Mayfair Games Role Aids product conversions

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Shade

Monster Junkie
Welcome, folks! This thread exits to showcase conversions from the Mayfair Games Role Aids product line. These monsters came from this thread. This thread will be closed, but feel free to comment on any creature posted here in the appropriate discussion thread.
 

Shade

Monster Junkie
Devil, Fleshmorph (Yeladon)

Devil, Fleshmorph (Yeladon)
Large Outsider (Baatezu, Evil, Extraplanar, Lawful)
Hit Dice: 10d8+50 (95 hp)
Initiative: +4
Speed: 30 ft. (6 squares), fly 50 ft. (good)
Armor Class: 23 (–1 size, +4 Dex, +10 natural) touch 13, flat-footed 19
Base Attack/Grapple: +10/+18
Attack: Heavy mace +14 melee (1d8+6 plus venomous mace) or claw +13 melee (1d4+4)
Full Attack: Heavy mace +14/+9 melee (1d8+6 plus venomous mace) or 2 claws +13 melee (1d4+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Change shape, spell-like abilities, summon baatezu, venomous mace
Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 21, telepathy 100 ft.
Saves: Fort +12, Ref +11, Will +11
Abilities: Str 19, Dex 19, Con 21, Int 18, Wis 18, Cha 18
Skills: Bluff +17, Concentration +18, Diplomacy +21, Disguise +19 (+21 acting), Forgery +19, Gather Information +17, Hide +13, Intimidate +17, Knowledge (the planes) +17, Listen +17, Move Silently +17, Sense Motive +17, Spot +17, Survival +4 (+6 on other planes)
Feats: Ability Focus (venemous mace), Deceitful, Flyby Attack, Weapon Focus (heavy mace)
Environment: Nine Hells of Baator (Dis)
Organization: Solitary, team (2–4), or squad (6–10)
Challenge Rating: 9
Treasure: Standard
Alignment: Always lawful evil
Advancement: 11–20 HD (Large); 21–30 HD (Huge)
Level Adjustment: —

This bat-winged bald humanoid has tiny, hairy ears and a flattened mound with two holes for a nose. It carries a mace that drips green ichor.

Fleshmorphs, also called yeladons, serve the archdevil Dispater. They are generally tasked with collecting humanoid slaves for Dispater's palace. Yeladons get their name from the first and most famous of their kind, Yelad, who is one of Dispater's favored minions.

Fleshmorphs stand about 10 feet tall and weigh about 750 pounds.

Yeladons speak Infernal, Celestial, and Draconic.

COMBAT

A fleshmorph prefers to use deception to get close to its chosen victims, then utilize its abduction ability to quickly whisk them away. When drawn into battle, a yeladon makes hit-and-run attacks utilizing its Flyby Attack feat, staying out of range while its venom does its work.

A fleshmorph's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Abduction (Su): Unlike most devils, a fleshmorph can use greater teleport to transport other creatures. It can bring up to one Large or two Medium or smaller creatures with it each time it teleports. It can teleport unwilling targets as well, although an unwilling victim can attempt a DC 19 Will save to resist being transported. The save DC is Charisma-based.

Change Shape (Su): A fleshmorph can assume the shape of any Small, Medium, or Large humanoid. In humanoid form, the fleshmorph loses its natural attacks. A fleshmorph can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a fleshmorph reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Spell-Like Abilities: At will—cause fear (DC 15), detect magic, dispel magic, greater teleport, produce flame, read magic, see invisibility, wall of fire; 1/week—plane shift (DC 21). Caster level 12th. The save DC is Charisma-based.

Summon Baatezu (Sp): Once per day a fleshmorph can attempt to summon 1d2 erinyes with a 50% chance of success, or another fleshmorph with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Venomous Mace (Su): A fleshmorph's mace produces a deadly poison. This is a property of the fleshmorph, not the mace, so should it be disarmed or otherwise be separate from the mace, the weapon no longer produces poison. Injury, Fortitude DC 22, initial damage 1d6 Con, secondary damage 2d6 Con. The save DC is Constitution-based.

Originally appeared in Deadly Power (1984).
 
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Shade

Monster Junkie
Glass Golem

Glass Golem
Large Construct
Hit Dice: 12d10+30 (96 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 22 (–1 size, -1 Dex, +14 natural), touch 8, flat-footed 22
Base Attack/Grapple: +9/+18
Attack: Claw +11 melee (2d8+5/18-20/x3)
Full Attack: 2 claws +11 melee (2d8+5/18-20/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Augmented critical, death throes, rend armor
Special Qualities: Construct traits, damage reduction 5/magic and bludgeoning, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 21, Dex 8, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 13-18 HD (Large); 19-36 HD (Huge)
Level Adjustment: —

This man-shaped automaton seems to be sculpted from opaque glass a few inches thick. Numerous, jagged shards protrude from its surface, particularly around the ends of its arms.

Glass golems are favored by especially spiteful wizards, as their abilities destroy equipment and they're deadly even when slain. The original glass golem was created by a wizard whose laboratory was ransacked by interlopers. In his thrist for vengeance, he gathered up all his broken beakers and vials, melted them down, then used the glass of his shattered equipment to work his vengeance on the possessions of the wrongdoers.

A glass golem stands 9 feet tall and weighs 150 pounds.

COMBAT

Glass golems attack by slashing with their "claws", which are jagged bits of broken glass. When destroyed, they explode, throwing glassy shrapnel up to 20 feet in all directions.

Augmented Critical (Ex): A glass golem's claws threaten a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

Death Throes (Ex): When reduced to 0 hit points or less, a glass golem explodes into jagged bits of glass, dealing 2d6 points of slashing damage to anything within 20 feet (Reflex DC 16 half). The save DC is Constitution-based.

Immunity to Magic (Ex): A glass golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals fire damage warps and slows a glass golem (as the slow spell) for 3 rounds, with no saving throw.

A magical attack that requires a ranged touch attack is reflected directly back at the caster or the user of the item that generated it. This new target is entitled to a saving throw if the effect permits one.

A glass golem is affected normally by sonic attacks and the shatter spell.

Rend Armor (Ex): If a glass golem hits with both slam attacks, it pulls apart any armor worn by its foe. This attack deals 4d8+10 points of damage to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.

CONSTRUCTION

A glass golem’s body must be sculpted from molten glass weighing at least 150 pounds, treated with rare oils and powders worth 1,500 gp. Creating the body requires a DC 15 Craft (glassmaking) check.

CL 11th; Craft Construct, animate objects, hardening, shatter, spell turning, caster must be at least 11th level; Price 40,000 gp; Cost 21,500 gp + 1,540 XP.

Originally appeared in Deadly Power.
 
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Shade

Monster Junkie
Roosk

Roosk, Lesser
Small Ooze
Hit Dice: 2d10+10 (25 hp)
Initiative: +0
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 11 (+1 size), touch 11, flat-footed 11
Base Attack/Grapple: +1/-5
Attack: Slam +0 melee (1d6-2 plus 1d6 acid)
Full Attack: Slam +0 melee (2d6+4 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, sleeping gas
Special Qualities: Blindsight 60 ft., ooze traits, spider climb
Saves: Fort +5, Ref +0, Will +0
Abilities: Str 6, Dex 10, Con 20, Int 6, Wis 11, Cha 11
Skills: Climb +8, Hide +9, Move Silently +4
Feats: Stealthy
Environment: Underground
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Small); 4–6 HD (Medium); 7–9 HD (Large) and see text
Level Adjustment: —

Suddenly, you and your companions are surrounded by a thick fog. As your mind clouds with fatigue, a large amorphous cell falls from the ceiling above you.

A roosk is a carnivorous ooze capable of releasing a deadly sleep gas upon potential prey.

Legends claim that the first roosk arose from a cart filled with sleeping potions that overturned and mingled with stagnant rainwater.

When a lesser roosk reaches 9 Hit Dice, it advances no further, instead becoming a greater roosk.

A typical lesser roosk measures 3 feet across and 1 foot thick. It weighs 100 to 150 pounds.

COMBAT

A roosk generally lies in wait on a cavern ceiling, awaiting the approach of prey. Once potential victims come within range, the roosk releases its sleep gas, then drops upon the prey.

Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 16 Reflex saves. A metal or wooden weapon that strikes a roosk also dissolves immediately unless it succeeds on a DC 16 Reflex save. The save DCs are Constitution-based.

The roosk's acidic touch deals 16 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Sleeping Gas (Su): When a roosk senses the presence of living prey, it releases a cloud of gas 10 ft high, 10 ft wide, and 20 ft long. Any breathing creature of up to 4 HD within the cloud must make a DC 16 Fortitude save or fall asleep (as the sleep spell) for 2 minutes. A sleeping creature is allowed an additional DC 16 Fortitude save each time it takes damage to awaken before the duration expires. The roosk may use this ability every 1d4 rounds. The save DCs are Constitution-based.

Slow Fall (Ex): A roosk's slight natural bouyancy slows its descent during a fall. When falling, a roosk takes damage as if the fall were 20 feet shorter than it actually is.

Spider Climb (Ex): A roosk can climb sheer surfaces as though with a spider climb spell.

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

Roosk, Greater
Huge Ooze
Hit Dice: 10d10+60 (115 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 8 (–2 size), touch 8, flat-footed 8
Base Attack/Grapple: +7/+18
Attack: Slam +9 melee (2d6+4 plus 2d6 acid)
Full Attack: Slam +9 melee (2d6+4 plus 2d6 acid)
Space/Reach: 15 ft./10 ft.
Special Attacks: Acid, sleeping gas
Special Qualities: Blindsight 60 ft., ooze traits, spider climb
Saves: Fort +9, Ref +3, Will +3
Abilities: Str 17, Dex 10, Con 22, Int 6, Wis 11, Cha 11
Skills: Climb +11, Hide +5, Move Silently +4
Feats: Ability Focus (sleeping gas), Improved Initiative, Stealthy, Weapon Focus (slam)
Environment: Underground
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 11–15 HD (Huge); 16–30 HD (Gargantuan)
Level Adjustment: —

Suddenly, you and your companions are surrounded by a thick fog. As your mind clouds with fatigue, a large amorphous cell falls from the ceiling above you.

In addition to being larger than their lesser cousins, greater roosks possess a more powerful sleep gas.

A typical greater roosk measures 15 feet across and 2 feet thick. It weighs about 18,000 pounds.

COMBAT

Like the lesser roosk, a greater roosk generally lies in wait on a cavern ceiling, awaiting the approach of prey. Once potential victims come within range, the roosk releases its sleep gas, then drops upon the prey.

Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a roosk also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.

The roosk's acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.

Sleeping Gas (Su): When a roosk senses the presence of living prey, it releases a cloud of gas 20 ft high, 20 ft wide, and 40 ft long. Any breathing creature of up to 10 HD within the cloud must make a DC 23 Fortitude save or fall asleep (as the deep slumber spell) for 10 minutes. A sleeping creature is allowed an additional DC 23 Fortitude save each time it takes damage to awaken before the duration expires. The roosk may use this ability every 1d4 rounds. The save DCs are Constitution-based.

Slow Fall (Ex): A roosk's slight natural bouyancy slows its descent during a fall. When falling, a roosk takes damage as if the fall were 20 feet shorter than it actually is.

Spider Climb (Ex): A roosk can climb sheer surfaces as though with a spider climb spell.

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

Originally appeared in Beneath Two Suns (#742).
 
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Shade

Monster Junkie
Devil, Hrunchuk

Devil, Hrunchuk
Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 10d8+20 (65 hp)
Initiative: +3
Speed: 20 ft. (4 squares); fly 50 ft. (average)
Armor Class: 22 (+3 Dex, +9 natural), touch 13, flat-footed 19
Base Attack/Grapple: +10/+14
Attack: Claw +14 melee (1d4+4) or eye ray +13 ranged touch (1d10 fire)
Full Attack: 6 claws +14 melee (1d4+4) and 3 eye rays +13 ranged touch (1d10 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Eye rays, spell-like abilities
Special Qualities: Damage reduction 5/silver, darkvision 60 ft., immunity to acid and fire
Saves: Fort +9, Ref +10, Will +8
Abilities: Str 18, Dex 16, Con 15, Int 11, Wis 12, Cha 13
Skills: Balance +5, Concentration +15, Hide +16, Intimidate +14, Jump +0, Listen +14, Move Silently +16, Spot +14, Survival +14, Tumble +16
Feats: Hover, Point Blank Shot, Precise Shot, Track
Environment: Nine Hells of Baator
Organization: Solitary or pack (3–12)
Challenge Rating: 6
Treasure: Standard
Alignment: Always lawful evil
Advancement: 11-15 HD (Medium), 16-20 HD (Large), 21-30 HD (Huge)
Level Adjustment: —

This soot-skinned creature has a lizardlike head with three eyes, each glowing like hot embers. Six arms and four legs dangle beneath it as it flies on membranous wings.

Long ago, hrunchuks hunted the forests of a treacherous Material world. Then, for some reason beyond the mortal ken, the Lords of the Nine wrenched that world into the Inferno. What is clear is that the hrunchuks developed many magical abilities in the eons since, adapting to the Hells with an ease unknown in other races. They are now a subject race of the true devils, less subtle than their masters but not less efficient in wreaking destruction. The tale is used as a cautionary one by the sages, lest their own world be sucked into the Pit as well.

A hrunchuk is 6 feet long and weighs about 300 pounds.

Hrunchuks speak Infernal and Common.

COMBAT

Hrunchuks use their heat rays to maximum effect, sometimes using levitate to lift rocks and other obstacles providing cover to their targets.

Eye Rays (Su): A hrunchuk can fire one eye ray as a standard action or all three as a full-attack action. Each eye ray has a maximum range of 60 feet, and deals 1d10 points of fire damage.

Spell-Like Abilities: At will—cause fear (DC 12), deeper darkness, levitate, see invisibility. Caster level 10th. The save DCs are Charisma-based.

Advanced Hrunchuks

A hrunchuk's eyes beams increase in damage as it increases size categories, following the standard progression for natural weapons.

Originally appeared in Beneath Two Suns (#742).
 
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Shade

Monster Junkie
Yugoloth Lord, Runstibble

Yugoloth Lord, Runstibble
Large Outsider (Evil, Extraplanar, Yugoloth)
Hit Dice: 31d8+372 (511 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 49 (-1 size, +3 Dex, +7 profane, +30 natural), touch 19, flat-footed 46
Base Attack/Grapple: +31/+49
Attack: +3 unholy speed Huge greatclub +47 melee (3d8+24/19-20 plus 1d6 on a critical hit and DC 39 Fort save or die) or slam +44 melee (4d6+14)
Full Attack: +3 unholy speed Huge greatclub +47/+47/+42/+37/+32 melee (3d8+24/19-20 plus 1d6 on a critical hit and DC 39 Fort save or die) or 2 slams +44 melee (4d6+14)
Space/Reach: 10 ft./10 ft.
Special Attacks: Oversized weapon, pummel, soulshake, spell-like abilities, summon yugoloth
Special Qualities: Damage reduction 15/epic and good, darkvision 60 ft., globe of invulnerability, immunity to acid and poison, mint, resistance to cold 10, electricity 10, and fire 10, spell resistance 35, telepathy 100 ft.
Saves: Fort +29, Ref +24, Will +24
Abilities: Str 39, Dex 16, Con 35, Int 23, Wis 17, Cha 25
Skills: Appraise +40, Bluff +41, Concentration +46, Diplomacy +53, Disguise +7 (+11 acting), Forgery +40, Intimidate +45, Knowledge (nobility and royalty) +40, Knowledge (religion) +40, Knowledge (the planes) +40, Listen +37, Search +40, Sense Motive +37, Spot +37, Survival +3 (+7 following tracks, +7 on other planes), Use Magic Device +41
Feats: Cleave, Devestating Critical (greatclub), Epic Reflexes, Epic Will, Great Cleave, Improved Critical (greatclub), Improved Initiative, Overwhelming Critical (greatclub), Power Attack, Quicken Spell-Like Ability (unhallow), Weapon Focus (greatclub)
Environment: Bleak Eternity of Gehenna
Organization: Solitary or rabble (Runstibble plus 2d4 yagnoloths)
Challenge Rating: 24
Treasure: Double standard plus +3 unholy speed Huge greatclub
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —

This creature appears to be an armored giant sculpted from solid blood-red gemstones. His surface is encrusted with glittering gems of various sorts. He carries a massive, oversized greatclub that appears to be crafted from sapphire.

Great Runstibble, Duke of the Heart and the Soul, is the yugoloth lord of idolators and false worshippers. His task is to sway mortals to invent and worship false gods. He particularly enjoys influencing mortals to "worship" money and material goods, and takes great delight in tempting nobility.

Runstibble always lies when queried about the gods and their activities. his infernal magic permits him to resist divine power, defile consecrated ground, and shake the very soul of mortals.

Runstibble maintains a vast golden palace full of exhorbitant, gaudy treasures. No expense is spared when it comes to flaunting his wealth. Runstibble and Mammon, due to their similar love of material goods, hate each other and covet the other's position. Runstibble also has an overinflated sense of his own importance, and believes he should be recognized as oinoloth.

Runstibble stands 13 feet tall and weighs 6,000 pounds.

Runstibble speaks Abyssal, Draconic, and Infernal in a low hiss.

COMBAT

Runstibble prefers to pound foes into pulp with his huge, metallic fists. Should both hit, he may knock foes senseless. Runstibble occasinoally wields an oversized unholy speed greatclub.

Runstibble's natural weapons, as well as any weapons he wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Globe of Invulnerability (Su): Runstibble is continously surrounded by a lesser globe of invulnerability to a radius of 20 feet (caster level 20th). This globe can be dispelled, but Runstibble can create it again as a free action on his next turn.

Mint (Su): At will, Runstibble can create currency or gems worth 100 gp.

Oversized Weapon (Ex): Runstibble wields a +3 unholy speed greatclub (big enough for Huge creatures) without penalty.

Pummel (Ex): If Runstibble hits with both slam attacks, his attacks are especially punishing and may knock the opponent senseless. This attack automatically deals an additional 4d6+21 points of damage, and the victim must succeed on a DC 39 Fortitude save or be dazed for 1 round. The save DC is Strength-based.

Soulshake (Su): Runstibble's hideous visage is supernaturally terrifying. As a swift action, Runstibble may glare at a single opponent within 60 feet, who must make a DC 32 Will save or suffer 3d8+7 points of damage and 1d4 points of Wisdom damage. The save DC is Charisma-based.

Spell-Like Abilities: At will—astral projection, desecrate, detect good, greater dispel magic, greater teleport, telekinesis, unhallow, unholy blight; 3/day—quickened unhallow, symbol of pain, symbol of persuasion, symbol of weakness. Caster level 20th. The save DCs are Charisma-based.

Summon Yugoloth (Sp): Once per day, Runstibble can automatically summon 2d4 yagnoloths. This ability is equivalent to a 9th-level spell.

Originally appeared in Demons (MFG #752).
 
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Shade

Monster Junkie
Dust Spider, Lesser
Tiny Magical Beast (Extraplanar)
Hit Dice: 1d10 (5 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 40 ft.
Armor Class: 14 (+2 size, +2 Dex) touch 14, flat-footed 12
Base Attack/Grapple: +1/-12
Attack: Bite +5 melee (1d4-4 plus poison)
Full Attack: Bite +5 melee (1d4-4 plus poison)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Death throes, dust form, poison, web
Special Qualities: Darkvision 60 ft., dust body, low-light vision
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 2, Dex 15, Con 10, Int 7, Wis 13, Cha 10
Skills: Climb +10, Hide +16*, Jump -4, Move Silently +4*, Spot +6
Feats: Ability Focus (poison), Weapon Finesse (B)
Environment: Elemental Plane of Air and Elemental Plane of Earth
Organization: Solitary or clutter (2-4)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Always neutral
Advancement: solitary or clutter (2-4)
Level Adjustment: —

This two-foot diameter gray spider emits a fine, sparkling dust.

Dust spiders inhabit the dusty borders of the elemental planes. They are often drawn to the Material Plane by powerful, residual magical energies.

Dust spiders' webs and the surrounding areas are normally blanketed in a fine, sparkling dust.

Lesser dust spiders are 2 feet in diameter and weigh about a pound.

Dust spiders speak a crude form of Terran.

COMBAT

Lesser dust spiders lie in wait for prey while transformed into a pile of dust, when a victim blunders into their webs they take spider form and attack. A badly injured dust spider often "plays dead" by collapsing to dust.

Death Throes (Ex): When a lesser dust spider dies, it explodes in a burst of dust. All creatures within 5 feet must succeed on a DC 10 Fortitude save or be dazzled for 1 round. The save DC is Constitution-based.

Dust Body (Ex): A dust spider's body is made up of nothing but fine dust, giving it immunity to poison, disease, disintegration, sleep effects, paralysis, stunning and critical hits. A dead dust spider cannot be brought back to life by raise dead, reincarnation or resurrection, it requires a limited wish, wish, miracle or true resurrection to restore it to life.

Dust Form (Su): A lesser dust spider can change its shape to a pile of dist. A DC 20 Spot check is required to distinguish the dust spider from a pile of dust. In this form, the dust spider gains damage reduction 10/-, but it cannot move or make attacks. Assuming this form takes a move action, while returning to its spider form is a free action.

A lesser dust spider that is struck by a moderate wind (windspeed 11 mph or higher) while in dust form is forced to resume its normal spider form and must succeed at a Fortitude save (DC equals 10 or DC of the wind effect, whichever is higher) or be knocked prone and stunned for 1 round.

Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage 1d3 Dex. The save DC is Constitution-based.

Web (Ex): Dust spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size.

Lesser dust spiders often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become entangled. An entangled creature can escape with a successful DC 10 Escape Artist check or burst it with a DC 14 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.

A dust spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Skills: Lesser dust spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A lesser dust spider can always choose to take 10 on Climb checks, even if rushed or threatened. Lesser dust spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Lesser dust spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Originally appeared in City State of the Invincible Overlord (1987).
 
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Shade

Monster Junkie
Dust Spider Swarm

Dust Spider Swarm
Diminutive Magical Beast (Extraplanar, Swarm)
Hit Dice: 12d10 (66 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 40 ft.
Armor Class: 14 (+2 size, +2 Dex) touch 14, flat-footed 12
Base Attack/Grapple: +12/-
Attack: Swarm (1d6 plus poison)
Full Attack: Swarm (1d6 plus poison)
Space/Reach: 10 ft./0 ft.
Special Attacks: Choking retribution, distraction, dust form, poison, web
Special Qualities: Darkvision 60 ft., dust body, immune to weapon damage, low-light vision, swarm traits, tremorsense 30 ft., vermin traits
Saves: Fort +10, Ref +11, Will +7
Abilities: Str 1, Dex 17, Con 10, Int 7, Wis 13, Cha 10
Skills: Climb +10, Hide +16*, Jump -4, Move Silently +4*, Spot +17
Feats: Ability Focus (distraction), Ability Focus (poison), Alertness, Great Fortitude, Iron Will
Environment: Elemental Plane of Air and Elemental Plane of Earth
Organization: Solitary or pile (2-4 swarms)
Challenge Rating: 7
Treasure: Standard
Alignment: Always neutral
Advancement: None
Level Adjustment: —

This swarm of tiny gray spiders emits a fine, sparkling dust.

Dust spiders inhabit the dusty borders of the elemental planes. They are often drawn to the Material Plane by powerful, residual magical energies.

Juvenile dust spiders often form swarms to improve their chances of survival.
Although dust spider swarms do not spin webs, they are often found in the webs of other dust spiders.

Individual dust spiders are less than 6 inches in diameter and weigh only a few ounces.

Dust spiders speak a crude form of Terran.

COMBAT

A dust spider swarm simply moves into a victim's space, dealing swarm damage every round and exposing prey to its poison.

Choking Retribution (Ex): Whenever a dust spider swarm takes damage, it releases a burst of dust. All creatures within 5 feet must succeed on a DC 16 Fortitude save or be dazzled for 1 round. The save DC is Constitution-based.

Dust Body (Ex): A dust spider's body is made up of nothing but fine dust, giving it immunity to poison, disease, disintegration, sleep effects, paralysis, stunning and critical hits. A dead dust spider cannot be brought back to life by raise dead, reincarnation or resurrection, it requires a limited wish, wish, miracle or true resurrection to restore it to life.

Dust Form (Su): A dust spider swarm can change its shape to a pile of dist. A DC 20 Spot check is required to distinguish the dust spider from a pile of dust. In this form, the dust spider gains damage reduction 10/-, but it cannot move or make attacks. Assuming this form takes a move action, while returning to its swarm form is a free action.

A dust spider swarm that is struck by a moderate wind (windspeed 11 mph or higher) while in dust form is forced to resume its normal swarm form and must succeed at a Fortitude save (DC equals 10 or DC of the wind effect, whichever is higher) or be knocked prone and stunned for 1 round.

Poison (Ex): Injury, Fortitude DC 18, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.

Skills: Dust spider swarms have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A dust spider swarm can always choose to take 10 on Climb checks, even if rushed or threatened. Dust spider swarms use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

Originally appeared in City State of the Invincible Overlord (1987).
 
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Shade

Monster Junkie
Dust Spider, Greater

Dust Spider, Greater
Huge Magical Beast (Extraplanar)
Hit Dice: 17d10+85 (178 hp)
Initiative: +6
Speed: 30 ft. (6 squares), climb 40 ft.
Armor Class: 15 (-2 size, +2 Dex, +5 natural) touch 10, flat-footed 13
Base Attack/Grapple: +17/+33
Attack: Bite +23 melee (3d6+12/19-20 plus poison)
Full Attack: Bite +23 melee (3d6+12/19-20 plus poison)
Space/Reach: 15 ft./10 ft.
Special Attacks: Choking cloud, death throes, dust form, poison, shed swarm, web
Special Qualities: Darkvision 60 ft., dust body, low-light vision
Saves: Fort +15, Ref +12, Will +8
Abilities: Str 26, Dex 15, Con 20, Int 7, Wis 13, Cha 10
Skills: Climb +16, Hide -2* (+6 in webs), Jump +8, Move Silently +7* (+15 in webs), Spot +17
Feats: Ability Focus (poison), Combat Reflexes, Improved Critical (Bite), Improved Initiative, Iron Will, Power Attack
Environment: Elemental Plane of Air and Elemental Plane of Earth
Organization: Solitary, clutter (2-4) or spawning (1-4 plus 4-8 Large lesser dust spiders and 2-8 lesser dust spider swarms)
Challenge Rating: 11
Treasure: Standard
Alignment: Always neutral
Advancement: 18-32 HD (Huge); 33-51 HD (Gargantuan)
Level Adjustment: —

This 30-foot diameter gray spider emits a fine, sparkling dust.

Dust spiders inhabit the dusty borders of the elemental planes. They are often drawn to the Material Plane by powerful, residual magical energies.

Dust spiders' webs and the surrounding areas are normally blanketed in a fine, sparkling dust.

Greater dust spiders are the adult form of lesser dust spiders. They constantly birth size baby spiders from pores in their skin, and these offspring swarm over their parent's body in a layer up to a foot thick. Most of its young are microscopic and will die a few seconds after being separated from the parent spider; the largest are about 6 inches across and ready to form swarms to make their own way in the world.

Greater dust spiders are 30 feet in diameter and weigh 4,000 pounds.

Dust spiders speak a crude form of Terran.

COMBAT

Greater dust spiders lie in wait for prey while transformed into a pile of dust, when a victim blunders into their webs they take spider form and attack. A badly injured dust spider usually assumes dust cloud form and flees.

A greater dust spider can attack its enemies by releasing swarms of Diminutive lesser dust spiders or clouds of deadly, choking dust. These clouds are actually made up of dust-mote sized spiders.

Choking Cloud (Ex): Whenever a greater dust spider takes damage, it releases a cloud of dust in a 20 foot spread. It can also release a cloud of dust as a move action. All creatures within the cloud must succeed on a DC 23 Fortitude save or be sickened for 1d4+1 rounds and take 1d6 Constitution damage from violent sneezing and choking. The save DC is Constitution-based.

Death Throes (Ex): When a greater dust spider dies, it explodes in a 40 foot spread of deadly dust. All creatures within the cloud must succeed on a DC 23 Fortitude save or be nauseated for 1d4+1 rounds and take 2d6 Constitution damage from violent sneezing and chocking, those that save are merely sickened for 1d4 rounds. One minute later, all creatures that were covered by the dust must succeed on another DC23 Fortitude save or take an additional 1d6 Constitution damage. In addition, any swarms of young the greater dust spider has not released (see Shed Swarm, below) appear were the greater dust spider dies and attack their dead parent's slayers as their next action. The save DC is Constitution-based.

Dust Body (Ex): A dust spider's body is made up of nothing but fine dust, giving it immunity to poison, disease, disintegration, sleep effects, paralysis, stunning and critical hits. A dead dust spider cannot be brought back to life by raise dead, reincarnation or resurrection, it requires a limited wish, wish, miracle or true resurrection to restore it to life.

Dust Form (Su): A greater dust spider can collapse its body into a cloud or pile of dust. This functions as a gaseous form spell, except as follows. The dust spider's base speed becomes 20 ft, and it gains a climb speed of 20 ft and a fly speed of 20 ft (perfect). It cannot run. It requires a DC 20 Spot check to determine a greater dust spider in dust form is a living creature and not merely natural dust. Assuming dust form takes a move action and returning to its spider form is a swift action.

Poison (Ex): Injury, Fortitude DC 23, initial and secondary damage 2d6 Dex. The save DC is Constitution-based.

Shed Swarm (Ex): A greater dust spider can release a lesser dust spider swarm as a standard action into any adjacent squares. A greater dust spider carries one swarm for every 8 hit dice it possesses. A Gargantuan spider can release two swarms as a standard action.

Web (Ex): Dust spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size.

Greater dust spiders often create sheets of sticky webbing from 30 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become entangled. An entangled creature can escape with a successful DC 23 Escape Artist check or burst it with a DC 27 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.

A dust spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Skills: Greater dust spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A greater dust spider can always choose to take 10 on Climb checks, even if rushed or threatened. Greater dust spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Greater dust spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Originally appeared in City State of the Invincible Overlord (1987).
 
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Shade

Monster Junkie
Sandman

Sandman
Medium Outsider
Hit Dice: 9d8+9 (49 hp)
Initiative: +6
Speed: Fly 10 ft. (2 squares) (perfect)
Armor Class: 20 (+6 Dex, +4 deflection), touch 20, flat-footed 14
Base Attack/Grapple: +9/+7
Attack: —
Full Attack: —
Space/Reach: 5 ft./5 ft.
Special Attacks: Sandblast, touch attack
Special Qualities: Airy, darkvision 60 ft., dispersed form, dust body, immunity to mind-affecting powers, regeneration 5
Saves: Fort +7, Ref +12, Will +8
Abilities: Str 6, Dex 22, Con 13, Int 1, Wis 14, Cha 19
Skills: Hide +20, Listen +14, Move Silently +20, Spot +14
Feats: Alertness, Blind-Fight, Improved Initiative, Hostile Mind
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 5
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 9-13 HD (Medium); 14-27 HD (Large)
Level Adjustment: —

Floating on the air is a cloud of fine sand gathered into a roughly humanoid shape.

Sandmen are mysterious creatures that are usually encountered in chambers filled with still air and sand or dust, such as abandoned bedrooms or desert caves. They are driven by a compulsion to put intruders to sleep with their sedative sand.

Sandmen do not need to eat, drink or breathe. They may somehow derive sustenance from the creatures they put to sleep.

Sandmen cannot speak.

Combat

A sandman attemps to sneak up on its intended victims and spray them with sleep sand. If a victim stubbornly resists falling asleep and fights back, the sandman will fly out of melee reach and attack with abrasive sand blasts.

Airy (Ex): Since a sandman's body is made up of a (relatively) small amount of sand and lots of empty space, it is difficult to know where to attack the creature. Any melee or ranged attack with a piercing or slashing weapon directed at a sandman has a 20% miss chance. The blow or missile may pass through the creature's body without harming it. Even a true seeing effect is useless for determining where and how to strike the creature.

Dispersed Form (Ex): As a standard action, a sandman can disperse its body into a cloud of very fine sand. This form has the same effects as the spell gaseous form, with the addition that the sandman moves with perfect silence when dispersed. A dispersed sandman can remain in that state indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Dust Body (Ex): A sandman's body is made up of nothing but fine dust, giving it immunity to poison, disease, disintegration, sleep effects, paralysis, stunning and critical hits. A dead sandman cannot be brought back to life by raise dead, reincarnation or resurrection, it requires a limited wish, wish, miracle or true resurrection to restore it to life.

Regeneration (Ex): Electricity does normal damage to a sandman. If a sandman is reduced to 0 or fewer hit points it is forced to assume its dispersed form (see above) until it gains a positive hit point score.

Sand Blast (Su): A sandman can blast 20-foot cones of magical sand from its hands. They can blast two types of sand, "sleep sand" and "abrasive sand". Sandmen can produce one sandblast as a standard action and two sandblasts as a full-round action (one from each hand, both sandblasts must be the same type).

Abrasive Sand - All creatures within the cone take 1d10 damage, halved with a DC 18 Reflex save.

Sleep Sand - All creatures within the area of effect must succeed at a DC 18 Will save or fall asleep for 4d12 rounds.

The save DCs are Charisma-based.

Skills: A sandman has a +8 racial bonus on Hide and Move Silently checks.

Originally appeared in City State of the Invincible Overlord (1987).
 
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