Planar animals

BOZ

Creature Cataloguer
These three Planescape animals all appeared in the Planescape MC #2. :) they are some of the last conversions i have left over to re-post from the old boards.
 
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LEOMARH
Medium-Sized Outsider
Hit Dice: 6d8+18 (45 hp)
Initiative: +4 (Dex)
Speed: 40 ft
AC: 20 (+4 Dex, +6 natural)
Attacks: 2 claws +12 melee, bite +7 melee
Damage: Claw 1d6+6, bite 1d10+3
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Pounce, improved grab, rake 1d4+3
Special Qualities: Camouflage, immune to magic missiles, scent
Saves: Fort +8, Ref +9, Will +6
Abilities: Str 23, Dex 19, Con 17, Int 5, Wis 12, Cha 9
Skills: Balance +9, Hide +9, Jump +11, Listen +6, Move Silently +9, Spot +6
Feats: Alertness, Track

Climate/Terrain: Any plains and forest
Organization: Pride (2-12, plus 40% young)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Medium-Size); 13-18 HD (Large)

Leomarhs are a race of planar animals apparently descended from lions or one of the other great cats. They can and do live well in uninhabited areas of other planes, although they are easily most common to the Outlands. Leomarhs are smarter than normal animals, showing an almost fiendish cunning, and are known to use ambush and hit-and-run tactics in their hunting. Leomarhs cannot be tamed, but are rarely the companions of rangers, druids, or those who have a strong affinity with animals.
Leomarhs have a hyenalike slope to their bodies, resulting from having larger forequarters than hindquarters. Their bodies are covered in small scales instead of fur, and their tails are long and snakelike and have a spade-shaped blade at the end. Their manes consist of dense golden-brown fur, and they have small patches of this fur along their legs and feet.

COMBAT
Leomarhs strike with their large front claws and bite. They like to use tactics to hide some of their numbers with their camouflage ability, while drawing opponents to the hidden beasts who pounce when the victims are within range.
Pounce (Ex): If a leomarh leaps upon a foe during the first round of combat, or when coming out of camouflage, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the leomarh must hit with both front claw attacks. It it gets a hold, it can rake.
Rake (Ex): A leomarh that gets a hold can make two rake attacks (+12 melee) with its hind legs for 1d4+3 damage each. If the leomarh pounces on an opponent, it can also rake.
Camouflage (Ex): Leomarhs have a natural ability to change their coloration to match their surroundings, becoming effectively invisible. Characters must succeed at a Spot check (DC 17) to notice the beast. Leomarhs can only use this ability when standing still.
Immune To Magic Missiles (Su): Leomarhs are immune to the effects of magic missile spells and effects.

Leomarhs first appeared in the Planescape Monstrous Compendium Appendix II, 1995.
 

ABRIAN
Medium-Size Outsider (Chaotic, Evil)
Hit Dice: 2d8+2 (11hp)
Initiative: +1 (Dex)
Speed: 50 ft
AC: 15 (+1 Dex, +4 natural)
Attacks: Beak +6 melee, kick +0 melee
Damage: Beak 1d4+3, kick 1d8+2
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Shriek
Saves: Fort +4, Ref +4, Will +4
Abilities: Str 16, Dex 12, Con 12, Int 5, Wis 12, Cha 9
Skills: Jump +7, Listen +5, Spot +5
Feats: Weapon focus (beak)

Climate/Terrain: Any land
Organization: Flock (4-40, plus 1 2nd-level shaman, plus 20% young)
Challenge Rating: 1
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 3-4 (Medium-Size); 5-6 HD (Large)

Abrians are a species of flightless bird native to the Lower Planes, but which have also been spreading to the Outlands and other planes. Abrians are 7 feet tall and they are balanced on two large powerful legs. Abrians are said to look like ostriches with a bad temper, but the abrian is heavier and has a larger head and beak. The bird’s body is covered in black, spiny feathers, except for the bare tough scaly grey hide on its head and legs. Its arms and wings are tiny, and are not useful for much more than handling small items.
Abrians are intelligent, and are able to speak Auran although they don’t speak much. They are not very intelligent though, and often underestimate their foes, but they are truly cunning when hunting, using tactics that are surprisingly clever. They can set traps, and cooperate in a chase and use hit-and-run tactics.
Abrian flocks are matriarchal and are led by older females of 3 Hit Dice and higher intelligence. They are nomadic, establishing lairs for a short time and moving on. They prefer caves, ruins, and dense forests for their communal lairs. Abrian young are 1 HD and have one kick per round for 1d4 damage. Shamans are the second-eldest female in the flock, and are effectively 2nd-level clerics with access to the domains of Animal, Evil, Plant, and Protection.

COMBAT
Abrians tend to attack anything they encounter and are ravenously hungry most of the time. They attack with their serrated beak and can kick with one of their clawed legs. They cannot wield weapons, but might be able to hold magical items in their hands.
Shriek (Ex): Abrians have a shill, skull-splitting shriek that disorients and deafens their prey. If 4 or more of these birds shriek together, any creatures within 20 feet must make a Fort save (DC 12) or be deafened for 1d6 rounds. If 8 or more are shrieking, the penalties (see DMG, p 85) are doubled, and the deafness lasts for 1d4 hours. Victims suffer a -1 penalty to attack rolls and Armor Class from damage to the inner ear.

The abrian first appeared in Planescape Monstrous Compendium appendix 2.
 

BONESPEAR
Large Outsider
Hit Dice: 5d8+15 (37 hp)
Initiative: +1 (Dex)
Speed: 20 ft
AC: 15 (-1 size, +1 Dex, +5 natural)
Attacks: 2 spears +5 ranged; or bite +9 melee
Damage: Spear 1d4+5; or bite 2d6+7
Face/Reach: 5 ft by 10 ft/5 ft
Special Attacks: Harpoon
Saves: Fort +9, Ref +5, Will +4
Abilities: Str 20, Dex 13, Con 16, Int 5, Wis 10, Cha 8
Skills: Climb +11, Hide +7, Move Silently +8, Spot +6
Feats: Great Fortitude, Point Blank Shot

Climate/Terrain: Any underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)

The bonespear is a large vermin from the outer planes that appears to be related to the cave fisher. They are most commonly found in the Outlands and planes such as Acheron and Gehenna. They are also known on Arcadia, Carceri, and other lawfully-aligned planes.
The bonespear is an insectoid with a chitinous shell. The creature’s head is a large deformed spheroid, with a pair of barbed horns that jut out far from the skull. The monster has a gaping jaw full of jagged sharp teeth. The bonespear has six clawed legs that is uses to anchor itself to a hard rocky surface.

COMBAT
The bonespear uses its horns as its primary weapons, to attack creatures from a distance and pull them towards itself. The creature “fires” its horns using a large air bladder controlled by powerful muscles. The horns are attached to the bonespear’s skull by tough sinews and are reeled in by another muscle that the sinew is tethered to.
Harpoon (Ex): The bonespear’s horns have a range of 40 feet. If a spear attack exceeds the number needed to hit an opponent by 4, the horn sticks into the victim like a harpoon. In all other cases, the horn will be dragged back to the bonespear and reset in the skull, which takes a full round. If the horn sticks, the bonespear will try to reel in its opponent in order to attack with its bite with a +4 attack bonus.
If the opponent fails a Strength check (DC 17) the next round, it will be dragged 10d4 feet closer to the bonespear. If the creature succeeds at another Strength check (DC 20), the barbed horns can be ripped out of a wound, although this inflicts a further 1d4 points of damage to the victim. The horns are as hard as iron bars, but the sinew that is connected to them can be severed (AC 18) by a slashing weapon if 12 points of damage are dealt with a single attack. If both horns are severed, the bonespear will try to flee combat.

The bonespear first appeared in Planescape Monstrous Compendium appendix 2.
 

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