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BAKU

BAKU
Large Outsider (Good)
Hit Dice: 12d8+60 (113 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: 60 ft
AC: 24 (-1 size, +3 Dex, +12 natural)
Attacks: Gore +20 melee, 2 stamps +15 melee
Damage: Gore 3d6+9, stamp 2d6+4
Face/Reach: 5 ft by 10 ft/5 ft
Special Attacks: Psionics, trumpet, trample, trunk
Special Qualities: Invisibility, SR 15, scent
Saves: Fort +13, Ref +11, Will +13
Abilities: Str 28, Dex 16, Con 21, Int 17, Wis 16, Cha 15
Skills: Bluff +14, Concentration +17, Diplomacy +14, Knowledge (the planes) +15, Knowledge (psionics) +15, Listen +17, Heal +15, Search +15, Sense Motive +15, Spot +17, Wilderness Lore +15
Feats: Alertness, Dodge, Improved Initiative, Iron Will

Climate/Terrain: Warm forest
Organization: Solitary or group (2-5)
Challenge Rating: 12
Treasure: None (tusks are worth 200 gp each)
Alignment: Usually neutral good
Advancement: 13-24 HD (Large); 25-36 HD (Huge)

The baku is a semi-elephantine creature of goodwill that moves invisibly through human communities. They like to dwell in tropical forests in small groups, though they are seldom spotted due to their invisibility. Their true home is the Concordant Opposition of the Outlands, but they frequently travel freely to the Material Plane. These beings are peace-loving by nature and dwell amongst humankind while seeking out Evil and serving their own interests.
Baku are weird amalgams of different animals. Their heads resemble those of elephants, with a pair of tusks that thrust upward from the lower jaw and curve backwards slightly. The trunk is only four feet long, and prehensile. The baku’s forelegs are stout and similar to those of a rhino, while the rear legs are clawed and resemble a lion’s. The body and short tail are reptilian, and scaled with horny plates like dragons.
The vast majority of baku are good-willed creatures, though a few are of other alignments. A few baku are of neutral evil alignment, and known as “The Dark Ones” by others of their kind. These baku behave in the same manners as the good ones, but seek to disrupt the plans of their good brethren and cause suffering among humans. A small minority of baku are of neutral alignment, and are known as “Great Ones” or “Holy Ones”. These baku are more intelligent than the others, and are obeyed reverently by the good ones.

COMBAT
Baku are timid, peaceful creatures, but are merciless against evil monsters that display their maliciousness. They move with stunning rapidity considering their size and bulk, attacking with their goring headbutt and stamping with their forelegs. Baku of high status often carry magical weapons or wands in their trunks.
Psionics (Sp): At will – animal affinity, aura sight, body control, body equilibrium, <cell adjustment – is this body adjustment?>, compression, <contact>, ectoplasmic form, <lend health>, metamorphosis, probability travel, <superior invisibility>. All baku have the preceding abilities, and certain more powerful individuals will have some of the following powers: <absorb disease – is this empathic transfer?>, <awe>, <comprehend writing>, conceal thoughts, danger sense, dream travel, mindlink, telempathic projection, <truthear>. These abilities are as the powers manifested by a 12th-level psion.
Attack/Defense Modes (Sp): At will – mind thrust, psychic crush/all
Trumpet (Su): The baku has a trumpeting roar that affects all creatures of evil alignment (or those of the alignment appropriate to the baku), usable once every 4 melee rounds. All such opponents within a 40 foot radius suffer 1d8 points of damage, and are affected as by a fear spell cast by a 12th-level wizard if they fail a Will save (DC 18).
Trample (Ex): A baku can trample Medium-size or smaller creatures for automatic gore damage. Opponents who do not make attacks of opportunity against the baku can attempt a Reflex save (DC 21) to halve the damage.
Trunk (Ex): The baku’s prehensile trunk is highly dexterous and can hold simple magic items such as wands and simple melee weapons, often magical in nature. Attacks with weapons are made using the baku’s Dexterity score instead of Strength, reflecting its poor ability with such melee attacks.
Invisibility (Sp): At will, a baku can become invisible, either as the psionic power. This is a psionic ability not a magical one. While invisible, the baku can, at will, once per round, use astral projection or etherealness on itself plus 50 pounds of objects only.

The baku first appeared in Dragon Magazine #65, then in Monster Manual II (1983), and later appeared in the 2E Psionics Handbook, and in the first Planescape Monstrous Compendium (1994).

Edit: fixed first appearance
 
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OPINICUS

OPINICUS
Medium-Size Magical Beast
Hit Dice: 7d10+21 (59 hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 50 ft, fly 70 ft (good)
AC: 22 (+2 Dex, +10 natural)
Attacks: 2 claws +9 melee
Damage: Claw 1d3+1
Face/Reach: 5 ft bt 5ft/5ft
Special Attacks: Improved grab, rake 1d6, spells, turn undead, spell-like abilities, sun sparkles gaze, psionics
Special Qualities: SR 18, astral projection, etherealness
Saves: Fort +6, Ref +7, Will +8
Abilities: Str 13, Dex 14, Con 16, Int 14, Wis 18, Cha 14
Skills: Concentration +9, *Hide +12, Listen +15, Move Silently +10, Search +9, Spot +15
Feats: Alertness, Improved Initiative, Iron Will, Weapon Focus (claws)

Climate/Terrain: Any desert
Organization: Solitary or pair
Challenge Rating: 10
Treasure: Standard
Alignment: Always chaotic good
Advancement: 8-14 HD (Medium-Size); 15-21 HD (Large)

An opinicus is a powerful magical creature of the desert that spreads goodwill wherever it travels. Though it appears to be a magical creation of a mixture of several types of creatures, the opinicus is a valid creature that breeds true on its own. This odd-looking creature blends the characteristics of a camel with an eagle’s wings, simian faces and prehensile forepaws, and a lion’s mane and tail. An opinicus ranges from light buff to golden brown in color, with wings of a slightly darker color.
Opinicus will usually lair in deserted old ruins swallowed up by the desert. They do venture forth on missions of well-being, seeking to bring prosperity to those in need. Though well known in this friendly capacity, their penchant for being pranksters have somewhat tarnished their reputation as beneficent protectors. Still, good creatures will usually accept the help of an opinicus.

COMBAT
Evil creatures and undead dread the rage of an opinicus, as they always attack an opponent of evil nature. Opinicus are pacifists otherwise, though they may feel the need to fight to aid a good cause.
Improved Grab (Ex): To use this ability, the opinicus must hit with both of its claw attacks. If it gets a hold, it can rake.
Rake (Ex): An opinicus that gets a hold can make two rake attacks (+8 melee) with its hind legs for 1d6+1 damage each.
Spells: Opinicus can cast divine spells from the cleric list and from the Chaos, Good, and Trickery domains as 7th-level clerics (save DC 12 + spell level).
Turn Undead (Su): An opinicus can turn undead as a 7th-level cleric.
Spell-Like Abilities: 3/day – heal; 2/day – dimension door; 1/day – holy word. These abilities are as the spells cast by a 7th-level sorceror (save DC 12 + spell level).
Sun Sparkles (Su): Opinicus have a gaze attack that glows with the brightness of the upper planes. This gaze, called sun sparkles, affects all undead and evil outsiders in melee range and can be used once ever 10 rounds. Affected creatures suffer 2d8 points of damage (Will save DC 15 for half damage).
Psionics (Sp): At will – <animate object>, control air, dimension door, <dimension walk>, dream travel, inertial barrier, levitate, probability travel, teleport, telekinesis, teleport trigger, <time/space anchor – dimensional anchor?>. Opinicus usually have between 4-7 of the above abilities, which they use to play their harmless pranks. These abilities are as the powers manifested by a 5th-level psion.
Attack/Defense Modes (Sp): At will – all/all
Astral Projection and Etheralness (Su): These function just like the spells of the same names as cast by a 7th-level caster.
Skills: Opinicus receive a +6 racial bonus to Listen and Spot checks, due to their keen senses. Opinicus receive a +4 racial bonus to Hide checks. * In the desert, this bonus increases to +10.

The opinicus first appeared in Monster Manual II (1983), and later appeared in the Monstrous Compendium Annual One (1994).
 

Cool. I like psionic beasts, especially the baku. On the baku, shouldn't the average hp be 114 and the Will save +11. Also, what level of caster is the invisibility power at? As for the opinicus, it looks like the Fortitude save bonus should be +8 and the save DC on the Cleric spells DC 14 + spell level (modified by Wisdom instead of Charisma) if I am correct.
 

ELFIN CAT

ELFIN CAT
Tiny Magical Beast
Hit Dice: 3d10+6 (22 hp)
Initiative: +4 (Dex)
Speed: 50 ft
AC: 16 (+2 size, +4 Dex)
Attacks: 2 claws +9 melee, bite +4 melee
Damage: Claw 1d2-3; bite 1d3-3
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Attacks: Spell-like abilities
Special Qualities: SR 15, scent, detect thoughts
Saves: Fort +5, Ref +7, Will +13
Abilities: Str 4, Dex 18, Con 14, Int 5, Wis 14, Cha 13
Skills: Balance +10, Climb +6, Hide +13*, Listen +8, Jump +6, Move Silently +10, Spot +8, Swim +6
Feats: Weapon Finesse (claws, bite)

Climate/Terrain: Temperate forest
Organization: Solitary or family (2 adults plus 1-4 kittens)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Tiny); 7-9 HD (Small)

The elfin cat is a creature of sylvan woodlands that lives among elves, fey, and creatures of the forest. They are not pets, but are usually on excellent terms with the races of the woods. Most communities of wood elves, forest gnomes, brownies, sprites, and other fey will be on good terms with at least one elfin cat. If the community feeds and protects the elfin cat, the creature will work as a sentinel for them. Sometimes these peoples will give an elfin cat a small piece of treasure for safekeeping, but elfin cats have no need of treasure of their own.
Elfin cats are about the size of small dogs, but their feline form and low-key demeanor causes them to be mistaken for wildcats or even lynxes. Their fur is short and gray-brown, with dark brown or black stripes.
Elfin cats speak Sylvan, and can usually speak a few words of Elven and Gnome.

COMBAT
Elfin cats can defend themselves with physical attacks, but prefer to rely on their magical abilities for survival.
Spell-Like Abilities: At will – pass without trace; 2/day – reduce, tree shape; 1/day – enlarge, <trip>. These abilities are as the spells cast by a 9th-level sorcerer (save DC 7 + spell level).
Tree shape only allows the elfin cat to take the form of a limb on a limb, not a whole tree. Enlarge doubles the elfin cat’s Hit Dice, damage dice, and Strength for the duration of the spell.
Detect Thoughts (Su): Elfin cats have a limited form of detect thoughts that allows them to sense friendly or hostile intent from creatures within 10 feet.
Skills: Elfin cats receive a +8 racial bonus to Balance, Hide, and Move Silently checks. Their enhanced senses provide elfin cats with a +6 racial bonus to Listen and Spot checks. They use their Dexterity modifier for Climb, Swim, and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +12.

The elfin cat first appeared in the Monster Manual II (1983).
 

FIREFRIEND

FIREFRIEND (Giant Firefly)
Tiny Magical Beast
Hit Dice: 1d10+1 (5 hp)
Initiative: +4 (Dex)
Speed: 10 ft, fly 40 ft (good)
AC: 16 (+2 size, +4 Dex)
Attacks: Bite +7 melee
Damage: Bite 1d2-4
Face/Reach: 2 1/2 ft by 2 1/2 ft/0 ft
Special Attacks: Light beam
Special Qualities: Immune to electricity and fire
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 3, Dex 18, Con 13, Int 7, Wis 12, Cha 10
Skills: Hide +4, Listen +5, Spot +5
Feats: Weapon Finesse (bite)

Climate/Terrain: Temperate mountains, marsh, and plains
Organization: Swarm (1-4)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually neutral (good tendencies)
Advancement: 2-3 HD (Tiny)

The firefriend, the common name for the giant firefly, is a friendly but reclusive creature. Firefriends are far more intelligent than most insects, and are clever enough to shun potentially hostile creatures. They do sometimes seek out friendly humanoids as companions, as they have a great love for conversation and fantastic stories.
Firefriends have their own form of language, and most know Common as well.

COMBAT
Firefriends protect themselves with their small, sharp mandibles. Their abdomens, which usually glow as bright as a torch, can fire a beam of burning green light.
Light Beam (Su): Once per minute, a firefriend is capable of discharging a beam of concentrated light energy at a range of 14 feet and 3 inches in diameter. Living flesh struck by this beam will suffer 5d4 points of fire damage (Will save DC 12 for half).

The firefriend first appeared in the Monster Manual II (1983).
 


Psychotic Jim said:
Also, what level of caster is the invisibility power at?

math is always the hard part for me. :) i'd say that the invisibility power is at the same level as the psionics.
 

Re: ELFIN CAT

BOZ said:
ELFIN CAT

Skills: Balance +10, Climb +6, Hide +13*, Listen +8, Jump +6, Move Silently +10, Spot +8, Swim +6

Skills: Elfin cats receive a +8 racial bonus to Balance, Hide, and Move Silently checks. Their enhanced senses provide elfin cats with a +6 racial bonus to Listen and Spot checks. They use their Dexterity modifier for Climb, Swim, and Jump checks.

*In areas of tall grass or heavy undergrowth, the Hide bonus rises to +12.


Okay, on the hide, should that be "in tall grass or heavy undergrowth, the racial binus to hide increases to +12" that would increase the noraml hide skill from +13 to +17. THe way it's written it sounds like in tall grass the bonus goes from +13 to +12.
 

Re: Re: ELFIN CAT

Crothian said:


Okay, on the hide, should that be "in tall grass or heavy undergrowth, the racial binus to hide increases to +12" that would increase the noraml hide skill from +13 to +17. THe way it's written it sounds like in tall grass the bonus goes from +13 to +12.

It might be poorly worded perhaps, but that is how WotC does it too. :D

The Hide bonus rises from +8 to +12 in tall grass. So, just tack +4 more on the Hide skill and all is good.
 

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