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Grab Grass

http://www.enworld.org/forum/genera...verting-original-d-d-mystara-monsters-21.html

Grab Grass
Medium Plant
Hit Dice: 1d8+4 (8 hp)
Initiative: +1
Speed: 5 ft. (1 square)
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple: +0/+4
Attack: Tendril +2 melee touch (grass garrote)
Full Attack: Tendril +2 melee touch (grass garrote)
Space/Reach: 5 ft./5 ft. (10 ft. w/tendrils)
Special Attacks: Grass garrote
Special Qualities: Camouflage, low-light vision, plant traits
Saves: Fort +6, Ref +1, Will +0
Abilities: Str 15, Dex 13, Con 18, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Temperate and warm plains and hills
Organization: Solitary or patch (2-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2-4 HD (Medium); 5-8 HD (Large); 9-12 HD (Huge) and see text
Level Adjustment: —

The tall grass nearby is swaying in the breeze...except you realize there is no breeze.

Grab grass is a predatory plant that resembles ordinary tall grass. Grab grass requires additional nutrients in the soil: nutrients gained from decomposing bodies. It lashes out with its grassy tendrils and chokes the life out of living creatures, improving the richness of the soil in which it currently roots.

A typical grab grass covers a 5-foot-square.

COMBAT

Grab grass lies in wait, pretending to be mundane grass until prey comes within range. It then lashes out with a tendril, seeking to choke the life from its chosen victim. Grab grass tends to cluster with others of its kind, improving the chances of survival and creating an extremely nutrient rich deathbed in which to take root. If prey becomes too sparse, or environmental conditions grow unfavorable, grab grass pulls up roots and seeks out better hunting grounds.

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

Grass Garrote (Ex): If grab grass succeeds on a touch attack against an opponent, it can immediately make a grapple check as a free action without provoking an attack of opportunity. If the grass wins the grapple check, its victim must begin to hold its breath. The victim must continue to hold its breath or begin suffocating until succeeding on an opposed grapple check to escape. Additionally, an affected creature cannot speak or cast spells with verbal components (although somatic components are not restricted). Grab grass has a +2 racial bonus to grapple checks, which is reflected in the statistics above.

Advanced Grab Grasses

For each additional 5-foot-square of space, a grab gras gains an additional tendril attack.

Originally appeared in X2 – Castle Amber (1981).
 
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Plantfolk (Malatran Mold Folk)

http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-36.html

Plantfolk (Malatran Mold Folk)
Medium Plant
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d4+1) or spear +3 melee (1d8+1/x3) or spear +4 ranged (1d8+1/x3)
Full Attack: 2 claws +2 melee (1d4+1) or spear +3 melee (1d8+1/x3) or spear +4 ranged (1d8+1/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Dampness dependent, fear of flames, immunity to electricity, low-light vision, plant traits, vulnerability to fire
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 13, Dex 14, Con 11, Int 9, Wis 14, Cha 8
Skills: Hide +6*, Move Silently +3, Swim +3
Feats: Weapon Focus (spear)
Environment: Warm forests and marshes and underground
Organization: Solitary, hunting party (6-24), or tribe (30-300 plus 1 chief and 2-8 6 HD bodyguards and one 7th-8th level subchief per 50 adults plus 0-5 shriekers)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually neutral
Advancement: 2-7 HD (Medium); 8-12 HD (Large) or by character class
Level Adjustment: +2

This bipedal plant is roughly humanoid in size and shape. Its coloration is mostly brown, with green leaf-like tendrils forming a fringe on its shoulders, abdomen, and limbs. A topknot of these brown tendrils crowns its head. Its arms end in thorny claws.

Plantfolk are bipedal, sentient plants found in most places where mold grows. Like vegepygmies, plantfolk arise from the victims of russet mold. Plantfolk also reproduce through budding and the powerful spore attacks of their chiefs.

Plantfolk form primitive tribes, making their lairs beneath underbrush or underground. They coexist with other fungal life, and often employ shriekers (which they know how to pass without disturbance) and other deadly fungi to help protect their homes. Patches of russet mold often grow near plantfolk lairs. They get along well with myconids, who consider the plantfolk to be rustic cousins. Plantfolk are extremely territorial.

Meat, whether fresh or rotting, is their preferred diet. In times of extreme famine, they will feed on vegetation, even the flesh of others of their kind.

Plantfolk range from 4 to 9 feet in height, weighing from 100 to 800 pounds.

Plantfolk speak their own language, a series of vocalized cries, and also use a unique sign language.

Most plantfolk encountered outside their homes are warriors; the information in the statistics block is for one of 1st level. The plantfolk warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 10, Con 11, Int 9, Wis 12, Cha 8.

COMBAT

Plantfolk prefer to use ambush tactics, attacking any form of animal life for meat. Many carry spears or clubs, while others prefer to rely on their thorny claws to defend themselves.

Dampness Dependent (Ex): Plantfolk must keep their bodies wet or become easily dehydrated. Plantfolk can survive in dry environments for 1 hour per 2 points of Constitution. After that, it must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d8 points of lethal damage. An application of 1 gallon of water is sufficient to re-wet the plantfolk's body.

Fear of Flames (Ex): A plantfolk that suffers fire damage from an attack must succeed on a Will save (DC = 10 for nonmagical fire, DC of spell or supernatural attack for magical fire) or become panicked for 1d6 rounds.

Skills: Plantfolk have a +4 racial bonus on Hide checks. *This bonus increases to +12 in forest and marsh terrain.

Plantfolk Characters
A plantfolk's favored class is ranger. Plantfolk clerics tend to worship gods that do not favor domains focused on cold or fire.

Plantfolk have the following abilities and characteristics.
  • +4 Dexterity, +2 Wisdom.
  • Medium size.
  • A plantfolk's base land speed is 30 feet.
  • Low-Light Vision: Plantfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Plant traits.
  • +4 natural armor bonus.
  • +4 racial bonus on Hide checks. *This bonus increases to +12 in forest and marsh terrain.
  • Special Qualities (see above): Dampness dependent, fear of flames, immunity to electricity, vulnerability to fire.
  • Automatic Languages: Plantfolk. Bonus Languages: Common, Draconic, Elven, Sylvan.
  • Favored Class: Ranger.
  • Level adjustment +2.
Originally appeared in Polyhedron #121 (1996).
 
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Thorn Ogre

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-19.html

Thorn Ogre
Large Elemental (Extraplanar)
Hit Dice: 8d8+21 (52 hp)
Initiative: +5
Speed: 20 ft. (4 squares)
Armor Class: 19 (–1 size, +1 Dex, +9 natural), touch 10, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Slam +10 melee (2d6+5)
Full Attack: 2 slams +10 melee (2d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Impale, improved grab, thorned defense
Special Qualities: Darkvision 60 ft., elemental traits, low-light vision, plant traits, vulnerability to fire
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 21, Dex 12, Con 15, Int 6, Wis 10, Cha 7
Skills: Hide +2*, Listen +3, Spot +3
Feats: Improved Initiative, Lightning Reflexes, Power Attack
Environment: Wilderness of the Beastlands
Organization: Solitary or patch (2-6)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9–15 HD (Large); 16–24 HD (Huge)
Level Adjustment: —

Six-inch thorns of heavy wood, sharp as daggers, grow out of the walls and ceiling of this chamber. Suddenly, the wall bulges outward, the wood creaking and groaning. The bulge takes on a humanoid shape and splits off from the trunk of the tree, becoming a hulking figure made entirely of living wood, covered in sharp thorns.

A thorn ogre is a wood elemental in the rough shape of an ogre. Thorn ogres are often employed as guardians for sacred trees and other natural locales of great importance.

Thorn ogres stand 9 to 10 feet tall and weigh 600 to 800 pounds.

Thorn ogres speak Giant and Sylvan.

A thorn ogre may be summoned with a summon monster VI or summon nature's ally V spell.

COMBAT

A thorn ogre slams foes with its thorny, clublike arms, grabbing smaller adversaries and impaling them on its large spikes.

A thorn ogre's slam attacks deal half piercing damage due to the thorns dotting its body.

Impale (Ex): If a thorn ogre has successfully grappled a Medium or smaller creature, it can attempt to impale the creature on its thorns by making a successful grapple check. Doing so is a standard action that does not provoke attacks of opportunity. If the thorn ogre successfully impales a creature, the creature takes 2d6+7 points of damage and is considered pinned. Each round, the creature takes another 1d6 points of damage as the movement of the thorn ogre causes additional pain to the impaled creature.

The creature cannot break free unless it makes a DC 19 Strength check. Success indicates the creature is free of the thorn but takes an additional 1d6 points of damage in the process. Failure means the creature takes 2d6 points of damage and remains pinned in place. An ally can try to free an impaled creature with a DC 15 Strength check.

Once a thorn ogre has a creature or creatures impaled on its thorns, it is no longer considered to be in a grapple and can attack other opponents without penalty. It cannot use its weapon attacks against impaled opponents.

A thorn ogre's thorns can hold up to 2 Medium creatures, 8 Small creatures, or 32 Tiny creatures. Creatures smaller than Tiny are too miniscule to be impaled on the thorns, although the thorn ogre can still deal 2d6+7 points of damage to such opponents by grinding them into its thorns with a successful grapple check once it has them grappled.

Improved Grab (Ex): To use this ability, a thorn ogre must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can attempt to impale the following round.

Plant Traits: While of the elemental type, a thorn ogre is also plantlike. In addition to benefits granted through its elemental type, the thorn ogre gains immunity to polymorphing and is not subject to mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects).

Thorned Defense (Su): Any creature striking a thorn ogre with handheld weapons or natural weapons takes 1d6+5 points of piercing and slashing damage from the thorn ogre's thorns. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

Skills: *In areas of tall grass or heavy undergrowth, a thorn orge gains a +8 racial bonus on Hide checks.

Thorn Ogres and Manual of the Planes

If you are using Manual of the Planes in your campaign, thorn ogres hail from the Elemental Plane of Wood and gain the Wood subtype.

In Dragonlance

On Krynn, thorn ogres are bound by the irda to protect the Irda Tree.

Originally appeared in Sylvan Veil (1999)(Dragonlance).
 
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Sunflower, Giant

http://www.enworld.org/forum/genera...neric-setting-second-edition-monsters-44.html

Sunflower, Giant
Medium Plant
Hit Dice: 3d8 (13 hp)
Initiative: +5
Speed: 0 ft.
Armor Class: 15 (+5 Dex), touch 15, flat-footed 10
Base Attack/Grapple: +2/+2
Attack: 4 sunseeds +7 ranged touch (see text)
Full Attack: 4 sunseeds +7 ranged touch (see text)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sunbeam, sunseeds
Special Qualities: Camouflage, immunity to light, light, low-light vision, plant traits
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 1, Dex 20, Con 10, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Temperate and warm plains and hills
Organization: Solitary or stand (2-6)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium), 7-9 HD (Large)
Level Adjustment: —

A beam of sunlight seems to originate from an unusually tall sunflower nearby.

Giant sunflowers have been magically altered to produce sunlight. It is thought that they were originally created to provide life-giving light for other plants, even in areas where the sun never shines, such as deep underground. Since then, enterprising horticulturists have found other uses for these plants, such as to ward areas from incursions by light-sensitive raiders like orcs and drow. One of the most impressive uses of the giant sunflower is to repel and even destroy vampires. In fact, some have nicknamed the plants "vampires' bane" for their deadly effect on the blood-sucking undead.

Because of their myriad uses, giant sunflower seeds are a prized commodity and can fetch several hundred gold pieces on the open market. Giant sunflower seeds may be harvested from the plant, retaining their offensive capabilities for 24 hours, although sunflowers don't usually react well to being harvested. If the blossom is removed from the plant, it continues to project its sunbeam for 1 hour thereafter.

A giant sunflower grows to 6 feet tall or taller.

COMBAT

Giant sunflowers simply shine their sunbeams in the direction they face unless threatened, at which point they will aggressively launch a quartet of sunseeds each round until they threat has passed or the seeds are exhausted (at which point the sunflower wilts).

Immunity to Light (Ex): A giant sunflower is immune to the deleterious effects of searing light and spells with the light descriptor.

Sunbeam (Su): A giant sunflower may project a 60-foot cone of warming sunlight. This light is treated as natural sunlight for all purposes. Thus, it aids in photosynthesis for plants, disorients and destroys vampires, and so forth. Activating or deactivating the sunbeam is a swift action.

Sunseeds (Su): A giant sunflower may fire up to four of its seeds each round as special splash weapons with a range of 100 feet. A ranged touch attack roll is required to strike the intended target. The giant sunflower may spread these attacks among multiple targets as it desires.

Each seed explodes in a flash of light upon striking any hard surface, dealing 1d4 points of damage (1d6 damage to undead). In addition to its regular damage, it deals 1 point of splash damage. A creature particularly vulnerable to bright light takes double damage, while a construct or inanimate object takes only half damage. Creatures with light sensitivity are dazzled by the sudden light. The save DC is Constitution-based.

A giant sunflower possesses 24 seeds. It produces new seeds 24 hours later. A giant sunflower that fires all its seeds wilts and dies immediately.

Originally appeared in I13 - Adventure Pack I (1987).
 
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Giant, Spacesea, Savant

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

Giant, Spacesea, Savant
5th-level Cleric
Large Giant (Earth)
Hit Dice: 19d8+76 (161 hp)
Initiative: +1
Speed: 30 ft. in half plate (6 squares); base speed 40 ft.
AC: 30 (–1 size, +11 natural, +2 deflection, +8 +1 half plate), touch 11, flat-footed 30
Base Attack/Grapple: +13/+26
Attack: +1 greatclub +22 melee (2d8+14) or slam +21 melee (1d4+9) or rock +13 ranged (2d8+13)
Full Attack: +1 greatclub +22/+17 melee (2d8+14) or 2 slams +21 melee (1d4+9) or rock +13 ranged (2d8+13)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing, spell-like abilities, spells, turn undead (+6, 2d6+23, 19th)
Special Qualities: Darkvision 60 ft., low-light vision, rock catching
Saves: Fort +17, Ref +6, Will +14
Abilities: Str 28, Dex 12, Con 18, Int 17, Wis 22, Cha 19
Skills: Climb +20, Concentration +16, Heal +11, Hide -9*, Jump +20, Knowledge (religion) +12, Listen +23, Spellcraft +8, Spot +23, Survival +11 (includes -6 armor check penalty)
Feats: Combat Expertise, Improved Trip, Knockdown, Point Blank Shot, Power Attack, Precise Shot, Skill Focus (Concentration)
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: 12
Treasure: Standard (includes +1 greatclub, +1 breastplate, ring of protection +2)
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +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 savants are elders and priests of Ptah.

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 giant savants blend their spellcasting with their formidable melee combat and rock throwing to repel pirates and other would-be threats to the spacesea giants' exploration.

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.

Spell-Like Abilities: 1/day—stone shape, stone tell, transmute mud to rock (DC 19), transmute rock to mud (DC 19). Caster level 12th. The save DCs are Charisma-based.

Spells: This spacesea giant savant is a 5th-level cleric.

Typical Cleric Spells Prepared (5/5+1/4+1/2+1; save DC 16 + spell level):
0th—create water, detect magic, guidance, light, read magic;
1st—command, comprehend languages, divine favor, entropic shield, magic weapon, sanctuary*;
2nd—bear's endurance, bull's strength, lesser restoration, shield other*, silence;
3rd—create food and water, fly*, prayer;
*Domain spell. Domains: Protection, Travel.

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

Originally appeared in Monstrous Compendium Spelljammer Appendix (1990).
 
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Ooze, Gello Monster

http://www.enworld.org/forum/general-monster-talk/82565-send-clowns-converting-oddballs-16.html

Ooze, Gello Monster
Small Ooze
Hit Dice: 2d10+6 (17 hp)
Initiative: –2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 9 (+1 size, –2 Dex), touch 9, flat-footed 9
Base Attack/Grapple: +1/+9
Attack: Slam +2 melee (1d6)
Full Attack: Slam +1 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, suffocate
Special Qualities: Blindsight 60 ft., immunity to electricity and magic, ooze traits, split, strong scent, vulnerable to snarfing
Saves: Fort +3, Ref –2, Will –5
Abilities: Str 10, Dex 6, Con 16, Int —, Wis 1, Cha 1
Skills: Climb +8, Hide +2*, Move Silently +6
Feats: —
Environment: Underground
Organization: Solitary
Challenge Rating: 2
Treasure: 1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone)
Alignment: Always neutral
Advancement: 3-6 HD (Small), 7-12 HD (Medium)
Level Adjustment: —

This creature looks like a colorful blob of quivering, transparent protoplasm.

Gello monsters are offshoots of the gelatinous cube. It is believed that they first arose when a a gathering of gelatin merchants was beset upon by gelatinous cubes. After the cubes finished devouring all present, the gelatin mixes blended with their bodies. The odd reactions between the gelatin and the cubes' digestive systems radically altered their physiology. The resultant gello monsters have since bred true.

Gello monsters are smaller than their forebears. They are extremely colorful, and quite flavorful. A gello monster bears a strong aroma that matches its flavor. While this makes them easily noticed by creatures with a strong sense of smell, the overpowering approach of strawberry or lime doesn't necessarily hint at danger.

A typical gello monster is 3 feet on a side and weighs about 120 pounds, though much larger specimens are not unknown.

COMBAT

Gello monsters attack by stretching over their prey, then suffocating it. They are immune to most forms of attacks, but are highly-susceptible to "snarfing", a series of quick bites and swallows. Because of their delectable flavors, most would-be victims gladly consume these tasty predators.

Immunity to Magic (Ex): A gello monster is immune to any spell or spell-like ability that allows spell resistance.

Improved Grab (Ex): To use this ability, a gello monster must hit with its slam 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 suffocate its victim. Gello monsters receive a +12 racial bonus on grapple checks, which is already included in the statistics block.

Split (Ex): Slashing and piercing weapons deal no damage to a gello monster. Instead the creature splits into two identical oozes, each with half of the original’s current hit points (round down). A gello monster with 5 hit points or less cannot be further split and dies if reduced to 0 hit points.

Strong Scent (Ex): A creature with scent may locate a gello monster at twice the normal range.

Suffocate (Ex): A gello monster can asphyxiate a grappled creature by drawing the air from its lungs. With a successful grapple check, this attack deals 1d4 points of damage per round.

Vulnerable to Snarfing (Ex): The best way to destroy a gello monster is to eat it. Bite attacks deal normal damage to a gello monster, and do not cause it to split. Creatures without bite attacks may attempt to bite a gello monster. Treat this attack as if the creature had a natural bite attack. Damage is based on the creature's size: Fine = 1, Diminutive = 1d2, Tiny = 1d3, Small = 1d4, Medium = 1d6, Large = 1d8, Huge = 2d6, Gargantuan = 2d8, Colossal = 4d6.

A creature must swallow the bitten off bit or risk facing another smaller gello monster. Each bite that deals 3 or more points of damage that is not swallowed becomes an independent gello monsters (as per the creature's split ability). Smaller chunks simply perish.

Gello monster bits are very filling. A creature snarfing a gello monster must succeed on a Fortitude save after each bite (DC 10 + 1 per bite) to continue snarfing. A creature that fails its save and attempts to continue snarfing is sickened for 1d6 rounds.

A creature with the swallow whole special attack that successfully swallows a gello monster kills it instantly.

Skills: A gello monster has a +8 racial bonus on Climb and Move Silently checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. *A gello monster gains a +4 racial bonus on Hide checks made in areas of similar coloration.

Originally appeared in Dragon Magazine #156 (1990).
 
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Pelorovis (Long-Horned Buffalo)

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

Pelorovis (Long-Horned Buffalo)
Large Animal
Hit Dice: 5d8+15 (37 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (–1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+15
Attack: Gore +10 melee (2d6+8)
Full Attack: Gore +10 melee (2d6+8) and 2 hooves +5 melee (1d6+4)
Space/Reach: 10 ft./5 ft. (10 ft. w/gore)
Special Attacks: Long horns, powerful charge, stampede
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 26, Dex 10, Con 16, Int 2, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance, Knockdown (B)
Environment: Temperate plains
Organization: Solitary or herd (4–40)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 6–7 HD (Large)
Level Adjustment: —

This creature resembles a lean buffalo, except that its massive horns stretch downwards and widely.

Pelorovis is a relative of the buffalo, although it is more restricted in habitat to flat, dry areas. Like other buffalo, they live in large herds and migrate great distances in search of food, and like other buffalo, they are agressive in defending themselves. Their mighty horns are used both to fend off predators and in interspecific combat. Combat between pelorovis is generally a ritualized affair, with the two parties briefly tapping, rather than locking, horns, and the more intimidating individual with the wider spread tends to victory.

Pelorovis, despite their impressive defensive array, is preyed upon by great cats, agriotherium, and humanoids (although these tend to scavenge dead pelorovis, rather than risk fighting a live one). Both primitive humans and orcs use pelorovis horn and bones as tools. For the statistics of a polearm fashioned from a pelorovis horn, use a guisarme.

A pelorovis is about 11 feet long, stands 6 feet tall at the shoulders, and weighs 1,000 to 2,000 pounds.

COMBAT

Pelorovis open with a powerful charge if the herd is threatened, then stampede if things turn against them.

Long Horns (Ex): The long horns of a pelorovis give it reach, but prevent it from attacking a creature in an adjacent square.

Powerful Charge (Ex): A pelorovis deals 4d6+24 points of damage when it makes a charge.

Stampede (Ex): A frightened herd of pelorovis flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five pelorovis in the herd (Reflex DC 20 half ). The save DC is Strength-based.

Originally appeared in Dragon Magazine #167 (1991).
 
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Rainbow Plant, Giant

http://www.enworld.org/forum/general-monster-talk/219404-converting-monsters-dragon-magazine-41.html

Rainbow Plant, Giant
Large Plant
Hit Dice: 6d8+18 (45 hp)
Initiative: +4
Speed: 0 ft.
Armor Class: 13 (–1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +4/+21
Attack: Slam +8 melee (1d4+5)
Full Attack: 4 slams +8 melee (1d4+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Adhesive leaves, dazzling appearance, improved grab, suffocate
Special Qualities: Blindsight 60 ft., camouflage, damage reduction 5/slashing, low-light vision, plant traits, resistance to fire 10
Saves: Fort +8, Ref +2, Will +3
Abilities: Str 21, Dex 10, Con 17, Int 2, Wis 13, Cha 8
Skills: Listen +10
Feats: Ability Focus (adhesive leaves), Ability Focus (dazzling appearance), Improved Initiative
Environment: Temperate and warm forests and marshes
Organization: Solitary or stand (2-4)
Challenge Rating: 4
Treasure: Half standard
Alignment: Always neutral
Advancement: 7-16 HD (Large); 17-24 HD (Huge); 25-32 HD (Gargantuan)
Level Adjustment: —

This large plant has a number of branchlike leaves, each half as long as the woody, trunklike stem from which they sprout. These leaves taper to a knobby tip. The leaves shimmer in the sunlight, creating an almost prismatic radiance.

Giant rainbow plants, also called giant byblis, are carnivorous plants that hunt in a manner similar to giant sundews. They get their name from the mucilage that covers the leaves, which shimmers in light in a spectrum of color.

Giant rainbow plants prefer sandy soils and moist conditions. During periods of drought, the plant lies dormant until moisture returns. During periods of bloom, the giant rainbow plant is covered in five-petaled flowers, usually purple to pale violet in color.

The main stem of a giant rainbow plant is 10 feet long, with leaves about half this length.

COMBAT

A giant rainbow plant awaits the approach of prey, lying still to resemble a mundane plant. When prey comes within reach, it lashes out with four of its sticky leaves, attempting to grasp its intended victims.

Adhesive Leaves (Ex): Giant rainbow plants have a +8 racial bonus on grapple checks and disarm checks due to their adhesive coating.

A weapon that strikes a giant rainbow plant is stuck fast unless the wielder succeeds on a DC 18 Reflex save. Prying off a stuck weapon requires a DC 18 check. The check and save DCs are Constitution-based.

Alcohol or vinegar dissolves the adhesive; the creature requires 10 minutes to renew its adhesive coating if doused with either of these substances. A giant rainbow plant can dissolve its adhesive at will, and the substance breaks down 1 minute after the creature dies.

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

Dazzling Appearance (Ex): A giant rainbow plant is coated in a thick mucilage which reflects light. In areas of bright light, this functions as a gaze attack with a 30-foot range. Exposed creatures must succeed on a DC 18 Will save or be dazzled for 1d4 rounds. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, a giant rainbow plant must hit with a slam attack. It can 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 may attempt to suffocate.

Due to the adhesive nature of its leaves, a giant rainbow plant gets a +2 circumstance bonus for every leaf that was attached at the beginning of the opponent's turn.

Suffocate (Ex): A giant rainbow plant can asphyxiate a wrapped creature by drawing the air from its lungs. This attack automatically deals 1d4 points of damage per round.

Advanced Giant Rainbow Plants

A giant rainbow plant gains an additional slam attack for each 3 additional Hit Dice.

Originally appeared in Dragon Magazine #167 (1991).
 
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Panda of Ill Omen

Panda of Ill Omen
Medium Magical Beast
Hit Dice: 3d10+6 (21 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: +3/+6
Attack: Claw +7 melee (1d4+3)
Full Attack: 2 claws +7 melee (1d4+3) and bite +5 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death curse, gaze of ill fate, huggable, improved grab
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 17
Skills: Climb +11, Hide +2*, Listen +4, Spot +4
Feats: Ability Focus (huggable), Multiattack
Environment: Temperate and cold forests and mountains
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Usually 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.

Legends tell of a select group of pandas chosen by nature deities to punish those who would drive species to the brink of extinction. These special pandas are granted supernatural traits that impose bad luck on those who would do them harm. Because these pandas of ill omen look no different from regular pandas, poachers and encroachers often find themselves cursed or even slain by these harbingers of misfortune.

A panda of ill omen is 4 to 6 feet long and 2-1/2 feet tall at the shoulder, weighing 200 to 250 pounds.

COMBAT

A panda of ill omen attempts to grab and hug any creature that isn't shaken by its gaze of ill fate. It then makes grapple checks to inflict claw damage until its opponent expires.

Death Curse (Su): Whoever strikes the killing blow against a panda of ill omen must make a DC 14 Will save or be affected as if by a bestow curse spell (-4 penalty to attack rolls, skill and ability checks, and saves) for one year. This curse can be removed by a remove curse, break enchantment, or similar magics. The save DC is Charisma-based.

Gaze of Ill Fate (Su): Shaken 1d6 rounds, 30 feet, Will DC 14 negates. The save DC is Charisma-based.

Huggable (Ex): A creature making an opposed grapple check with a panda of ill omen must succeed on a DC 16 Will save or automatically fail the check, choosing instead to welcome the embrace of the fluffy, cuddly creature. This is a mind-affecting, compulsion effect. The save DC is Charisma-based.

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

Skills: Pandas of ill omen 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 of ill omen gains a +8 racial bonus on Hide checks.

Loosely based on the hound of ill omen that originally appeared in Fiend Folio (1981).
 
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Vampire Vine

http://www.enworld.org/forum/genera...verting-original-d-d-mystara-monsters-23.html

Vampire Vine
Huge Plant
Hit Dice: 11d8+55 (104 hp)
Initiative: +0
Speed: 5 ft. (1 square)
Armor Class: 17 (–2 size, +9 natural), touch 8, flat-footed 17
Base Attack/Grapple: +8/+25
Attack: Slam +15 melee (1d8+13)
Full Attack: Slam +15 melee (1d8+13)
Space/Reach: 15 ft./15 ft. (25 ft. with slam)
Special Attacks: Blood drain, improved grab, stasis
Special Qualities: Blindsight 30 ft., camouflage, immunity to electricity, low-light vision, plant traits, resistance to cold 10 and fire 10
Saves: Fort +12, Ref +3, Will +4
Abilities: Str 28, Dex 10, Con 20, Int —, Wis 13, Cha 11
Skills: —
Feats: —
Environment: Temperate forests and underground
Organization: Solitary or patch (2–4)
Challenge Rating: 6
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 12–16 HD (Huge); 17–32 HD (Gargantuan); 33+ HD (Colossal)
Level Adjustment: —

This vine has a fibrous stem covered with brown, stringy bark and is as thick as a giant's forearm. Its pointed leaves sport crimson blossoms.

A mature plant consists of a main vine, about 30 feet long. Smaller vines up to 5 feet long branch off of the main vine about every 6 inches. These small vines bear clusters of leaves which sprout crimson blossoms in the spring and bear bloated, blood-red fruits the size of cherries in the late summer.

COMBAT

A vampire vine uses simple tactics: It lies still until prey comes within reach, then attacks. Although it can sustain a victim in stasis indefinitely, a greedy vampire vine often accidentally drinks its victims dry, thus necessitating new catches.

Blindsight (Ex): Vampire vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.

Blood Drain (Ex): A vampire vine drains blood for 1d4 points of Constitution damage each round it remains grappling a creature. On each such successful attack, the vampire vine gains 5 temporary hit points.

Camouflage (Ex): Since a vampire vine looks like a normal plant 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. Dwarves can use stonecunning to notice the subterranean version.

Improved Grab (Ex): To use this ability, a vampire vine must hit with its slam 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 drain blood.

Stasis (Su): A vampire vine may place any victim it has successfully blood drained into stasis. The victim must succeed on a DC 15 Fortitude save or become permanently preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), but a dying subject does not lose hit points or become stable until the spell ends. The subject does not age, breathe, grow hungry, sleep, or regain spells. It does, however, regain lost hit points and ability damage as if it were resting (allowing the vampire vine a renewable food source). The save DC is Charisma-based.

This stasis may be dismissed by the vampire vine at any time (or with the vampire vine's death), or can be ended by a break enchantment, freedom of movement, limited wish, wish, or miracle spell.

Originally appeared in Supplement IV: Gods, Demigods, Heroes (1976).
 
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