BOZ
Creature Cataloguer
I am working on getting this creature ready for a final submission. We have already converted it to 3.5, so it's just a matter of making sure it's ready to go. The flavor text will probably have to be largely reworked and/or rewritten.
Anything you think should be added, removed, reformatted, etc, let's discuss it.
http://www.enworld.org/cc/converted/view_c.php?CreatureID=798
Maedar
Medium Monstrous Humanoid
Hit Dice: 6d8+12 (39 hp)
Initiative: +2
Speed: 25 ft (5 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +6/+9
Attack: Slam +9 melee (1d6+3)
Full Attack: 2 slams +9/+4 melee (1d6+3)
Space/Reach: 5 ft/5 ft
Special Attacks: Stone to flesh
Special Qualities: Darkvision 60 ft, earth walk, immunities, transfer to glyptar
Saves: Fort +4, Ref +7, Will +6
Abilities: Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 12
Skills: Bluff +6, Disguise +5, Hide +7, Listen +5, Move Silently +7, Spot +5
Feats: Combat Expertise, Power Attack, Track
Environment: Any land and underground
Organization: Solitary or mated pair (maedar and medusa)
Challenge Rating: 04
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +4
This being appears to be a human male, shorn completely bald and hairless on his whole body. He wears nothing over his muscular frame except for a pair of breeches.
The maedar is the little-known male counterpart to the medusa. They are extremely rare, however, and few medusas ever find a maedar spouse. Maedar lack the petrifying gaze of the females. The typical maedar is a monogamist who mates for life; he is fiercely devoted to his mate and will go to any length to assist or avenge her. A widowed maedar will pursue his mate's killer for years. A maedar can easily restore a petrified medusa with his stone to flesh power.
Because of the maedar's rarity, most sages are unaware of their existence. Maedar are rarely seen; generally they remain in the lair they share with a medusa mate. A maedar's magical power provides food for him and his mate. He smashes her petrified victims with his fists and then transforms them into flesh, which they both consume. A maedar will wait in the lair, guarding the pair’s hoard of food and concealed treasure while his mate hunts.
Most medusas typically mate with human males, as a maedar can be difficult to find. This cross produces two to six eggs that hatch into fledgling females, who mature into medusas. When a medusa is able to find a mate with a maedar, the eggs will hatch into human infants instead (who turn to stone at the sight of their mother), though an infinitesimal percentage of males born from such a pairing will be maedar.
Maedar are generally antisocial, but will sometimes cooperate with evil creatures such as kobolds and orcs. A maedar will typically provide security for such creatures, or some other reward for their servitude. Maedar abhor being forced to serve another creature, and will always take revenge for such an affront.
A typical maedar is 5 to 7 feet tall and about the same weight as a human.
Maedar speak Common and Infernal.
COMBAT
A maedar will enter combat unarmed, slamming opponents with its powerful fists. To terrify its opponents, a maedar will sometimes smash victims that a medusa has petrified, and transform the remains back into flesh to eat later. When a maedar is about to be killed, it may surrender its life as a last resort by becoming a glyptar. If confronted by a very powerful enemy, the maedar and his mate will usually try to flee.
Stone to Flesh (Su): Once every 3 minutes, with a successful melee touch attack, a maedar can use stone to flesh as the spell cast by a 12th-level caster.
Earth Walk (Su): A maedar can move through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. The maedar requires a full round of concentration to activate this power, or to deactivate it. The maedar moves at its normal speed without hindrance, leaving behind no tunnel or hole, nor creating any ripple or other signs of its presence. A move earth spell cast on an area containing a maedar in earth flings the maedar back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. A phase door spell cast on an area containing a maedar in earth slays the maedar instantly and irrevocably.
Immunities (Su): A maedar is immune to petrification and paralysis, as well as any magic intended specifically to inhibit movement such as hold person and slow. A maedar is also immune to the poisonous bite of a medusa's serpentine hair.
Transfer to Glyptar (Su): If a maedar reaches 0 hit points and remains conscious, it can transfer its life force into the surrounding earth and rocks. This act kills the maedar’s body, but its spirit lives on. The maedar’s consciousness drifts through the ground until it encounters gemstones, such as feldspar or amethyst. The maedar’s spirit will permanently merge with such a rock crystal, becoming a glyptar (see below). The maedar’s mind eventually goes irrevocably mad from being trapped inside a tiny stone.
MAEDAR CHARACTERS
The favored class of the maedar is fighter. Maedar clerics have access to two of the following domains: Earth, Healing, Knowledge, and Protection.
GLYPTAR
A glyptar is a tiny crystal animated by the spirit of a maedar. When first formed, a glyptar is usually buried below the earth, and unable to free itself. If removed intact from the ground, the maedar’s spirit will be able to animate the crystal. A glyptar can fly at a speed of 25 feet per round, with perfect maneuverability. The glyptar retains the maedar’s mental abilities (Int, Wis, Cha).
A glyptar can animate objects, as the spell, if firmly attached to an inorganic item (Caster level 20). Such objects have the glyptar’s mental stats, and are directly under control of the glyptar. If a glyptar is set in the hilt or handle of a melee weapon, the weapon will function as if it has the dancing quality, allowing the glyptar to make attacks with the weapon using the maedar’s base attack bonus, and Strength bonus to damage. If a glyptar is set in the eye of a stone statue, the glyptar can animate the statue as if it were a stone golem. All of these effects end if the glyptar is removed or removes itself from the item.
A glyptar retains all of the maedar’s powers, except for the ability to transfer its spirit. A glyptar can use its stone to flesh attack, and can use this power through any object it is animating. A glyptar can use earth walk, taking any object it is animating with it; the phase door spell does not affect a glyptar moving this way. A glyptar also has the same immunities as a construct. It has both darkvision 90 feet and low-light vision.
A glyptar only cooperates with living beings when it chooses to do so, and cannot be forced to comply. A glyptar is immune to telepathy and cannot speak, but can use an appropriate animated object to write out messages in any language that the maedar understood.
The only way to destroy a glyptar is to shatter its stone, which will free the maedar’s spirit to take its place in the afterlife. A glyptar does not care whether or not it is destroyed: it will not aid a character in destroying it, but it will not stop a character from doing so. A glyptar has damage reduction 10/magic and bludgeoning, and has 5 hit points.
1986 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #106 (“The Ecology of the Maedar,” February 1986, Ed Greenwood), Monstrous Compendium MC3 - Forgotten Realms Appendix I (1989), and the Monstrous Manual (1993). The glyptar was origina
Anything you think should be added, removed, reformatted, etc, let's discuss it.
http://www.enworld.org/cc/converted/view_c.php?CreatureID=798
Maedar
Medium Monstrous Humanoid
Hit Dice: 6d8+12 (39 hp)
Initiative: +2
Speed: 25 ft (5 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +6/+9
Attack: Slam +9 melee (1d6+3)
Full Attack: 2 slams +9/+4 melee (1d6+3)
Space/Reach: 5 ft/5 ft
Special Attacks: Stone to flesh
Special Qualities: Darkvision 60 ft, earth walk, immunities, transfer to glyptar
Saves: Fort +4, Ref +7, Will +6
Abilities: Str 16, Dex 14, Con 14, Int 12, Wis 12, Cha 12
Skills: Bluff +6, Disguise +5, Hide +7, Listen +5, Move Silently +7, Spot +5
Feats: Combat Expertise, Power Attack, Track
Environment: Any land and underground
Organization: Solitary or mated pair (maedar and medusa)
Challenge Rating: 04
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +4
This being appears to be a human male, shorn completely bald and hairless on his whole body. He wears nothing over his muscular frame except for a pair of breeches.
The maedar is the little-known male counterpart to the medusa. They are extremely rare, however, and few medusas ever find a maedar spouse. Maedar lack the petrifying gaze of the females. The typical maedar is a monogamist who mates for life; he is fiercely devoted to his mate and will go to any length to assist or avenge her. A widowed maedar will pursue his mate's killer for years. A maedar can easily restore a petrified medusa with his stone to flesh power.
Because of the maedar's rarity, most sages are unaware of their existence. Maedar are rarely seen; generally they remain in the lair they share with a medusa mate. A maedar's magical power provides food for him and his mate. He smashes her petrified victims with his fists and then transforms them into flesh, which they both consume. A maedar will wait in the lair, guarding the pair’s hoard of food and concealed treasure while his mate hunts.
Most medusas typically mate with human males, as a maedar can be difficult to find. This cross produces two to six eggs that hatch into fledgling females, who mature into medusas. When a medusa is able to find a mate with a maedar, the eggs will hatch into human infants instead (who turn to stone at the sight of their mother), though an infinitesimal percentage of males born from such a pairing will be maedar.
Maedar are generally antisocial, but will sometimes cooperate with evil creatures such as kobolds and orcs. A maedar will typically provide security for such creatures, or some other reward for their servitude. Maedar abhor being forced to serve another creature, and will always take revenge for such an affront.
A typical maedar is 5 to 7 feet tall and about the same weight as a human.
Maedar speak Common and Infernal.
COMBAT
A maedar will enter combat unarmed, slamming opponents with its powerful fists. To terrify its opponents, a maedar will sometimes smash victims that a medusa has petrified, and transform the remains back into flesh to eat later. When a maedar is about to be killed, it may surrender its life as a last resort by becoming a glyptar. If confronted by a very powerful enemy, the maedar and his mate will usually try to flee.
Stone to Flesh (Su): Once every 3 minutes, with a successful melee touch attack, a maedar can use stone to flesh as the spell cast by a 12th-level caster.
Earth Walk (Su): A maedar can move through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. The maedar requires a full round of concentration to activate this power, or to deactivate it. The maedar moves at its normal speed without hindrance, leaving behind no tunnel or hole, nor creating any ripple or other signs of its presence. A move earth spell cast on an area containing a maedar in earth flings the maedar back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. A phase door spell cast on an area containing a maedar in earth slays the maedar instantly and irrevocably.
Immunities (Su): A maedar is immune to petrification and paralysis, as well as any magic intended specifically to inhibit movement such as hold person and slow. A maedar is also immune to the poisonous bite of a medusa's serpentine hair.
Transfer to Glyptar (Su): If a maedar reaches 0 hit points and remains conscious, it can transfer its life force into the surrounding earth and rocks. This act kills the maedar’s body, but its spirit lives on. The maedar’s consciousness drifts through the ground until it encounters gemstones, such as feldspar or amethyst. The maedar’s spirit will permanently merge with such a rock crystal, becoming a glyptar (see below). The maedar’s mind eventually goes irrevocably mad from being trapped inside a tiny stone.
MAEDAR CHARACTERS
The favored class of the maedar is fighter. Maedar clerics have access to two of the following domains: Earth, Healing, Knowledge, and Protection.
GLYPTAR
A glyptar is a tiny crystal animated by the spirit of a maedar. When first formed, a glyptar is usually buried below the earth, and unable to free itself. If removed intact from the ground, the maedar’s spirit will be able to animate the crystal. A glyptar can fly at a speed of 25 feet per round, with perfect maneuverability. The glyptar retains the maedar’s mental abilities (Int, Wis, Cha).
A glyptar can animate objects, as the spell, if firmly attached to an inorganic item (Caster level 20). Such objects have the glyptar’s mental stats, and are directly under control of the glyptar. If a glyptar is set in the hilt or handle of a melee weapon, the weapon will function as if it has the dancing quality, allowing the glyptar to make attacks with the weapon using the maedar’s base attack bonus, and Strength bonus to damage. If a glyptar is set in the eye of a stone statue, the glyptar can animate the statue as if it were a stone golem. All of these effects end if the glyptar is removed or removes itself from the item.
A glyptar retains all of the maedar’s powers, except for the ability to transfer its spirit. A glyptar can use its stone to flesh attack, and can use this power through any object it is animating. A glyptar can use earth walk, taking any object it is animating with it; the phase door spell does not affect a glyptar moving this way. A glyptar also has the same immunities as a construct. It has both darkvision 90 feet and low-light vision.
A glyptar only cooperates with living beings when it chooses to do so, and cannot be forced to comply. A glyptar is immune to telepathy and cannot speak, but can use an appropriate animated object to write out messages in any language that the maedar understood.
The only way to destroy a glyptar is to shatter its stone, which will free the maedar’s spirit to take its place in the afterlife. A glyptar does not care whether or not it is destroyed: it will not aid a character in destroying it, but it will not stop a character from doing so. A glyptar has damage reduction 10/magic and bludgeoning, and has 5 hit points.
1986 Wizards of the Coast, Inc.
Originally found in Dragon Magazine #106 (“The Ecology of the Maedar,” February 1986, Ed Greenwood), Monstrous Compendium MC3 - Forgotten Realms Appendix I (1989), and the Monstrous Manual (1993). The glyptar was origina