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Sheen, Flitter

http://www.enworld.org/forum/general-monster-talk/248323-special-conversion-thread-sheens.html

Sheen, Flitter
Medium Construct (Living)
Hit Dice: 3d10+9 (25 hp)
Initiative: +8
Speed: Fly 50 ft. (perfect)(10 squares)
Armor Class: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
Base Attack/Grapple: +2/+2
Attack: Slam +2 melee (1d4)
Full Attack: Slam +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Electrical discharge
Special Qualities: Alert, darkvision 60 ft., defensive field, detect resources, flight, immunity to electricity, living construct traits, rapid repair
Saves: Fort +4, Ref +5, Will -2
Abilities: Str 10, Dex 18, Con 16, Int 6, Wis 5, Cha 1
Skills: Listen +4, Spot +4
Feats: Improved Initiative, Point Blank Shot
Environment: Any
Organization: Solitary or perimeter (2-4)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Medium)
Level Adjustment: +3 (cohort)

A lumpy, metallic obloid body floats through the air. A metal limb with small metal teeth hangs beneath it. Dim lights flicker across the sphere in varying patterns.

Sheens are highly-advanced clockwork constructs from an unknown world or plane. Trapped on worlds where magic is mightier than technology, the sheens have learned to mimic life in order to better survive. As a result, sheens have learned to self-replicate and have taken on some living traits. Sheens also modify themselves and their progeny to better survive in their new world.

Sheens are concerned only with their own continued existence and expansion. They regard living creatures as competitors, and expend local resources at an alarming rate.

Flitters are slightly smaller, swifter variants of the drifter. They fulfill the same roles as drifters in a cyst, but also serve as "familiars" for machine mages.

A flitter is 4 feet long, 3 feet wide, and weighs 150 pounds.

Sheens speak their own language.

COMBAT

Like drifters, flitters signal a machine cyst when organic beings trespass within their defensive perimiter. Until reinforcements arrive, flitters harrass intruders with the sharp teeth on their sampler arms and electrical bolts.

Alert (Su): If a flitter senses a danger, it may telepathically alert the other members in its cyst within 4 miles. Other than the range and alerting multiple creatures, this functions as the mental alarm function of the alarm spell.

Defensive Field (Su): Flitters automatically generate a physical protective field. This grants the drifter damage reduction 2/- and resistance to acid 2, cold 2, electricity 2, fire 2, and sonic 2. The defensive field can prevent a total of 12 points of damage per day.

Detect Resources (Ex): A flitter's technology allows it to continuously locate the largest mass of metal within 30 feet. As a full-round action, the drifter can concentrate on a specific metal or mineral. If the specific mineral is within 30 feet, the flitter knows the exact location and approximate quantity. If more than one deposit of the specified metal or mineral is within range, the flitter senses the largest cache first.

Electrical Bolt (Su): Three times per day, a flitter can release stored energy as a powerful electrical bolt. This is a a ranged touch attack that deals 3d4 points of electricity damage. Its maximum range is 30 feet with no range increments.

Flight (Su): A flitter's body is supernaturally buoyant. This buoyancy allows it to fly at a speed of 50 feet with perfect maneuverability. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

Living Construct Traits: As living constructs, a sheen has a Constitution score. A sheen does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a sheen does not automatically have low-light vision or darkvision (although many varieties do possess one or both of these traits). Unlike other constructs, a living construct can use the run action.

A sheen has immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A sheen cannot heal damage naturally (but does have the rapid repair special quality).

Unlike other constructs, sheens are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, and ability drain.

Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.

A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. It can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When its hit points are less than 0 and greater than -10, a living construct is inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable. A sheen can be raised or resurrected.

A sheen not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions. A sheen does not need to sleep, but must rest for 8 hours before preparing spells.

Sheens, unlike other living constructs, are immune to death effects, death necromancy effects, and mind-influencing effects.

Magic Susceptibility (Ex): Sheens have vulnerability (+50% damage) to damaging magic.

Rapid Repair (Ex): A sheen that rests for 1 full hour repairs 1 point of damage, so long as it has at least 1 hit point. Rapid repair does not allow a sheen to regrow or reattach lost body parts.

A character can assist a sheen's self-repair with a Craft (metalworking) check (DC 15). If the check is successful, the the sheen repairs 2 hit points per hour of rest. Providing assistance to the sheen counts as light activity for the assisting character, and a character can assist only one sheen at a time. A sheen cannot assist its own repair.

Skills: A flitter has a +4 racial bonus on Listen and Spot checks.

On Oerth

The two known machine cysts on Oerth are the Barrier Peaks cyst and the Rael cyst. Many more are suspected to exist, but there whereabouts are currently unknown.

Originally appeared in Dragon Magazine #258 (1999).
 
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Dimensional Warper

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-17.html

Dimensional Warper
Medium Aberration (Extraplanar)
Hit Dice: 8d8+24 (60 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 14, flat-footed 15
Base Attack/Grapple: +6/+7
Attack: Claw +10 melee (1d3+1)
Full Attack: 2 claws +10 melee (1d3+1) and tail-whip +8 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Change size, spell-like abilities
Special Qualities: Darkvision 60 ft., plane shift, polyglot, superior blink
Saves: Fort +5, Ref +6, Will +10
Abilities: Str 13, Dex 19, Con 16, Int 20, Wis 19, Cha 20
Skills: Balance +6, Gather Information +16, Jump +3, Knowledge (any two) +16, Listen +15, Search +16, Spot +15, Survival +4 (+6 following tracks), Tumble +15
Feats: Combat Expertise, Multiattack, Weapon Finesse
Environment: Concordant Domain of the Outlands or Ethereal Plane
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9-10 HD or by character class (see text)
Level Adjustment: —

This creature's body is serpentine, standing on a pair of long, thin legs. Its arms are also long and thin, ending in hooked claws. A winglike membrane stretches between its arms and legs. Its bald, earless head sports a pair of large, round eyes with catlike pupils. A long, lizardlike tail whips and thrashes behind it. Its hide is thick and leathery.

Dimensional warpers are mysterious planar travelers that quest for knowledge. When encountered on the Material Plane, dimensional warpers can usually be found observing the local inhabitants, rarely interacting with them directly.

The true home of the dimensional warpers is unknown, but they can be found on both the Concordant Domain of the Outlands and the Ethereal Plane equally, and possess the innate ability to travel between both planes.

Dimensional warpers base their society upon the pursuit of knowledge. All adults are considered scholars, and the oldest and most learned of their kind earn the title of "master". This title brings the warper great honor and respect from the other members of the dimensional warper society. A master is identified by the ring of symbols tattooed around its head and down its back.

Dimensional warpers generally feed on the meat of creatures of animal intelligence. They would rather observe more intelligent creatures than feed upon them.

A dimensional warper is 6 feet tall with a 5-foot wingspan. These membranous "wings" do not actually grant flight. It weighs 150 pounds. The natural lifespan of a dimensional warper is unknown.

Dimensional warpers speak nearly all languages due to their polyglot ability.

COMBAT

A dimensional warper's prime objective is to expand its knowledge. It generally shuns combat, unless it feels it has learned all it can from its observations. At this point, it attacks to further its knowlege, seeking to learn all it can about the fighting skills of its opponents. A dimensional warper rarely kills its opponents, for then it can learn nothing else about them (except perhaps about their deaths...)

When in battle, a dimensional warper strikes with its claws and whiplike tail. It utilizes its spell-like abilities to alter its size and to affect the temporal abilities of itself and its opponents. It uses dimension door for both tactical advantage and to aid in an escape, if necessary.

Change Size (Sp): Three times per day, a dimensional warper can magically alter its size. This works just like an enlarge person or reduce person spell (the warper chooses when using the ability), except that the ability can work on the warper. This is the equivalent of a 2nd-level spell.

Keen Claws (Sp): At will, a dimensional warper can magically sharpen its natural weaponry. This fuctions exactly as keen edge, but applies only to the warper's natural attacks.

Plane Shift (Sp): Three times per day, a dimensional warper can enter the Concordant Domain of the Outlands or the Ethereal Plane. It is otherwise similar to the spell of the same name (caster level 13th).

Polyglot (Ex): A dimensional warper speaks all languages except for secret languages, such as Druidic.

Spell-Like Abilities: 3/day—dimension door, haste, slow (DC 18). Caster level equals Hit Dice. The save DCs are Charisma-based.

Superior Blink (Sp): This functions like blink (caster level xth), except that the dimensional warper has control over the timing of its "blinking" back and forth between the Ethereal Plane and the Material Plane. It can also ready an action to blink away from any physical or magical attack, with the attack missing automatically unless it also affects ethereal targets (as a force effect does). While blinking, the dimensional warper has no chance of interfering with its own attacks or spell-like abilities. When moving through solid objects, it does not risk materializing inside one unless it actually ends its movement there, in which case it materializes and is shunted off to the nearest open space, taking 1d6 points of damage per 5 feet traveled in this manner. This is the equivalent of a 5th-level spell.

Advanced Dimensional Warpers

Dimensional warpers advance by Hit Dice until they reach 10 HD. At this point, they are known as "masters", and gain the following additional abilities.

-Enter the Material Plane with their plane shift ability
-Spell-Like Abilities: 1/week—time stop. Caster level equals Hit Dice. The save DCs are Charisma-based.

Masters no longer advance by Hit Dice, but instead by character class. Wizard is their favored class.

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

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-26.html

Sivatherium
Large Animal
Hit Dice: 5d8+20 (42 hp)
Initiative: +0
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +3/+13
Attack: Hoof +8 melee (1d8+9)
Full Attack: 2 hooves +8 melee (1d8+9) or headbutt +8 melee (1d8+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful kick, trample 1d8+9
Special Qualities: Dire, low-light vision
Saves: Fort +8, Ref +4, Will +5
Abilities: Str 22, Dex 11, Con 19, Int 2, Wis 13, Cha 4
Skills: Listen +7, Spot +7
Feats: Alertness, Endurance
Environment: Temperate and warm plains
Organization: Solitary, pair, or herd (3-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large)
Level Adjustment: —

This creature resembles a giraffe, but it sports a pair of large antler-like protrusions atop its skull. A smaller pair of similar protrusions rise above its eyes.

Sivatherium is a relative of the giraffe that bears two pairs of ossicones upon its head. The larger pair is antlerlike, allowing it to deliver deadly head butts.

A sivatherium is 16 to 18 feet long and weighs up to 4,000 pounds. Females are generally smaller than males.

COMBAT

Sivatherium possess the same strong kicks as giraffes, strong enough to crush bone of would-be predators. Additionally, they may butt with their larger ossicones and can trample smaller adversaries.

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

Powerful Kick (Ex): A sivatherium applies 1-1/2 times its Str modifier to damage rolls with its hooves.

Trample (Ex): Reflex half DC 18. The save DC is Strength-based.

Skills: * Sivatherium have a +4 racial bonus on Hide checks in areas with at least sparse trees. This bonus on Hide checks increases to +8 when the sivatherium is immobile.

Originally appeared in Dragon Magazine #137 (1988).
 
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Angel, Throne

http://www.enworld.org/forum/genera...els-possibly-other-heavenly-creatures-15.html

Angel, Throne
Large Outsider (Angel, Extraplanar, Good)
Hit Dice: 29d8+203 (333 hp)
Initiative: +15
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 40 (-1 size, +7 Dex, +24 natural), touch 16, flat-footed 33
Base Attack/Grapple: +29/+44
Attack: +5 longsword of speed +44 melee (2d6+16/19-20) or slam +39 melee (2d8+6)
Full Attack: +5 longsword of speed +44/+44/+39/+34/+29 melee (2d6+16/19-20) or 2 slams +39 melee (2d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Aura of justice, indelible imprint, mimic class feature, shielded by justice, spell-like abilities
Special Qualities: Change shape, damage reduction 15/epic and evil, darkvision 60 ft., immunity to acid, cold, and petrification, legal knowledge, localized omniscience, low-light vision, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 34, tongues
Saves: Fort +23 (+27 against poison), Ref +23, Will +24
Abilities: Str 32, Dex 25, Con 24, Int 26, Wis 27, Cha 29
Skills: Balance +39, Concentration +39, Craft (any 1) +40, Diplomacy +45, Escape Artist +39, Hide +35, Intimidate +41, Knowledge (any 2) +40, Listen +40, Move Silently +39, Search +40, Sense Motive +40, Spellcraft +40, Spot +40, Survival +8 (+12 following tracks), Use Rope +7 (+11 bindings)
Feats: Blind-Fight, Cleave, Dire Charge, Great Cleave, Empower Spell-Like Ability (blade barrier), Flyby Attack, Improved Initiative, Improved Sunder, Power Attack, Superior Initiative
Environment: Any good-aligned plane
Organization: Solitary, pair, or host (1-4 plus up to 30 HD of lesser angels)
Challenge Rating: 24
Treasure: No coins; double goods; standard items
Alignment: Always good (any)
Advancement: 30-33 HD (Large); 34-68 HD (Huge)
Level Adjustment: —

This large, muscular humanoid has flawless alabaster skin and white, feathered wings. It carries a golden longsword.

Thrones are the bringers of justice among the angels, and are among the most powerful angels in service to a deity. Their name is symbolic of their representation of their deity's justice and authority.

Thrones spend much of their time pondering the disposition of divine judgments and meting out divine justice on behalf of their deities.

Despite their power and status, thrones are intensely humble. They dispense justice with perfect objectivity and without fear of pride or ambition.

A throne is 9 feet tall and weighs 500 pounds.

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

COMBAT

A throne joins combat only to dispense justice. As a result, most battles are one-on-one, an unfortunate venture for their opponents, for most damage inflicted upon thrones is reflected upon the attacker.

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

Aura of Justice (Su): Three times per day, a throne can project an aura of implacable justice that unsettles its enemies. All opponents within 20 feet of the throne must make a DC 33 Will save or be shaken for 2d4 rounds. Those who succeed are immune to the throne's aura of justice for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

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

Indelible Imprint (Su): When a throne is slain, the dying angel releases holy energy to brand its murderer for all time. The instant the angel dies, all creatures within 100 feet who have dealt damage to the angel within the past day must make a DC 33 Will save. Those that succeed suffer no ill effects. Creatures that fail receive an unsightly rune upon their faces that instantly identifies them to any good outsider as a murderer of a throne. The mark may be removed with a wish or miracle spell. The save DC is Charisma-based.

Legal Knowledge (Su): A throne has an innate understanding of legal processes throughout the various worlds and planes of the multiverse. As a result, a throne gains a +8 racial bonus on all Knowledge and Gather Information checks related to laws or legal proceedings (such as recalling whether carrying weapons is illegal in a certain city or researching proper courtoom etiquette). It also gains the same bonus on Charisma-based skill or ability checks made to argue legal matters.

Localized Omniscience (Su): Thrones 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.

Mimic Class Features (Su): A throne may mimic the class features of any single character class. Treat the throne as if it were a character of 15th-level in this class. The throne gains only the class features; it does not gain additional skills or skill points, for example.

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 29th). 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 throne takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.

Shielded by Justice (Su): A throne's innate powers of justice are so strong that some of its wounds are transferred to its attacker. The throne takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the throne is taken by the attacker. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the throne suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with its attacker because it is not hit point damage.

Spell-Like Abilities: At will—aid, commune, continual flame, greater dispel magic, holy smite (DC 23), imprisonment (DC 28), remove curse, remove disease, remove fear, speak with dead (DC 22), waves of fatigue, zone of truth; 3/day—empowered blade barrier (DC 25), heal (DC 25), mark of justice, waves of exhaustion; 1/day—power word stun. Caster level 20th. The save DCs are Charisma-based.

Tongues (Su): A throne can speak with any creature that has a language, as though using a tongues spell (caster level 29th). This ability is always active.

Originally appeared in Dragon Magazine #35 (1980).
 
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Jogah, Gan-da-yah

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

Jogah, Gan-da-yah
Small Fey
Hit Dice: 5d6+5 (22 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +3 Dex, +2 leather armor), touch 14, flat-footed 13
Base Attack/Grapple: +2/-3
Attack: Dagger +6 melee (1d3-1/19-20) or spear +2 melee (1d6-1/x3) or longbow +7 ranged (1d6+1/x3)
Full Attack: Dagger +6 melee (1d3-1/19-20) or spear +2 melee (1d6-1/x3) or longbow +7 ranged (1d6+1/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Change shape, enhance arrows, spells
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 17, sylvan archer, uncanny dodge, wild empathy
Saves: Fort +2, Ref +7, Will +7
Abilities: Str 8, Dex 16, Con 13, Int 16, Wis 17, Cha 16
Skills: Balance +5, Concentration +9, Handle Animal +11, Heal +11, Hide +7, Jump +1, Knowledge (nature) +13, Listen +15, Move Silently +11, Ride +5, Spot +15, Survival +11 (+13 in aboveground natural environments), Tumble +8
Feats: Extend Spell, Natural Spell (B), Weapon Finesse
Environment: Temperate hills and plains
Organization: Solitary, pair, or tribe (3-10)
Challenge Rating: 6
Treasure: Double coins, double goods, standard items
Alignment: Always neutral good
Advancement: By character class (favored class: druid)
Level Adjustment: +8

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

Gan-da-yah are the jogah tasked with guarding and assisting fruit and grains. As a result, they are among the most beloved of the jogah. The so-called "elves of sunshine" live in dark, sheltered places where they can be in contact with the earth, communicating with and nurturing the growing seeds.

As soon as the chill of winter passes, the gan-da-yah begin telling all growing plants to seek the sun and aid them in the endeavor. Gan-da-yah are ever-vigilant over the fields and gardens, waging an endless battle against blight, insects, and other threats.

The strawberry plant is a favorite among the gan-da-yah, and they consider it their special gift to mankind.

Gan-da-yah may take the form of various small animals, often assuming these shapes to offer guidance and warning. For example, a gan-da-yah that appears as a bat warns of impending battle, while one that appears as a robin brings good tidings.

During the winter, gan-da-yah hibernate within the earth until the following spring.

A gan-da-yah stands 3 feet tall and weighs 50 pounds.

Gan-da-yah speak Sylvan and Common.

COMBAT

Gan-da-yah prefer to avoid combat, seeking a peaceful life among their favored plants and animals. However, when pressed, they will use their spells to summon animals to fight for them and to escape to a safe distance. Then they pepper their enemies with magic arrows and annoying spells.

Change Shape (Su): A gan-da-yah can assume the form of any Tiny or smaller animal.

Enhance Arrow (Su): Every nonmagical arrow a gan-da-yah nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the gan-da-yah need not spend experience points or gold pieces to accomplish this task. However, an gan-da-yah’s magic arrows only function for that gan-da-yah. 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).

Spells: A gan-da-yah can cast spells as an 8th-level druid.

Typical Druid Spells Prepared (6/5/4/4/2; save DC 13 + spell level):
0—create water x2, cure minor wounds, know direction, purify food and drink, resistance;
1st—calm animals, entangle, goodberry, pass without trace, speak with animals;
2nd—animal messenger, soften earth and stone, tree shape, warp wood;
3rd—daylight, plant growth, quench, speak with plants;
4th—freedom of movement, spike stones.

Sylvan Archer (Ex): A gan-da-yah 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.

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 gan-da-yah has a +6 racial bonus on the check.

Feats: A gan-da-yah gains Natural Spell as a bonus feat, and can use it to cast while in animal form.

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

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

http://www.enworld.org/forum/genera...thread-finishing-off-giants-their-kin-26.html

Trow
Large Giant
Hit Dice: 6d8+18 (45 hp)
Initiative: -1
Speed: 40 ft. (8 squares)
Armor Class: 16 (–1 size, -1 Dex, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +4/+15
Attack: Kick +10 melee (2d6+10)
Full Attack: Kick +10 melee (2d6+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Awesome kick, deforming sunder
Special Qualities: Doomed to extinction, low-light vision, stonecunning
Saves: Fort +8, Ref +1, Will +6
Abilities: Str 25, Dex 8, Con 17, Int 13, Wis 14, Cha 11
Skills: Intimidate +9, Knowledge (architecture and engineering) +12, Move Silently -5, Search +10, Survival +2 (+4 following tracks, +4 to find secret doors or hidden compartments)
Feats: Improved Sunder, Iron Will, Power Attack
Environment: Any land
Organization: Solitary, pair, trust (4-8), or commune (9-20)
Challenge Rating: 5
Treasure: No coins, double goods, standard items
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +5

This hairless humanoid stands nearly twice the height of a man. Its dark brown skin is covered in scars, many clearly the result of battle, while others are obviously self-inflicted. Its thunders forth on massive, elephantine legs.

Trow are the last remnants of a once-great empire that achieved significant heights in artistic and intellectual pursuits. Unfortunately, their society gave in to corruption, enslaving other races of giantkind which eventually rebelled and brought ruin to trow civilization. Originally created through magic to serve as powerful workers and mighty warriors, trow have never bred true, and as such are doomed to extinction.

Trow make their lairs near the ruins of their fallen cities, monuments, or temples. They spend most of their time attempting to rebuild these structures or in pursuit of lost relics of their golden age. Trow have an affinity for fancy stonework and elaborate architecture.

Trow find the lawful nature of dwarves admirable and get along well with them, often hiring dwarves to assist in their rebuilding efforts. Dwarves, while uneasy with the history of slaving in trow culture, still appreciate their common enmity with evil giants.

Trow have no need for food, but will eat food offer to them as a sign of respect. They always keep food on hand to offer their non-trow guests.

Trow stand 8 to 12 feet tall and weigh from 600 to 1,500 pounds. Skin coloration ranges from cream to dark brown. Trow consider scars a sign of beauty and wisdom. Trow remove their own body hair, and wear little clothing unless the climate dictates it. In cold regions, they dress in furs adorned with the possessions or body parts of their fallen foes.

Trow speak Giant and Dwarven.

COMBAT

Trow tend to be honorable combatants, generally opening with a loud warning bellow before enganging an opponent. Their approach to battle is simple...they move within range and try to kick the stuffing out of an adversary with their massive legs. Against armored foes, they attempt to kick it apart, but those that flee in heavier metal armors often find themselves trapped within their protective garb.

Awesome Kick (Su): A trow may choose to take a -4 penalty to its kick attack to fling a creature into the air as well as doing normal damage. If the kick succeeds, the kicked creature is thrown 1d6 x10 feet in the air (and 1d3 x10 feet sideways). When the creature lands, it additionally takes falling damage (1d6 points of damage for each 10 feet the kicked creature was thrown vertically).

Deforming Sunder (Su): If the trow makes a successful sunder attack against Medium or Heavy metal armor with its kick, the sunder attempt not only deals damage as usual, but the armor becomes deformed. The maximum Dex bonus of the armor is reduced by 1, and the armor takes twice as long as usual to don or remove. These penalties are removed by a Craft check to repair the armor (along with restoring the armor's hit points). These penalties do not stack if the armor is subject to deforming sunder more than once.

Doomed to Extinction (Su): Trow are unaffected by raised dead, ressurection, and similar life-restorative magic. Only a true ressurection or miracle can restore a trow to life. However, trow are effectively immortal except for death by violence, and are immune to aging effects.

Stonecunning (Ex): This ability grants a trow a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A trow who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a trow can use the Search skill to find stonework traps as a rogue can. A trow can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Skills: Trow have a +2 racial bonus on Knowledge (architecture and engineering) checks. Trow suffer a -4 racial penalty on Move Silently checks due to their elephantine legs.

Originally appeared in Dragon Magazine #261 (1999).
 
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Shan Sao

http://www.enworld.org/forum/genera...l-qadim-oriental-adventures-creatures-33.html

Shan Sao
Tiny Humanoid (Gnome)
Hit Dice: 2d8 (9 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +1/-9
Attack: Short sword +1 melee (1d3-2/19–20) or dart +7 ranged (1d2-2)
Full Attack: Short sword +1 melee (1d3-2/19–20) or dart +7 ranged (1d2-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Change shape, inflict disease, summon tigers
Special Qualities: Immunity to fear, low-light vision, shan sao traits
Saves: Fort +3, Ref +4, Will +0
Abilities: Str 6, Dex 19, Con 11, Int 10, Wis 11, Cha 16
Skills: Bluff +10, Diplomacy +5, Disguise +3 (+5 acting), Intimidate +7, Sense Motive +5
Feats: Persuasive
Environment: Temperate and warm hills and forests
Organization: Solitary, pair, or tribe (3-30 males plus 1-15 females plus 25% noncombatants and 1-2 tigers)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +3

This squat, plump humanoid stands only a foot in height. Its deep orange skin is covered in a poorly-made, oversized cotton smock. Pointed ears poke out of an unruly mess of brown hair that cascades over its shoulders. Catlike eyes peer over its broad nose.

Shan sao are a race of gnomes found in woodland hills, dwelling in the hearts of thick bamboo groves. Shan sao live private lives removed from the rest of civilization.

Shan sao dislike disturbances, and find loud noises particularly annoying. As a result, they have little tolerance for trespassers on their lands, drawing particular ire from the sound of breaking bamboo in the interloper's wake.

Shan sao subsist on a diet of fruits, vegetables, and grains. Their favored meal is a special stew that brews continually in their communal cooking pot. This combination of e herbs, spices, fruits, and meats has a distinctive aroma, combining the strong odors of onions, cherries, and cinnamon. It is so nourishing that a single ladle is equivalent to a single portion of gruel from a sustaining spoon. A flask of this stew has been known to fetch up to 1,000 gp from connisseurs of exotic foods.

A shan sao is 1 feet tall and weighs 10 to 13 pounds. Skin pigmentation is deep orange or dark brown, while hair is usually brown or blonde. Eye coloration ranges from green to blue to gold.

Shan sao speak Common and Gnome.

COMBAT

Shan sao are quick to take offense and equally quick to return it. Despite their size, they are accomplished combatants, and can call in tigers to their aid. They are utterly fearless.

Change Shape (Su): A shan sao can assume the form of any Tiny or smaller bird.

Inflict Disease (Sp): Once per day, a shan sao can attempt to inflict a disease upon 1 creature within close range. This otherwise functions as the contagion spell.

Shan Sao Traits (Ex): Shan Sao possess the following racial traits.
  • +2 racial bonus on saving throws against illusions.
  • Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
Spell-Like Abilities: 1/day—speak with animals (tigers only, duration 1 minute). Caster level 1st.

Summon Tiger (Sp): Once per day, a shan sao may attempt to summon 1 tiger with a 50% chance of success, as long as the shan sao is within a warm or temperate forest. This is the equivalent of a 4th-level spell.

Skills: Shan sao have a +2 racial bonus on Craft (alchemy) and Listen checks.

Society

Shan sao swell tribes form settlements of simple, thatched houses around a central communal cooking pot. Settlements are primarily male, with about half as many females. The females rarely pursue PC classes, focusing more on commoner or expert if they advance. Children number about one-fourth of the total number of adults, and are noncombatants. Additionally, shan sao communites are occasionally guarded by one or more tigers.

Each shan sao tribe is governed by a king, who has absolute authority over other members. The shan sao summon their tiger allies annually to review the king's accomplishments of the previous year. If the tigers approve of his leadership, he is granted another year as king. If they disapprove of his performance, the tigers nominate a replacement (whom the shan sao always accept), and the old king graciously steps aside.

Originally appeared in Oriental Adventures (1985).
 
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Moropus

http://www.enworld.org/forum/general-monster-talk/246515-converting-prehistoric-creatures-27.html

Moropus
Large Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +3/+10
Attack: Claw +5 melee (1d8+3)
Full Attack: 2 claws +5 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Rend
Special Qualities: Dire, low-light vision, scent
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +7, Spot +6
Feats: Alertness, Endurance
Environment: Temperate and warm plains
Organization: Solitary, pair, or herd (3-8)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large), 9-12 HD (Huge)
Level Adjustment: —

This creature looks like a cross between a horse and a bear. Its body plan is horselike, but it has huge bear claws on its hands and feet. However, it appears to be using those claws to pull down tree branches, not unlike a ground sloth. It still looks like it could defend itself if need be.

Moropus (meaning 'slow foot') was a chalicothere (a relative of the horse) and a contemporary of Dinohyus, a likely predator. Much like the giant ground sloths, chalicotheres were probably browsers that used their claws to grasp branches and forage for food.

A moropus stands 8 feet tall at the shoulder, is 12 feet long and weighs 1 to 2 tons.

COMBAT

Moropus do not like to fight, but will use their claws if their life is on the line.

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

Rend (Ex): If a moropus hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d8+4 points of damage.

Originally appeared in Dragon Magazine #137 (1988).
 
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Caladrius

http://www.enworld.org/forum/genera...neric-setting-second-edition-monsters-45.html

Caladrius
Small Magical Beast
Hit Dice: 1d10 (5 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 50 ft. (poor)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +1/-3
Attack: Bite +2 melee (1d4)
Full Attack: Bite +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Absorb impurities, darkvision 60 ft., low-light vision, purification by sunlight, wading
Saves: Fort +2, Ref +5, Will +3
Abilities: Str 10, Dex 17, Con 11, Int 2, Wis 16, Cha 6
Skills: Listen +5, Sense Motive +11*, Spot +5
Feats: Alertness, Weapon Finesse (B)
Environment: Any marsh
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small), 3-4 HD (Medium)
Level Adjustment: —

This beautiful bird resembles a heron, with feathers of the purest white.

Caladrius are rare birds with a supernatural talent for absorbing illnesses and diseases of others. The dwell in wetlands, subsisting on a diet of small fish. A caladrius leads a solitary existence, except for a brief mating period.

A captive caladrius is worth up to 1,500 gold pieces, or even more in areas lacking in clerics and paladins. In areas lacking in divine magic, a caladrius sighting leads to a swarm of hunters and trappers seeking to acquire one of the elusive avians. Caladriuses loathe captivity, and will fly off at the first opportunity, unlikely to return unless their mating calls are mimicked.

A caladrius stands 3 to 4 feet tall and weighs 4 to 5 pounds.

COMBAT

If threatened, a caladrius always seeks to escape. If cornered, it pecks with its sharp beak.

Absorb Impurities (Su): As a full-round action, a caladrius may absorb illness from a creature. This removes any disease from the victim, as well as the
sickened and nauseated conditions. The impurities are transferred to the caladrius, whose feathers turn an unhealthy gray pallor. In order to use this ability, the caladrius must have line of sight to its target.

A caladrius will generally not use this ability unless its attitude is improved to friendly or helpful. This can be achieved with a successful Handle Animal or wild empathy check opposed by the caladrius's Sense Motive check. Although they are magical beasts, speak with animals or similar magic can be used to communicate with a caladrius, and allows for use of the Diplomacy skill as normal. A caladrius begins with an indifferent attitude unless threatened or otherwise treated poorly. A caladrius receives a +5 bonus on its opposed Sense Motive checks due to being a magical beast.

Purification by Sunlight (Su): Exposure to natural sunlight removes any disease from the caladrius. It also removes the sickened and nauseated conditions. When outdoors during daylight, a caladrius is thus effectively immune to disease, sickness, and nausea.

Wading (Ex): Although it does not have a swim speed, a caladrius suffers no movement penalty when walking through water less deep than the length of its legs.

Skills: A caladrius has a +4 racial bonus on Sense Motive checks.

Originally appeared in HR5 - Glory of Rome Campaign Sourcebook (1993).
 
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Plantfolk Chief

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

Plantfolk Chief
Large Plant
Hit Dice: 10d8+20 (65 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+16
Attack: Claw +11 melee (1d6+5) or spear +12 melee (2d6+7/x3) or spear +9 ranged (2d6+5/x3)
Full Attack: 2 claws +11 melee (1d6+5) or spear +12/+7 melee (2d6+7/x3) or spear +9/+4 ranged (2d6+5/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Moldering, spores
Special Qualities: Dampness dependent, fear of flames, immunity to electricity, low-light vision, plant traits, vulnerability to fire
Saves: Fort +9, Ref +5, Will +5
Abilities: Str 21, Dex 14, Con 15, Int 11, Wis 14, Cha 14
Skills: Hide +2*, Listen +11, Spot +11, Survival +10
Feats: Ability Focus (moldering), Power Attack, Track, Weapon Focus (spear)
Environment: Warm forests and marshes and underground
Organization: Tribe (1 chief plus 30-300 plantfolk and 2-8 6 HD bodyguards and one 7th-8th level subchief per 50 adults plus 0-5 shriekers)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral
Advancement: 11-12 HD (Large) or by character class (favored class: ranger)
Level Adjustment: +4

This bipedal plant is roughly humanoid in shape, but is as big as an ogre. 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 chiefs arise from the ranks of plantfolk that advance by HD. Upon reaching the maximum racial Hit Dice (10 HD), a plantfolk is strong enough to stake its claim as a prospective chief. However, each tribe has but a single chief, so a prospective chief either has to find a new tribe or wait until the previous chief dies.

Plantfolk chiefs are generally 9 feet in height, weighing around 800 pounds.

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

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.

Moldering (Ex): Disease—spores, Fortitude DC 19, incubation period 1 minute; damage 1dx Con and paralysis. The save DC is Constitution-based.

Unlike normal diseases, moldering continues until the victim reaches Constitution 0 (and dies) or is cured.

An afflicted humanoid who dies of moldering rises as a 6 HD plantfolk 24 hours later. A humanoid who becomes a plantfolk in this way retains none of the abilities it possessed in life. It is under the control of the plantfolk chief that created it, and serves as the chief's bodyguard until its death.

Spores (Ex): A plantfolk chief can release masses of spores from its body once every 3 rounds as a free action. The spores expose all creatures adjacent to the chief to its moldering.

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

Originally appeared in Polyhedron #121 (1996).
 
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