although they are loyal servants, they are easily distracted or misled. Their durability and endurance make them well-suited for dangerous or tiresome missions.

A yau-mor is 12 feet tall and weighs 6,000 pounds.

Yau-mor speak Abyssal, Celestial, Draconic, and Infernal.

COMBAT

Yau-mor enjoy wreaking havoc and spreading destruction, and relish combat, sometimes losing sight of their missions to engage in melee. They particularly despise spellcasters, targeting such individuals exclusively until dead.

Breath Weapon (Su): 30-foot line of fire, once every 3 rounds, damage 3d6 fire, Reflex DC 18 half. The save DC is Constitution-based.

Additionally, a yau-mor's breath weapon ignites combustible materials in its area, and creatures who fail their Reflex saves catch on fire (see Catching on Fire in the DMG). The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame.

Disrupting Attack (Su): A yau-mor's claw attacks set up painful, distracting vibrations for 1d4 rounds. Any spellcaster hit by a yau-mor's slam attack must succeed on a DC 19 Concentration check any time he casts a spell during this period. The check DC is Strength-based.

Skills: A yau-mor's numerous eyes grant it a +2 racial bonus on Spot checks.

Originally appeared in OA5 - Mad Monkey vs. the Dragon Claw (1988).
 
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Shade

Monster Junkie
Troll, Gray

http://www.enworld.org/showthread.php?t=227195&page=4

Troll, Gray
Large Giant
Hit Dice: 8d8+40 (76 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (–1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +6/+16
Attack: Claw +11 melee (1d6+6)
Full Attack: 2 claws +11 melee (1d6+6) and bite +6 melee (1d6+3 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Poison, rend 2d6+9
Special Qualities: Darkvision 150 ft., gaseous form, immunity to acid, cold, and electricity, light vulnerability, low-light vision, negative energy affinity, regeneration 10, scent, vulnerability to fire
Saves: Fort +11, Ref +4, Will +3
Abilities: Str 23, Dex 14, Con 21, Int 6, Wis 9, Cha 6
Skills: Listen +6, Spot +7
Feats: Alertness, Iron Will, Track
Environment: Underground
Organization: Solitary or tribe (1 gray troll plus 3-12 trolls)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +6

This tall, ugly creature has long, gangly limbs. Its skin resembles grayish-brown old parchment. An unruly mass of gray hair crowns its head, which is deep-set with eye sockets filled with cold blue pinpoints of light.

Gray trolls are the result of an unusual mingling of negative energy and the regenerative powers common to trolls. When a troll is exposed to energy drain effects, it most often simply dies. Rarely, a troll instead lapses into a daylong coma, awakening as a gray troll, possessed of some unusual powers and an alternate appearance.

Gray trolls are generally solitary, hunting all other creatures with a hate and hunger even stronger than most trolls. Occasionally a gray troll takes control of its tribe or another, but rarely will a gray troll accept a secondary position.

As a result of the exposure to negative energy, gray trolls are sterile and their lifespans are reduced to 25 to 75 years. Upon death, a gray troll crumbles to dust.

A typical adult gray troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A gray troll’s dry, flaky skin is gray or gray-brown. The hair is usually gray or white.

Gray trolls speak Giant.

Combat

Gray trolls prefer to fight with their natural weapons, and generally fight recklessly and viciously.

Gaseous Form (Su): Three times per week, as a full-round action, a gray troll can assume gaseous form as the spell (caster level 5th), but it can remain gaseous for six rounds and has a fly speed of 60 feet with perfect maneuverability.

Light Vulnerability (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a gray troll for 1 round. On subsequent rounds, it is dazzled as long as it remains in the affected area. A gray troll exposed to natural sunlight robs it of one-third of its hit points each round until it is destroyed at the end of the third round. A gray troll cannot regenerate damage caused by sunlight, and upon reaching 0 hit points it crumbles into black and gray ashes.

Negative Energy Affinity (Ex): A gray troll is affected by cure spells and inflict spells as if it were an undead creature.

Poison (Ex): Injury, Fort DC 19 negates, initial damage nauseated for 2d4 rounds, secondary damage unconscious for 1d4 hours. The save DC is Constitution-based.

Rend (Ex): If a gray troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex): Fire deals normal damage to a gray troll. If a gray troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Severed Limb Attack (Ex): If one of a gray troll's arms is severed, the arm attacks the troll's enemies with its usual attack bonus and damage, although it takes penalties for attacking while prone. The severed arm acts on the troll's initiative and remains animate for 2d4 rounds if it is not reattached to the troll.

Skills: Gray trolls have a +8 racial bonus on Climb checks.

Originally appeared in Dragon Magazine #199 (1993).
 
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