Creature Catalog new 3.5 conversions

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Shade

Monster Junkie
Jade Fish

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

Jade Fish
Tiny Magical Beast (Aquatic)
Hit Dice: 3d10+3 (19 hp)
Initiative: +2
Speed: Swim 40 ft. (8 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +3/-7
Attack: Bite +3 melee (1d4-2)
Full Attack: Bite +3 melee (1d4-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Water stream
Special Qualities: Darkvision 60 ft., low-light vision, spell resistance 8, water symbiosis
Saves: Fort +4, Ref +5, Will +4
Abilities: Str 6, Dex 15, Con 12, Int 14, Wis 13, Cha 15
Skills: Diplomacy +10, Gather Information +10, Knowledge (local) +12, Sense Motive +3, Swim +12
Feats: Negotiator, Iron Will
Environment: Any
Organization: Solitary
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: 3-6 HD (Tiny); 7-9 HD (Small)
Level Adjustment: -

This beautiful fish has a sleek body covered in deep green scales. Its wide, bright green eyes flicker with intelligence.

Jade fish possess the ability to magically create water. While this is a great boon for the jade fish, which can essentially create its own habitat, it also makes the creatures extremely coveted by other beings. Jade fish can be found nearly anywhere, even in the most arid deserts, where they are particularly prized by other residents.

Jade fish willingly share their self-created domains with other creatures, and often patrol the pool to ensure that harmony is maintained among its residents. Although they do eat smaller creatures, they require little sustenance, and thus their predations are limited.

Jade fish enjoy observing the world around them, and as such, are great sources of local information. Jade fish are predisposed to friendly conversation, often taking the time to learn local dialects. If asked politely and offered a gift, a jade fish will gladly answer questions pertaining to the area in which it resides. Although they do not covet valuables, they regard such gifts as tokens of honor, and thus do not part with them easily and often amass sizable treasure hoards in their pools.

Legends claim that the jade fish were created by a rain goddess as a gift to her worshipers. Regardless of their origins, jade fish enjoy a position of admiration and awe among most other creatures.

A jade fish is up to 2 feet long and weighs 5-10 pounds. Scale coloration darkens with age, ranging from brilliant emerald on hatchlings to amost black on the eldest fish. Jade fish can live for centuries, and some are rumored to be over 1,000 years old.

Jade fish speak Common and one or more local languages.

COMBAT

Jade fish dislike combat, but if threatened defend themselves. Its preferred attack is to spit a powerful stream of water at adversaries, often trying to knock the target into a nearby pool in an attempt to drown it. Although they generally feed on smaller fish and animals, jade fish will devour any living creature that drowns in their pool.

Water Stream (Su): A jade fish can continually produce water. It can create up to 1 gallon per round. Alternatively, as a standard action, a jade fish can create a tremendously powerful 5-foot line of water. Any creature in the area of the line takes 1d10 points of damage (Reflex DC 12 negates). A creature failing the saving throw must succeed on a Strength check (DC 10 + damage dealt) or be knocked prone by the force of the blast. For each 5 points by which a target fails the check, it is pushed back 5 feet. The jade fish attempts to knock opponents into pools it creates with its water jet. The save DC is Constitution-based.

Water Symbiosis (Su): The water created by a jade fish is attuned to its creator. If a jade fish becomes injured, any water it has created turns cloudy. This grants any creatures within the jade fish's pool concealment. The cloudiness dissipates once the jade fish is fully healed.

Skills: Jade fish have a +4 racial bonus on Knowledge (local) checks. A jade fish has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Originally appeared in GR2 - Dungeons of Mystery (1992).
 
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Shade

Monster Junkie
Silver Spider

http://www.enworld.org/forum/showthread.php?t=233941

Silver Spider
Large Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 13
Base Attack/Grapple: +4/+11
Attack: Foreleg +6 melee (1d6+3)
Full Attack: 2 forelegs +6 melee (1d6+3) and bite +1 melee (1d2+1 plus silver toxin)
Space/Reach: 10 ft./5 ft.
Special Attacks: Silver toxin, silver web
Special Qualities: Darkvision 60 ft., low-light vision, tremorsense 60 ft.
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 16, Dex 17, Con 16, Int 1, Wis 13, Cha 10
Skills: Climb +11, Hide +3*, Listen +3, Move Silently +3*, Spot +14
Feats: Ability Focus (silver toxin), Alertness
Environment: Any land or underground
Organization: Solitary or nest (2-4)
Challenge Rating: 3
Treasure: 1/10 coins; 50% goods; 50% items plus webbing and forelegs (see text)
Alignment: Always neutral
Advancement: 5-10 HD (Large), 11-15 HD (Huge)
Level Adjustment: -

A man-sized spider with a reflective, silvery hide ambles forth on thin, sleek legs. Its abdomen is bulbous, and its forelegs seem almost bladelike.

Silver spiders were created several centuries ago by Charonti wizards to serve as guardians and hunters. Silver spiders were tasked with subduing trespassers and transgressors with their potent venom, then wrapping captives in silvery weapon and transported to a designated holding cell. The Charonti are long gone, but some of the silver spiders yet remain, capturing victims who are left to await jailors who will never come.

A silver spider's webbing can be wound and corded into a dubrable, thin wire. Several strands can be braided into a cable stronger than rope. Silver spider webbing is often used to create jewelery. With a DC 15 Heal check, a silver spider's forelegs can be carefully removed. These can be used as improvised weapons that deal damage as a shortsword. With a successful DC 15 Craft check, the forelegs can be affixed to a hilt, functioning as a standard shortsword. In either case, the weapon is treated as silver for the purposes of overcoming damage reduction (and does not impose the standard penalty –1 penalty on damage rolls for alchemical silver weapons).

A silver spider is 9 feet long and weighs 100 pounds.

Silver spiders do not speak, but understand Charonti.

COMBAT

A silver spider attempts to bite opponents as quickly as possible. Once the venom takes effect, the spider wraps the victim in its webbing, then carries the unfortunate foe to a designated storage area and abandons it there.

A silver spider's natural attacks are treated as silver weapons for the purposes of overcoming damage reduction.

Arcane Sight (Su): Silver spiders continuously use arcane sight as the spell (caster level 4th).

Silver Toxin (Ex): A victim bitten by a silver spider must succeed on a DC 17 Fortitude save or find its skin transformed into the same silvery matter as the spider. The victim is slowed (as the spell) for 1d10 rounds, but gains a +8 bonus to its natural armor. At the end of this duration, the creature is fully encased.

Once fully encased, the creature retains the natural armor bonus and is considered unconscious and needs no air or sustenance. It remains in this state for 24 hours, after which its skin reverts back to normal and it receives natural healing as if it had slept for an entire night. The victim's hair and eyes retain the silvery sheen permanently, and nothing short of a limited wish, wish, or miracle can restore their original appearance.

The transformation process can be slowed or halted before the creature is completely encased by a delay poison, neutralize poison, or similar magic. The save DC is Constitution-based. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Silver Web (Ex): A silver spider can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a successful DC 19 Escape Artist check or burst the web with a successful DC 19 Strength check. The check DCs are Strength-based and include a +4 racial bonus. The web has 15 hit points and hardness 10, and takes double damage from fire.

A silver spider can create sheets of sticky webbing up to 30 feet square. It usually positions these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Each 5-foot-square section has 15 hit points and damage reduction 5/-.

A silver spider can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.

Tremorsense (Ex): A silver spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Skills: Silver spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A silver spider can always choose to take 10 on Climb checks, even if rushed or threatened. Silver spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Silver spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Originally appeared in Jakandor, Land of Legend (1998).
 
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Shade

Monster Junkie
Dinosaur, Dacentrurus

http://www.enworld.org/forum/showthread.php?t=67093&page=23

Dinosaur, Dacentrurus
Huge Animal
Hit Dice: 9d8+54 (94 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 17 (-2 size, -1 Dex, +10 natural), touch 7, flat-footed 17
Base Attack/Grapple: +6/+24
Attack: Tail spike +17 melee (3d6+15/19-20/x4)
Full Attack: Tail spike +17 melee (3d6+15/19-20/x4)
Space/Reach: 15 ft./10 ft.
Special Attacks: Augmented critical
Special Qualities: Fortification, low-light vision, scent, spiny defense
Saves: Fort +14, Ref +5, Will +6
Abilities: Str 31, Dex 9, Con 23, Int 1, Wis 13, Cha 4
Skills: Listen +9, Spot +9
Feats: Alertness, Great Fortitude, Iron Will, Weapon Focus (tail spike)
Environment: Warm forests
Organization: Solitary, pair or herd (4-7)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Huge), 19-27 HD (Gargantuan)
Level Adjustment: -

This strange quadruped has a horizontal body with small bony plates on its back up to its hind legs. From this point leading down to the tail, it has long, sharp spikes. Its head is small and horse-like, and its pebbly skin is marked with stripes.

Dacentrurusis one of the more primitive stegosaurs, whose descendants include stegosaurus and kentrosaurus.

A dacentrurus is about 15 feet long and weighs up to three tons. They are docile herbivores, browsing through jungles and scrub forests in small herds. If provoked, however, they are deadly, lashing out with their spiked tails.

COMBAT

If threatened, a dacentrurus will assume a defensive position, always keeping its tail facing its enemies. If badly outnumbered or surrounded, it flees, as it is both weaker and faster than its larger kin.

Augmented Critical (Ex): The spikes on the tail of a dacentrurus are keen and as sharp as picks. They threaten a critical hit on a 19-20 and deal x4 damage on a successful critical hit.

Fortification (Ex): The bony plates on the neck and shoulders of a dacentrurus help to protect its spine from injury. Any critical hit or sneak attack made against the dacentrurus has a 10% chance of failing, dealing only normal damage.

Spiny Defense (Ex): Any creature that hits a dacentrurus in melee using a handheld or natural weapon (but not a reach weapon) must succeed on a DC 13 Reflex save or take 1d6+6 points of damage from the creature’s broad spines. The save DC is Dexterity-based.

Originally appeared in Monster Manual II (1983).
 
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Shade

Monster Junkie
Ice Serpent

http://www.enworld.org/forum/showthread.php?t=78935&page=26

Ice Serpent
Gargantuan Magical Beast
Hit Dice: 17d10+51 (144 hp)
Initiative: +3
Speed: 50 ft. (10 squares), climb 20 ft., swim 20 ft.
Armor Class: 19 (-4 size, +3 Dex, +10 natural), touch 9, flat-footed 16
Base Attack/Grapple: +17/+40
Attack: Bite +24 melee (2d6+11)
Full Attack: Bite +24 melee (2d6+11) and tail lash +22 melee (3d4+16)
Space/Reach: 20 ft./15 ft.
Special Attacks: Constrict 2d6+16, fling, improved grab
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +13, Ref +13, Will +6
Abilities: Str 33, Dex 17, Con 17, Int 3, Wis 12, Cha 8
Skills: Balance +11, Climb +19, Hide +20*, Listen +7, Move Silently +5, Spot +7, Swim +19
Feats: Alertness, Cleave, Endurance, Multiattack (B), Power Attack, Skill Focus (Hide), Stealthy
Environment: Any cold land
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral, often evil
Advancement: 18-33 HD (Gargantuan); 34-41 HD (Colossal)
Level Adjustment: -

This massive serpent is almost fifty feet long. It is covered in white fur, and its eyes are a cool blue.

Ice serpents are immense constrictor snakes found in arctic climes. They hunt anything smaller than themselves.

Ice serpent fur is highly valued for its warmth and waterproof qualities, and is often fashioned into cold-weather clothing. Such fur can fetch up to 40 gp per square yard.

An ice serpent is 45 feet long and 1 foot in diameter. It weighs 20,000 pounds.

COMBAT

Ice serpents use their natural camouflage to great effect, lying motionless in the snow until the best opportunity to strike.

Constrict (Ex): On a successful grapple check, an ice serpent deals 2d6+16 points of damage.

Fling (Ex): As a standard action, an ice serpent may make a single powerful blow with its tail. If it hits a corporeal opponent smaller than itself with its tail lash, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying in a direction of the serpent's choice and fall prone. The opponent is moved 10 feet plus an additional 5 feet for each 5 points by which it fails the save. The serpent can only push the opponent in a straight line, and the opponent can’t move closer to the serpent than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

Improved Grab (Ex): To use this ability, an ice serpent 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 can constrict.

Skills: Ice serpents have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. An ice serpent can always choose to take 10 on a Climb check, even if rushed or threatened. An ice serpent 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.

*An ice serpent's Hide bonus improves to +12 in snowy environments.

Originally appeared in Dungeon Magazine #27 (1991).
 
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Shade

Monster Junkie
Dinosaur, Kentrosaurus

http://www.enworld.org/forum/showthread.php?t=67093&page=23

Dinosaur, Kentrosaurus
Large Animal
Hit Dice: 9d8+39 (76 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, -1 Dex, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +6/+17
Attack: Tail spike +12 melee (2d6+10/19-20/x4)
Full Attack: Tail spike +12 melee (2d6+10/19-20/x4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, reflexive attack
Special Qualities: Low-light vision, scent, spiny defense
Saves: Fort +12, Ref +5, Will +4
Abilities: Str 25, Dex 9, Con 19, Int 1, Wis 13, Cha 4
Skills: Listen +10, Spot +11
Feats: Ability Focus (spiny defense), Alertness, Great Fortitude, Run
Environment: Warm forests
Organization: Solitary, pair or herd (4-7)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large), 13-18 HD (Huge)
Level Adjustment: -

This strange quadruped has a horizontal body with long sharp spikes running along its back. A large spike just from each of its shoulders and four tip its tail. Its head is small and horse-like, and its pebbly skin is marked with stripes.

The kentrosaurus is a stegosaur, one of a family of unusual herbivores with powerful and sharp defenses

A kentrosaurus is about 15 feet long and weighs up to three tons, the same size as its relative dacentrus. They are docile herbivores, browsing through jungles and scrub forests in small herds. If provoked, however, they are deadly, lashing out with their spiked tails and shoulder spines.

COMBAT

If threatened, a kentrosaurus will assume a defensive position, always keeping its tail facing its enemies. If their offspring are threatened, the adults of a herd will form a protective circle around their young, tails out.

Augmented Critical (Ex): The spikes on the tail of a kentrosaurus are keen and as sharp as picks. They threaten a critical hit on a 19-20 and deal x4damage on a successful critical hit.

Reflexive Attack (Ex): Once per round, a kentrosaurus may make an immediate melee attack with its shoulder spine against any creature that damages it in melee. Attack bonus +7, damage 1d8+3.

Spiny Defense (Ex): Any creature that hits a kentrosaurus in melee using a handheld or natural weapon (but not a reach weapon) must succeed on a DC 15 Reflex save or take 1d6+7 points of damage from the creature’s broad spines. The save DC is Dexterity-based.

Originally appeared in Monster Manual II (1983).
 
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Shade

Monster Junkie
Griveling

http://www.enworld.org/forum/showthread.php?t=73265&page=17

Griveling
Medium Elemental (Earth, Extraplanar)
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 20 ft. (4 squares), burrow 30 ft.
Armor Class: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +3/+7
Attack: Slam +7 melee (1d8+4)
Full Attack: 2 slams +7 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., earthsight, earth glide, elemental traits, heat tolerance, immunity to cold
Saves: Fort +7, Ref +1, Will +4
Abilities: Str 18, Dex 10, Con 17, Int 14, Wis 13, Cha 15
Skills: Diplomacy +14, Knowledge (geography) +10, Sense Motive +12, Spot +9, Survival +1 (+3 to avoid getting lost or to avoid natural hazards)
Feats: Iron Will, Negotiator
Environment: Any hills or mountains and underground (Elemental Plane of Earth)
Organization: Pair or clan (3-24)
Challenge Rating: 4
Treasure: Standard (communal, see text)
Alignment: Usually neutral good
Advancement: 6-15 HD (Medium)
Level Adjustment: +5

This creature is humanoid in form, but lacks a distinctive musculature and any obvious sensory organs. Its skin is the color of stone.

Grivelings are native to the Elemental Plane of Earth, but most are currently trapped on the Material Plane on the world of Oerth. In that realm, they reside nearly exclusively in the Barrier Peaks and the Valley of the Mage. How they first arrived on Oerth is long-forgotten, and they lack any means of planar travel to return to the plane of their genesis.

Grivelings are good-natured, friendly, and curious. They spend much of their time observing other creatures, and have learned to shape their bodies to more closely resemble other creatures while communicating. These assumed likenesses are far from perfect, often resulting in comical appearances.

Most grivelings make their lairs within the stone walls of caves and mountains. Since they are unaffected by extreme temperatures, they can survive nearly anywhere, although they prefer to be surrounded by earth or stone. They form small clans of up to a dozen individuals, sharing their accumulated wealth and food stores. Grivelings put the priorities of the clan first and rarely act without consulting other clan members. Grivelings subsist on a mineral diet, and need very little to survive due to their slow metabolisms.

The reproduction cycle of grivelings, like their metabolism, is slower than normal. A mated pair of grivelings can produce an offspring every six to twelve years. Parents decide the sex of their children, usually choosing the gender that most benifits the clan. For example, if two male grivelings are killed, the next two offspring might be male, to make up the deficit.

Grivelings are 4 to 6 feet tall and weigh 1,000 to 3,500 pounds. Skin coloration resembles the colors of dirt and stone, ranging from dirty brown to the dark black of rich soil. Males and females are indentical in appearance. Most live over 1,500 years.

Grivelings speak Common, Dwarven, and Terran in slow, gravely tones.

COMBAT

Given the choice, grivelings will avoid combat by any means, attempting a peaceful resolution to differences or simply leaving the scene. If forced into battle, grivelings prefer to fight partially embedded in the rock, gaining the benefits of cover.

Earthsight (Su): Grivelings can see through earth and stone as if it were air. As a result, barriers constructed of these materials never break line of sight for a griveling.

Earth Glide (Ex): A griveling can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing griveling flings the griveling back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Heat Tolerance (Ex): A griveling never needs to make Fortitude saves to avoid nonlethal damage in regions of extreme heat.

Spell-Like Abilities: 1/day—move earth, stoneskin, transmute mud to rock (DC 17), transmute rock to mud (DC 17). Caster level 8th. The save DCs are Charisma-based.

Originally appeared in WG12 - Vale of the Mage (1990).
 
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Shade

Monster Junkie
Troll, Ragnhilder

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

Troll, Ragnhilder
Large Giant
Hit Dice: 4d8+24 (42 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+11
Attack: Claw +6 melee (1d6+4) or macahuitl +6 melee (3d6+6/19-20) or rock +4 ranged (1d6+4)
Full Attack: 2 claws +6 melee (1d6+4) and bite +1 melee (1d6+2); or macahuitl +6 melee (3d6+6/19-20) and bite +1 melee (1d6+2); or rock +4 ranged (1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5, scent
Saves: Fort +10, Ref +3, Will +0
Abilities: Str 18, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills: Hide +5*
Feats: Point Blank Shot, Precise Shot
Environment: Any hills or mountains
Organization: Solitary or gang (2–8)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +4

This tall, gangly humanoid stands nearly 9 feet tall. Its stone gray skin and hair blends in with the surrounding cliffs. It carries a large rock in one hand.

Ragnhilders are a breed of trolls acclimated to rocky environs. Their natural coloration provides camouflage within their preferred terrain.

A typical adult ragnhilder stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A ragnhilder's rubbery hide is stone gray. The hair is usually black or gray.

Ragnhilders speak Giant.

Combat

Ragnhilders are weaker than normal trolls, and as a result are more likely to rely on manufactured weapons to inflict pain. They often wield primitive weapons, such as macahuitls (obsidian-edged clubs that functions in all other ways like a greatsword). They are also accomplished rock throwers.

Regeneration (Ex): Fire and acid deal normal damage to a ragnhilder. If a ragnhilder 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.

Rock Throwing (Ex): The range increment is 60 feet for a ragnhilder's thrown rocks.

Skills: *Ragnhilders have a +4 racial bonus on Hide checks when in rocky environments. This bonus on Hide checks increases to +8 when the ragnhilder is immobile.

Originally appeared in Dragon Magazine #158 (1990).
 
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Shade

Monster Junkie
Dinosaur, Monoclonius

http://www.enworld.org/forum/showthread.php?t=67093&page=23

Dinosaur, Monoclonius
Large Animal
Hit Dice: 8d8+40 (76 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16
Base Attack/Grapple: +6/+16
Attack: Gore +13 melee (2d6+10)
Full Attack: Gore +13 melee (2d6+10)
Face/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge, trample 2d6+10
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +6, Will +6
Abilities: Str 24, Dex 10, Con 21, Int 1, Wis 15, Cha 5
Skills: Listen +10, Spot +9
Feats: Alertness, Iron Will, Weapon Focus (gore)
Environment: Temperate and warm plains
Organization: Solitary, pair or herd (3-12)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (Large), 17-24 HD (Huge)
Level Adjustment: -

This creature resembles nothing so much as a reptilian rhinoceros, although no rhinoceros had a massive bony frill on the back of its head or a horn quite so long or sharp.

The monoclonius is a species of ceratopsian, the most famous of which is the triceratops.

Most monoclonius are around 15 feet long and very strong, but the species are inoffensive and herbivorous. Most monoclonius live in family units with an alpha male and multiple females, as well as the alpha’s various offspring. Unlike triceratops, they are not particularly territorial or aggressive.

COMBAT

If they or their offspring are threatened, a herd of monoclonius will charge the offending predator, impaling it on their powerful horns. They usually retreat if a fight goes badly, but a mother monoclonius will defend her child to the death.

Powerful Charge (Ex): When a monoclonius charges, its gore attack deals 4d6+14 points of damage.

Trample (Ex): A monoclonius can literally run over any creatures in its way that are of Medium or smaller size. Creatures trampled must make a Reflex save (DC 21 half) or take 2d6+10 damage. The save DC is Strength-based.

Originally appeared in Monster Manual (1977).
 
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Shade

Monster Junkie
Sartani

http://www.enworld.org/forum/showthread.php?t=224671&page=7

Sartani
Huge Monstrous Humanoid (Aquatic)
Hit Dice: 8d8+56 (92 hp)
Initiative: +0
Speed: 40 ft. (8 squares), swim 30 ft.
Armor Class: 18 (–2 size, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +8/+26
Attack: Claw +16 melee (3d6+10)
Full Attack: 2 claws +16 melee (3d6+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Constrict 3d6+15, destructive claws, improved grab
Special Qualities: Amphibious, darkvision 60 ft., fortification, frost rigidity, resistance to fire 20, vulnerability to cold
Saves: Fort +9, Ref +6, Will +6
Abilities: Str 31, Dex 11, Con 25, Int 6, Wis 10, Cha 7
Skills: Jump +14, Spot +11, Swim +18
Feats: Awesome Blow, Improved Bull Rush, Improved Sunder (B), Power Attack
Environment: Warm aquatic
Organization: Solitary or warband (2-3)
Challenge Rating: 8
Treasure: None
Alignment: Usually chaotic neutral
Advancement: 9-24 HD (Huge) or by character class
Level Adjustment: +6

A gigantic being erupts from the water. Its body and legs are those of a muscular giant, while its head and claws are those of a monstrous crab. Its chest, back, and shoulders are covered by a partial carapace, with sodden strands of thick hair sprouting through cracks and gaps like wet seaweed.

Sartani are massive aquatic humanoids that seem to exist purely to destroy. They are so rare that many believe them to be a single unique being; those who live in coastal settlements attacked by a warband of sartani will vehemently refute this notion. Their origin is unknown, though legends claim that they are the children of the crab-headed god Kar'r'gra, and are sent to herald his arrival. Still other legends claim that Kar'r'gra is another manifestation of Blibdoolpoolp.

Having voracious appetites, Sartani will feed on nearly anything they can catch, whether it be sharks, beached whales, or a ship full of sailors. They can easily crack the wooden hulls of most vessels with their massive claws. They lead extremely destructive raids on coastal settlements, wantonly destroying all in their path, leaving a trail of carnage and valuables scattered all over the shore. Sartani seek only prey, and have no use for treasure. Their claws are incapable of fine manipulation, so sartani have no use for goods or items.

Sartani are considered coarse, crude, and boorish by other intelligent sea dwellers. They get along with pahari, but have little positive correspondence with other races of the sea.

A sartani molts its head shell annually. These massive shells carapaces may be worked into shields or shell armor. Natives also use these to create roofs, large bowls, or even altars to Kar'r'gra.

A sartani stands 14 to 20 feet tall and weighs 3,000 to 12,000 pounds. Skin coloration ranges from dull red to greasy blue, while the shell is mottled with a lighter shade of the same color.

Sartani speak their own language, a staccato clacking of their mandibles.

Combat

Sartani are straightforward combatants, wading into the thick of a fight and attacking the nearest foes, ignoring most retaliation.

Constrict (Ex): On a successful grapple check, a sartani deals 3d6+15 points of damage.

Destructive Claws (Ex): When attacking an object, a sartani's claw attacks ignore the first five points of hardness.

Fortification (Ex): The chitinous shell of a sartani protects many of its vital areas. Any critical hit or sneak attack made against a sartani has a 25% chance of failing, dealing only normal damage.

Frost Rigidity (Ex): A magical attack that deals cold damage slows a sartani (as the slow spell) for 2d4 rounds, with no saving throw. The sartani can end the effect early if it can immerse itself in warm water.

Improved Grab (Ex): To use this ability, a sartani must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Skills: A sartani 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.

Sartani in Zakhara

In Zakhara, Sartani are most frequently found around the islands of al-Sartan in the Crowded Sea, where Kar'r'gra has a large number of followers. It is quite possible that the worship of Kar'r'gra arose from the first sartani, and that no such deity actually exists.

Originally appeared in ALQ1 - Golden Voyages (1992).
 
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Shade

Monster Junkie
Dinosaur, Styracosaurus

http://www.enworld.org/forum/showthread.php?t=67093&page=23

Dinosaur, Styracosaurus
Huge Animal
Hit Dice: 10d8+63 (108 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +7/+23
Attack: Gore +14 melee (2d6+12)
Full Attack: Gore +14 melee (2d6+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Powerful charge, reflexive attack, trample 2d8+12
Special Qualities: Low-light vision, scent
Saves: Fort +15, Ref +7, Will +7
Abilities: Str 26, Dex 11, Con 23, Int 1, Wis 14, Cha 9
Skills: Listen +11, Spot +10
Feats: Alertness, Great Fortitude, Iron Will, Weapon Focus (gore)
Environment: Warm hills and plains
Organization: Solitary or herd (2-8)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment: -

This massive creature has a bony frill with long spikes growing from it, and a long horn growing from its beaked snout.

The styracosaurus is a ceratopsian whose decorative frill has become a defensive weapon.

A styracosaurus is about 20 feet long and weighs around 3 tons. Like most ceratopsians, it is very aggressive. They will charge at any unfamiliar creature in their territory and are relentless in their assaults. They live in small herds and feed on bushes and tubers.

COMBAT

A styracosaurus initiates combat by charging its opponent, and uses its spiked frill to deter opponents from fighting back.

Powerful Charge (Ex): On a charge attack, a styracosaur’s gore attack deals 4d6+16 points of damage.

Reflexive Attack (Ex): Once per round, a styracosaurus may make an immediate melee attack with its frill against any creature that strikes it in melee. Attack bonus +8, 1d8+8 damage.

Trample (Ex): A styracosaurus can literally run over any creatures in its way that are of Large or smaller size. Creatures trampled must make a Reflex save (DC 23 half) or take 2d8+12 damage. The save DC is Strength-based.

Originally appeared in Monster Manual (1977).
 
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