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Monster Junkie
Angreden

Special Conversion Thread: Moldvay's Undead - Page 13 - EN World D&D / RPG News

Angreden
Medium Undead
Hit Dice: 4d12+8 (34 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+6
Attack: Club +19 melee (1d6+4) or enfeebling touch +19 melee touch
Full Attack: Club +19 melee (1d6+4) or enfeebling touch +19 melee touch
Space/Reach: 5 ft./5 ft.
Special Attacks: Enfeebling touch, final curse, terrifying gaze
Special Qualities: Darkvision 60 ft., immunity to cold, unholy toughness
Saves: Fort +1, Ref +3, Will +4
Abilities: Str 18, Dex 15, Con -, Int 8, Wis 11, Cha 14
Skills: Intimidate +9, Listen +7, Spot +7
Feats: Cleave, Power Attack
Environment: Any land and underground
Organization: Solitary or band (2-16)
Challenge Rating: 3
Treasure: Standard
Alignment: Always evil
Advancement: 5-8 HD (Medium); 9-12 HD (Large)
Level Adjustment: -

A blackened, bloated corpse with an extremely oversized head ambles forth, its face a mask of anger and its body shuddering with rage.

An angreden is the undead remnant of a being so filled with anger and hatred that its corpse cannot rest. Its name means "filled with anger" in several languages. Angredens also arise on occasion from victims who died while under a powerful curse, and now seek to share that curse with other members of the living.

Angredens have such a poor disposition that they find cooperation with others difficult. Occasionally up to a dozen band together, but these alliances are filled with strife and frequent quarrels.

Angredens exist only to vent their insatiable rage upon the living. When unable to inflict harm or death, angredens vent their anger upon their surroundings, attempting to smash everything in sight.

An angreden stands 5 to 7 feet tall and weighs 100 to 200 pounds.

Angredens speak any languages they spoke in life (usually Common).

COMBAT

Angredens are unsophisticated combatanats, simply smashing and beating things with clubs, rocks, or their fists.

Enfeebling Touch (Su): Any creature struck by an angreden's melee touch attack must succeed on a DC 14 Fortitude save or suffer a penalty to Strength equal to 1d6+1 per two HD of the angreden (maximum 1d6+5). The subject’s Strength score cannot drop below 1. The save DC is Charisma-based.

Final Curse (Su): Upon reaching 0 hit points, an angreden may utter a curse as an immediate action. This functions as a bestow curse spell (caster level 4th), but does not require a touch attack and may only be directed upon the angreden's slayer. A successful DC 14 Will save negates the curse. The save DC is Charisma-based.

Terrifying Gaze (Su): Panicked for 4 rounds (or shaken for 1 round on with a successful DC 14 Will save), 30 feet. The save DC is Charisma-based.

Unholy Toughness (Ex): An angreden gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.

Originally appeared in Dragon Magazine #198 (1993).
 
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Shade

Monster Junkie
Dawnspirit

http://www.enworld.org/forum/showthread.php?t=211853&page=15

Dawnspirit
Medium Outsider (Extraplanar, Good)
Hit Dice: 10d8+20 (65 hp)
Initiative: +4
Speed: Fly 40 ft. (perfect)
Armor Class: 20 (+4 Dex, +2 natural, +4 deflection), touch 18, flat-footed 16,or 18 (+4 Dex, +4 deflection), touch 18, flat-footed 14
Base Attack/Grapple: +10/+15
Attack: Kick +15 melee (2d6+5)
Full Attack: Kick +15 melee (2d6+5) and 2 slams +13 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear aura, light of purity, spell-like abilities, voice of the gods
Special Qualities: Alternate form, breathless, damage reduction 10/evil, darkvision 60 ft., immunity to poison and mind-affecting spells and abilities, judge character, low-light vision, telepathy 60 ft., vulnerability to negative energy
Saves: Fort +9, Ref +8, Will +10
Abilities: Str 21, Dex 18, Con 15, Int 16, Wis 17, Cha 16
Skills: Concentration +15, Diplomacy +18, Heal +16, Intimidate +16, Knowledge (religion) +16, Knowledge (the planes) +16, Listen +16, Search +16, Sense Motive +16, Spot +16, Survival +3 (+5 following tracks, +5 on other planes), Use Magic Device +16
Feats: Ability Focus (light of purity), Combat Expertise, Improved Disarm, Multiattack
Environment: Any good-aligned plane
Organization: Solitary, pair, or squad (3–5)
Challenge Rating: 9
Treasure: None
Alignment: Always good
Advancement: 11–15 HD (Medium); 16–30 HD (Large)
Level Adjustment: -

A beautiful, androgynous humanoid floats before you. It glows with a pure, white light.

Dawnspirits are paragons of goodness and light from the Upper Planes. Although their genesis is unknown, they are believed to be the spirits of great champions of good that perished while fighting evil outsiders. A dawnspirit's alignment and outlook matches that of its home plane; thus a dawnspirit from the Seven Mounting Heavens of Celestia is lawful good.

Dawnspirits often serve good-aligned deities and greater celestials as messengers and intermediaries. They may be summoned to the Material Plane, but will only serve those with pure hearts and noble intentions.

A dawnspirit is 6 feet tall and weighs 150 pounds. On its home plane, it remains in its natural form, that of a ball of pure light.

Dawnspirits speaks Celestial, Infernal, and Abyssal.

COMBAT

Dawnspirits happily battle evil creatures, particularly fiends. A dawnspirit uses its voice of the gods at the beginning of any battle against evil outsiders, aiding its allies in the process.

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

Breathless (Ex): Dawnspirits do not breathe, so they have immunity to drowning, suffocation, and attacks that require inhalation (such as some types of poison).

Judge Character (Su): A dawnspirit continuously uses detect evil and detect thoughts (DC 15) as the spells (caster level 10th).

Light of Purity (Su): A dawnspirit continuously raditates pure light to a radius of 40 feet that strikes terror into evil creatures. Evil creatures of less than 3 HD are immediately panicked (no save) for 1 minute. Evil creatures with more than 3 Hit Dice must succeed on a DC 20 Will save or cower for 1d6 rounds. Undead creatures of any Hit Dice must succeed on a DC 20 Will save or be turned (as if affected by a turn undead attempt). The save DC is Charisma-based.

Spell-Like Abilities: 1/day—geas/quest. Caster level 10th.

Voice of the Gods (Su): Once per day, a dawnspirit can utter a single word of powerful goodness. This functions as a holy word spell (DC 18, caster level equals dawnspirit's Hit Dice), except it functions fuly even when the dawnspirit is not on its home plane. Additionally, all good creatures within 30 feet gain a +2 morale bonus on attack and damage rolls for 1d4+1 rounds. This is a sonic effect. The save DC is Charisma-based.

Vulnerability to Negative Energy (Su): A dawnspirit takes half again (+50%) as much damage from negative energy.

Originally appeared in Polyhedron #67 (1992).
 
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Shade

Monster Junkie
Elemental of Law, Anemo

http://www.enworld.org/forum/showthread.php?t=219410&page=2

Elemental of Law, Anemo
Medium Elemental (Air, Extraplanar, Lawful)
Hit Dice: 9d8+18 (58 hp)
Initiative: +9
Speed: 30 ft. (6 squares), fly 90 ft. (perfect)
Armor Class: 19 (+5 Dex, +4 natural), touch 15, flat-footed 14
Base Attack/Grapple: +6/+7
Attack: Fiber-lash +11 melee (1d10+1)
Full Attack: 3 fiber-lashes +11 melee (1d10+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, trip
Special Qualities: Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to air, minor spell invulnerability, see invisibility, vulnerability to earth
Saves: Fort +5, Ref +12, Will +4
Abilities: Str 12, Dex 21, Con 14, Int 13, Wis 12, Cha 15
Skills: Balance +7, Concentration +14, Jump +3, Knowledge (the planes) +13, Survival +1 (+3 on other planes), Tumble +17
Feats: Combat Expertise, Improved Disarm, Improved Initiative (B), Improved Trip, Weapon Finesse (B)
Environment: Elemental Plane of Air
Organization: Solitary or flock (2-6)
Challenge Rating: 6
Treasure: None
Alignment: Always lawful neutral
Advancement: 11-15 HD (Large); 16-25 HD (Huge)
Level Adjustment: -

This cottony mass of off-white fibers is nearly six feet in diameter.

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

Anemos are native to the Elemental Plane of Air, where they spend most of their cataloguing and ordering all that they encounter.

Anemos are always lawful and neutral, and consider all creatures of chaos to be adversaries. They have an even greater dislike of the elementals of chaos, and consider pyrophors their greatest foes. Of the elementals of law, they are the most likely to be found beyond their home plane.

A typical anemo is 5 feet in diameter and weighs around 5 pounds.

Anemos speak Auran and Ignan.

COMBAT

An anemo is a fearless combatant, and eagerly joins the fight against the forces of chaos. It lashes out with three thin, abrasive fibers.

Fiber-Lash (Ex): An anemo's fiber-lash attacks are treated as whips for the purpose of making trip or disarm manuevers, and for the purpose of qualifying for feats.

Immunity to Air (Ex): An anemo is immune to the detrimental effects of spells with the air descriptor.

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

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, solid fog, wind wall; 1/day—control winds (caster level 15th, DC 17). Caster level 9th. The save DCs are Charisma-based.

Summon Air Elementals (Sp): Once per day, an anemo can automatically summon 1 Medium air elemental. This ability is the equivalent of a 5th-level spell.

Trip (Ex): An anemo that hits with a fiber-lash attack can attempt to trip the opponent (+5 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the anemo.

Vulnerability to Earth (Ex): An anemo takes half again (+50%) as much damage from spells and effects of the Earth descriptor.

Originally appeared in Mystara Monstrous Compendium Appendix (1994).
 
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Shade

Monster Junkie
Eryops

Converting prehistoric animals - Page 24 - EN World D&D / RPG News

Eryops
Medium Animal (Aquatic)
Hit Dice: 2d8+6 (15 hp)
Initiative: +0
Speed: 10 ft. (2 squares), swim 60 ft.
Armor Class: 13 (+3 natural), touch 10, flat-footed 13
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d10+4)
Full Attack: Bite +4 melee (1d10+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Amphibious, low-light vision
Saves: Fort +6, Ref +3, Will +0
Abilities: Str 17, Dex 10, Con 17, Int 1, Wis 11, Cha 5
Skills: Hide +7*, Listen +3, Spot +3, Swim +11
Feats: Alertness
Environment: Warm marshes
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-5 HD (Medium), 6-9 HD (Large)
Level Adjustment: -

The enormous head of this man-sized amphibian is nearly all mouth. Two eyes sit atop its head, and its raised nostrils give it a somewhat crocodilian appearance.

An eryops is a large amphibian with an enormous head nearly a third of its length. Eryops often fall victim to dimetrodon attacks.

An eryops is 5 to 6 feet long, weighing around 200 pounds.

COMBAT

Like a crocodile, an eryops often hides the bulk of its body underwater, with only its eyes and nostrils breaking the surface. It scoops up fish and other small prey with its huge mouth, swallowing them whole.

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

Swallow Whole (Ex): An eryops can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d10+4 points of bludgeoning damage and 1d4 points of acid damage per round from the gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 11). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Medium eryops's gizzard can hold 2 Tiny, 8 Diminutive, or 16 Fine opponents.

Skills: An eryops has a +8 racial bonus on any Swim check to perform a 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 eryops gains a +4 racial bonus on Hide checks when in the water. Further, an eryops can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Originally appeared in Dragon Magazine #112 (1986) as "Labrynthodont".
 
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Monster Junkie
Haundar

http://www.enworld.org/forum/general-monster-talk/240597-converting-forgotten-realms-monsters.html

Haundar
Gargantuan Magical Beast
Hit Dice: 20d10+140 (250 hp)
Initiative: -1
Speed: 15 ft. (3 squares), fly 30 ft. (poor)
Armor Class: 18 (-4 size, -1 Dex, +13 natural), touch 5, flat-footed 18
Base Attack/Grapple: +20/+44
Attack: Bite +28 melee (2d8+18 plus 1d6 acid)
Full Attack: Bite +28 melee (2d8+18 plus 1d6 acid)
Space/Reach: 20 ft./20 ft.
Special Attacks: Acid bite, spit acid burst
Special Qualities: Cold tolerance, darkvision 60 ft., flight, low-light vision, weak spot
Saves: Fort +19, Ref +13, Will +6
Abilities: Str 34, Dex 8, Con 25, Int 3, Wis 10, Cha 7
Skills: Spot +26
Feats: Ability Focus (spit acid burst), Flyby Attack, Hover, Lightning Reflexes, Power Attack, Skill Focus (Spot), Snatch
Environment: Any cold land
Organization: Solitary
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 21-40 HD (Gargantuan); 41-60 HD (Colossal)
Level Adjustment: -

A gigantic slug, easily the length of five men, floats through the air. A thick, flat, articulated shell covers most of its head and back. A pair of eyestalks sprout from its head, while two lower psuedopods surround a mouth lined with sharklike teeth. Its entire body is white, but shimmers a faint green.

Haundars are massive ice-slugs found in even the most vicious of polar climes. They migrate icy wastes, following the migration patterns of other creatures, such as bears, seals, moose, and even the occasional humanoid. Haundars rest in large rocky caves, icy crevasses, or if they cannot find a suitable locale, dig caverns in the ice with their acid.

Haundar are dangerous predators, eating anything they can catch. When food grows scares, the haundar makes a lair and mates. Haundar are hermaphroditic, and reproduce only once in their lifetimes. A haundar lays a clutch of 4d4 eggs before falling dormant for several weeks. As the hatchlings emerge, they eat their dormant parent. Hatchlings grow slowly (gaining 1 HD and 1 and 1/2 feet of length annually). Few survive to adulthood.

Haundar are prone to wormlike parasites known as haun broods. Haundars are often hunted by the sha'az. A single haundar can feed an entire sha'az hive for weeks. They are also hunted for their blubber (used in oils), their eyestalks and pseduopods (power components for low-light vision and levitation magic, respectively), and their shells (which can be fashioned into armor, see below).

A haundar is 30 feet long and weighs 25,000 pounds. Haundars live up to 60 years.

COMBAT

A haundar attempts to bite anything it can reach, spraying acid on prey beyond its reach.

A haundar can be blinded by severing its eyestalks. To sever an eyestalk, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at a haundar’s eyestalks from any position in which he could strike at the haundar itself. An opponent can ready an action to attempt to sunder a haundar’s eyestalk when the creature bites at him. Each of a haundar's eyestalks has 10 hit points. Losing an eyestalk deals 5 hp of damage to the body. A blinded haundar will retreat from melee and attack only to defend itself.

The haundar's sensory pseudopods can be severed in the same manner as the eyestalks. Pseudopods have 10 hp, and losing a pseudopod deals 5 hp damage to the body. A haundar without pseudopods will not fly due to lack of sensory information.

A severed eyestalk or pseudopod will regrow in 1 month. If a haundar's eyestalks or pseudopods are attacked, it will retract them into its body, so they are not vulnerable to sundering.

Acid Bite (Ex): A haundar's bite deals 1d6 points of acid damage in addition to any other damage it deals. The damage is not doubled on a critical hit.

Cold Tolerance (Ex): A haundar never needs to make Fortitude saves to avoid nonlethal damage in regions of extreme cold.

Flight (Ex): A haundar's body is naturally buoyant. This buoyancy allows it to fly at a speed of 30 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range. Because its flight is dependent upon sensors within its psuedopods, a haundar that has lost both pseudopods may not fly until at least one has been regrown.

Spit Acid Burst (Ex): Haundars can spit a ball of caustic saliva with a range of 20 feet that bursts in a 10-foot radius, dealing 4d8 points of acid damage on a successful hit (Reflex DC 27 half). Clothing and armor worn by creatures in the area dissolves and becomes useless immediately unless the item succeeds on a DC 29 Reflex save. The save DC is Constitution-based.

Weak Spot (Ex): A haundar has several weak spots in its armored shell. As a result, a successful critical hit with a slashing or piercing weapon is treated as if its multiplier were one higher. (Thus, a longsword would deal triple damage, and a greataxe quadruple).

Skills: A haundar has a +8 racial bonus on Move Silently checks. *In areas of snow, ice, or tundra, a haundar gains a +8? racial bonus on Hide checks.

Haundar Armor

Armorsmiths can work with the armor plates of a haundar to produce armor or shields of masterwork quality. One Gargantuan haundar provides enough armor to produce a suit of masterwork armor for a Huge creature. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a Large creature, or one suit of masterwork half-plate for a Medium creature, or one masterwork breastplate or suit of full plate for a Small creature. (Multiple haundars can be used to create armor for larger creatures.) In each case, enough hide is available to produce a small or large masterwork shield in addition to the armor.

Because haundar armor isn’t made of metal, druids can wear it without penalty.

Haundar armor costs double what masterwork armor of that type ordinarily costs, but it takes no longer to make than ordinary armor of that type. It weighs half as much as the corresponding type of metal armor.

Haundar armor has 10 hit points per inch of thickness and hardness 7.

Originally appeared in Monstrous Compendium Forgotten Realms Appendix (MC11)(1991).
 
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Monster Junkie
Warhorse, Full

http://www.enworld.org/forum/genera...-converting-monsters-imagine-magazine-25.html

Warhorse, Full
Large Animal
Hit Dice: 5d8+15 (37 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: +3/+12
Attack: Hoof +7 melee (1d8+5)
Full Attack: 2 hooves +7 melee (1d8+5) and bite +2 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: -
Special Qualities: Armored destrier, combative mount, low-light vision, scent
Saves: Fort +7, Ref +5, Will +2
Abilities: Str 20, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +5
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

This majestic steed seems to be a perfect warhorse.

Full warhorses are the pinnacle of equine mounts. Through selection of the finest stock and breeding among heavy warhorses, only one foal in five hundred results in a full warhorse. As a result, full warhorses are highly prized by cavaliers and other mounted warriors, or as status symbols among the wealthy and the elite.

COMBAT

A full warhorse is bred for battle, dealing vicious strikes with its hooves and biting at its master's foes.

Armored Destrier (Ex): A full warhorse can move at its base speed even when wearing medium or heavy barding or when carrying a medium or heavy load.

Combative Mount (Ex): A rider on a trained full warhorse mount gets a +2 circumstance bonus on all Ride checks. A trained full warhorse is proficient with light, medium, and heavy armor.

Training a Full Warhorse

Due to the limited knowledge and difficulty breeding techniques required to produce a full warhorse, these creatures are treated as magical beasts for training purposes.

A full warhorse costs at least 1,500 gp during favorable times, with prices increasing greatly during times of war or civil unrest.

A full warhorse available for purchase is usually already trained for the combat riding special purpose, but it requires additional training to familiarize itself with its rider, which takes 3 weeks. During this time, a full warhorse can learn one additional trick (beyond the six an animal of Int 2 is normally able to learn).

Carrying Capacity: A light load for a full warhorse is up to 399 pounds; a medium load, 400–798 pounds; and a heavy load, 799–1,200 pounds. A full warhorse can drag 6,000 pounds.

Originally appeared in Imagine Magazine #11 (1984).
 
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Monster Junkie
Lyrannikin (Black Treant)

http://www.enworld.org/forum/general-monster-talk/73265-converting-world-greyhawk-monsters-20.html

Lyrannikin (Black Treant)
Huge Plant
Hit Dice: 7d8+21 (52 hp)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 20 (–2 size, –1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple: +5/+21
Attack: Slam +11 melee (2d6+8)
Full Attack: 2 slams +11 melee (2d6+8)
Space/Reach: 15 ft./15 ft.
Special Attacks: Trample 2d6+12
Special Qualities: Damage reduction 10/slashing, low-light vision, plant traits
Saves: Fort +8, Ref +1, Will +7
Abilities: Str 27, Dex 8, Con 17, Int 12, Wis 16, Cha 12
Skills: Diplomacy +3, Hide –9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)
Feats: Improved Sunder, Iron Will, Power Attack
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 8
Treasure: No coins; no goods; half items
Alignment: Always chaotic evil
Advancement: 8–16 HD (Huge); 17–21 HD (Gargantuan)
Level Adjustment: +5

Resembling an animated tree rotted by blight, this being's skin resembles rotting bark. Its branchlike arms are decaying and hanging, and its legs look like the split trunk of a rotten tree. The few leaves that dot its body are withered and blighted.

Lyrannikin were once treants that succumbed to blight, their rotten hearts turned to evil. Some particularly ancient treants succumb to the festering hatred of those who would harm their home forests, and blight from within.

Because lyrannikin have lost all ties to nature, they no longer can animate trees. The blight has weakened their bodies, but their sodden, rotted bark is no longer expecially vulnerable to flame. Lyrannikin still hate those who carry fire, as well as any who would carry an axe or saw into the woods.

A lyrannikin's photosynthesis ability is greatly reduced, forcing them to absorb extra nutrition through their roots. Many lyrannikin drench their roots in the blood of their kills.

Like a treant, a lyrannikin is about 30 feet tall, with a “trunk” about 2 feet in diameter. It weighs over 4,000 pounds.

Lyrannikin speak their Treant, Common and Sylvan. Most also can speak at least words of warning in other humanoid languages.

COMBAT

Lyrannikin are cruel and spiteful, venting their frustration with their current condition upon other creatures. Lyrannikin inflict severe blows with their gnarled, branchlike arms.

Trample (Ex): Reflex DC 21 half. The save DC is Strength-based.

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

Unblighted Lyrannikin

Occasionally, treants are turned to evil through means other than blight, such as through magical experimentation. These lyrannikin have the statistics of normal treants, but are chaotic evil and lose the animate trees ability.

In Oerth

The Scarlet Brotherhood have transformed a number of captured treants into unblighted lyrannikin through magical experimentation and special breeding programs. A number of these lyrannikin were placed in the Menowood to repel spies from Sunndi. A number of young lyrannikin, a rare sight indeed, were spotted during the Greyhawk Wars.

Originally appeared in From the Ashes (1992).
 
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Monster Junkie
Light Worm

http://www.enworld.org/forum/general-monster-talk/219404-converting-monsters-dragon-magazine-11.html

Light Worm
Large Magical Beast
Hit Dice: 4d10+8 (30 hp)
Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+8
Attack: Bite +3 melee (1d6 plus poison)
Full Attack: Bite +3 melee (1d6 plus poison)
Space/Reach: 10 ft./10 ft.
Special Attacks: Poison, scintillating sphere
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities, low-light vision, vulnerability to cold and fire
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 10, Dex 17, Con 15, Int 4, Wis 12, Cha 15
Skills: Balance +11, Climb +11, Concentration +9, Hide +5, Listen +5, Move Silently +5, Spot +5
Feats: Ability Focus (scintillating sphere), Stealthy
Environment: Underground
Organization: Solitary or knot (2-3)
Challenge Rating: 3
Treasure: Double coins, double goods; standard items
Alignment: Always neutral
Advancement: 5-10 HD (Large), 11-20 HD (Huge)
Level Adjustment: -

The scales of this giant snake appear in alternating bands of violet and light blue, while its underbelly is black. Two small bumps appear above its eyes, hinting at vestigial horns, while two rows of small stubs along its underbelly suggest remnants of legs.

Light worms are subterranean vipers with potent venom and an unusual ability to generate a sphere of colored lights.

A light worm is 10 feet long and weighs 10-15 pounds.

COMBAT

A light worm hunts much like a viper, except when it decides to employ its scintillating lights. Once it employs this attack, it generally maintains it until either all its opponents are subdued or it has been slain.

Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Con. The save DC is Constitution-based.

Scintillating Sphere (Su): Twice per day, a light worm can generate a twisting pattern of discordant, coruscating colors. This creates a 10-foot-radius burst with a maximum range of 120 feet. All creatures within the area are dazzled for 1d4 rounds. Additionally, creatures must succeed on a DC 16Will save or be dazed for 1d4 rounds following the dazzled duration. A second save is required to avoid unconsciousness for 2d10+2 minutes after that. The save DC is Charisma-based. Sightless creatures are not affected by this ability.

The light worm must maintain concentration each round to maintain this effect. If it does not, all current conditions affecting creatures are dismissed.

Skills: A light worm has a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A light worm can always choose to take 10 on a Climb check, even if rushed or threatened. Light worms use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher.

Originally appeared in Dragon Magazine #61 (1982).
 
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Shade

Monster Junkie
Mosquito, Giant, Wriggler

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-14.html

Mosquito, Giant, Wriggler
Medium Vermin (Aquatic)
Hit Dice: 4d8 (18 hp)
Initiative: +1
Speed: Swim 20 ft. (4 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+3
Attack: Bite +3 melee (1d6)
Full Attack: Bite +3 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Darkvision 60 ft., vermin traits
Saves: Fort +4, Ref +2, Will +1
Abilities: Str 10, Dex 13, Con 11, Int —, Wis 11, Cha 2
Skills: Swim +8
Feats: —
Environment: Any aquatic
Organization: Solitary or swarm (3-30)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: -

Nearly five feet long, this caterpillar has a broad head with compound eyes and long, hairy mandibles. A pair of antennae twitch before it.

Wrigglers are the larvae of giant mosquitos. They spend their time hunting fish, aquatic insects, and anything else they can catch underwater.

Wriggler meat is considered a delicacy in some cultures.

A wriggler is 5 feet long and weighs 100 pounds.

Combat

A wriggler simply grabs prey with its mandibles and attempt to swallow it whole. Although they will attack anything, they seldom eat anything they cannot swallow in a single gulp.

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

Swallow Whole (Ex): A wriggler can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d4 points of bludgeoning damage and 1d6 points of acid damage per round from the interior. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the interior (AC 11). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A wriggler's interior can hold 2 Tiny, 8 Diminutive, or 16 Fine opponents.

Skills: A wriggler has a +8 racial bonus on any Swim check to perform a 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 Polyhedron Magazine #67 (1992).
 
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Shade

Monster Junkie
Iguana, Giant

http://www.enworld.org/forum/general-monster-talk/73265-converting-world-greyhawk-monsters-20.html

Iguana, Giant
Large Animal
Hit Dice: 6d8+30 (57 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft., swim 20 ft.
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +4/+12
Attack: Bite +7 melee (2d4+4 plus poison)
Full Attack: Bite +7 melee (2d4+4 plus poison) and 2 claws +5 melee (1d4+2) and tail slap +5 melee (1d6+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, poison, swallow whole, tail sweep
Special Qualities: Scent
Saves: Fort +9, Ref +7, Will +3
Abilities: Str 19, Dex 15, Con 21, Int 2, Wis 12, Cha 10
Skills: Climb +12, Hide +0*, Listen +3, Move Silently +4, Spot +14, Swim +12
Feats: Alertness, Multiattack, Stealthy
Environment: Temperate and warm forests
Organization: Solitary, mated pair, or pack (2-6)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large), 13-24 HD (Huge)
Level Adjustment: -

This lizard is bigger than a man. Black spots and bands are scattered over its green scales. A high, serrated crest runs from its neck down its back. A large sac descends from its chin. Its long-toed feet end in sharp claws.

Giant iguanas are omnivorous lizards found in forests and jungles. Although solitary hunters, they occasionally gather in groups when sunning themselves or seeking a mate.

Giant iguanas need little sustenance, only eating once every other day. They prefer the taste of insects, but will hunt any creature smaller than themselves if hungry. They supplement this meat with grasses and other vegetation.

Because their flesh is tender and flavorful, some humanoids keep small herds of giant iguanas. However, they are difficult to contain, and are far deadlier than most livestock. Although they are difficult to domesticate, and their rough skins and spines a deterrent to most riders, some reptilian races (particularly ingundi) use them as steeds.

Although it is of the animal type, a giant iguana lacks low-light vision.

A giant iguana is 8 to 10 feet long and weighs around 500 pounds. Its long, thin tail is 15 feet in length.

COMBAT

Giant iguanas, like their smaller kin, usually attack only if cornered or hungry. A giant iguana often stands completely still, camouflaged by nearby foliage, waiting for prey to come near. It then lashes out with its tooth, nails, and tail.

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

Poison (Ex): Bite, Fortitude DC 18, initial damage 1 Con, secondary damage 1d4 Con. The save DC is Constitution-based.

Swallow Whole (Ex): A giant iguana can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d4+4 points of bludgeoning damage and 1d4 points of acid damage per round from the iguana's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the interior (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Large giant iguana's gizzard can hold 2 Small, 8 Tiny, or 16 Diminutive or smaller opponents.

Tail Sweep (Ex): A giant iguana 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 giant iguana's space in any direction. Creatures within the swept area are affected if they are one or more size categories smaller than the giant iguana. A tail sweep automatically deals tail slap damage and affected creatures must make DC 17 Reflex saves or be knocked prone. The save DC is Strength-based.

Skills: Giant iguanas have a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks. A giant iguana can always choose to take 10 on a Climb check, even if rushed or threatened. A giant iguana 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.

* Giant iguanas gain a +8 Hide bonus in forest terrain. They also gain a +8 Hide bonus when immobile in any terrain (and thus, a +16 Hide bonus when immobile in forest terrain).

Giant Horned Iguana

The giant horned iguana is quite similar to the giant iguana described above, with the exception of three horns, each two feet in length, protruding from its head. It never uses these horns to make gore attacks, but can use them to intercept a charge from a foe.

Chargebreaker (Ex): Giant Horned Iguanas do not make standard melee attacks with their horns. However, if a giant horned iguana is charged, it may make a single attack with its horns against the charger as an immediate action (as if it had readied against the charge). This attack is made at the iguana's full attack bonus and deals 1d10+4 hp of piercing damage on a successful attack.

Originally appeared in Monstrous Compendium Greyhawk Appendix (1990).
 
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