• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Megamania's manical creature collection and mutations!

Thought I would share some of my crazier combos of creatures and templates. The following is the stat block I have always used since 3.0 came out. It is not the "standard" format

CREATURE INIT SP AC (TO FT ) AL CR HD
Sz Type SAVES F+ R+ W+ S D C I W C
ATTACKS / DAM
FULL ROUND
BASE ATT / GRAPPLE:
ARMOR (+)
SPEC ATT nada
SPEC QUA nada
FACE / REACH 5 / 5
SKILLS nada
FEATS nada
TREASURE standard
LANGUAGE
BOOK / PAGE
NOTES 3.5
 

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THE BROOD: Low / Mid Level humanoids

These creatures were designed to be "mid level" cannonfodder. I have 40K "Brood" warriors that I have assembled to have a quasi "savage-tech" type of equipment. This is the base I use for the creatures which I then add levels of classes to if I want special ones.


THE BROOD INIT+2 SP 45 AC 18 (TO 11 FT17 ) AL CN CR 3 HD 3d10+18 (38)
Medium Humanoid Warrior 2 / Fighter 1 SAVES F+13 R+5 W+2 S22 D12 C22 I08 W08 C08
ATTACKS / DAM Falchion +9 melee 1d8+ 6 (2 hd +9) 18-20 crit
OR Longbow +4 ranged melee 1d8 20 x3
OR Claw attack +9 melee 1d8 +6 20 x2
FULL ROUND Falchion +9 melee 1d8+ 6 (2 hd +8) 18-20 crit
OR Longbow +4 ranged melee 1d8 20 x3
BASE ATT / GRAPPLE: +3 / +9
ARMOR 18 (+1 dex +3 Stud Leather, +4 Nac)
SPEC ATT nada
SPEC QUA Primal Darkness: Animals naturally sense the evil within them. –4 to all checks
L’Tala Root: They grow a special plant that by eating the root gives them the Barbarian
Rage ability that lasts 1d6+CON MOD in rds, Fort DC 20 is required. (+1 to DC per
dose taken in the past 24hrs). Failure means 1d4 bone spurs grow out of the body. These
spurs grow over the course of a week after a failure. These spurs give a +1 (per spike/
3+3 is the max) to diplo checks with other Uthuk Y’llan
Skills: +2 Intimidate, +8 M Sil, +8 Surv
BONUS FEAT: Track
FAVORED CLASS: Barbarian
Cold Resistance: 5+ 1/HD (max of +20)
DARKVISION: 60ft
Low Light Vision
Shadow Blend (SU): Anything other than full daylight allows 9/10 Concealment
SHADOW POWERS: 1 per 4 HD
1-4 HD +2 all Saves (added already as base)
5-8 HD Damage Reduction 5/+1
9-12 HD Evasion
13-16 HD Plane shift (Eberron / Lamannia 1/day
DAMAGE REDUCTION: 1-3 HD nada 4-7 HD 5/+1 8-11 5/+2 12+ 10 /+3
(doesn’t stack with 5+ HD bonus of SHADOW POWERS)
DISRUPTIVE ATTACK (SU): If it hits a living Non-Outsider,
it does an additional ½ HD in VILE damage.
ENHANCED POWER (SU): DC +4 per Special Attack
FAST HEALING (EX): Heal ½ HD / RD to the Maxium of 10.
CR: 1-3 HD +1 (already included as base) 4-7 +2 8+ +3
FACE / REACH 5 / 5
SKILLS Climb +9, Intimidate +1 Jump +6, M Sil +4, Surv +6
FEATS Alertness, Power Att, Track
TREASURE standard Falchion, Longbow and Studded Leather Armor
LANGUAGE Common and Uthuk
BOOK / PAGE Uthuk Y’llan Mythic Races page 158 (slightly adjusted)
Shadow Creature Template Manual of the Planes page 190
Corrupted Creature Template from Book of Vile Deeds page 186
NOTES 3.5 Lamannia natives captured and used as hunters by some of the Aberrational Invaders
 
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Dinosaur: Tyrannosaurus, ½ Dragon ½ Farspawn

I created this monstrousity for the horrorific fun of it then decided to use it on my group. Deadly but lots of fun!


DINOSAUR: TYRANNOSAURUS, ½ DRAGON ½ FARSPAWN
INIT +1 SP40 / Fly 80 ave AC22 (FT20 T10 ) ALn CR 13 HD 20d10+202 (325)
Huge Dragon (Native) Outsider SAVES F+21 R+13 W+10 S38 D14 C30 I04 W19 C14
ATTACKS / DAM Bite +27 melee (3d6+18)
OR a Tentacle +26 melee 1d8+14 damage (15ft Reach)
FULL ROUND Bite +27 melee (3d6+18)
TENTACLES (x2) +26 melee 1d8+14 damage
BASE ATT / GRAPPLE: +15 / +37
ARMOR 22 (-2 SZ, +2 DEX, +12 NAC)
SPEC ATT Improved Grab, Swallow Huge
BREATH WEAPON (SU): 30ft Cone of Fire 6d8 damage REF 28 = ½ DAM
SPELL-LIKE ABILITIES (SU): 10+20+CHA MOD 32
Blur 3/day
Touch of Idiocy
Stinking Cloud
Blink 3/day
GREATER INVISIBILITY
TK
Ethereal Jaunt 3/day
Scintillating Pattern
Summon Monster 9 (vermin/farrealm only)
IMPLOSION
SPEC QUA Low Light Vision, Scent, Dark Vision 60ft Blindsight 60ft
IMMUNE: Sleep Paral, Poisonand Fire
RESIST: Acid / Elec 10
DAMAGE REDUCTION 10/Magic
Magical Nat Weapons: Bite / Tent are treated as Magical Weapons
SPELL RESIST: 25
May change shape into a mass of tentacles, WHEN THIS WAY- can not be flanked
Tentacle x4
FACE / REACH 15 / 10 (bite) 15 (Tentacles)
SKILLS Hide +11 M Sil +12 Search +10 List +18 Spot +16
FEATS Alert, Imp Nat Att: Bite), Run, Toughness(3), Track
TREASURE nada
LANGUAGE nada
BOOK / PAGE MM 3.5 page 61 ½ Dragon 146 Increased HD to 20 Lords of Mad ½ Farspawn 152
NOTES 3.5 Imp Grab: Large or smaller succ bite= free grapple with no Att of Opp. Win then
Swallow next ruond
Swallow Whole: 2 sizes smaller, after winning grapple: win 2nd grapple
Swallowed= 2D8+8 bludgeoning then 8 of acid per round
To cut out- LIGHT slashing or pirceing weapon 25pts of dam. Reseals
After 25 dam is done
Hold 2 med, 8 small, 32 tiny
 

Ignemessis, Dragon Bane Giant, Fire, ½ Dragon (red)

We got talking about creating powerfully strong creatures and this is what I created.

IGNEMESSIS, DRAGON BANE
GIANT, FIRE, ½ DRAGON (RED) VAMPIRE INIT+4 SP30 (armored) 40 (unarmored) FLY w/wings 40
STR MAXED VAMPIRE AC 41(TO12 FT40 ) AL LE CR 14 (17?) HD 15d12+150 (121)
Large Undead Giant SAVES F+18 R+10 W+9 S58 D14 C30 I14 W14 C17
ATTACKS / DAM Great Sword+2 Flaming +36 melee 4d6+24 (2hd +36)
OR Slam +34 1d8+17
OR Rock +13 ranged 2d6+2d6 fire+10 120 ft
FULL ROUND Great Sword+2 Flaming +36/31/+26 melee 4d6+24 (2hd +36)
+ BITE +25 melee 1d8+15
OR Slam +34/+34 1d8+17
OR Rock +13 ranged 2d6+2d6 fire+10 120 ft
BASE ATT / GRAPPLE: +11/+39
ARMOR 41(-1 sz, +2 dex,+26 nac, +11 ½ plate(+4), Ring Pro+3)
SPEC ATT Rock Throwing, Blood Drain, Children of the Night, Dominate, Create Spawn,
Energy Drain, Breath Weapon (Fire)
SPEC QUA Immune to Fire
Dark Vision 60ft
Low-Light Vision
Rock Catching
Vulnibility to Cold
Alternate Form, Damage Reduction, Fast Healing, Gaseous Form, Resistance,
Spider Climb, Turn Resistance
FACE / REACH 10 / 10
SKILLS Bluff +16, Climb +20, Craft: Weapons +6, Hide +10, Intim +17, List +17, Jump +20,
Know: Anc Hist +10, Know: Noble +10, M Sil +14, Search +15, S Mot +24, Spot +24,
Surv +10
FEATS Alertness, Combat Reflex (+2), Cleave, Dodge, Great Cleave,Improved Init,
Improved Overrun, Improved Sunder, Iron Will, L Reflexes,Pow Att
TREASURE standard x2 45,000 x2 = 90,000 Great Sword +2 Flaming = 18,000, Ring Pro+3 18,000
Belt Giant Str +6 36,000 ½ Plate+4 16,000 2000 remain
LANGUAGE Giant
BOOK / PAGE MM 3.5 page 121 Savage Species page 168 base S18 D12 C18 MM 3.5 pg252
HOOK “Dragons are the evil of the earth and NEED to be destroyed. I smell Dragon on you.”
NOTES 3.5 Fire Giants like to take captives/hostages
BLOOD DRAIN: Grapple and feed. 1d4 CONlose per round pinned Each round
the Vampiric Fire Giant gains 5 HP
CHILDREN OF THE NIGHT: 1/day call 1d6+1 rat swarms, 1d4+1 bat swarms OR
3d6 Wolves as STANDARD action Arrive in 2d6 rounds and
commanded for 1 hour
DOMINATE: Standard Action- Gaze WILL DC 20 Range 30ft
CREATE SPAWN: If killed by Energy Drain- rise as a Vampire 1d4 days later
Vampire has complete command over the new vampires. Limit of HDx2 Spawn
Can be under a Vampire’s command
ENERGY DRAIN: Slam attack = 2 NEGATIVE Levels. For each successful hit =
+10 hp
ALTERNATE FORM: Become Bat, Dire Bat, Wolf or Dire Wolf. No healing or
Blood drain / Level drain abilities
DAMAGE REDUCTION: 10 / Silver or Magic
FAST HEALING: Recover 5 HP a Round
GAS FORM: Fly Perfect 20 at will
RESISTANCE: Cold 10 Elec 10
SPIDER CLIMB: At will as the spell
TURN RESIST: +4 to Turn Resistance
BREATH WEAPON (SU): 30ft Cone of Fire 6d8 damage REF DC 25
 

HYDRA, CRYO ADVANCED ½ Earth ELEMENTAL 12- HEADED

Something different

HYDRA, CRYO ADVANCED ½ Earth ELEMENTAL 12- HEADED
Huge Magical Beast ½ Earth Elemental Advanced
INIT+1 SP20 / swim 20 AC 23 (TO09 FT22 ) AL N CR 17
HD18d10+147 (261)
SAVES F+16 R+11 W+ 8 S27 D12 C24 I02 W10 C09
ATTACKS / DAM Bite x12 +25 melee (2d8+8) 20 x2
FULL ROUND Bite x12 +25 melee (2d8+8) 20 x2
BASE ATT / GRAPPLE: +18 / +26
ARMOR 23(-2 sz, +1 dex, +14 nat)
SPEC ATT BW (SU): 10ft high, ten feet wide and 20ft long all heads breath every 1d4 rds
3d8 cold dam each REF = ½ 23
SPEC QUA Fast Healing 22
Darkvision 60ft
Low Light Vision
Scent
Immune: Poison and Earth Spells effects
Spell-like Abilities
Magic Stone, Soften Earth and Stone, Stone Shape, Spike Stones,
Wall of Stone, Stone Skin, Iron Body, Iron Body, Elemental Swarm
FACE / REACH 15 / 10
SKILLS Climb +18 List +12 Spot +15 Swim +14
FEATS Blind Fight, Combat Reflexes ALL HEADS MAY ATTACK!!!!!!!
Improv Nat Att: Bite, Iron Will, Toughness, Weapon Focus: Bite,
Improved Toughness, Improved NAC
TREASURE 1/10 coins 50% goods and 50% items
LANGUAGE nada
HOOK “Oh….my….god…..LOOK AT THE SIZE OF THAT MONSTER!”
BOOK / PAGE MM3.5 page 155 Manual of the Planes: ½ Earth Elemental 189
NOTES 3.5 LIMIT of 24 heads at once with regrowing
BODY HP 261
HEAD HP 22 HP
HEAD REMOVED regrows within 1d4 rds Only with 5pts of fire or acid
damage does the head not regrow
FOR EACH HEAD REMOVED TWO MORE GROW BACK
TO REMOVE A HEAD- Successful SUNDER ATTACK with SLASHING weapon. Allows Attack of Opertunity if PC doesn’t have a Improved Sunder Attack FEAT.
 

Scorpion, Monstrous ½ Dragon (bronze)

Something simple....

SCORPION, MONSTROUS ½ DRAGON (BRONZE) HUGE
Huge Dragon INIT+0 SP50 /Fly 100 ave. AC24 (TO8 FT24 ) AL N CR 9 HD 10d10+40 (90)
SAVES F+11 R+3 W+3 S31 D10 C18 I02 W10 C4
ATTACKS / DAM CLAW +15 melee 1d8+10
FULL ROUND CLAW (x2) +15 melee 1d8+10
And Stinger +10 melee 2d4+5 + Poison
BASE ATT / GRAPPLE: +7 / +25
ARMOR 24 (-2 sz, +16 nat)
SPEC ATT CONSTRICT (EX): 1d6+4 Auto damage from claw if grabbed
IMPROVED GRAB (EX): Use either dex or Str to grapple
POISON (EX): Fort DC 19 1d6 CON two rounds
BREATH WEAPON (SU): BRONZE 60ft Lightning 1/day 6d8 DC REF 18
SPEC QUA Dark Vision :60ft
Low Light (EX): normal x2
Tremor Sense 60ft
Vermin Traits
IMMUNITIES (EX): BRONZE Immune to Elec
FACE / REACH 15 / 10
SKILLS Climb +17 Hide +4 List +3 Search +4 Spot +4
FEATS nada
TREASURE 1/10 coins 50% goods and items
LANGUAGE nada
BOOK / PAGE MM 3.5 287 MM 3.5 146
NOTES 3.5 For use in Albany Gameday Drow guardian
 



Minotaur ½ Troll

I forget when I made this guy and why. Still- a nasty surprise for many players


MINOTAUR ½ TROLL INIT+0 SP30 AC20 (FT14 TO15 ) AL CE CR11 HD4d10+6d8+80 (124)
Large Giant Fit 4 SAVES F+13 R+7 W+6 S32 D12 C27 I05 W10 C06
Lolth-Touched Creature
ATTACKS / DAM Great axe +16 melee 3d6+16 damage
OR Gore with horns +20 melee 1d8+12
FULL ROUND Great Axe +21/+16 3d6+16
AND Gore +15 melee 1d8+12
AND BITE +15 melee 1d8+12
ARMOR 18(-1sz +9 nat )
SPEC ATT Powerful Charge- 4d6+17
Rend (EX): 2 successful Claw Attacks = 2d6+ 1 ½ STR Rending Damage
SPEC QUA Darkvision 60ft
Natural Cunning,
Scent
Fearless (EX): Immune to Fear spells/spell effects
Fast Healing (EX): 5 points are healed per round
FACE / REACH 10x10 / 10ft
SKILLS Hide +5 Intim+1 List+6 Know: Dung +0, M Sil +5, Search+4 Spot +7
FEATS Cleave, Great Fort, Pow Att, Track, Weapon Focus: Great Axe,
Weapon Spec: Great Axe
TREASURE standard
LANGUAGE Giant
BOOK / PAGE MM3.5 page 188 Lolth-Touched MMIV 93 ½ Troll FF 92
NOTES 3.5 POWERFUL CHARGE (EX) +14 to hit with 4d6+8 damage
NATURAL CUNNING (EX) Immune to Maze spell, Never become Lost, Never caught Flat-Footed
 

Owlbear ½ Dragon (brown) Vampire

I wanted something to throw at the overly cocky players to make them know fear again


OWLBEAR ½ DRAGON (BROWN) VAMPIRE
INIT+5 SP30 FLY 60 Ave. AC27 (TO12 FT24 ) AL N CR 8 HD 5d12+30 (60)
Large Undead Dragon SAVES F+10 R+9 W+3 S35 D16 C23 I06 W14 C16
ATTACKS / DAM CLAW +16 melee 1d8+12 damage 20x2
OR BITE +16 melee 1d8+10 damage 20x2
BW 60ft Line of Acid 6d8 damage DC 12+ CON MOD (6) [DC 18]
FULL ROUND CLAW (x2) +16 melee 1d8+12 damage 20x2
BITE +16 melee 1d8+10 damage 20x2
BASE ATT / GRAPPLE: +5 / +14
ARMOR 27 (-1 sz, +3 Dex, +15 Nac)
SPEC ATT Improved Grab
Blood Drain (EX): Grapple then feed 1d4 CON drain Vampire Heals 5 pts per attack
Children of the Night (SU): 2d4 Dire Wolves arrive in 2d6 rds
Dominate (SU): Will save or stand there for it to ravish you
Create Spawn (SU): can not
Energy Drain (SU): Gain two neg ative levels if hit by Slam. Vamp gains 5 hps
SPEC QUA Scent
DARKVISION: 60ft
LOW LIGHT VISION
IMMUNITIES: Sleep and Paral and any Acid
Alernate Form (SU): Giant owl
DR (SU): 10 / Silver or Magic
Fast Healing 5 / rd
Gasious Form (SU): Standard action Fly 20 as a gas
RESISTANCE (EX): Cold / Elec 10
Spider Climb
Turn Resistance +4
FACE / REACH 10 / 5
SKILLS Hide +10, List +16, M Sil +12, Search +12, Spot +16
FEATS Alertness, Combat Reflexes, Dodge, Impr Init, Light ReflexTrack
TREASURE none
LANGUAGE none
BOOK / PAGE MM 3.5 page 206 DRAGNONMICON page 166
NOTES 3.5
 

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