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Jogah, Ga-hon-ga

http://www.enworld.org/forum/genera...neric-setting-second-edition-monsters-39.html

Jogah, Ga-hon-ga
Small Fey
Hit Dice: 8d6+32 (60 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 17
Base Attack/Grapple: +4/+8
Attack: Dagger +13 melee (1d3+8/19-20) or spear +13 melee (1d6+12/x3) or unarmed strike +13 melee (1d8+8) or rock +7 ranged (2d8+12)
Full Attack: Dagger +13 melee (1d3+8/19-20) or spear +13 melee (1d6+12/x3) or unarmed strike +13 melee (1d8+8) or rock +7 ranged (2d8+12)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pugilist, rock throwing, spell-like abilities
Special Qualities: Damage reduction 5/cold iron, fish command, flying canoe, low-light vision, potion master, rock catching, spell resistance 25, uncanny dodge, wild empathy
Saves: Fort +6, Ref +8, Will +7
Abilities: Str 27, Dex 15, Con 19, Int 12, Wis 12, Cha 11
Skills: Climb +19, Diplomacy +13, Handle Animal +11, Jump +2, Knowledge (nature) +12, Listen +5, Ride +4, Sense Motive +12, Spot +5, Survival +12 (+14 in aboveground natural environments), Swim +19
Feats: Improved Grapple, Improved Unarmed Strike (B), Point Blank Shot, Power Attack
Environment: Temperate hills or forests (near water)
Organization: Solitary, pair, or tribe (3-18)
Challenge Rating: 6
Treasure: No coins, half goods, triple items (mostly potions)
Alignment: Always chaotic good
Advancement: 9-16 HD (Small)
Level Adjustment: +5

This small, elven man has pale yellow skin. he wears is bedecked in leather leggings, breechclout and a cape.

Jogah are small spirit-folk representing aspects of nature. They are split into various groups based on their relation to the world. The ga-hon-ga are the guardians of the stream, living in rock caves near rivers.

Ga-hon-ga are strong and playful, able to easily uproot trees or toss massive rocks into rivers, lifting waters when floods threaten. Ga-hon-ga occasionally visit humanoids in their dreams, inviting them to the ga-hon-ga caves for games and feats of strength. One such activity, a form of ball game played with rocks, has resulted in the ga-hon-ga's nickname of “stone throwers.”

Ga-hon-ga are also guardians of fish, guiding them to food and safety, providing shelter in their deep-water caves, or rescuing them from fisherman who hunt for sport rather than sustenance. Gahon-ga occasionally free fish caught in traps for similar reasons. With their ability to control weather, ga-hon-ga punish abuse or negligence of nature with famine.

In times of drought, locals often seek out signs of the ga-hon-ga, little cup-shaped hollows in the mud at the edges of streams. If carefully scooped up and dried on a fragment of bark in the sun and placed in longhouses, these “dew cup charms” may attract another variety of jogah, the gan-da-yah.

Most ga-hon-ga encountered are males. Females and young rarely venture out of their homes in the rock-caves. Females wear knee-length skirts, adding a large skin cloak in bad weather.

A ga-hon-ga stands 3 feet tall and weighs 50 pounds.

Ga-hon-ga speak Sylvan and Common.

COMBAT

Ga-hon-ga enjoy battle, viewing it as a great test of strength. They prefer to hurl rocks until foes come within range, then dive into melee with great relish, showcasing their formidable strength and wrestling proficiency.

Fish Command (Su): Three times per day, a ga-hon-ga may charm up to 14 HD of aquatic animals (Will DC 14 negates, animals get a +5 bonus if currently under attack by the ga-hon-ga or its allies), no two of which can be more than 30 feet apart. The ga-hon-ga can communicate with the animals as if using a speak with animals spell. Animals making their saving throw are free of control, but they will not approach within 10 feet of the ga-hon-ga. The save DC is Charisma-based.

Flying Canoe (Sp): Once per day, a ga-hon-ga can magically enhance a canoe with the ability to fly. Such a canoe has a fly speed of 40 ft. (average) and a carrying capacity of up to 800 pounds. It may carry up to double this capacity, but doing so reduces its speed to 30 feet. Although it has average maneuverability, the canoe can still hover. When using this ability for long-distance movement, the ga-hon-ga can cover 64 miles in an eight-hour period of flight (or 48 miles at a speed of 30 feet). This flight is a function of the ga-hon-ga, not the canoe, and requires a paddle as a focus. Should the ga-hon-ga exit the canoe, or lose its paddle, it immediately loses its magical flight. This is the equivalent of a 5th-level spell (caster level 8th), and has a duration of 8 hours.

Potion Master (Ex): A ga-hon-ga can create any potion as though it had the Brew Potion feat and prerequisite spells or other requirements.

Pugilist (Ex): A ga-hon-ga is treated as a monk of a level equal to its Hit Dice (8th-level for a typical ga-hon-ga) for purposes of unarmed strike damage and meeting the prerequisites for feats and magic items (such as a monk's belt).

Rock Catching (Ex): A ga-hon-ga can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a ga-hon-ga that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The ga-hon-ga must be ready for and aware of the attack in order to make a rock catching attempt. A ga-hon-ga gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.

Rock Throwing (Ex): The range increment is 180 feet for a ga-hon-ga's thrown rocks. It uses both hands when throwing a rock.

Spell-Like Abilities: At will—Speak with animals (aquatic only); 1/day—control weather, dream, plant growth. Caster level 12th. The save DCs are Charisma-based.

Uncanny Dodge (Ex): A jogah can react to danger before its senses would normally allow it to do so. It retains its Dexterity bonus to AC even when caught flat-footed.

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

Skills: Jogah have a +4 racial bonus on Listen and Spot checks.

Originally appeared in Dragon Magazine #61 (1982).
 
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Wendigo, Great

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-33.html

Wendigo, Great
Large Fey (Cold)
Hit Dice: 30d6+150 (255 hp)
Initiative: +12
Speed: 60 ft. (12 squares)
Armor Class: 35 (-1 size, +8 Dex, +13 natural, +5 deflection), touch 22, flat-footed 27
Base Attack/Grapple: +15/+25
Attack: Claw +22 melee (2d6+6)
Full Attack: 2 claws +22 melee (2d6+6) and bite +20 melee (2d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Dominating fear, ravenous breath, spell-like abilties, summon the ravenous and windborne
Special Qualities: Air walk, damage reduction 20/cold iron, immunity to fire, keen scent, low-light vision, spell resistance 38, unearthly grace, vulnerability to cold
Saves: Fort +20, Ref +30, Will +25
Abilities: Str 22, Dex 27, Con 20, Int 19, Wis 17, Cha 20
Skills: Balance +12, Bluff +38, Diplomacy +9, Disguise +5 (+9 acting), Hide +37, Intimidate +42, Jump +22, Knowledge (nature) +41, Listen +36, Move Silently +41, Spot +36, Survival +36 (+40 in aboveground natural environments), Tumble +41
Feats: Combat Expertise, Combat Reflexes, Dire Charge, Dodge, Improved Combat Reflexes, Improved Initiative, Mobility, Multiattack, Spring Attack, Track (B), Weapon Finesse, Whirlwind Attack
Environment: Any cold land
Organization: Solitary or ravenous horde (Great Wendigo plus 30 Hit Dice worth of worth of elementals with the Air subtype and corporeal undead with ties to consuming flesh)
Challenge Rating: 20
Treasure: None
Alignment: Chaotic evil
Advancement: —
Level Adjustment: —

The wind picks up, and from the periphery of your vision appears a great entity, nearly 15 feet tall. Its appearance is indistinct, and shifts constantly, always blending humanoid and animal features.

The Great Wendigo is a legend among the people of the frozen lands, having claimed the lives of thousands over the centuries it has lived. It is unknown whether it is a single immortal creature, or one of a long line of similar creatures, but never has more than one been sighted at the same time.

The Great Wendigo is the epitome of gluttony, greed, and excess. As soon as it kills and devours a victim, it begins sniffing out the next. It takes great delight in forcing humanoids to eat others of their own kind.

The Great Wendigo is 15 feet tall and weighs 800 pounds.

The Great Wendigo speaks Common, Sylvan and Auran.

COMBAT

The Great Wendigo sniffs out prey with its extraordinarily keen scent. It delights in using whispering wind to frighten or confuse future victims. Although more than a match for most creatures, the Great Wendigo enjoys the company of creatures of the air and ravenous undead like ghouls and ghasts. It draws great satisfaction from watching these creatures feed and destroy, almost as much as it delights in watching those who succumb to its breath weapon tear apart and feed on their own kind.

Air Walk (Su): The Great Wendigo may continuously tread on air as if under the effects of an air walk spell. This effect cannot be dispelled.

Dominating Fear (Su): This ability functions as a gaze attack with a range of 30 ft. Any creature that looks at the Great Wendigo must make a DC 30 Will save or be frightened for 1 minute. Any creature frightened by this ability must make a second DC 30 Will save or be dominated by the Great Wendigo as the spell dominate person (caster level 30th). The domination is permanent until the Great Wendigo's death. The save DCs are Charisma-based.

Keen Scent (Ex): The Great Wendigo can notice creatures by scent in a 180-foot radius and can detect blood in the air at a range of up to 1 mile.

Ravenous Breath (Su): Once every 1d4 rounds, the Great Wendigo can breath a 60-foot cone of freezing wind that deals 8d12 points of cold damage. A DC 30 Reflex save halves the damage. In addition, any creature damaged by the breath weapon must make a DC 30 Will save or become ravenous. On a failed save, the victim must immediately attack the nearest sentient creature (with members of its own race taking preference); if the victim successfully kills its target, it will cease all other activities to eat its victim. The save DC is Constitution-based.

Spell-Like Abilities: At will—whispering wind. Caster level 30th. The save DCs are Charisma-based.

Summon the Ravenous and Windborne (Su): Once per day, the Great Wendigo can automatically summon 30 Hit Dice worth of worth of elementals with the Air subtype and corporeal undead with ties to consuming flesh. For example, it could summon 15 ghouls, 7 ghasts or bakas, 2 elevated ghouls, 3 breathdrinkers, or 1 elder air elemental plus a Medium and Small air elemental.

Unearthly Grace (Su): The Great Wendigo adds its Charisma modifier as a bonus on all its saving throws, and as a deflection bonus to its Armor Class. (The statistics block already reflects these bonuses).

Skills: *The Great Wendigo has a +4 racial bonus on Survival checks when tracking by scent.

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

http://www.enworld.org/forum/general-monster-talk/219404-converting-monsters-dragon-magazine-34.html

Adaro
Medium Fey (Aquatic)
Hit Dice: 15d6+60 (97 hp)
Initiative: +7
Speed: 40 ft. (8 squares), swim 60 ft.
Armor Class: 19 (+7 Dex, +2 natural), touch 17, flat-footed 12
Base Attack/Grapple: +7/+10
Attack: Spear +10 melee (1d8+4/x3) or nose-saw +14 melee (2d4+3) or fish dart +15 ranged (1d6+3 plus poison)
Full Attack: Spear +10/+5 melee (1d8+4/x3) and nose-saw +9 melee (2d4+1) or fish dart +15/+10 ranged (1d6+3 plus poison) or fish dart +13/+13/+8 ranged (1d6+3 plus poison) with Rapid Shot
Space/Reach: 5 ft./5 ft.
Special Attacks: Fish darts, spells, summon flying fish swarms
Special Qualities: Damage reduction 10/cold iron, flying fish stride, low-light vision, rainbow walk, swarmfriend, water dependent
Saves: Fort +9, Ref +17, Will +12
Abilities: Str 17, Dex 24, Con 19, Int 17, Wis 16, Cha 21
Skills: Balance +9, Concentration +25, Hide +25, Jump +9, Knowledge (arcana) +21, Knowledge (nature) +21, Listen +21, Move Silently +25, Spellcraft +13, Spot +21, Survival +3 (+5 in aboveground natural environments), Swim +18, Tumble +25
Feats: Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Skill Focus (Concentration), Weapon Finesse
Environment: Warm aquatic
Organization: Solitary or school (adaro plus 1-4 flying fish swarms)
Challenge Rating: 12
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 16-20 HD (Medium); 21-45 HD (Large)
Level Adjustment: —

This creature blends attributes of man and fish. Gills lie behind its humanoid ears, while a sharklike fin crests its head. Its long nose resembles that of a sawfish. Its legs end in tail fins. The creature carries a wicked-looking spear.

An adaro is a malevolent aquatic fey that torments any terrestrial creatures that wander into its domain. Adaro also have been known to war with merfolk and sahuagin for control of stretches of ocean.

It is said that the adaro are led by a powerful chief named Ngorieru.

An adaro stands 5 to 6 feet tall and weighs 110 to 250 pounds.

Adaro speak Aquan and Sylvan.

COMBAT

Adaro are nearly always accompanied by flying fish swarms, which they direct to harass their enemies, while hurling members of the swarm as deadly venomous darts. Adaro are also powerful spellcasters, utilizing their magic to weaken foes while improving their own defenses and prowess.

Fish Darts (Su): An adaro can supernaturally launch flying fish from its accompanying swarms as deadly missiles. This is a ranged attack with a maximum range of 30 feet and a 10-foot range increment. A creature damaged by the attack is exposed to the flying fish's poison, as if it had consumed the fish.

Flying Fish Venom: Ingested, Fort DC 15, 1d4 Con/unconsciousness.

Flying Fish Stride (Ex): An adaro may "ride" a flying fish swarm. To do so, the adaro must simply end its movement within the space of a flying fish swarm. The adaro then moves with the swarm on the swarm's action. This ability imposes no penalty on either the adaro or the swarm, and the adaro may still take actions on its own turn (including moving).

Rainbow Walk (Sp): An adaro may walk upon rainbows. This functions as the air walk spell (caster level 15th), but only works during rain while sun is present and up to an hour after rain ends.

Spells: An adaro casts spells as a 10th-level sorcerer. An adaro can also cast spells from the Water and Weather domains as arcane spells.

Sorcerer Spells Known (6/8/7/7/6/4, save DC 15 + spell level):
0—dancing lights, detect magic, detect poison, ghost sound, mage hand, message, prestidigitation, read magic, touch of fatigue;
1st—color spray, mage armor, magic missile, ray of enfeeblement, ventriloquism;
2nd—bull's strength, blur, fog cloud, touch of idiocy;
3rd—call lightning, suggestion, slow;
4th—charm monster, control water;
5th—cone of cold.

Summon Flying Fish Swarms (Sp): Once per day, an adaro may automatically summon up to four flying fish swarms. This is the equivalent of a 4th-level spell.

Swarmfriend (Ex): An adaro never suffers deleterious effects when sharing its space with an aquatic swarm.

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

Skills: An adaro 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.

Flying Fish Swarm
Tiny Animal (Aquatic, Swarm)
Hit Dice: 8d8+8 (44 hp)
Initiative: +6
Speed: Swim 40 ft. (8 squares)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +6/-
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction (DC 15)
Special Qualities: Half damage from slashing and piercing weapons, leaping glide, low-light vision, poison flesh, swarm traits
Saves: Fort +7, Ref +8, Will +5
Abilities: Str 4, Dex 15, Con 12, Int 1, Wis 12, Cha 2
Skills: Jump +22, Listen +3, Spot +3, Swim +12
Feats: Alertness, Improved Initiative, Iron Will
Environment: Warm aquatic
Organization: Solitary or school (2-4 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: -

Distraction (Ex): Any living creature vulnerable to the flying fish swarm's damage that begins its turn with a flying fish swarm in its square is nauseated for 1 round; a DC 15 Fortitude save negates the effect. The save DC is Constitution-based.

Leaping Glide (Ex): A flying fish swarm may leap from the water and glide at a speed of 160 feet for up to 8 rounds. The swarm may reach a height equal to the result of its Jump check, then fly with clumsy manueverability. It may descend, but cannot ascend during this travel.

Poison Flesh (Ex): Ingested, Fort DC 15, 1d4 Con/unconsciousness. The save DC is Constitution-based.

Skills: A flying fish swarm has a +16 racial bonus on Jump checks, and uses its Dexterity modifier for Jump checks. A flying fish swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Originally appeared in Dragon Magazine #29 (1979).
 
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Angel, Cherub

http://www.enworld.org/forum/genera...els-possibly-other-heavenly-creatures-13.html

Angel, Cherub
Large Outsider (Angel, Extraplanar, Good)
Hit Dice: 36d8+324 (486 hp)
Initiative: +11
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 42 (-1 size, +7 Dex, +26 natural), touch 16, flat-footed 35
Base Attack/Grapple: +36/+53
Attack: +5 fiery blast greatsword +53 melee (3d6+24 plus 3d6 fire/19-20 plus 6d6 fire on a critical hit) or slam +48 melee (2d8+13)
Full Attack: +5 fiery blast greatsword +53/+48/+43/+38 melee (3d6+24 plus 3d6 fire/19-20 plus 6d6 fire on a critical hit) or 2 slams +48 melee (2d8+13)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spell-like abilities
Special Qualities: All-around vision, change shape, damage reduction 20/epic and evil, darkvision 60 ft., immunity to acid, cold, mind affecting spells and abilities, and petrification, localized omniscience, low-light vision, protective aura, regeneration 20, resistance to electricity 10 and fire 10, spell resistance 38, tongues
Saves: Fort +29 (+33 against poison), Ref +27, Will +30
Abilities: Str 36, Dex 25, Con 28, Int 28, Wis 30, Cha 32
Skills: Concentration +48, Diplomacy +54, Escape Artist +46, Heal +49, Hide +42, Intimidate +50, Knowledge (arcana) +48, Knowledge (nature) +48, Knowledge (religion) +48, Knowledge (the planes) +48, Listen +49, Move Silently +46, Search +48, Sense Motive +49, Spellcraft +52 (+56 scrolls), Spot +49, Survival +10 (+14 following tracks, +14 on other planes, +14 in aboveground natural environments), Use Magic Device +50 (+54 scrolls), Use Rope +7 (+11 bindings)
Feats: Blinding Speed, Cleave, Combat Expertise, Dodge, Great Cleave, Empower Spell-Like Ability (fire storm), Improved Initiative, Mobility, Power Attack, Quicken Spell-Like Ability (greater dispel magic), Spell Stowaway (heal), Spring Attack, Whirlwind Attack
Environment: Any good-aligned plane
Organization: Solitary, pair, or host (4-8 plus up to 32 HD of lesser angels)
Challenge Rating: 25
Treasure: No coins; double goods; standard items
Alignment: Always good (any)
Advancement: 37-54 HD (Huge), 55-70 HD (Gargantuan)
Level Adjustment: —

This large, four-winged humanoid bears a four-sided head with the faces of a lion, ox, eagle, and man. It wields a great flaming sword.

The cherubim are second only to the mighy seraphim in the angelic hierarchy. They are often placed as guardians of sites of great holy importance, such as the throneroom of a deity. are the Cherubim are sometimes called the "guardians of light and of the stars" due to their rank and role among the angels.

A cherub is 12 feet tall and weighs 1,000 pounds.

Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.

COMBAT

Cherubim are watchful guardians, able to see in all directions at once with their four-faced heads. Although they possess the usual angelic array of spell-like powers, the cherubim's greatest weapon is the fiery power they imbue into their mighty blades.

A cherub's natural weapons, as well as any weapons it wields, are treated as epic and good-aligned for the purpose of overcoming damage reduction.

All-Around Vision (Ex): A cherub's many faces give it a +4 racial bonus on Spot and Search checks, and it can't be flanked.

Change Shape (Su): A cherub can assume the form of any Small or Medium humanoid.

Fiery Blast (Su): Any melee weapon wielded by a cherub is trated as a fiery blast weapon. A fiery blast weapon is sheathed in fire, though this deals no damage to the cherub. On any hit, this fire engulfs the creature struck, dealing +3d6 points of bonus fire damage. On a successful critical hit it instead deals +6d6 points of fire damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus fire damage upon their ammunition.

Localized Omniscience (Su): Cherubim continuously use arcane sight, detect thoughts, discern lies, and true seeing as the spells (caster level 20th), except all function to a range of 120 feet.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 36th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in its statistics block.)

Regeneration (Ex): A cherub takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.

Spell-Like Abilities: At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 25), imprisonment (DC 30), invisibility (self only), lesser restoration (DC 23), remove curse, remove disease, remove fear, resist energy, summon monster VII, speak with dead (DC 24), wall of fire, waves of fatigue; 3/day—blade barrier (DC 27), chain lightning (DC 27), flame strike (DC 26), earthquake (DC 29), heal (DC 27), mass charm monster (DC 29), permanency, quickened greater dispel magic, waves of exhaustion; 1/day—empowered fire storm (DC 29), greater restoration (DC 28), power word blind, power word kill, power word stun, prismatic spray (DC 28), wish. Caster level 25th. The save DCs are Charisma-based.

Tongues (Su): A cherub can speak with any creature that has a language, as though using a tongues spell (caster level 36th). This ability is always active.

Originally appeared in Dragon Magazine #35 (1980).
 
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Plainsjan

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-14.html

Plainsjan
Small Fey
Hit Dice: 5d6 (17 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +2/-2
Attack: Claw +6 melee (1d2 plus bleeding wound)
Full Attack: 2 claws +6 melee (1d2 plus bleeding wound) and bite +4 melee (1d4 plus intoxicating venom)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bleeding wound, intoxicating venom, spell-like abilities
Special Qualities: Damage reduction 5/cold iron, immunity to poison, low-light vision
Saves: Fort +1, Ref +7, Will +5
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Skills: Balance +13, Jump +10, Listen +9, Spot +9, Survival +9, Tumble +13
Feats: Ability Focus (intoxicating venom), Multiattack, Weapon Finesse (B)
Environment: Any arid land
Organization: Solitary, pair, or clan (3-12)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 6-10 HD (Small); 11-15 HD (Medium)
Level Adjustment: +3

This impish little creature vaguely resembles an elf, but its mouth is lined with sharp teeth, its hands bear oversized claws, and a small, stout tail lashes behind it.

Plainsjan are malevolent, carnivorous fey. Although they will feed on the flesh of any creature, plainsjan consider umber hulks a particular delicacy.

Plainsjan prefer arid areas, and live in tight clans formed of family and close friends, hunting and feeding together. They are extremely territorial, and will aggressively drive off other plainsjan clans or predators of other species that encroach upon their domain.

Young plainsjan are always born in sets of identical twins (including multiple sets of twins from the same parent). Plainsjan twins stay together their entire lives, sharing mates and kills.

A plainsjan stands 3 feet tall and weighs 30 to 40 pounds.

Plainsjan speak Sylvan.

COMBAT

Plainsjan are pack hunters, using flanking and other tactics to maximum effect. Plainsjan prefer to make full attacks in order to combine the deadly bleeding wounds of their claws with the intoxicating venom of their bites.

Bleeding Wounds (Ex): A wound from a plainsjan's claw attack continues to bleed after the injury was inflicted. Each wound bleeds for 1 point of damage per round thereafter. Multiple claw wounds result in cumulative bleeding loss (two wounds deal 2 points of damage per round, and so on). The bleeding can be stopped only by a successful DC 15 Heal check or the application of any cure spell or other healing spell (heal, mass heal, and so on).

Intoxicating Venom (Ex): A creature bitten by a plainsjan must succeed on a DC 14 Fortitude save or be sickened for 2d4 rounds. A second bite worsens the condition to nauseated for 2d4 rounds, while a third bite dazes the victim for 1 round. The save DC is Constitution-based. A delay poison or neutralize poison spell removes all effects from an affected creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Plainsjan in Spelljammer

Most plainsjan are found near the Anadian equator, but a few have been spotted in the deserts of Toril, perhaps due to the carelessness of spelljamming adventurers.

Originally appeared in SJR2 - Realmspace (1991).
 
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Gloomwing, Flying Serpent

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-18.html

Gloomwing, Flying Serpent
Large Fey
Hit Dice: 3d6+15 (25 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 50 ft. (good)
Armor Class: 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+10
Attack: Bite +6 melee (1d4+7 plus mindgloom venom)
Full Attack: Bite +6 melee (1d4+7 plus mindgloom venom)
Space/Reach: 10 ft./5 ft.
Special Attacks: Mindgloom venom, spell-like abilities
Special Qualities: Blindsight 60 ft., damage reduction 5/cold iron, keen senses, spell resistance 13
Saves: Fort +6, Ref +6, Will +5
Abilities: Str 20, Dex 17, Con 21, Int 13, Wis 14, Cha 12
Skills: Bluff +6, Craft (trapmaking) +6, Diplomacy +9, Disguise +1 (+3 acting), Hide +4, Intimidate +8, Listen +6, Move Silently +8, Sense Motive +7, Spot +6
Feats: Flyby Attack, Weapon Focus (bite)
Environment: Any
Organization: Solitary or flock (2-4)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral evil
Advancement: 6-9 HD (Large); 10-18 HD (Huge)
Level Adjustment: +6 (cohort)

This large, smooth-scaled serpent flies on lightly-furred, bat-like wings. Its body is a lusterless black, with smatterings of dusty cinnamon on the nose, tail, and wingtips. Its eyes are glittering amber.

Gloomwings are serpentine fey that serve powerful evil beings as messengers, steeds, and spies. They are often found in the employ of chromatic dragons, shadow dragons, and priests of dark deities.

Gloomwings make their lairs in inaccessible cliffside caves or ancient ruins. These lairs are often trapped to protect the gloomwing's hoard. They are strict carnivores, feeding on any creatures they can take down.

The services of a gloomwing are often pricy. Gloomwings hoard treasure to use as bribes or to obtain the services of lesser creatures. Whether in the role of master or servant, a gloomwing is not known for its loyalty.

A gloomwing is 9 feet long with a 15-foot wingspan and weighs 150 pounds.

Gloomwings speak Common, Draconic, and Orc, with a rasping, hissing voice.

COMBAT

Gloomwings are quick to attack when they have the advantage, preferring to attack from the cover of darkness. Gloomwings avoid more powerful opponents, and are quick to flee into the darkness if a battle turns against them.

Keen Senses (Ex): A gloomwing sees four times as well as a human in low light conditions and twice as well in normal light. It also has darkvision to a range of 180 feet.

Mindgloom Venom (Su): A creature bitten by a gloomwing must succeed on a DC 16 Fortitude save or suffer a random effect from the table below. Creatures that successfully save cannot be affected by the same gloomwing's mindgloom venom for 24 hours. Effects from multiple gloomwing bites do not stack. The save DC is Constitution-based. A delay poison or neutralize poison spell removes all effects from an affected creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

01-40: Victim is panicked for 5 rounds. This is a mind-affecting, fear effect.
41-75: Victim falls asleep (as the sleep spell) for 2d4x10 minutes. This is a mind-affecting, compulsion effect.
76-86: Victim is stunned for 1d6 rounds. This is a mind-affecting effect.
87-95: Victim is confused (as the confusion spell) for 5 rounds. This is a mind-affecting, compulsion effect.
96-97: Victim is feebleminded (as the spell). This is a mind-affecting, compulsion effect.
98-00: Victim suffers double damage from the bite and is wracked with pain (imposing a –4 penalty on attack rolls, skill checks, and ability checks) for 1 round.

Spell-Like Abilities: At will—deeper darkness. Caster level 4th.

Originally appeared in Dragon Magazine #90 (1984).
 
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Sakina

http://www.enworld.org/forum/genera...l-qadim-oriental-adventures-creatures-31.html

Sakina
Medium Fey
Hit Dice: 7d6+7 (31 hp)
Initiative: +11
Speed: Fly 120 ft. (perfect)(24 squares)
Armor Class: 20 (+7 Dex, +3 Cha), touch 20, flat-footed 13
Base Attack/Grapple: +3/+4
Attack: Slam +10 melee (1d4+1)
Full Attack: Slam +10 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Feather float, spell-like abilities, wind blast
Special Qualities: Damage reduction 5/cold iron, low-light vision, natural invisibility, scent, spell resistance 16, strong flier, unearthly grace
Saves: Fort +6, Ref +15, Will +11
Abilities: Str 12, Dex 25, Con 12, Int 13, Wis 16, Cha 17
Skills: Balance +9, Concentration +8, Diplomacy +12, Knowledge (nature) +8, Listen +10, Move Silently +14, Search +8, Sense Motive +10, Spot +10, Survival +10 (+12 in aboveground natural environments, +12 following tracks*), Tumble +14
Feats: Ability Focus (feather float), Flyby Attack, Improved Initiative (B), Track, Weapon Finesse (B)
Environment: Any land
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually chaotic good
Advancement: 8-21 HD (Medium)
Level Adjustment: +8

A roughly humanoid-shaped patch of cloud forms out of thin air.

Sakina are friendly air sprites that spend their time roaming the skies in search of interesting scents to sample or amusing adventures.

Sakina feed on smells, gaining nourishment from the aromatic particles. Sakina consider the scents of cinnamon, cloves, rose oil, myrrh, and saffron to be great delicacies.

Sakina make no permanent lairs, for they are always wandering. Sakina have a reputation for their helpful, if mercurial, demeanor. They get along well with most nonevil aerial creatures, and count simurghs and djinn among their greatest friends. They are also staunch allies of buraq, and will immediately answer their summons and requests for assistance.

A sakina is 5 to 6 feet tall and weighs 2 pounds.

Sakina speak Sylvan. Many also learn Common.

COMBAT

Sakina are friendly creatures, rarely initiating combat. If drawn into battle, a sakina usually tries to feather float opponents, then blow them away with wind blasts or by controlling winds.

Feather Float (Su): Three times per day, a sakina may target up to 7 creatures (none weighing more than 700 pounds) to make them light as air. Targets must succeed on a DC 18 Will save or begin to float weightlessly for 7 minutes. This functions as the levitate spell, except creatures need not be willing and the sakina may control up to seven creatures or objects at once. Floating creatures and objects are treated as Tiny for the purposes of wind conditions, so they are easily blown away by severe or greater winds. When the duration expires, floating creatures and objects plummet to the ground, suffering falling damage as normal. The save DC is Charisma-based.

Natural Invisibility (Su): This ability is constant, allowing a sakina to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell. A sakina may become visible if it so chooses, appearing as a roughly humanoid-shaped patch of cloud or mist.

Spell-Like Abilities: 3/day—control winds. Caster level 14th. The save DCs are Charisma-based.

Strong Flier (Ex): Sakina are exceedingly strong flyers and can cover vast distances quickly. Its overland flying speeds are 37.5 miles per hour at a normal pace, and 75 miles per hour as part of a hustle. It can travel 300 miles per 8-hour day when flying at a hustle. Sakina do not tire as quickly as other creatures. If a sakina attempts a hustle or a forced march, check for nonlethal damage once every 2 hours instead of every hour. Additionally, a sakina may carry a single creature of Medium size or smaller at no penalty to its flight speed or maneuverability.

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

Wind Blast (Su): As a standard action, a sakina may release a 30-foot line of compressed air. This functions as a gust of wind spell (DC 16). In addition, the sakina may choose to deal 3d6 points of bludgeoning damage (no save). The save DC is Charisma-based.

Skills: *Sakina have a +4 racial bonus on Survival checks when tracking by scent.

In Zakhara

In the Al-Qadim campaign setting, many sakina learn Midani rather than Common.

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

http://www.enworld.org/forum/general-monster-talk/219413-converting-epic-level-creatures-17.html

Faerie Queen
Medium Fey
Hit Dice: 36d6+108 (234 hp)
Initiative: +4
Speed: 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: 32 (+4 Dex, +9 deflection, +9 +5 greater silent moves elven chain), touch 13, flat-footed 28
Base Attack/Grapple: +18/+18
Attack: +4 keen dancing rapier +26 melee (1d6+4/15-20) or +3 composite longbow of distance +25 ranged (1d8+3/x3)
Full Attack: +4 keen dancing rapier +26/+21/+16/+11 melee (1d6+4/15-20) or +3 composite longbow of distance +25/+20/+15/+10 ranged (1d8+3/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Seelie spell of forgetting, spell-like abilities, spells
Special Qualities: Armored mage, damage reduction 20/cold iron and epic, immunity to illusions and mind-affecting spells and abilities, low-light vision, spell resistance 33, wild empathy
Saves: Fort +24, Ref +33, Will +37
Abilities: Str 10, Dex 18, Con 16, Int 27, Wis 26, Cha 28
Skills: Balance +8, Bluff +48, Concentration +42, Diplomacy +56, Disguise +9 (+13 acting), Escape Artist +43, Handle Animal +48, Hide +43, Intimidate +13, Jump +8, Knowledge (arcana) +47, Knowledge (nature) +47, Listen +47, Move Silently +43, Sense Motive +47, Spellcraft +51 (+55 scrolls), Spot +47, Survival +8 (+12 in aboveground natural environments), Tumble +43, Use Magic Device +48 (+52 scrolls), Use Rope +4 (+8 bindings)
Feats: Automatic Quicken Spell, Epic Spell Focus (enchantment), Extend Spell, Greater Spell Focus (enchantment), Improved Metamagic, Improved Spell Capacity (x2), Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Concentration), Spell Focus (enchantment), Weapon Finesse
Environment: The Seelie Court
Organization: Solitary or Court (the Faerie Queen plus 4-32 seelie faeries of various sizes)
Challenge Rating: 22
Treasure: Double standard (excludes weapons and armor listed above)
Alignment: Chaotic good
Advancement: —
Level Adjustment: —

This beautiful woman has an elven appearance. Although slight of stature, she embodies regality and power with her mere presence. She is adorned in a suit of the finest chainmail, and carries a glittering rapier and shimmering bow.

The Faerie Queen rules the Seelie Court. Her unearthly beauty is legendary, as is her fairness and devotion to her subjects.

she is devoted to her “children” but is fair to travelers she encounters—so long as they have not mistreated the faerie folk.

The Faerie Queen is the last surviving Sie, the magical progenitor race of both the seelie faeries and elvenkind.

The Faerie Queen considers herself the ultimate protector of the faeries, protecting, nurturing, and punishing them as a mother does her children. Punishment generally results in temporary or permanent banishment from the Seelie Court. Because the love for their queen is so strong, exile is the worst form of punishment imaginable to them.

The Faerie Queen stands 5 feet tall and weighs 70 pounds.

The Faerie Queen speaks Celestial, Common, Draconic, Elven, Gnome, and Sylvan.

COMBAT

The Faerie Queen rarely fights alone, for she is always accompanied by other seelie faeries, who will defend her to the death. She fights alongside her kin, blending her mastery of magic with her prowess with rapier and bow.

Armored Mage (Ex): The Faerie Queen does not have an arcane spell failure chance when wearing light armor.

Seelie Spell of Forgetting (Sp): At will, the Faerie Queen may create up to a 50-foot cube of showering pixie dust. This effect must originate within 150 feet of the Faerie Queen. All creatures within the pixie dust must succeed on a DC 25 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 Faerie Queen so desires. For example, the Faerie Queen 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). Caster level 36th.

Spells: The Faerie Queen casts spells as a 20th-level sorcerer. The Faerie Queen can also cast cleric spells and those from the Animal, Luck, Plant, and Trickery domains as arcane spells.

Sorcerer Spells Known (6/9/8/8/8/8/7/7/7/7/1/1, save DC 19 + spell level, enchantment spells DC 22 + spell level):
0 (all automatically quickened)—cure minor wounds, daze, dancing lights, detect magic, message, ray of frost, read magic, resistance, virtue;
1st (all automatically quickened)—calm animals, charm person, command, disguise self, reduce person;
2nd (all automatically quickened)—barkskin, hideous laughter, mirror image, silence, zone of truth;
3rd (all automatically quickened)—create food and water, heroism, plant growth, suggestion;
4th—command plants, confusion, freedom of movement, sending;
5th—baleful polymorph, commune with nature, mind fog, seeming;
6th—greater dispel magic, geas/quest, repel wood;
7th—animal shapes, animate plants, control weather;
8th—irresistible dance, mass charm monster, screen;
9th—mass heal, mass hold monster, shambler.

Unearthly Grace (Su): The Faerie Queen adds her Charisma modifier as a bonus on saving throws, and as a deflection bonus to Armor Class. Included above.

Vulnerability to Salt (Ex): If the Faerie Queen is struck by salt (usually thrown as a splash weapon), she immediately becomes visible and cannot use her invisibilty spell-like ability for 1d4 minutes.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the Faerie Queen has a +10 racial bonus on the check (and a +4 synergy bonus from her Handle Animal skill ranks).

In Cerilia

In the Birthright setting, the Seelie Court resides in the Shadow World. The Faerie Queen holds the greatest power over the Seeming, for she predates its existence and has had an eternity to master it.

Originally appeared in Blood Spawn (2002).
 
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Bear, Giant Short-Faced

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-20.html

Bear, Giant Short-Faced
Large Animal
Hit Dice: 10d8+40 (85 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +7/+19
Attack: Claw +14 melee (1d8+8)
Full Attack: 2 claws +14 melee (1d8+8) and bite +12 melee (2d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ferocity, frightful roar
Special Qualities: Dire, low-light vision, scent
Saves: Fort +11, Ref +9, Will +8
Abilities: Str 27, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills: Listen +5, Spot +5, Survival +6*
Feats: Ability Focus (frightful roar), Endurance, Multiattack, Track
Environment: Cold and temperate plains
Organization: Solitary, pair, or family (3-5)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 11-15 HD (Large), 16-20 HD (Huge)
Level Adjustment: —

This immense, long-legged bear has a face like that of a mastiff. It rears up on its hind legs, standing as tall as a fire giant, and lets out a mighty roar.

Among the bears, the giant short-faced bear is second only to the dire bear in sheer size and ferocity. Other animals know to stay out of the way of one of these beasts - its roar alone is usually enough to drive smaller carnivores from their kills, and anything that refuses to heed its warning faces its deadly claws and teeth.

A giant short-faced bear is 8 feet long and 5 feet tall at the shoulder, weighing around 1,800 pounds.

COMBAT

Before entering combat proper, a giant short-faced bear attempts to scare off any smaller creatures with its roar. A giant short-faced bear attacks by tearing at opponents with its claws.

Dire (Ex): A giant short-faced bear is considered to be a dire animal for the purposes of saving throws.

Ferocity (Ex): A giant short-faced bear is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Frightful Roar (Ex): As a standard action, a giant short-faced bear can give a mighty roar. All creatures within 30 feet of the roaring bear must make a DC 21 Will save or be frightened for 1 round and shaken for 1d4 rounds after that. On a successful save, the creature is merely shaken for one round. The save DC is Constitution-based.

Skills: *A giant short-faced bear has a +4 racial bonus on Survival checks when tracking by scent.

Originally appeared in Dragon Magazine #137 (1988).
 
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Jogah, Oh-do-wa

http://www.enworld.org/forum/genera...neric-setting-second-edition-monsters-41.html

Jogah, Oh-do-wa
Small Fey
Hit Dice: 1d6 (3 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 15 (+1 size, +4 Dex), touch 15, flat-footed 11
Base Attack/Grapple: +0/-4
Attack: Dagger +0 melee (1d3/19-20) or spear +0 melee (1d6/x3) or longbow +5 ranged (1d6+1/x3)
Full Attack: Dagger +0 melee (1d3/19-20) or spear +0 melee (1d6/x3) or longbow +5 ranged (1d6+1/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Enhance arrow
Special Qualities: Damage reduction 5/cold iron, darkvision 90 ft., light blindness, low-light vision, spell resistance 7, superior wild empathy, sylvan archer
Saves: Fort +0, Ref +6, Will +3
Abilities: Str 11, Dex 18, Con 11, Int 18, Wis 13, Cha 13
Skills: Climb +4, Hide +12, Knowledge (dungeoneering) +8, Knowledge (nature) +8, Listen +5, Move Silently +8, Search +8, Sense Motive +5, Spot +5, Survival +5
Feats: Track
Environment: Underground
Organization: Solitary, pair, or tribe (5-30 plus one 4th- to 6th-level wizard per 5 adults and one 8th- to 12th-level wizard leader)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: 2-3 HD (Small)
Level Adjustment: +3

This small, elven man has pale yellow skin. He is bedecked in leather leggings, breechclout and a cape.

Jogah are small spirit-folk representing aspects of nature. They are split into various groups based on their relation to the world. The oh-do-was, or "under-earth dwellers" are the jogah of the sunless domain beneath the earth.

The wise and elusive oh-do-was hold jurisdiction over the sunless domain beneath the earth, imprisoning creatures too dangerous to roam free on the surface. The oh-do-was make their homes in huge subterranean caverns that house dark facimiles of forests and broad plains, abounding with the types of animals usually found in those environments.

Oh-do-was occasionally venture to the surface to meet with other jogah, holding nocturnal festivals in the forests. They hold their dances in circles under great trees where grass refuses to grow. They bask in moonlight, but are blinded by the sun. During such revelries, offensive surface creatures are occasionally captured and taken to their underground prisons.

Most oh-do-was are rangers, but leaders typically pursue the path of wizards.

An oh-do-wa stands 3 feet tall and weighs 50 pounds.

Oh-do-was speak Sylvan and Common.

COMBAT

Oh-do-was are gifted archers, preferring ranged combat to melee.

Enhance Arrow (Su): Every nonmagical arrow an oh-do-wa nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the oh-do-wa need not spend experience points or gold pieces to accomplish this task. However, an oh-do-wa's magic arrows only function for that oh-do-wa. This ability stacks with the arcane archer's class feature of the same name (thus the enhancement bonus is +2 at 1st level, +3 at 3rd level, +4 at 5th level, +5 at 7th level, and +6 at 9th level).

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds oh-do-was for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Sylvan Archer (Ex): An oh-do-wa is treated as an elf for purposes of meeting the prerequisites of feats, prestige classes (such as arcane archer), and magic items related to archery.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the oh-do-wa has a +6 racial bonus on the check. Additionally, an oh-do-wa can use this ability to influence a magical beast with an Intelligence score of 1 or 2 without penalty.

Oh-do-was as Characters
An oh-do-wa character exchanges its 1 HD of fey for its first class level, so a 1st-level oh-do-wa wizard has a d4 Hit Die, a +0 base attack bonus, the base save bonuses of a wizard, and the wizard's skill points and class skills.

Oh-do-wa characters possess the following racial traits.
  • +8 Dexterity, +8 Intelligence, +2 Wisdom, +2 Charisma.
  • Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
  • An oh-do-wa's base land speed is 20 feet.
  • Darkvision 90 ft. and low-light vision.
  • Special Attacks (see above): Enhance arrow.
  • Special Qualities (see above): Damage reduction 5/cold iron, light blindness, spell resistance equal to 7 + class levels, superior wild empathy, sylvan archer.
  • Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
  • Favored Class: Ranger.
  • Level adjustment +3.
Originally appeared in Dragon Magazine #61 (1982).
 
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