Creature Catalog new 3.5 conversions

Status
Not open for further replies.
Spear Grass

http://www.enworld.org/forum/genera...neric-setting-second-edition-monsters-42.html

Spear Grass
Large Plant
Hit Dice: 7d8+21 (52 hp)
Initiative: +4
Speed: 0 ft.
Armor Class: 13 (–1 size, +4 Dex), touch 13, flat-footed 9
Base Attack/Grapple: +5/+11
Attack: Spear-shoot +8 melee (1d6+2/x3 plus attach) or 4 shoots +8 ranged (1d6+2/x3)
Full Attack: 4 spear-shoots +8 melee (1d6+2/x3 plus attach) or 4 shoots +8 ranged (1d6+2/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood drain, impale
Special Qualities: Blindsight 60 ft., camouflage, low-light vision, plant traits
Saves: Fort +8, Ref +6, Will +4
Abilities: Str 14, Dex 19, Con 17, Int 4, Wis 15, Cha 15
Skills: Listen +12
Feats: Point Blank Shot, Precise Shot, Weapon Finesse
Environment: Any
Organization: Solitary or stand (2-20)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral
Advancement: 10-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: —

A strange rustling arises from the grove of bamboo-like plants growing nearby.

Spear grass is a deadly, predatory plant that feeds on blood. It tends to grow near trails, watering holes, and other areas rich with animal life upon which to feed. Since the grass is immobile, and its reproductive process is at the mercy of the wind, spear grasses that arise in out-of-the-way locales rarely survive long.

A spear grass is a cluster of 36 shoots covering an area 10 feet in diameter.

Spear grasses cannot speak, but communicate with others of their kind using a language consisting of rustling patterns.

COMBAT

Spear grass awaits the approach of prey, mimicking normal tall grass. Once potential prey comes within range, a spear grass launches a single shoot in an attempt to elicit more noise (and thereby alerting other spear grasses in the area to the presence of prey). Once alerted, the entire cluster begin launching volleys of deadly shoots, then impale the downed or fleeing prey with spear-shoots and drain the blood they crave.

Blood Drain (Ex): Spear grass that begins its turn impaling an opponent begins to drain fluids. It deals 1d4 points of Constitution damage each round the victim remains impaled.

Camouflage (Ex): Since spear grass looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.

Impale (Ex): If a spear grass successfully hits a creature with a spear-shoot attack, it impales the victim on the shoot and can drain blood. The impaled creature is considered to be grappled, but the spear grass is not.

The creature can break free with a DC 15 Strength check. Success indicates the creature is free but takes an additional 1d3 points of damage in the process. Failure means the creature takes 1d6 points of damage and remains pinned in place. An ally can try to free an impaled creature with a DC 12 Strength check and can avoid damage with a DC 12 Heal check.

A spear grass can hold one creature per spear-shoot. Creatures of Diminutive size and smaller are too small to be held effectively.

Shoots (Ex): Spear grass can loose a volley of four shoots as a standard action (make an attack roll for each shoot). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four shoots in any 24-hour period.

Originally appeared in I13 - Adventure Pack I (1987).
 
Last edited:

log in or register to remove this ad

Mara

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-16.html

Mara
Huge Outsider (Chaotic, Evil, Native)
Hit Dice: 10d8+100 (145 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 15 (-2 size, -2 Dex, +9 natural), touch 6, flat-footed 15
Base Attack/Grapple: +10/+34
Attack: Claw +20 melee (2d6+12)
Full Attack: 2 claws +20 melee (2d6+12) and bite +18 melee (2d8+6)
Space/Reach: 15 ft./15 ft.
Special Attacks: Double damage against objects, maul, trample 2d6+18
Special Qualities: Damage reduction 10/cold iron, darkvision 60 ft., demonsense, immunity to cold and mind-affecting spells and abilities, low-light vision, scent, spell resistance 17, sunlight vulnerability, unstoppable
Saves: Fort +17, Ref +5, Will +9
Abilities: Str 34, Dex 7, Con 30, Int 3, Wis 15, Cha 13
Skills: Hide +3*, Listen +8, Move Silently +11, Spot +9, Survival +15*
Feats: Improved Initiative, Improved Sunder, Multiattack, Power Attack, Track (B)
Environment: Any cold
Organization: Solitary, pair, or trio
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan)
Level Adjustment: —

A massive statue, easily 20 feet tall and sculpted from gray-green, weathered stone, crashes into view. Its two arms end in fierce claws, and its mouth is a snapping, hooked beak. Its eyes glow a hellish red. It leaves a great swath of decimated trees and smashed undergrowth in its wake.

Mara are strange entities, formed when demonic entities from the Abyss find their way into monolithic statues on the Material Plane.

Also known as "great walkers", mara are cruel entities with unusual ties to both demons and fey. Their actual origins are unknown, but mara are subservient to demons and other chaotic evil outsiders, and can detect the presence of such fiends. They also have strange ties to the natural world.

When chaotic evil fiends are detected, a mara generally seeks them out and offers its services. The orders of the most powerful fiend are always followed first. Demons generally task mara to hunt down specific creatures and either subdue or slay them. They generally tranfer a mental picture of the quarry through telepathy to the mara, who then does everything in its power to complete its mission.

When struck by sunlight, a mara's spirit essentially is banished from its body, leaving behind the empty shell of the great stone statue until conditions are favorable for its return. As a result, mara are mostly nocturnal, although occasional rampages occur during overcast, foggy, or stormy days. Mara sense the coming of daylight, and quickly seek concealment in dark caves, abandoned ruins, or even deep ponds or other darkened bodies of water.

A mara stands 20 feet tall or more and weighs 15 tons.

Mara speak their own language, a series of bird-like cries, whistles, and calls. They also understand Abyssal.

COMBAT

Mara are fearless hunters, tracking by scent, crushing, ripping, and tearing apart obstacles until its quarry is found.

Demonsense (Su): A mara continuously can detect the presence of chaotic evil outsiders within 1 mile. This otherwise functions as a detect evil spell (caster level xth).

Double Damage against Objects (Ex): A mara that makes a full attack against an object or structure deals double damage.

Maul (Ex): A mara that hits an opponent with both claw attacks immediately hits with its subsequent bite attack.

Sunlight Vulnerability (Su): A mara exposed to natural sunlight is permanently paralyzed. Each week thereafter, during periods of darkness, the mara may attempt a DC 20 Will save could to end the paralysis.

Trample (Ex): Reflex half DC 25. The save DC is Strength-based.

Unstoppable (Ex): A mara's movement is never penalized by terrain features.

Skills: *A mara has a +4 racial bonus on Survival checks when tracking by scent. A mara has a +8 racial bonus on Hide checks made in rocky terrain.

Originally appeared in Monstrous Compendium Forgotten Realms Appendix (MC11)(1991).
 
Last edited:

Bohun Tree

http://www.enworld.org/forum/general-monster-talk/219404-converting-monsters-dragon-magazine-39.html

Bohun Tree
Gargantuan Plant
Hit Dice: 10d8+80 (125 hp)
Initiative: +0
Speed: 0 ft.
Armor Class: 15 (–4 size, +9 natural), touch 6, flat-footed 15
Base Attack/Grapple: +7/+31
Attack: Root +15 melee (1d8+12) or 6 thorns +4 ranged (1d4+12) or fruit +3 ranged (see text)
Full Attack: 8 roots +15 melee (1d8+12) or 6 thorns +4 ranged (1d4+12) or 6 fruits +3 ranged (see text)
Space/Reach: 20 ft./20 ft. (40 ft. with roots)
Special Attacks: Constrict 1d8+12, fruit, fruit barrage, thorn barrage
Special Qualities: All-around vision, damage reduction 5/slashing, immunity to mind-affecting spells and abilities, superior low-light vision, plant traits
Saves: Fort +15, Ref +3, Will +4
Abilities: Str 34, Dex 10, Con 26, Int 10, Wis 13, Cha 10
Skills: Listen +16, Search +4, Spot +20
Feats: Alertness, Point Blank Shot, Precise Shot, Weapon Focus (thorn)
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 11-30 HD (Gargantuan); 31-50 HD (Colossal)
Level Adjustment: —

The bark of this massive-trunked tree is greenish gray. Branches begin about ten feet off the ground, spreading out horizontally. On these branches hang thick clusters of luscious, dark red fruits, somewhat resembling giant grapes. Between the clusters jut wicked thorns, easily a foot and a half long. Hundreds of compound eyes stud fissures in the trunk and peer from amid the fruit clusters.

Also called "the tree of death", the bohun tree is a dangerous sentient plant that preys upon other trees in its area. It hates all other forms of life, happily impaling them with thorns or choking the life from them with its ambulatory roots.

A bohun tree stands 30 to 60 feet tall, with a “trunk” about 4 feet in diameter. It weighs about x pounds. Bark coloration ranges from brownish gray to greenish gray.

Bohun trees do not speak but understand Sylvan and Treant.

COMBAT

A bohun tree uses its keen vision to hone in on targets with its roots and thorns. If badly injured, or running low on thorns, it can detonate one of its own fruits upon the branch, or fling a barrage of fruits in a last-ditch effort. A bohun tree fights until all its roots have been severed and its thorns and fruit exhausted.

An opponent can attack a bohun tree's roots with a sunder attempt as if they were weapons. A bohun tree's roots have 10 hit points each. If a bohun tree is currently grappling a target with the root that is being attacked, it usually uses another root to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a bohun tree's roots deals 5 points of damage to the creature. The creature regrows severed limbs in 1d10+10 days.

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

Burrowing Roots (Ex): The bohun tree sends its roots burrowing through the ground, bursting forth to grab prey. Unless the target has a means of seeing through the ground or has the tremorsense special quality, treat this attack as if the attacker is unseen. The target loses its Dexterity bonus (if any) to Armor Class, and the bohun tree gains a +2 bonus on the attack roll.

Constrict (Ex): A bohun tree deals 1d8+12 points of damage with a successful grapple check.

Fruit (Ex): If the skin of a bohun tree's fruit is pierced, it releases poisonous gas in a 60-foot-radius burst. Generally, a bonun tree simply bursts a single attached fruit, but can hurl fruit in a desperation barrage. A bohun tree has 4d8 fruits at any time. Spent fruit regrows in 1d6 days. An opponent may target an individual fruit (AC 14). A piercing attack dealing at least 1 point of damage will cause the fruit to burst. This is a dangerous tactic unless done from distance, for the deadly gas is released.

Bohun Tree Fruit Gas: Inhaled, Fort DC 23, initial damage sleep for 3d6 rounds, secondary damage suffocation (persists until death or waking). The save DC is Constitution-based. Fey are immune to bohun tree fruit gas.

Fruit Barrage (Ex): When its thorns have been exhausted, the bohun tree can, as a desperate measure, launch its fruits instead. The bohun tree can launch up to 6 fruits as a full round action. Treat this attack as a grenade-like thrown weapon, and targets hit suffer the effects of the fruits as they bursts on impact.

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

Superior Low-Light Vision (Ex): A bohun tree can see five times as far as a human can in dim light.

Thorn Barrage (Ex): The bohun tree can launch up to 6 thorns as a full round action. A typical bohun tree has 1d4+2 x 10 thorns at any time, and thorns regrow after 1d4 days. Thorns have a range increment of 50 ft.

Originally appeared in Dragon Magazine #89 (1984).
 
Last edited:

Tree, Singing

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-21.html

Tree, Singing
Large Plant
Hit Dice: 12d8+60 (114 hp)
Initiative: -2
Speed: 0 ft.
Armor Class: 13 (–1 size, -2 Dex, +6 natural), touch 7, flat-footed 13
Base Attack/Grapple: +8/+16
Attack: —
Full Attack: —
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood draining leaves, leaf swarm, leafsong, trunksong
Special Qualities: Low-light vision, plant traits, spell resistance 17
Saves: Fort +15, Ref +4, Will +6
Abilities: Str 14, Dex 7, Con 20, Int 1, Wis 11, Cha 17
Skills: Spot +18
Feats: Ability Focus (trunksong), Great Fortitude, Iron Will, Lightning Reflexes, Skill Focus (Spot)
Environment: Temperate or warm forests
Organization: Solitary
Challenge Rating: 11
Treasure: Half standard
Alignment: Always neutral
Advancement: 13-19 HD (Large); 20-26 HD (Huge); 27-39 HD (Gargantuan)
Level Adjustment: —

The leaves of this deciduous tree bears uniquely shaped leaves.

Singing trees are predatory plants that feed on blood to supplement their photosynthetic subsistence. They get their name from the beautiful chorus created by the hundreds of leaves that adorn them, as well as the deep bass line provided by the tree's trunk. Each leaf has its own unique "voice".

A singing tree claims a territory with a radius of roughly 100 yards from its trunk. If a seed is planted in a singing tree’s territory, it sends its leaves to block sunlight and attack the smaller tree’s leaves. If several singing trees manage to take root in close proximity, overhunting usually results in survival of only the strongest member.

Singing trees produce a single seed once every half-decade. This seed is then carried far away by a pair of leaves and left to claim its own territory. These seeds are coveted by individuals seeking to plant them in their gardens. Some wealthy individuals covet them for their rarity and beautiful song, while others seek to keep them as guardians. If kept well-fed, singing trees are relatively harmless to their owners and guests. A starving tree becomes quite dangerous, eventually turning feral and sending its leaf swarm to attack any warm-blooded creature within range.

Those coveting a singing tree can also carefully remove one from its surrounding soil, taking care not to damage to the roots and avoiding exposure to rapid changes in temperature (or to extreme temperatures). Of course, the tree will probably seek to feed on the would-be owner, although golems, undead, and other bloodless servants are ideally suited to this task. A seed or healthy tree sells for 5,000 gp or more.

A singing tree grows 10 to 20 feet tall, with a “trunk” about 2 feet in diameter. If food is plentiful, a singing tree lives for several centuries.

Singing trees do not speak or understand any languages.

COMBAT

A singing tree uses its leafsong to attract warm-blooded prey. Once its targets draw closer, it adds its trunksong to the mix, attempting to lull the victims into sleep. It then looses a few of its leaves to feed, which drain blood from the victim, then return to the trunk to transfer the meal. If the trunk is threatened, the singing tree looses all its leaves in a swarm to bring down the threat.

Blood-Draining Leaves (Ex): A singing tree has a number of leaves equal to its normal maximum hit point total. Each round, it may release a number of individual leaves equal to its Hit Dice and send them to attack prey. The leaves are treated as separate creatures, but use the singing tree's base attack and base saving throw bonuses. Damage dealt to the leaves has no effect on the singing tree, nor do effects that target the leaves, and vice versa. While attached to the singing tree, the leaves are not considered separate creatures and cannot be targeted individually. Unattached leaves do not die immediately upon the singing tree's death, and continue to attack anything nearby for 1d10 rounds before expiring.

Singing Tree Leaf
Diminutive Plant
Hit Dice: 1/4d8 (1 hp)
Initiative: +4
Speed: Fly 30 ft. (poor)
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +8/-8 (+8 when attached)
Attack: Feeding-tube +16 melee (1 plus attach)
Full Attack: Feeding-tube +16 melee (1 plus attach)
Space/Reach: 1 ft./0 ft.
Special Attacks: Anesthetize, attach, blood drain
Special Qualities: Low-light vision
Saves: Fort +8, Ref +8, Will +4
Abilities: Str 1, Dex 19, Con 10, Int —, Wis 11, Cha 1
Skills: Hide +16
Feats: Hover (B), Weapon Finesse (B)

Anesthetize (Ex): A creature attacked by a singing tree leaf must succeed on a Spot check (opposed by the singing tree leaf's Hide check) to notice the attack. Each round of blood drain entitles the creature to another Spot check to notice the singing tree leaf, with a cumulative +2 bonus on the check per round after the first. Sleeping creatures are not entitled to a Spot check.

Attach (Ex): If a singing tree leaf hits with a feeding tube attack, it latches onto the opponent’s body. An attached leaf is effectively grappling its prey. The leaf loses its Dexterity bonus to AC and has an AC of 14, but holds on with great tenacity. Leaves have a +16 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached singing tree leaf can be struck with a weapon or grappled itself. To remove an attached singing tree leaf through grappling, the opponent must achieve a pin against the leaf.

Blood Drain (Ex): A singing tree's leaves drains blood, dealing 1 point of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 1 point of Constitution damage, it detaches and returns to the singing tree.

Part of a Greater Whole (Ex): Since the singing tree leaves are extensions of the singing tree itself, the leaves use the base attack bonus and base saving throw bonuses of the singing tree.

Leaf Swarm (Ex): A singing tree may release all its leaves at once. In this case, the leaves are treated as a swarm, using the statistics below. Damage dealt to the swarm has no effect on the singing tree, nor do effects that target the swarm, and vice versa. While attached to the singing tree, the swarm is not considered a separate creature and cannot be targeted separately from the singing tree. An unattached swarm does not die immediately upon the singing tree's death, and continue to attack anything nearby for 1d10 rounds before expiring.

Leaf Swarm
Diminutive Plant (Swarm)
Hit Dice: 6d8 (27 hp)
Initiative: +4
Speed: Fly 30 ft. (poor)
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +4/—
Attack: Swarm (1d6 plus blood drain)
Full Attack: Swarm (1d6 plus blood drain)
Space/Reach: 10 ft./0 ft.
Special Attacks: Anesthetize, blood drain, distraction (DC 13)
Special Qualities: Immune to weapon damage, low-light vision, part of a greater whole, plant traits, swarm traits
Saves: Fort +8, Ref +8, Will +4
Abilities: Str 1, Dex 19, Con 10, Int —, Wis 11, Cha 1
Skills: Hide +16
Feats: Hover (B)

Anesthetize (Ex): A creature attacked by a leaf swarm must succeed on a Spot check (opposed by the leaf swarm's Hide check) to notice the attack. Each round of blood drain entitles the creature to another Spot check to notice the leaf swarm, with a cumulative +2 bonus on the check per round after the first. Sleeping creatures are not entitled to a Spot check.

Blood Drain (Ex): Any living creature damaged by a leaf swarm also takes 1d4 points of Constitution damage as the swarm drains its blood. This damage repeats every round thereafter unless the creature successfully exits the swarm and spends a full-round action removing leaves from its body.

Part of a Greater Whole (Ex): Since the leaf swarm is an extension of the singing tree itself, the swarm uses the base attack bonus and base saving throw bonuses of the singing tree.

Leafsong (Su): The leaves of a singing tree constantly sing an enchanting song in the upper register. This song floats on the wind, so that all creatures within 1 mile must make a DC 17 Will save or become charmed by the tree, moving toward the tree, taking the most direct route available. The victim may avoid obvious hazards, defend himself, and carry on other activities such as speaking, retrieving items from a pack, as long as he generally continues to move toward the tree. This is a sonic, mind-affecting charm effect. The save DC is Charisma-based and includes a -2 racial penalty. A creature that successfully saves cannot be affected again by the same singing tree's leaf song for 24 hours.

Trunksong (Su): When a singing tree notices nearby victims, the trunk can add a bass line to the leaves' chorus. When the trunk sings, all creatures within 300 feet must make a DC 21 saving throw or be compelled to walk directly into the shade, lie down, and fall asleep. This is a sonic, mind-affecting, sleep, and compulsion effect. The save DC is Charisma-based.

Originally appeared in City of Delights (1993).
 
Last edited:

Swarm, Forest Moss

http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-34.html

Swarm, Forest Moss
Fine Plant (Swarm)
Hit Dice: 5d8+15 (37 hp)
Initiative: +4
Speed: 15 ft. (3 squares)
Armor Class: 18 (+8 size), touch 18, flat-footed 18
Base Attack/Grapple: +1/—
Attack: Swarm (2d6 plus 1d8 acid)
Full Attack: Swarm (2d6 plus 1d8 acid)
Space/Reach: 10 ft./0 ft.
Special Attacks: Acid, distraction
Special Qualities: Camouflage, hive mind, immune to weapon damage, light sensitivity, low-light vision, plant traits, swarm traits
Saves: Fort +7, Ref +1, Will +1
Abilities: Str 1, Dex 11, Con 16, Int 3, Wis 11, Cha 8
Skills: Hide +20, Move Silently +4
Feats: Ability Focus (distraction), Improved Initiative
Environment: Temperate and warm forests and marshes
Organization: Solitary or patch (2-4 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: —

A rich green mass of vegetable matter covers the ground nearby.

Forest mosses are sentient, evil swarms of tiny plants. Smarter and more cunning than the lesser bog moss, forest mosses aren't content to just wait for creatures to fall in, but actively hunt living prey. Like bog moss, forest moss supplements its diet with rich soil and other plants (ferns are a favorite), and can subsist solely on photosynthesis if necessary.

Every spring, a forest moss releases a dozen spores into the wind. Those that find suitable soil quickly take root and begin to grow. Upon reaching about one-fifth its normal size, a young forest moss no longer needs its roots, and they dissolve.

Forest moss spores are coveted by spellcasters, for they reduce the gold cost by 100 gp per for use in the creation of magic items involving acid (potions of energy resistance, wands of acid arrow, and so forth).

A forest moss covers a 10-foot-cube.

COMBAT

Forest mosses prefer to settle in bowl-like earth and rock formations, posing as a normal patch of moss upon the ground. When prey falls in, the moss begins digesting the victim as it attempts to climb out of the pit.

Acid (Ex): A forest moss's acid does not harm metal or stone.

Camouflage (Ex): Since forest moss looks like a patch of normal plants when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.

Distraction (Ex): Fortitude DC 17, nauseated 1 round. The save DC is Constitution-based.

Hive Mind (Ex): Any forest moss swarm with at least 1 hit point per Hit Die (or 5 hit points, for a standard forest moss swarm) forms a hive mind, giving it an Intelligence of 3. When a forest moss swarm is reduced below this hit point threshold, it becomes mindless.

Light Sensitivity (Ex): Forest mosses are dazzled in bright sunlight or within the radius of a daylight spell.

Originally appeared in Polyhedron Magazine #67 (1992).
 
Last edited:

Panda

Panda
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 10 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+5
Attack: Claw +6 melee (1d4+3)
Full Attack: 2 claws +6 melee (1d4+3) and bite +1 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 16, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Climb +11, Hide +2*, Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate and cold forests and mountains
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–5 HD (Medium)
Level Adjustment: —

This thick, white-furred bear has black fur on its ears, eye patches, muzzle, legs, and shoulders.

Pandas feed mostly on bamboo shoots, eating up to 30 pounds per day. It supplements this diet with fish, meat, and eggs. Pandas lead a relatively sedentary lifestyle.

Pandas are generally solitary, with each adult claiming a defined territory. Pandas communicate through vocalization and scent marking. Pandas are adept climbers, occasionally taking shelter in hollow trees or rock crevices. Pandas do not establish permanent dens.

A panda is 4 to 6 feet long and 2-1/2 feet tall at the shoulder, weighing 200 to 250 pounds. Pandas live over 25 years.

COMBAT

Pandas defend themselves with powerful teeth and claws.

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

*In areas of snow and shade, a panda gains a +8 racial bonus on Hide checks.

Based off the black bear in Monster Manual (1977).
 

Swarm, Swamp Moss

http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-34.html

Swarm, Swamp Moss
Fine Plant (Swarm)
Hit Dice: 8d8+32 (68 hp)
Initiative: +4
Speed: 15 ft. (3 squares)
Armor Class: 18 (+8 size), touch 18, flat-footed 18
Base Attack/Grapple: +1/—
Attack: Swarm (3d6 plus 2d6 acid)
Full Attack: Swarm (3d6 plus 2d6 acid)
Space/Reach: 10 ft./0 ft.
Special Attacks: Acid, distraction
Special Qualities: Camouflage, immune to weapon damage, hive mind, low-light vision, plant traits, resistance to fire 10, slowed by cold, swarm traits
Saves: Fort +10, Ref +2, Will +2
Abilities: Str 1, Dex 11, Con 18, Int 3, Wis 11, Cha 8
Skills: Hide +20, Move Silently +10
Feats: Ability Focus (distraction), Improved Initiative, Skill Focus (Move Silently)
Environment: Temperate and warm marshes
Organization: Solitary or patch (2-4 swarms)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral evil
Advancement: None
Level Adjustment: —

A rich green mass of vegetable matter covers the ground nearby.

Swamp mosses are sentient, evil swarms of tiny plants. Smarter and more cunning than the lesser bog moss, swamp mosses aren't content to just wait for creatures to fall in, but actively hunt living prey. Like bog moss, swamp moss supplements its diet with rich soil and other plants (ferns are a favorite), and can subsist solely on photosynthesis if necessary.

Every spring, a swamp moss releases a dozen spores into the wind. Those that find suitable soil quickly take root and begin to grow. Upon reaching about one-fifth its normal size, a young swamp moss no longer needs its roots, and they dissolve.

Swamp moss spores are coveted by spellcasters, for they reduce the gold cost by 100 gp per for use in the creation of magic items involving acid (potions of energy resistance, wands of acid arrow, and so forth).

A swamp moss covers a 10-foot-cube.

COMBAT

Swamp mosses prefer to settle in bowl-like earth and rock formations, posing as a normal patch of moss upon the ground. When prey falls in, the moss begins digesting the victim as it attempts to climb out of the pit.

Acid (Ex): A swamp moss's acid does not harm metal or stone.

Camouflage (Ex): Since swamp moss looks like a patch of normal plants when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.

Distraction (Ex): Fortitude DC 20, nauseated 1 round. The save DC is Constitution-based.

Hive Mind (Ex): Any swamp moss swarm with at least 1 hit point per Hit Die (or 8 hit points, for a standard swamp moss swarm) forms a hive mind, giving it an Intelligence of 3. When a swamp moss swarm is reduced below this hit point threshold, it becomes mindless.

Slowed by Cold (Ex): A magical attack that deals cold damage paralyzes a swamp moss for 1 round per spell level, with no saving throw.

Originally appeared in Polyhedron Magazine #67 (1992).
 
Last edited:

Giant, Spacesea

http://www.enworld.org/forum/genera...thread-finishing-off-giants-their-kin-23.html

Giant, Spacesea
Large Giant (Earth)
Hit Dice: 14d8+56 (119 hp)
Initiative: +2
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
AC: 25 (–1 size, +2 Dex, +11 natural, +3 hide), touch 11, flat-footed 23
Base Attack/Grapple: +10/+22
Attack: Greatclub +17 melee (2d8+12) or slam +17 melee (1d4+8) or rock +11 ranged (2d8+12)
Full Attack: Greatclub +17/+12 melee (2d8+12) or 2 slams +17 melee (1d4+8) or rock +11 ranged (2d8+12)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Darkvision 60 ft., low-light vision, rock catching
Saves: Fort +13, Ref +6, Will +9
Abilities: Str 27, Dex 15, Con 19, Int 14, Wis 16, Cha 14
Skills: Climb +25, Hide -2*, Jump +25, Listen +20, Spot +20
Feats: Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot
Environment: Space
Organization: Solitary, gang (2–5), band (6–9 plus 35% noncombatants), hunting/raiding/trading party (6–9 plus 1 elder), or tribe (21–30 plus 35% noncombatants plus 1–3 elders and 1–4 giant goats)
Challenge Rating: 9 (elder 10)
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +4 (elder +6)

This lean, muscular giant has smooth gray skin. Grim, deep-set eyes peer out from its gaunt face. Its hair is long and dark.

Spacesea giants, also known as rover giants, are spacefaring relatives of stone giants. First introduced to space travel as neogi slaves, they have since escaped and have formed their own offshoot race. Spacesea giants worship the god Ptah, who granted them heightened intelligence, curiosity, and wisdom. Ptah encouranges space exploration and the appreciation of its immensity and wonders.

Many spacesea giants offer their services as explorers, escorts, or scouts for nonevil beings. Others ply their trade as merchants, flying large ships with great carrying capacity. Few pirates dare to attack a spacesea giant ship.

Adults are about 12 feet tall and weigh about 1,500 pounds. Spacesea giants can live to be 800 years old.

A spacesea giant's bag usually contains 2d12 throwing rocks, 1d4+6 mundane items, and the giant's personal wealth.

Spacesea giants speak Giant.

COMBAT

Spacesea giants fight from a distance whenever possible, but if they can’t avoid melee, they use gigantic clubs or maces chiseled out of stone. A favorite tactic of spacesea giants is to stand nearly motionless, blending in with the background, then move forward to throw rocks and surprise their foes.

Rock Throwing (Ex): The range increment is 180 feet for a spacesea giant’s thrown rocks. It uses both hands when throwing a rock.

Rock Catching (Ex): A spacesea giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.

Skills: *A spacesea giant gains a +8 racial bonus on Hide checks in rocky terrain.

Spacesea Giant Elders
Some spacesea giants develop special abilities related to their environment. These giant elders have Charisma scores of at least 19 and spell-like abilities, which they use as 12th-level sorcerers. Once per day they can use stone shape, stone tell, and either transmute rock to mud or transmute mud to rock (DC 19). The save DC is Charisma-based. One in ten elders is a sorcerer, usually of 4th to 7th level.

Spacesea Giant Society
Spacesea giants live in tribes upon great spacefaring galleons Elders man the helm of the vessel, with the eldest serving as the ship’s captain. Since spacesea giants still require air to breathe, most ships carry a garden of green plants to help replenish the air supply (and serve as a food supply). These vessels also carry 1 to 4 giant goats for milk and waste disposal.

Spacesea Giants as Characters
Most spacesea giant characters are clerics of Ptah.

Spacesea giant characters possess the following racial traits.
  • +16 Strength, +4 Dexterity, +8 Constitution, +4 Intelligence, +6 Wisdom, +4 Charisma.
  • Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • A spacesea giant’s base land speed is 40 feet.
  • Darkvision out to 60 feet and low-light vision.
  • Racial Hit Dice: A spacesea giant begins with fourteen levels of giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +9, Ref +4, and Will +4.
  • Racial Skills: A spacesea giant’s giant levels give it skill points equal to 17 x (2 + Int modifier). Its class skills are Climb, Jump, Listen, and Spot. A spacesea giant has a +8 racial bonus on Hide checks in rocky terrain.
  • Racial Feats: A spacesea giant’s giant levels give it five feats.
  • +11 natural armor bonus.
  • Special Attacks (see above): Rock throwing.
  • Special Qualities (see above): Rock catching.
  • Automatic Languages: Giant. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
  • Favored Class: Cleric.
  • Level adjustment +4.

In Spelljammer
Spacesea giants explore all of arcane space and particulary enjoy the wonders of wildspace. They rarely venture into the Phologiston, though, due to their reliance upon air.

Originally appeared in Monstrous Compendium Spelljammer Appendix (1990).
 
Last edited:

Blackroot

http://www.enworld.org/forum/general-monster-talk/219413-converting-epic-level-creatures-20.html

Blackroot
Huge Plant
Hit Dice: 18d8+90 (171 hp)
Initiative: –1
Speed: 30 ft. (6 squares)
Armor Class: 26 (–2 size, –1 Dex, +19 natural), touch 7, flat-footed 26
Base Attack/Grapple: +13/+30
Attack: Slam +20 melee (2d6+9/19-20)
Full Attack: 2 slams +20 melee (2d6+9/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Animal corruption, animate trees, corrupt water, double damage against objects, fiendish summons, spells, spell-like abilities, trample 2d6+13
Special Qualities: Damage reduction 10/good and slashing, low-light vision, plant traits, vulnerability to fire
Saves: Fort +16, Ref +5, Will +11
Abilities: Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12
Skills: Concentration +14, Diplomacy +3, Intimidate +10, Knowledge (nature) +12, Listen +12, Sense Motive +12, Spot +12, Survival +12 (+14 in aboveground natural environments)
Feats: Augment Summoning, Awesome Blow, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack, Spell Focus (conjuration)
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 14
Treasure: Double standard
Alignment: Chaotic evil
Advancement: —
Level Adjustment: —

This ancient oak bears long, gnarled branches without even the hint of leaves. Its bark is deeply grooved and rough. A gnarled face forms out of these fissures, giving way to a pair of knotty eyes and a horrific maw.

Blackroot was once a majestic and noble oak tree, a pinnacle of health and vitality that towered above the other trees of the forest. A sect of druids dedicated themselves to protecting and nurturing this wondrous plant. In time, a covey of hags took notice, and set out to shift the natural balance to its most vile. The druids were transformed into twisted, putrefied trees, which took root and infected the nearby flora and fauna. Each midnight for a month, the hags performed a vile ritual of feeding a foul brew to the roots of the great oak, ultimately transforming it into the vile Blackroot.

Blackroot rules over the dark woods in which he resides, doing the bidding of the coven purely out of respect for their great evil. He has great control over the animals of his domain, using them as his eyes and ears to patrol the great expanse.

A steady diet of humanoid flesh sustains Blackroot, particulary that of a the goblinoids common to his homeland. He craves the sweeter flesh of humans above all others.

Blackroot is 30 feet tall, with a “trunk” about 2 feet in diameter. He weighs about 4,500 pounds.

Blackroot speaks Common, Druidic, Sylvan, and Treant, and most humanoid languages. He also can communicate with animals and plants.

COMBAT

Blackroot tolerates no intruders into his realm, save for evil beings of greater power than himself. He utilizes his corrupted animal hordes to great effect, tormenting trepassers and driving them into traps or encounters with Blackroot himself. Blackroot relishes melee, enjoying the destruction of armor and weapons as much as the crushing of flesh and bone. Blackroot uses his druidic magic to boost his already formidable combat prowess, as well as to shape the battlefield to his liking.

Animal Corruption (Su): Any animal that spends a continuous week within 2 miles of Blackroot must make a DC 20 Will save or be transformed into a fiendish creature (gaining the fiendish creature template) of neutral evil alignment. The fiendish animal is always friendly or helpful to Blackroot. The transformation can only be reversed by means of a break enchantment, limited wish, wish, or miracle spell. This is a polymorph effect. The save DC is Charisma-based.

Animate Trees (Sp): Blackroot can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if Blackroot is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.

Corrupt Water (Sp): Once per day Blackroot can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a DC 20 Will save or become fouled. This ability is the equivalent of a 1st-level spell. Its range is 300 feet. The save DC is Charisma-based.

Double Damage against Objects (Ex): Blackroot (or one of its animated trees) deals double damage when making a full attack against an object or structure.

Fiendish Summons (Su): All creatures summoned by Blackroot via summon nature's ally spells gain the fiendish creature template.

Spells: As a result of its dark transformation, Blackroot can cast spells as a 12th-level druid. Additionally, none of its spells require verbal, somatic, or material components.

Typical Druid Spells Prepared (6/6/5/5/3/3/2; save DC 13 + spell level, 15 + spell level for conjuration spells):
0—detect magic, guidance (x2), know direction, resistance (x2);
1st—charm animal, detect animals or plants, entangle, longstrider, magic fang, speak with animals;
2nd—chill metal, fog cloud, hold animal, summon swarm, warp wood;
3rd—dominate animal, greater magic fang, plant growth, snare, spike growth;
4th—command plants, repel vermin, speak with plants;
5th—animal growth, death ward, wall of thorns;
6th—antilife shell, greater dispel magic.

Trample (Ex): Reflex DC 28 half. The save DC is Strength-based.

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

In Ravenloft

Blackroot dwells southwest of Lake Kronov, near the border of the Shadow Rift, in the domain of Tepest.

Originally appeard in MC15 - Monstrous Compendium Ravenloft Appendix II: Children of the Night (1993).
 
Last edited:

Boar, Giant Warthog (Metridiochoerus)

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-24.html

Boar, Giant Warthog (Metridiochoerus)
Medium Animal
Hit Dice: 5d8+18 (40 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +3/+7
Attack: Gore +7 melee (2d6+6/x3)
Full Attack: Gore +7 melee (2d6+6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Augmented critical, ferocity
Special Qualities: Dire, low-light vision, scent
Saves: Fort +7, Ref +4, Will +5
Abilities: Str 18, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Skills: Jump +8, Listen +8, Spot +6
Feats: Alertness, Toughness
Environment: Warm forests
Organization: Solitary or herd (5-8)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Medium), 8-12 HD (Large)
Level Adjustment: —

This large boar has knob-like protrusions on its face and very long, curved tusks.

Though not carnivores, these wild swine are bad-tempered and usually charge anyone who disturbs them.

A giant warthog is about 5 feet long and weighs 300 pounds.

COMBAT

Giant warthogs charge at opponents and stab them with their long tusks.

Augmented Critical (Ex): A giant warthog deals triple damage if it scores a critical hit with its gore attack.

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

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

Originally appeared in Dragon Magazine #167 (1991).
 
Last edited:

Status
Not open for further replies.
Remove ads

Top