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Vartha, Dark

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-31.html

Vartha, Dark
Medium Undead
Hit Dice: 9d12+27 (85 hp)
Initiative: +1
Speed: 20 ft. (4 squares) in full plate; base speed 30 ft.
Armor Class: 21 (+1 Dex, +10 +2 spiked full plate), touch 11, flat-footed 20
Base Attack/Grapple: +9/+16
Attack: +2 morningstar +19 melee (1d8+14/19-20) or armor spikes +16 melee (1d6+7)
Full Attack: +2 morningstar +19/+14 melee (1d8+14/19-20) or armor spikes +16 melee (1d6+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Martial training, spell-like abilities, spells
Special Qualities: Aura of hopelessness, damage reduction 5/good, darkvision 60 ft., immunity to cold and electricity, undead traits, unholy toughness, +2 turn resistance
Saves: Fort +3, Ref +4, Will +9
Abilities: Str 24, Dex 12, Con —, Int 13, Wis 17, Cha 17
Skills: Concentration +13, Diplomacy +15, Knowledge (religion) +11, Listen +13, Sense Motive +13, Spot +13
Feats: Improved Critical (morningstar), Power Attack, Weapon Focus (morningstar), Weapon Specialization (morningstar)
Environment: Any land and underground
Organization: Solitary or guard detail (2-12)
Challenge Rating: 8
Treasure: Double standard
Alignment: Any evil
Advancement: By character class
Level Adjustment: —

The creature appears to be a humanoid clad in dark, spiked full plate armor. It wields a night-black morningstar. Its pallor is that of a newly dead corpse, and its eyes are dull and lifeless.

Dark vartha often become undead through avarice, guarding their own treasure even beyond the end of their natural life. Others are cursed for a lifetime of greed.

A dark vartha stands 5 to 7 feet tall and weighs 100 to 300 pounds.

A dark vartha speaks Common, Celestial, and any other languages known in life.

COMBAT

Dark vartha use their spells and formidable melee prowess to defend their treasures with unflinching greed.

Aura of Hopelessness (Su): A dark vartha continuously radiates an aura that fills nonevil creatures with hopelessness. All nonevil creatures within 20 feet suffer a -2 morale penalty on saving throws.

Martial Training (Ex): A dark vartha possesses the base attack bonus of a fighter of its level, and qualifies for feats as if it were a fighter of a level equal to its Hit Dice.

Spell-Like Abilities: 3/day—command undead (DC 15). Caster level 9th. The save DCs are Charisma-based.

Spells: A dark vartha can cast divine spells as a 6th-level cleric. A vartha has access to two domains from its deity's list. The save DCs are Wisdom-based. A dark vartha's innate spellcasting stacks with any levels it takes in the cleric class. Thus, a 5th-level dark vartha cleric has a caster level of 11th, and gains spells per day as an 11th-level cleric.

Typical Cleric Spells Prepared (5/4+1/4+1/3+1; save DC 13 + spell level):
0th—detect magic, guidance (2), resistance, virtue;
1st—cause fear*, command, deathwatch, divine favor, doom;
2nd—death knell*, hold person, silence, sound burst, spiritual weapon;
3rd—bestow curse, blindness/deafness, contagion*, dispel magic;
*Domain spell. Domains: Death, Destruction.

Unholy Toughness (Ex): A dark vartha 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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Averx

Converting "generic setting" second edition monsters - Page 22 - EN World D&D / RPG News

Averx
Tiny Fey
Hit Dice: 2d6+6 (13 hp)
Initiative: +5
Speed: 20 ft. (4 squares), fly 40 ft. (perfect)
Armor Class: 17 (+2 size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple: +1/–10
Attack: Short sword +8 melee (1d3–3/19-20) or light crossbow +8 ranged (1d4/19-20)
Full Attack: Short sword +8 melee (1d3–3/19-20) or light crossbow +8 ranged (1d4/19-20)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Change size, poison use, spell-like abilities
Special Qualities: Damage reduction 2/cold iron, darkvision 120 ft., evasion, immune to curses, low-light vision, spell resistance 9, trapfinding, trap sense +1
Saves: Fort +3, Ref +8, Will +3
Abilities: Str 4, Dex 20, Con 17, Int 18, Wis 11, Cha 13
Skills: Balance +7, Bluff +6, Craft (trapfinding) +9, Diplomacy +3, Disable Device +9, Disguise +1 (+3 acting), Hide +22, Intimidate +3, Jump -7, Knowledge (dungeoneering) +9, Listen +5, Open Lock +10, Move Silently +14, Search +9, Sleight of Hand +12, Spot +5, Survival +0 (+2 following tracks, +2 underground), Tumble +10
Feats: Spring Attack (B), Stealthy, Weapon Finesse (B)
Environment: Underground
Organization: Solitary, pair, or clan (4-16)
Challenge Rating: 3
Treasure: Half coins; double goods; standard items (often cursed items)
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +5

A small, gray-skinned humanoid in little clothing floats on tiny, gossamer wings. Tiny horns sprout from above its amber eyes.

Averxes are subterranean fey who delight in hampering and robbing any creatures that stumble through their domains. They make their lairs in the most beautiful crystalline caverns, spending large amount of time enhancing the natural beauty, such as through lighting. Any interlopers who damage these areas, be it through mining, construction, or even simply collecting rocks or crystals, will draw the communal ire of the averxes. An averx's lair is generally concealed high in the caverns ceiling.

Sometimes called "dungeon demons" or "cave devils" due to their antagonizing and harrying actions, averxes are actually guardians of natural realms and protectors of their beauty. While they may punish those who mar the natural beauty of their realms, they prey only on small animals for food or truly wicked creatures. They hunt small, evil beings like jermlaine and other subterranean vermin, killing them and casting their bodies into any available deep pits. Other creatures are simply harassed or driven off, perhaps with a few less possessions and a bit less dignity.

Averxes are immune to all forms of curses, and use this trait to their advantage. Averxes have been known to carry cursed items which find their ways into the possession of those they antagonize.

Averxes rarely carry valuables (other than magic items), but often carry quite a bit of thin gear, such as rope, cord, knives, wire, oil, tinderboxes, caltrops, darts, and other materials for crafting traps.

Some legends suggest that averxes were created by unknown (and possibly extinct) beings of great power to guard subterranean lands and protect their beauty.

An averx stands 1-1/2 feet tall and weighs about 1 pound.

Averxes speak Sylvan and Undercommon.

COMBAT

Averxes attack only out of retaliation, or if their domains are threatened. Averxes avoid direct combat, preferring to craft fiendish traps, sabotage, and misdirection. When they do attack, they use hit-and-run raids, often employing poisoned weapons.

Change Size (Sp): Twice per day, an averx can magically change its size. This works just like an enlarge person spell, except that the ability can work on the averx. This is the equivalent of a 2nd-level spell.

Immune to Curses (Su): Averxes are not subject to any ill effects from curses. This includes the bestow curse spell, cursed items, supernatural diseases such as mummy rot, lycanthropy, hexes, dying curses of certain creatures, and any other effect or special ability with the word "curse" in the title.

Spell-Like Abilities: 3/day—faerie fire, ghost sound (DC 11), light, scare (DC 13), silent image (DC 12); 2/day—blink, invisibility, levitate; 1/day—fear (DC 15), silence (DC 13), warp wood (DC 13). Caster level 5th. The save DCs are Charisma-based.

Poison Use (Ex): Averxes are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.

Trapfinding (Ex): Averxes can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Averxes can also use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. An averx who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it without disarming it.

Trap Sense (Ex): An averx has an intuitive sense that alerts it to danger from traps, giving it a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Trap sense bonuses gained from other sources (such as the rogue class) stack.

Skills: An averx has a +4 racial bonus on any Hide and Move Silently checks.

Originally appeared in Dragon Magazine #172 (1991).
 
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Thunder Child

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-15.html

Thunder Child
Small Fey
Hit Dice: 7d6+21 (52 hp)
Initiative: +6
Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: 21 (+1 size, +6 Dex, +4 Cha), touch 21, flat-footed 15
Base Attack/Grapple: +3/+1
Attack: Bite +10 melee (1d8+3 plus shock)
Full Attack: Bite +10 melee (1d8+3 plus shock)
Space/Reach: 5 ft./5 ft.
Special Attacks: Chain lightning, feed on fear, shock, spell-like abilities
Special Qualities: Damage reduction 5/cold iron, darkvision 120 ft., gaseous form, low-light vision, see in darkness, smell fear, sound imitation, unearthly grace
Saves: Fort +9, Ref +15, Will +11
Abilities: Str 15, Dex 22, Con 16, Int 10, Wis 15, Cha 18
Skills: Balance +8, Bluff +14, Concentration +13, Diplomacy +6, Disguise +4 (+6 acting), Hide +24, Intimidate +19, Jump -2, Move Silently +20, Tumble +16
Feats: Ability Focus (chain lightning), Skill Focus (Intimidate), Weapon Finesse
Environment: Any temperate or warm land
Organization: Solitary, pair, or storm (3-6)
Challenge Rating: 7
Treasure: Double standard
Alignment: Always neutral evil
Advancement: 8-14 HD (Small)
Level Adjustment: +8

This shiny black, gaunt humanoid is about four feet tall. Its limbs are slender, its wings vestigial, its ears pointed, and tiny horns sprout from its temples. Its pupil-less eyes flash like lightning.

Thunder children, also known as storm children, night rattlers, and lightning-kin, are mischievous, malicious fey that love to play. Their playgrounds are violent thunderstorms, especially at night.

Thunder children feed on the fear of other creatures. They can smell fear, and use every trick at their disposal to heighten this fear. This includes psychological attacks, such as lossening doors and windows, banging shutters, flinging objects, and amplifying other frightening activities that often arise during storms.

When not at play, thunder children make their lairs in small caves hollowed out from storm clouds, magically reinforced in a manner similar to a cloud giant's domain. Thunder children are drawn to gloomy, remote places such as old graveyards, ancient mansions, and cliffside keeps that are rich in potential fear.

Thunder children reproduce by being struck by lightning. A thunder child that survives a lightning bolt instantly creates a newborn thunder child as the last noise of the thunderclap fades. These newborn thunder children stays with its parent for six months before reaching maturity. A thunder child lair occasionally contains 2-5 young.

Thunder children act together out of mutual benefit, not any form of society. They have no leaders.

A thunder child stands 3 feet tall and weighs 30 pounds.

Thunder children speak their own language, a mix of crackles, howls, and booms. Many also learn Common.

COMBAT

Thunder children prefer to terrorize prey, rather than killing it. A thunder child may attack to sow fear, but rarely outright kills another creature unless it dies from fright.

Chain Lightning (Su): Once very 1d4+1 rounds, a thunder child can release a blast of chain lightning from its eyes. The bolt deals 8d6 points of electricity damage to a primary target within 120 feet. After it strikes, lightning can arc to a number of secondary targets equal to the thunder child's Hit Dice (maximum 20). Each target can attempt a DC 19 Reflex saving throw for half damage. The thunder child chooses secondary targets as it likes, but they must all be within 30 feet of the primary target, and no target can be struck more than once. The thunder child can choose to affect fewer secondary targets than the maximum. The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down). The save DC is Charisma-based.

Feed on Fear (Su): A thunder child can feed on other creatures' fear. Anyone within 60 feet that observes a thunder child's frightening actions for 1 minute (such as banging doors, tossing objects, hearing weird noises, catching glimpses in the night of sinister figures, and so forth) must succeed on a Will save (DC equals the result of the thunder child's Intimidate check) or take 1 point of Wisdom damage. Additionally, any creature that fails its save must succeed on a second Will save (same DC) or be shaken for 1 minute. A victim reduced to Wisdom 0 dies of fright. The save must be repeated for each minute of exposure. This is a mind-affecting fear effect.

Gaseous Form (Su): As a standard action, a thunder child can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. While in this form, the thunder child appears as a small black storm cloud.

See in Darkness (Su): Thunder children can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Shock (Ex): The bite of a thunder child deals an additional 1d8 points of electricity damage. In addition, the victim must succeed on a DC 16 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.

Smell Fear (Su): A thunder child can track by scent and pinpoint creatures by scent within 30 feet. In addition, it gains a +2 morale bonus on attack rolls against shaken, frightened, or panicked opponents and can detect them at four times the normal scent range. It gains a +2 bonus on all Will saves when within 120 feet of a shaken, frightened, or panicked opponent, and cannot be caught flat-footed by any shaken, frightened, or panicked opponent.

Sound Imitation (Ex): A thunder child can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a DC 17 Will save to detect the ruse. The save DC is Charisma-based.

Spell-Like Abilities: 5/day—darkness, fog cloud, gust of wind (DC 16). Caster level 7th. The save DCs are Charisma-based.

Unearthly Grace (Su): A thunder child adds its Charisma modifier as a bonus on saving throws, and as a deflection bonus to Armor Class. Included above.

Skills: Thunder children have a +4 racial bonus on Hide and Move Silently checks.

Thunder Children in Ravenloft

Thunder children that find their way to Ravenloft believe that they have arrived in paradise.

Originally appeared in Monstrous Compendium Fiend Folio Appendix (1992).
 
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Ashira

]http://www.enworld.org/forum/genera...l-qadim-oriental-adventures-creatures-28.html

Ashira
Medium Fey
Hit Dice: 5d6+3 (17 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +2/+2
Attack: Claw +6 melee (1d6)
Full Attack: 2 claws +6 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Orchard-defending frenzy, spell-like abilities
Special Qualities: Damage reduction 5/cold iron, tree dependent, wild empathy
Saves: Fort +1, Ref +8, Will +6
Abilities: Str 10, Dex 19, Con 11, Int 10, Wis 15, Cha 18
Skills: Diplomacy +14, Heal +10, Knowledge (nature) +8, Perform (dance) +12, Perform (song) +12, Sense Motive +4, Survival +2 (+4 in aboveground natural environments)
Feats: Negotiator, Weapon Finesse
Environment: Warm forests?
Organization: Solitary or orchard (2–12)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: —

A roughly humanoid creature emerges from a nearby tree. A wild mane of curly black hair curls and twists, despite the lack of wind. Its limbs are unnaturally thin, and its arms end in throrny claws. The creature sways constantly, as a tree in a breeze.

Ashira are wild, tree-dwelling fey similar to dryads. Unlike dryads, ashira are bound to an entire orchard, rather than an individual tree, and are usually bound in groups. These orchards tend to be comprised of and banana, orange, lemon, plum, fig, and pomegranate trees, as well as date and coconut palms.

Ashira form friendly relationships with humanoids who tend their orchards. They form particularly close attachments to horticulturists, entertaining them with song and dance and performing favors, such as protecting children and livestock. Ashira also form friendships with the animals and vermin that dwell in their orchards, particularly birds, insects, hive insects, and winged serpents. Ashira enjoy keeping pets within the branches of their trees and caring for them as a group. Although they can charm people and mammals with their magical abilities, they prefer to rely on diplomacy, trust, and friendship.

Ashira become morose and moody if left alone, preferring constant companionship from others of their kind. They are very close to one another, generally holding hands, braiding each others' hair, massaging away aches and pains, or singing and dancing. All ashira within an orchard make decisions as a group, arguing and voting until a majority is reached.

Ashira draw sustenance from the sap and fruit of their orchard, but can subsist solely on photosynthesis. Ashira supernaturally store sunlight, then convert it to food at night, giving their orchards a faint, eerie glow. On moonless nights, the light can be dimly seen by others, leading to tales that their orchards are haunted.

An ashira is roughly the size of an elf. During the day, an ashira is constantly fidgeting and swaying, unable to stand still. By night, they sway slowly with listless eyes. Their clothing matches the season, changing from rags and scraps of cloth during the late fall and winter to complicated garments wove from leaves, flowers and vines as their trees blossoming and bear fruit

Ashira speak Common, Elven, and Sylvan.

COMBAT

Ashira have no love for combat, but if trapped or if their orchards are threatened, they can strike with a furious frenzy of thorny hands. Even while in a frenzy, an ashira always tries to avoid delivering a killing blow, and they often nurse wounded enemies back to health and release them far from the orchard.

Orchard-Defending Frenzy (Ex): An ashira that witnesses a tree in its orchard being damaged flies into a berserk frenzy on its next turn, attacking madly until either it or the creature that violated the orchard is dead. It gains +4 Strength and –2 AC. In addition, the ashira gains an extra attack at its full base attack bonus in a full attack action. The ashira cannot end its frenzy voluntarily.

Orchard Dependent (Su): Each ashira is mystically bound to an orchard of stand of trees and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. The trees of an ashira orchard do not radiate magic.

Spell-Like Abilities: At will—charm animal (DC 15), charm person (DC 15); 3/day—tree stride (within bound orchard only). Caster level 8th. The save DCs are Wisdom-based.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the ashira has a +6 racial bonus on the check.

Originally appeared in Monstrous Compendium Al-Qadim Appendix (1992).
 
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Gahonga

http://www.enworld.org/forum/genera...neric-setting-second-edition-monsters-37.html

Gahonga
Small Fey
Hit Dice: 6d6+6 (27 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 30 ft., swim 40 ft.
Armor Class: 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14
Base Attack/Grapple: +3/+0
Attack: Spear +5 melee (1d6+1/x3) or spear +5 ranged (1d6+1/x3)
Full Attack: Spear +5 melee (1d6+1/x3) or spear +5 ranged (1d6+1/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, stunning strike
Special Qualities: Damage reduction 5/cold iron, earth glide, low-light vision, spell resistance 5
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 12, Dex 13, Con 13, Int 9, Wis 11, Cha 15
Skills: Climb +9, Intimidate +11, Knowledge (nature) +8, Listen +9, Move Silently +10, Spot +9, Survival +0 (+2 in aboveground natural environments), Swim +9
Feats: Dodge, Mobility, Spring Attack
Environment: Any hills or mountains (near water)
Organization: Solitary, pair, or clan (3-10)
Challenge Rating: 3
Treasure: No coins, 1/4 goods, no items
Alignment: Always chaotic neutral
Advancement: 7-12 HD (Small)
Level Adjustment: +6

A somewhat humanoid creature stands on a nearby rock. Its thin, lanky arms and legs end in six-fingered hands and feet. Its large head lacks a nose. It wears only a loincloth and carries a spear.

Gahonga are small fey that inhabit rocky terrain near bodies of water. These xenophobic creatures protect sources of fresth water. They make their lairs between rocks in river rapids or lakebeds.

A gahonga begins its life cycle as a female. These "beautiful daughters" remain with their fathers until they are ready to roam free. At that time, they seek a new territory, settle down, and transform into the old, dour males. The males reproduce asexually once per decade, giving "birth" to 1 to 4 daughters.

The male gahonga are surly and are not interested in any contact with other intelligent creatures. Gahonga possess a mischievous nature, and their tricks are often deadly. One of their favorite "pranks" involves gliding out of the rocks and capsizing the canoes of travelers of river rapids, spinning them to their death.

A gahonga stands 3 feet tall and weighs 50 pounds.

Gahonga speak Sylvan and Common.

COMBAT

A gahonga uses its invisibility and earth glide ability in tandem with its Spring Attack feat to great effect when hunting. Although gahonga don't go out of their way to pick fights, they are foul-tempered and occasionally turn to violence.

Earth Glide (Ex): A gahonga 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 gahonga flings the gahonga back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Spell-Like Abilities: At will—invisibility (self only). Caster level 5th. The save DCs are Charisma-based.

Stunning Strike (Ex): Any creature hit by a gahonga's melee attacks must succeed on a DC 14 Fortitude save or be stunned for 1 round. The save DC is Strength-based.

Skills: Gahongas have a +8 racial bonus on Climb checks. A gahonga can always choose to take 10 on a Climb check, even if rushed or threatened. A gahonga 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.

Gahonga Daughters

Gahonga daughters are beautiful tricksters that enjoy luring other creatures into dangerous situations for their own amusement.

Gahonga daughters use the same statistics as the males, with the following exceptions:

Skills: Bluff +13, Climb +11, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +6, Knowledge (nature) +8, Listen +9, Perform (song) +11, Spot +9, Survival +0 (+2 in aboveground natural environments), Swim +11
Feats: Athletic, Dodge, Persusasive

Originally appeared in Legends & Lore (1990).
 
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Sarkastodon

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-16.html

Sarkastodon
Large Animal
Hit Dice: 15d8+75 (142 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: +11/+26
Attack: Bite +22 melee (1d12+16/19-20)
Full Attack: Bite +22 melee (1d12+16/19-20)
Space/Reach: 10 ft./5 ft.
Special Attacks: Bonecrushing bite, trip
Special Qualities: Dire, low-light vision, scent
Saves: Fort +14, Ref +10, Will +10
Abilities: Str 33, Dex 13, Con 21, Int 2, Wis 12, Cha 10
Skills: Hide +7, Listen +6, Move Silently +11, Spot +6
Feats: Alertness, Improved Critical (bite), Improved Initiative, Power Attack, Stealthy, Weapon Focus (bite)
Environment: Temperate plains
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 16-18 HD (Large); 19-30 HD (Huge)
Level Adjustment: —

This brown-furred predatory beast is nearly the size of a rhinoceros. It resembles a melding of bear and cat, with a leonine face and a bear-like body terminating in a long, furry tail.

Although it superficially resembles a bear or cat, Sarkastodon is a creodont, a seperate lineage of carnivorous mammal. One of the largest carnivorous mammals ever to live, Sarkastodon specializes on hunting enormous prey, such as brontotheres and Indricotherium. Its bite can crush bone and its stomach is acidic enough to digest it, leaving little left for the scavengers.

A sarkastodon is 10 feet long (excluding the tail, which is about one-half to two-thirds as long as the body) and 6 feet tall at the shoulder, weighing around 1-½ tons.

COMBAT

A sarkastodon begins combat from ambush, pulling prey to the ground with trip and beginning to eat while its prey still lives.

Bonecrushing Bite (Ex): Sarkastodon's jaws are immensely powerful, and can crush bone to pulp. On a successful critical hit, a Sarkastodon also deals 1d4 points of Strength damage.

Dire (Ex): Sarkastodon is considered to be a dire animal for the purposes of saving throws.

Trip (Ex): A sarkastodon that hits with a bite attack can attempt to trip its opponent (+16 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 sarkastodon.)

Skills: A sarkastodon has a +4 racial bonus on all Hide and Move Silently checks.

Originally appeared in Dragon Magazine #167 (1991).
 

Faerie, Seelie

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-14.html

Faerie, Seelie, Diminutive
Diminutive Fey
Hit Dice: 1d6 (3 hp)
Initiative: +6
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 20 (+4 size, +6 Dex), touch 20, flat-footed 14
Base Attack/Grapple: +0/–16
Attack: Dagger +0 melee (1–4/19-20) or longbow +10 ranged (1d3/x3)
Full Attack: Dagger +0 melee (1–4/19-20) or longbow +10 ranged (1d3/x3)
Space/Reach: 1 ft./0 ft.
Special Attacks: Seelie spell of forgetting (DC 14), spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 12, vulnerability to salt
Saves: Fort +0, Ref +8, Will +3
Abilities: Str 3, Dex 22, Con 10, Int 12, Wis 12, Cha 12
Skills: Concentration +4, Hide +22, Knowledge (nature) +5, Listen +5, Move Silently +10, Spot +5, 1 more at 4 ranks (see below)
Feats: 1 (see below)
Environment: Any
Organization: Solitary, pair, or court (6-40 seelie faeries of mixed sizes)
Challenge Rating: 1
Treasure: No coins; 50% goods; 50% items
Alignment: Any nonevil
Advancement: —
Level Adjustment: +3

Faerie, Seelie, Tiny
Tiny Fey
Hit Dice: 2d6+2 (9 hp)
Initiative: +5
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 17 (+2 size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple: +1/–10
Attack: Dagger +0 melee (1d2–3/19-20) or longbow +8 ranged (1d4/x3)
Full Attack: Dagger +0 melee (1d2–3/19-20) or longbow +8 ranged (1d4/x3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Seelie spell of forgetting (DC 15), spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 13, vulnerability to salt
Saves: Fort +1, Ref +8, Will +4
Abilities: Str 5, Dex 20, Con 12, Int 14, Wis 13, Cha 14
Skills: Concentration +6, Hide +18, Knowledge (nature) +7, Listen +6, Move Silently +10, Spot +6, 2 more at 5 ranks each (see below)
Feats: 1 (see below)
Environment: Any
Organization: Solitary, pair, or court (6-40 seelie faeries of mixed sizes)
Challenge Rating: 2
Treasure: No coins; 50% goods; 50% items
Alignment: Any nonevil
Advancement: 3 HD (Tiny)
Level Adjustment: +3

Faerie, Seelie, Small
Small Fey
Hit Dice: 4d6+8 (22 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 15 (+1 size, +4 Dex), touch 15, flat-footed 11
Base Attack/Grapple: +2/–4
Attack: Dagger +1 melee (1d3–2/19-20) or longbow +7 ranged (1d6/x3)
Full Attack: Dagger +1 melee (1d3–2/19-20) or longbow +7 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Seelie spell of forgetting (DC 16), spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 14, vulnerability to salt
Saves: Fort +3, Ref +8, Will +6
Abilities: Str 7, Dex 18, Con 14, Int 16, Wis 14, Cha 16
Skills: Concentration +9, Hide +15, Knowledge (nature) +10, Listen +9, Move Silently +11, Spot +9, 3 more at 7 ranks each (see below)
Feats: 2 (see below)
Environment: Any
Organization: Solitary, pair, or court (6-40 seelie faeries of mixed sizes)
Challenge Rating: 3
Treasure: No coins; 50% goods; 50% items
Alignment: Any nonevil
Advancement: 5 HD (Small)
Level Adjustment: +4

Faerie, Seelie, Medium
Medium Fey
Hit Dice: 6d6+18 (39 hp)
Initiative: +3
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +3/+3
Attack: Dagger +3 melee (1d4/19-20) or longbow +6 ranged (1d8/x3)
Full Attack: Dagger +3 melee (1d4/19-20) or longbow +6 ranged (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Seelie spell of forgetting (DC 17), spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 16, vulnerability to salt
Saves: Fort +5, Ref +8, Will +7
Abilities: Str 10, Dex 16, Con 16, Int 16, Wis 15, Cha 18
Skills: Concentration +12, Hide +12, Knowledge (nature) +12, Listen +11, Move Silently +12, Spot +11, 3 more at 9 ranks each (see below)
Feats: 3 (see below)
Environment: Any
Organization: Solitary, pair, or court (6-40 seelie faeries of mixed sizes)
Challenge Rating: 5
Treasure: Standard
Alignment: Any nonevil
Advancement: 7-9 HD (Medium)
Level Adjustment: +4

Faerie, Seelie, Large
Large Fey
Hit Dice: 10d6+40 (75 hp)
Initiative: +2
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +5/+13
Attack: Dagger +8 melee (1d6+4/19-20) or longbow +6 ranged (2d6/x3)
Full Attack: Dagger +8 melee (1d6+4/19-20) or longbow +6 ranged (2d6/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Seelie spell of forgetting (DC 18), spell-like abilities
Special Qualities: Damage reduction 10/cold iron, low-light vision, spell resistance 18, vulnerability to salt
Saves: Fort +7, Ref +9, Will +10
Abilities: Str 18, Dex 14, Con 18, Int 16, Wis 16, Cha 20
Skills: Concentration +17, Hide +11, Knowledge (nature) +16, Listen +16, Move Silently +15, Spot +16, 3 more at 13 ranks each (see below)
Feats: 4 (see below)
Environment: Any
Organization: Solitary, pair, or court (6-40 seelie faeries of mixed sizes)
Challenge Rating: 7
Treasure: Standard
Alignment: Any nonevil
Advancement: 11-13 HD (Large)
Level Adjustment: +5

Faerie, Seelie, Huge
Huge Fey
Hit Dice: 15d6+75 (127 hp)
Initiative: +1
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 21 (-2 size, +1 Dex, +12 natural), touch 9, flat-footed 20
Base Attack/Grapple: +7/+21
Attack: Dagger +11 melee (1d8+6/19-20) or longbow +6 ranged (3d6/x3)
Full Attack: Dagger +11/+6 melee (1d8+6/19-20) or longbow +6/+1 ranged (3d6/x3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Seelie spell of forgetting (DC 19), spell-like abilities
Special Qualities: Damage reduction 15/cold iron, low-light vision, spell resistance 20, vulnerability to salt
Saves: Fort +10, Ref +10, Will +12
Abilities: Str 22, Dex 12, Con 20, Int 16, Wis 17, Cha 23
Skills: Concentration +23, Hide +11, Knowledge (nature) +21, Listen +21, Move Silently +19, Spot +21, 3 more at 18 ranks each (see below)
Feats: 6 (see below)
Environment: Any
Organization: Solitary, pair, or court (6-40 seelie faeries of mixed sizes)
Challenge Rating: 9
Treasure: Standard
Alignment: Any nonevil
Advancement: 16-30 HD (Huge)
Level Adjustment: +5

Seelie faeries live among the Seelie Court, a grand congregation of faerie folk. It is said that the Seelie Court can never be found by one who seeks it, but occasional travelers stumble into it accidentally. When this occurs, the faeries torment, test, or aid the traveler as their fancy strikes them. When the faeries are through, they lead the traveler out of the forest and cast a seelie spell of forgetting on the character, leaving the memories of the experience at best as a distant dream.

Most seelie faeries are encountered outside the court. Because all seelie faeries can determine the general nature of other creatures, they only reveal themselves to nonevil creatures.

Seelie faeries prize beauty and often covet beautiful things, offering aid or employing trickery to obtain such prixes. Seelie faeries love to talk in rhyme, riddles, and conundrums, making great use of double entendres and hidden meanings. There is always a grain of truth in anything a seelie faerie says—but often, one must search very hard to uncover it. However, the laws and codes of conduct of the Seelie Court demand literal interpretation of language, and thus oaths and promises are binding. As a result, seelie faeries can be thrown off-balance by erratic or unexpected behavior, and clever travelers can find a loophole out of an oath or promise made to a seelie faerie.

Appearance

Seelie faeries appear in a wide range of sizes and appearances. When you create a new seelie faerie, roll on the following tables to determine it's appearance. Feel free to change, add, or delete choices from the following tables as you see fit.

Head
1 - Human
2 - Goblinoid
3 - Elven
4 - Deer
5 - Canine
6 - Pumpkin

Head Adornment
1 - Horns
2 - Antennae
3 - Feathers
4 - Leaves
5 - Blooms
6 - Motes of light

Hair
1 - Ivy
2 - Silken
3 - Color-changing
4 - Spikey
5 - Horse mane
6 - Bald

Legs
1 - Humanoid
2 - Insectile
3 - Goatlike
4 - Mermaid tail (faerie's land speed is reduced to 20 ft., gains swim speed of 40 ft.)
5 - Cluster of vines
6 - Serpent tail (faerie's land speed is reduced to 20 ft., gains climb speed of 20 ft.)

Feet
1 - Humanoid
2 - Humanoid, but six-toed
3 - Cloven
4 - Clubfoot
5 - Talons
6 - Feline

Tail
1 - Catlike
2 - Rabbitlike
3 - Foxlike
4-6 - None

Wings
1 - Gossamer
2 - Butterfly
3 - Bat
4 - Bird
5 - Bee
6 - None

Themes

Seelie faeries fall into one of five themes: deceiver, helper, innocent, protector, and trickster.

Deceivers, as their name implies, enjoy deception. They act not out of malice, but out of a misguided playful nature. Common activities of deceivers include giving poor directions, misleading information, and poor advice.

Helpers enjoy providing aid to travelers, often as a result of having been shown kindness themselves from previous travelers they've encountered. Helpers sometimes reveal themselves to their beneficiaries, but are just as like to provide aid secretly. Sample activities include replenishing travelers' food and water while they sleep, granting protection from the elements, and setting lost wanderers back on the correct path.

Innocents are often very young faeries (although even the young are several centuries old). These faeries have an almost childlike innocence, and carry it to the extreme. They have a rigid, literal interpretation of speech and an insatiable curiosity. They often repeatedly question the actions of others, and generally tend to get their noses into other creatures' business.

Protectors are similar to helpers, but often become long-term guardians of a specific individual or group. This action may result from being in the recipient's debt, whether from a previous rescue or simply being outsmarted. Protectors also sometimes assume their role out of interest in seeing the recipient's mission succeed. A protector remains with its recipient until the debt is repaid or the mission fulfilled.

Tricksters delight in puzzles, games, and battles of wit, often twisting every encounter with other creatures to their own personal amusement. Common ploys include trapping the unwary into commitments, convincing marks to take actions they'd rather not take, acting like other types of faeries, or even more menacing actions. Individuals are wise to tread cautiously with all seelie faeries, for one never knows if they are dealing with a trickster.

Special Attacks and Qualities

All seelie faeries have a number of abilities equal to half their Hit Dice (minimum of one). When determining abilities, roll d% and consult the following table. Most abilities do not stack, so if you roll a duplicate that doesn't stack with itself simply re-roll until you get one that works.

d% Roll Ability
01-08 Wild empathy
09-20 Musical instrument
21-24 Woodland stride
25-28 Unearthly grace
29-35 Special arrows*
36-40 Trackless step
41-45 Spritelike
46-50 Elite faerie*
51-55 Enhanced senses
56-58 Animal companion
59-65 Resilient*
66-68 Easily Forgotten
69-72 Mystical*
73-76 Quickness*
77-80 Terrain feature dependent
81-88 Multi-layered*
89-92 Swift flier*
95-100 Greater musical instrument
*This ability may be rolled more than once.

Animal Companion: The seelie faerie gains an animal companion as if it were a ranger of a level equal to its Hit Dice.

Easily Forgotten: The seelie faerie gains a +2 racial bonus on the save DC of its seelie spell of forgetting ability.

Elite Faerie: One of the seelie faerie's ability scores, determined randomly, gains a +4 bonus.

Enhanced Senses: The seelie faerie gains darkvision 60 ft. and scent.

Greater Musical Instrument (Su): The seelie faerie possesses a magical musical instrument. When it plays, all creatures within a 60-foot spread (except fey) must succeed on a Will save or be affected by hideous laughter or irresistable dance (caster level equals faerie's HD; the faerie chooses the tune and its effect). In the hands of other beings, this instrument has no special powers. A creature that successfully saves against any of the instrument's effects cannot be affected by the same instrument for 24 hours. The save DC is Charisma-based.

Multi-layered: The seelie faerie isn't easily categorized, and may select an additional theme from which to choose its spell-like abilities. (can be gained more than once)

Musical Instrument (Su): The seelie faerie possesses a magical musical instrument. When it plays, all creatures within a 60-foot spread (except fey) must succeed on a Will save or be affected by charm person, sleep, or fear (caster level equals faerie's HD; the faerie chooses the tune and its effect). In the hands of other beings, this instrument has no special powers. A creature that successfully saves against any of the instrument's effects cannot be affected by the same instrument for 24 hours. The save DC is Charisma-based.

Mystical: The seelie faerie gains an additional spell-like ability based upon its theme.

Quickness: The seelie faerie's land speed increases by +10 feet.

Resilient: The seelie faerie gains one of the following bonus feats, chosen randomly: Great Fortitude, Iron Will, or Lightning Reflexes.

Special Arrows: The seelie faerie gains proficiency with the longbow and may employ arrows that deal no damage but can perform one of the following effects.

Memory Loss: An opponent struck by this arrow must succeed on a DC 15 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.

Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus.

Spritelike: The seelie faerie gains Dodge and Weapon Finesse as bonus feats.

Swift Flier: The seelie faerie's fly speed increases by +10 feet.

Terrain Feature Dependent (Su): The seelie faerie is mystically bound to a single terrain feature (such as a tree, pool, hill, etc.) and must never stray more than 300 yards from it. If it does, it becomes ill and dies within 4d6 hours. The seelie faerie's dependent terrain feature does not radiate magic.

Trackless Step: The seelie faerie gains trackless step, as the druid class feature.

Unearthly Grace (Su): The seelie faerie adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the seelie faerie has a +6 racial bonus on the check.

Woodland Stride: The seelie faerie gains trackless step, as the druid class feature.

Seelie Spell of Forgetting (Sp): At will, a seelie faerie may create up to a 50-foot cube of showering pixie dust. This effect must originate within 150 feet of the seelie faerie. All creatures within the pixie dust must succeed on a Will save or have its memory of time spent among the faeries erased. With a successful save, a creature recalls the faerie encounter as a dream. Failure results in complete memory loss pertaining to the faerie encounter. Should the victim recall anything, the memory is hazy and seems not quite real. The character cannot recollect names, locations, directions, or any other specifics unless the seelie faerie so desires. For example, a seelie faerie might cast this spell on a lost traveler to make him or her forget the faerie’s name and the location of the Seelie Court, but may allow the character to remember directions to the nearest safe haven.

If the recipient again encounters a faerie or place “forgotten” as a result of this spell, he or she experiences a sense of deja vu, but does not recall specifics.

The spell does not negate other spell effects resulting from time spent among the faeries (thus, a recipient of a geas would still be under the geas). The character does, however, forget the circumstances and the spellcaster that bound him or her with such magic.

A limited wish, miracle, or wish can restore the lost memories.

This is a mind-affecting, charm effect, and is the equivalent of a 3rd-level spell. The save DC is Charisma-based. Fey are immune to this ability, while elves and druids gain a +4 bonus on their saves.

Spell-Like Abilities: Always active—detect chaos, detect evil, detect good, detect law; at will—invisibility (self only).

A seelie faerie gains additional spell-like abilities based upon its theme (deceiver, helper, and so forth). The seelie faerie gains two spell-like abilities at Diminutive size, and two additional spell-like abilities for each size category greater. Thus, a Medium deceiver gains the abilities of Small, Tiny, and Diminutive deceivers.

Caster level for all spell-like abilities equals faerie's Hit Dice. The save DCs are Charisma-based.

Deceivers choose from the following list:
Diminutive: dancing lights, ghost sound, prestidigitation
Tiny: magic aura, silent image, ventriloquism
Small: minor image, mirror image, misdirection, phantom trap
Medium: hallucinatory terrain, major image, secret page
Large: illusory wall, mirage arcana, persistent image
Huge: maze, mislead, project image, veil

Innocents choose from the following list:
Diminutive: light, message, prestidigitation
Tiny: calm animals, comprehend languages, ventriloquism
Small: detect thoughts, discern lies, enlarge person, reduce person
Medium: clairaudience/clairvoyance, glibness, haste, slow
Large: locate creature, modify memory, true seeing
Huge: irresistible dance, mass suggestion, prying eyes

Helpers choose from the following list:
Diminutive: mending, message, purify food and drink
Tiny: endure elements, remove fear, unseen servant
Small: aid, delay poison, goodberry
Medium: create food and water, locate object, remove disease
Large: locate creature, neutralize poison, repel vermin
Huge: find the path, mass cure light wounds, restoration

Protectors choose from the following list:
Diminutive: detect poison, resistance, virtue
Tiny: alarm, protection from evil, sanctuary
Small: protection from arrows, resist energy, shield other
Medium: helping hand, magic vestment, protection from energy
Large: break enchantment, greater heroism, spell resistance
Huge: globe of invulnerability, heroes' feast, mind blank

Tricksters choose from the following list:
Diminutive: faerie fire, ghost sound, prestidigitation
Tiny: entangle, grease, Tasha's hideous laughter
Small: daze monster, hideous laughter, misdirection
Medium: deep slumber, quench, warp wood
Large: baleful polymorph, confusion
Huge: maze, mislead, repel gravity

Vulnerability to Salt (Ex): A seelie faerie struck by salt (usually thrown as a splash weapon) immediately becomes visible and cannot use its invisibilty spell-like ability for 1d4 minutes.

Skills: A seelie faerie has skills common to all of its kind, in addition to a number of skills based on its theme. The number of additional skills and associated ranks are listed in its statistics block. When crafting a seelie faerie, assign the additional skills and ranks based on the following themes:

Deceiver: Bluff, Disguise, Forgery, Perform (comedy), Sense Motive

Helper: Decipher Script, Diplomacy, Heal, Search, Survival

Innocent: Disable Device, Escape Artist, Open Lock, Spellcraft, Use Magic Device

Protector: Handle Animal, Heal, Search, Survival, Use Rope

Trickster: Bluff, Disguise, Perform (comedy), Sense Motive, Sleight of Hand

Feats: A seelie faerie has feats common to all of its kind, in addition to a number of feats based on its theme. When crafting a seelie faerie, select feats from the common list and the list based on its theme:

Common: Alertness, Dodge, Empower Spell-Like Ability, Quicken Spell-Like Ability, Skill Focus, Weapon Finesse (Tiny, Small, and Medium only)

Deceiver: Deceitful, Persuasive, Point Blank Shot, Stealthy

Helper: Improved Initiative, Jack Of All Trades, Self-Sufficient, Track

Innocent: Iron Will, Magical Aptitude, Mobility, Nimble Fingers

Protector: Animal Affinity, Point Blank Shot, Precise Shot, Track

Trickster: Combat Expertise, Deft Hands, Improved Feint, Persuasive

Originally appeared in Blood Spawn (1992)(Birthright).
 
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Sha’az Queen

http://www.enworld.org/forum/general-monster-talk/240597-converting-forgotten-realms-monsters-8.html

Sha’az Queen
Medium Monstrous Humanoid
Hit Dice: 10d8+10 (55 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 50 ft. (good)
Armor Class: 24 (+3 Dex, +6 natural, +5 +3 heavy steel shield), touch 13, flat-footed 21
Base Attack/Grapple: +10/+10
Attack: Bite +13 melee (1d4 plus poison)
Full Attack: Bite +13 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, spells
Special Qualities: Darkvision 60 ft., hive telepathy, item master, resistance to cold 10
Saves: Fort +6, Ref +10, Will +12
Abilities: Str 11, Dex 17, Con 12, Int 10, Wis 20, Cha 16
Skills: Concentration +15, Knowledge (religion) +11, Spellcraft +9
Feats: Great Fortitude, Skill Focus (Concentration), Spell Focus (necromancy), Weapon Finesse
Environment: Any cold land
Organization: Feudal hive (queen plus 1-6 knights plus 30-60 warriors and 15-30 drones)
Challenge Rating: 10
Treasure: Double standard (including wand of enthrall and wand of hold person)
Alignment: Often lawful neutral
Advancement: By character class
Level Adjustment: —

This creature's torso and head are humanoid, tapering to a thin muscular waist that gives way to an insect-like lower body. Its six legs are insectile, the hind four supporting its body while the forelegs end in smaller, prehensile hooks wielding weapons. Fluffy white down covers its entire body, and is thickest at the ends of the legs. Its face is nearly human, with a hooked nose and deep-set eyes, except for the pair of large, serrated mandibles jutting from its cheecks. A thick mane of white hair crowns its head.

Sha’az are insectile humanoids found in arctic environments, forming hives dug into glaciers. Half of the hive is composed of hunter-warriors, while the rest are drones. A single queen rules the hive, living several centuries.

Sha’az are able hunters, counting deer, seals, polar bears, and even whales as their quarry. They also hunt the massive caterpillar-like haundar. They are sworn enemies of the parasitic haun, which covet the eggs of the sha'az for their psionic-altering qualities.

Sha’az are generally friendly to other intelligent races, and will trade decorative shell pieces for weapons and other equipment.

A sha’az is 6 feet tall and weighs 120 to 175 pounds.

Sha’az speak their own language, a combination of words, movements, and scents.

COMBAT

A sha’az queen rarely fights on the front lines, allowing her knights, warriors, and drones to protect her while providing them with magical assistance. If forced into melee, a queen bites with her powerful mandibles, which exude a limitless amount of the freezing venom common among sha'az.

Hive Telepathy (Su): A sha'az queen may communicate telepathically with all her colony's knights to a range of five miles.

Item Master (Ex): A sha'az queen can use any magic item, even spell completion items such as wands or scrolls. She can also create any item or construct as though she had the necessary feats and prerequisite spells or other requirements.

Poison (Ex): Injury (bite), Fortitude DC 16, initial and secondary damage 1d6 cold. The save DC is Constitution-based.

Spells: A sha'az queen can cast divine spells as a 10th-level cleric. A queen has access to the Community and Protection domains. The save DCs are Wisdom-based. A queen's innate spellcasting stacks with any levels it takes in the cleric class. Thus, a 5th-level sha'az queen cleric has a caster level of 15th, and gains spells per day as a 15th-level cleric.

Typical Cleric Spells Prepared (6/6+1/5+1/4+1/4+1/3+1; save DC 15 + spell level):
0th—create water, detect magic, guidance, mending, read magic, virtue;
1st—bless, command, endure elements, magic weapon x2, remove fear, sanctuary*;
2nd—aid, augury, calm emotions, enthrall, make whole, status*;
3rd—contagion, create food and water, prayer, protection from energy*, searing light;
4th—death ward, discern lies, freedom of movement, poison, spell immunity*;
5th—greater command, mass inflict light wounds, spell resistance*, true seeing;
*Domain spell. Domains: Community, Protection.

Sha'az Eggs: Sha'az eggs are a potent means of lowering a creature's resistance to telepathy [mind-affecting] powers and abilities. This is typically administered by feeding a sha'az egg to the victim or else injecting the egg's liquid interior. It is possible to refine the sha'az egg into an injury poison. If a full egg's contents are injected into the creature, the victim does not receive a save to avoid the effects of the poison. Haun are natural enemies of the sha'az because they often inject sha'az eggs into their haundar mounts to keep them malleable.

Sha'az egg poison: Ingested or injury; Fort DC 15; primary damage -2 penalty to saves vs telepathy [mind-affecting] powers and abilities for 1 hour, no secondary damage.

Originally appeared in Monstrous Compendium Forgotten Realms Appendix (MC11)(1991).
 
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Agriotherium

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-18.html

Agriotherium
Large Animal
Hit Dice: 15d8+75 (142 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +11/+25
Attack: Claw +20 melee (1d10+10)
Full Attack: 2 claws +20 melee (1d10+10) and bite +18 melee (1d12+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ferocity, gnaw, improved grab, rend 2d10+15
Special Qualities: Dire, low-light vision, scent
Saves: Fort +14, Ref +10, Will +10
Abilities: Str 31, Dex 15, Con 21, Int 2, Wis 12, Cha 10
Skills: Listen +12, Spot +12
Feats: Alertness, Awesome Blow, Improved Bull Rush, Multiattack, Power Attack, Run
Environment: Warm plains
Organization: Solitary, pair, or pack (3-6)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: Advancement 16-24 HD (Large); 25-30 HD (Huge)
Level Adjustment: —

This great beast looks like a bear with the proportions of a tiger. It runs towards you, a hungry gleam in its eyes.

Agriotherium is not a true bear, but rather a hemicyonid, close relatives of bears built for running. Rather than the omnivory of most bears, Agriotherium is a true carnivore, feeding mostly on the flesh of elephants, rhinos and other huge beasts, although it can and will scavenge and feed on fruits, grubs and honey. Agriotherium hunts in pairs or in small packs, and these groupings are very territorial--they are likely to view intrusions of humanoids into their ranges as a threat.

An agriotherium is 10 feet long and 6 feet tall at the shoulder, weighing around 2,200 pounds.

COMBAT

Agriotherium use pack tactics combined with their great speed and strength to catch prey, then savage it mercilessly with their fierce paws and teeth.

Dire (Ex): An agriotherium is considered to be a dire animal for the purposes of saving throws.

Ferocity (Ex): An agriotherium is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Gnaw (Ex): An agriotherium that hits with both claw attacks may make an immediate free bite attack. Additionally, it deals automatic bite damage every round it maintains a grapple.

Improved Grab (Ex): To use this ability, an agriotherium must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Rend (Ex): If an agriotherium hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d10+15 points of damage.

Originally appeared in Dragon Magazine #167 (1991).
 
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P'oh

http://www.enworld.org/forum/genera...l-qadim-oriental-adventures-creatures-29.html

P'oh
Small Fey (Spirit)
Hit Dice: 5d6 (17 hp)
Initiative: +5
Speed: 20 ft. (4 squares)
Armor Class: 16 (+1 size, +5 Dex), touch 16, flat-footed 11
Base Attack/Grapple: +2/-2
Attack: Club +3 melee (1d4 plus dessication)
Full Attack: Club +3 melee (1d4 plus dessication)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dessication, drought, spell-like abilities
Special Qualities: Damage reduction 5/cold iron, low-light vision
Saves: Fort +1, Ref +9, Will +6
Abilities: Str 11, Dex 20, Con 11, Int 14, Wis 14, Cha 17
Skills: Balance +7, Bluff +11, Diplomacy +7, Disguise +3 (+5 acting), Escape Artist +13, Intimidate +19, Jump -4, Knowledge (nature) +10, Knowledge (the planes) +10, Move Silently +13, Sense Motive +10, Survival +2 (+4 in aboveground natural environments, +4 on other planes), Tumble +13
Feats: Combat Expertise, Improved Feint
Environment: Temperate plains and hills
Organization: Solitary
Challenge Rating: 3
Treasure: Double standard
Alignment: Always lawful evil
Advancement: 6-15 HD (Small)
Level Adjustment: +4

This tiny humanoid has ruddy bronze skin and wears fine silk gowns woven with silver and gold. Its long red hair is tied back with dried vines, emphasizing its oversized ears. Narrow green eyes glare above a pug nose and a thin mouth twisted in a condescending grin. It wobbles as it walks on its stubby legs.

Arrogant and obnoxious, p'oh are wandering fey that set up residence in agricultural lands well away from populous areas. The p'oh announces its presence to local peasants and demands tribute from them, threatening to cause great drought if not appeased. Should the peasants comply, the p'oh wreaks no havoc. If the offerings are insufficient, the angered p'oh creates a drought over the area. The p'oh will not lift the drought until it is either appeased or destroyed.

A p'oh's most frequent demands are large quantities of water or other potables, fruits, and vegetables. On occasion, a p'oh makes more difficult demands, either to test the peasants' resolve or simply to harass them. Such demands might include a basket of corn containing exactly 10,001 kernels, 100 gallons of water from a distant ocean, or an unmelted snowflake. P'oh also expect small shrines to be erected in their honor along roadways.

P’oh can eat nearly anything, and have an exceptional capacity for liquid, capable of guzzling gallons of water, milk, or wine in a single sitting.

A p'oh stands 2 to 3 feet tall and weighs 30 to 40 pounds.

P'oh speak Sylvan and Common.

COMBAT

P'oh avoid melee whenever possible, preferring to pester, insult, threaten, or otherwise intimidate the opposition. If the p'oh feels superior to its opposition, it attacks fearlessly and mercilessly. Against more formidable foes, a p'oh generally turns invisible and retreats. In battle, a p'oh usually wields a club cut from a dead tree or an iron rod, but occasionally wields more extravagant weapons, such as a katana or wakizashi.

Dessication (Su): Any creature damaged by a p'oh's melee attack (from a natural or manufactured weapon) must make a DC 15 Fortitude save or take 1 point of Constitution damage. The save DC is Charisma-based.

Drought (Sp): Once per week, a p'oh may use control weather, but may only select the hot weather or heat wave options. A p'oh is treated as a druid for purposes of its control weather ability (thus doubling the duration and affecting a circle with a 3-mile radius). Caster level 5th.

Spell-Like Abilities: At will—invisibility (self only). Caster level 5th. The save DCs are Charisma-based.

Skills: P'oh have a +6 racial bonus on Intimidate checks.

P'oh In Oriental Adventures Settings

On rare occasions, the Celestial Emperor sends a p’oh to an area to punish the inhabitants for some transgression or crime. In such instances, the p’oh forgoes his normal requests for offerings, and leaves after he has caused a drought according to the Emperor’s wishes.

Originally appeared in Oriental Adventures (1985).
 
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