Ruins of Undermountain conversions


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SLITHERMORPH
Large Shapechanger
Hit Dice: 7d8+28 (59 hp)
Initiative: +1 (Dex)
Speed: 20 ft, swim 30 ft (30 ft, swim 20 ft, in serpentine form)
AC: 14 (-1 size, +1 Dex, +4 natural)
Attacks: Slam +8 melee; or 4 claws +8 melee (in serpentine form)
Damage: Slam 1d6+4 and 3d4 acid; or claw 3d4+4 (in serpentine form)
Face/Reach: 5 ft by 10 ft/5 ft (5 ft by 5 ft/10 ft, in serpentine form)
Special Attacks: Improved grab, acid, constrict 1d6
Special Qualities: Alternate form, amorphous, darkvision 90 ft, immune to acid, fire, cold, and poison, recover, blindsight
Saves: Fort +9, Ref +6, Will +5
Abilities: Str 19, Dex 13, Con 19, Int 6, Wis 11, Cha 14
Skills: Hide +5, Listen +6, Spot +6, Swim +7, Wilderness Lore +3
Feats: Alertness, Multiattack

Climate/Terrain: Any land and underground and aquatic
Organization: Solitary
Activity Cycle: Any
Challenge Rating: 8
Treasure: Standard
Alignment: Always neutral evil
Advancement: 8-14 HD (Large); 15-24 HD (Huge)

The slithermorph is a predatory monster than can shift between an ooze-like form, and that of a large serpentine creature. It spends most of its time in a form similar to a black pudding, about half the size of a normal one. It can change into a serpentine “fighting form” at will. In this form, it resembles a giant snake about 12 feet in length, with four humanoid arms.
Slithermorphs lair in subterranean rivers, from which they venture out into underground caverns and even above ground. They avoid their own kind, except to mate. They are hunters, but sometimes maintain a stable of food-herds of any sort of living animal or creature.

COMBAT
In its ooze form, the slithermorph is amorphous and can squeeze through cracks and travel along walls and ceilings, to drop on prey from above. It usually changes to its serpentine form when threatened. It will use its acid attack in serpentine form while grappling an opponent, or in ooze form at any time.
Improved Grab (Ex): To use this ability, the slithermorph must hit with its slam attack. If it gets a hold, it can constrict.
Acid (Ex): A slithermorph can secrete a digestive acid through its pores that dissolves organic material and metal quickly. The slithermorph can discharge its acid at will, four times per day. This acid deals 50 points of damage to wood or metal objects. The opponent’s armor and clothing dissolve and become useless immediately unless they succeed at Reflex saves (DC 17). The acid can dissolve stone, dealing 20 points of damage per discharge.
Constrict (Ex): In black pudding form, a slithermorph deals automatic slam damage with a successful grapple check. The opponent’s clothing and armor suffers a –4 penalty to Reflex saves against the slithermorph’s acid attack while constricted.
Alternate Form (Su): A slithermorph’s natural form is that of a Large black pudding. It can assume the form of a serpentine monster, similar in appearance to an abomination yuan-ti. Changing form is a standard action. Both of these forms are amphibious.
In serpentine form, the slithermorph appears with a thick snake body, with four muscular humanoid arms near the snake head. These arms end in sharp claws with which the slithermorph can attack, although they are also capable of wielding weapons. These strong arms are excellent for grappling, and can rip through wood, loose earth, and materials of similar consistency, but not stone or metal.
A slithermorph remains in one form until it chooses to assume a new form. A change in form cannot be dispelled, nor does the slithermorph revert to its natural form when killed. A true seeing spell, however reveals its natural form if it is in serpentine form.
Amorphous (Ex): A slithermorph, in its ooze form, is not subject to critical hits. It has no clear front or back, so it cannot be flanked.
Recover (Ex): Once per day, while changing from one form to another, a slithermorph may heal 25% of all its accumulated hit points of damage.

The slithermorph first appeared in the Ruins of Undermountain boxed set (1991).
 

FLYING SNAKES (FLYING FANG AND DEATHFANG)

i heard a rumor that the deathfang was going to be in an upcoming FR book... but i wanted to get mine out first, so there. :p


SNAKES, FLYING


FLYING FANG

Small Beast
Hit Dice: 1d10 (5 hp)
Initiative: +3 (Dex)
Speed: 20 ft, fly 60 ft (good)
AC: 19 (+1 size, +3 Dex, +5 natural)
Attacks: Bite +4 melee
Damage: Bite 1d3-1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Acid spray, improved grab, encoil
Special Qualities: Scent
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 11, Int 6, Wis 12, Cha 8
Skills: Hide +7, Listen +5, Spot +5
Feats: Weapon Finesse (bite)

Climate/Terrain: Any land and underground
Organization: Solitary or flock (1-12)
Activity Cycle: Any
Challenge Rating: 1
Treasure: Standard
Alignment: Always neutral
Advancement: 2-3 HD (Small)

The flying snakes, also known commonly as flying fangs, are intelligent, winged serpents. These creatures can be found anywhere, but prefer warmer climates. Rumors suggest that lizardfolk and yuan-ti use flying snakes to hunt, and sometimes work with them as partners. These snakes prefer to hunt in bands, which allows them the luxury of numbers, although they are often encountered singly.
Flying snakes possess bat-like wings, flaring out from behind their head. These wings afford the snakes with amazing acrobatic skills, allowing them to hover, fly upside down, and attack flying enemies with ease.
These snakes come in all varieties of color and form, appearing as any type of snake. Most resemble small vipers, with red or yellow eyes, and emerald or bronze skin.

COMBAT
Flying snakes will usually choose to either bite enemies, or spit acid in any given round. They like to strike their enemies in the face, trying to blind and incapacitate them. They attack anything they think they can eat, and large numbers of snakes make them fearless. The snakes can try to grapple and encoil around a small victim once every two rounds, as an extra attack action.
Acid Spray (Ex): Flying fangs can spit acid at any opponent at a range of ten feet. This acid causes 1d4 damage to living tissue, hides, and cloth unless a successful Reflex save (DC 13 for half) is made. This acid is not powerful enough to affect metal or stone.
Improved Grab (Ex): To use this ability, the flying fang must hit a Small or smaller opponent with its bite attack. If it gets a hold, it can encoil.
Encoil (Ex): A flying fang that grapples a Small or smaller opponent can hamper and restrict its movements. This attack lowers the victim’s speed by half, and implies a –6 penalty to AC. If the opponent was also airborne, this attack grounds it.
Feats: Flying fangs gain Weapon Finesse (bite) as a bonus feat.

DEATHFANG
Small Undead
Hit Dice: 1d12 (6 hp)
Initiative: +3 (Dex)
Speed: 15 ft, fly 50 ft (good)
AC: 19 (+1 size, +3 Dex, +5 natural)
Attacks: Bite +4 melee
Damage: Bite 1d3-1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Attach, chilling bite
Special Qualities: Undead
Saves: Fort +0, Ref +3, Will +3
Abilities: Str 8, Dex 17, Con ---, Int 6, Wis 12, Cha 8
Skills: Hide +9, Listen +7, Spot +7
Feats: Weapon Finesse (bite)

Climate/Terrain: Any land and underground
Organization: Solitary or patrol (1-6)
Activity Cycle: Any
Challenge Rating: 1
Treasure: None
Alignment: Always neutral (evil tendencies)
Advancement: 2-3 HD (Small)

Deathfangs are flying snakes that have become undead, either through being attacked by a greater undead (such as a vampire), or through secret evil magic. A deathfang is a skeletal version of the flying fang, but otherwise identical to the living snake. It moves more slowly due to its skeletal form, which is not well suited to flying or crawling. Deathfangs can be controlled or mentally influenced by the being that created them, and are often used to guard treasures.

COMBAT
Deathfangs attack in the same way as flying fangs, but have lost their acid spitting ability. Instead, they have gained a chilling bite attack which drains life energy from its victim, in small amounts.
Attach (Ex): If a deathfang hits with a bite attack, it can sink its teeth in and latch onto the victim’s body and automatically deal bite damage each round it remains attached. An attached deathfang has an AC of 16.
Chilling Bite (Su): A deathfang may drain energy from a living being that it is attached to, once every six rounds. So long as it remains attached to a victim, it drains 1d4 hit points per round (no saving throw).
Undead: Immune to mind-influencing effects, poison, poison, sleep, paralysis, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

The flying snakes first appeared in the Ruins of Undermountain boxed set (1991).
 

Cool, flying fangs, reminds me of EOB2: The Legend of Darkmoon... And they're a good addition to the badic flying snake found in the FRCS. (Under the animal entry, just before the Tressym...)
 


It's not the same creature,
First off, it's listed as Snake, Flying Viper.
Secondly, it's a large animal.
Third, it has three HD
Fourth, it has an Int score of 1.

I could go on, but I'd probably break a law or some such since it's not OGL. But it is not the same creature.

BTW. It's on page 309 just before the tressym.

Later,
 


STEEL SHADOW

STEEL SHADOW
Small Aberration
Hit Dice: 4d8+4 (22 hp)
Initiative: +4 (Improved Initiative)
Speed: 40 ft
AC: 14 (+1 size, +3 natural)
Attacks: 5 tentacles +3 melee
Damage: Tentacle 1d4-1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Attach, animate metal
Special Qualities: Merge with metal, immune to electricity
Saves: Fort +2, Ref +1, Will +8
Abilities: Str 8, Dex 10, Con 12, Int 14, Wis 14, Cha 13
Skills: Hide +9, Listen +10, Spot +10, Swim +8
Feats: Blind-Fight, Improved Initiative, Iron Will

Climate/Terrain: Any land and underground and aquatic
Organization: Solitary or pack (1-12)
Activity Cycle: Any
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic neutral
Advancement: 5-8 HD (Small); 9-12 HD (Medium-Size)

The steel shadow is a small worm-like creature with the ability to merge with and control metal. A steel shadow looks like a giant planarian worm with an expandable body, with two harmless barbel-like feelers by its mouth, and five barbed sucking tentacles on its body. These carnivorous creatures can be found in practically any climate and locale, but are rarely seen moving in their natural forms. Instead, they prefer to merge with metal items, which function as both their lair and their defense. Their presence within the metal can be revealed by the small shadowy black patch on the metal’s surface.

COMBAT
Steel shadows rarely attack in their natural form, and prefer to merge with metal before combat. Whether merged or not, it can always attack with its five tentacles, which have a range of 6 feet.
Attach (Ex): If a steel shadow hits with a tentacle attack, the tentacle latches onto the opponent’s body. Once attached, the tentacle deals 1d4 points of damage automatically every round until severed or withdrawn. A single attack with a slashing weapon that deals at least 6 points of damage severs a tentacle (AC 14).
Animate Metal (Su): A steel shadow has the ability to animate metal through physical contact, as the arcane spell animate objects cast by a 10th-level caster. This effect is exactly like the spell, except that it only affects metal items or metal within an item, gives the items the ability to move at a speed of 50 feet per round and fly at 20 feet per round, and is capable of affecting items being worn or used by another being.
Arrows with metal arrowheads will fly at targets as if they were being thrown, using the steel shadow’s attack values. A handful of animated coins can similarly be hurled as missile weapons, doing one point of damage, knocking over light objects, and possibly breaking fragile items. One of the steel shadow’s favorite uses of this effect is to animate a suit of armor containing a corpse, giving the appearance that it is actually undead, and try to grapple opponents and attack with tentacles.
Merge With Metal (Su): A steel shadow has the ability to merge with metal that it touches, at will. Merging or separating from metal is a standard action. The steel shadow’s corporeal form can be completely merged into that of any metal larger in volume than a longsword (making such items as a shield, suit of armor, or a battleaxe acceptable). Steel shadows can thusly remain inside the metal indefinitely, without causing inadvertent harm to itself or the metal. This state provides the steel shadow with darkvision at a range of 80 feet.
Inside metal, the steel shadow’s adds +5 to its natural armor, making its AC 19. While in this state, the steel shadow is subject to all attacks against the metal object. The steel shadow takes half damage from all physical attacks to the metal, suffers no harm from effects that the metal saves against, and receives its own saving throw should the metal fail a save. If the metal is subject to disintegration, the steel shadow suffers no damage, but is forced out of the metal. Steel shadows within any metal carried or worn by a creature automatically hit that creature with their tentacle attacks on the round after merging. Steel shadows are unable to merge into metal items with magical properties, such as magic swords and armor.
If the metal merged with a steel shadow is subject to a heat metal effect, the spell instead functions as a heal spell which heals the amount of damage intended to be caused by the spell. If the metal merged with a steel shadow is subject to attack by a rust monster’s antennae, the steel shadow will be forced out the metal and will suffer 4d6 points of damage. If not merged with metal, a rust monster’s antennae have no effect on a steel shadow.

The steel shadow first appeared in the Ruins of Undermountain boxed set (1991).
 

WATCHGHOST (template)

ok, here's the last one for this series of conversions. :) yes, yes, i know this one was in the Monsters of Faerun already. but don't you want more than a one paragraph dealie? (and they didn't even give you the spell for creating them!) well i did want more, at least. ;) so, here is a more expanded version. it may not all be OGL, but that's ok - it doesn't bother me if it never makes it into the CC, but if you want to use this version for your own games feel free. :)

ah, now time to move on to my next project: Ruins of Myth Drannor!


WATCHGHOST

Watchghosts are guardian undead, created by magic, and made to serve powerful masters. The “unsleeping guardians”, as they are sometimes known, are graceful, and make no sound at their step. They appear as beautiful, yet tragic humanoids with chalk-white flesh on their limbs and heads, though their torsos and lower bodies are bare of flesh. Their eyes are empty sockets, like dark pits of nothingness.
These ghosts tend to serve powerful undead masters, such as vampires and liches, as well as evil mortal spellcasters. They are usually used in the capacity as guardians, set to guard an important tomb, their master’s personal treasure vault, or other important sites. They may be set to guard treasure, but they carry none of their own and keep no weapons, armor, or equipment. They are usually solitary, but will work together if so ordered, and never attack each other or their master.
Watchghosts retain much of their former personality and intelligence, but their free will is largely repressed by the magic that gave them undeath. They can speak whatever languages they knew in life, with a hissing sibilant intonation, and enjoy conversations with their master or others if allowed to.
Watchghosts serve their master until that being is destroyed, at which point they are free to make their own destiny. Without their master’s control, their free will returns to normal, allowing them to behave in their accustomed manner. Evil watchghosts return to their self-serving ways when free, while good ones seek to aid creatures in need.

CREATING A WATCHGHOST
“Watchghost” is a template that can be added to any humanoid. The creature (referred to hereafter as the “base creature”) must have a Charisma score of at least 8. The creature’s type changes to “undead”. It otherwise uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice: Increase to d12.
Speed: Watchghosts have a base speed of 20 ft, and also have a fly speed of 20 ft, with average maneuverability.
AC: Watchghosts in full corporeal form gain a +9 bonus to natural armor. In insubstantial form, the watchghost will instead have a deflection bonus equal to its Charisma modifier or +1, whichever is higher. Watchghosts do not wear armor, nor do they carry shields.
Attacks: A watchghost retains all the attacks of the base creature and also gains a touch attack. Watchghosts do not use manufactured weapons.
Damage: A watchghost causes a chilling touch effect when it hits an opponent with any physical attack.
Special Attacks: The watchghost has all the special attacks of the base creature and those listed below.
Chilling Touch (Su): The touch attack of a watchghost does 2d8 points of damage to living creatures.
Chill Ray (Su): Up to twelve times per day, a watchghost can attack with a ray of cold light. The ray affects a single creature within 90 feet; the watchghost must make a ranged attack for the ray. The ray deals 2d6 points of temporary Constitution damage. In addition, the target must make a Will save or be affected as if by a slow spell for 1 round per each of the watchghost’s Hit Dice.
This ray can penetrate any sort of magical protection or barrier, if the spell involved is less than a 4th-level spell. The slow effects can be ended by dispel magic, and cancelled by haste.
Special Qualities: A watchghost has all the special qualities of the base creature and those listed below, and gains the undead type.
Spell Resistance (Ex): A watchghost has spell resistance equal to 12 + its Hit Dice.
Immunities (Ex): Watchghosts are immune to cold, petrification, polymorph, and hold spells.
Insubstantial (Su): At will, a watchghost can become partially or completely insubstantial, a state resembling incorporeality. This state change is a standard action. When partially insubstantial, a watchghost is able to attack and be attacked normally, but can pass through solid stone or earth. Moving through earth and stone is like moving through air in this state, allowing them to hide in a tomb or stone wall. Watchghosts must be at least partially insubstantial to fly.
Wholly insubstantial watchghosts are effectively incorporeal, and can only be harmed by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Magic weapons do only half damage to a watchghost in this state, and full damage on a critical hit. In this state, they can pass through any solid objects at will, but they are incapable of using their chilling touch attack. Insubstantial watchghosts always move silently.
Turn Immunity (Ex): The nature of a watchghost’s undead state is such that it makes them immune to clerical turning. They are likewise immune to all effects from holy water and holy symbols.
Magical Radiance (Su): A watchghost can at will cause all magic items within 60 feet to glow with a cold, white radiance. The items illuminate a 5-foot radius and glow for 2d4 x 10 minutes. This glow can be dispelled with dispel magic.
Abilities: Same as the base creature, except that the watchghost has no Constitution score, and its Charisma score increases by +4.
Skills: Watchghosts receive a +8 racial bonus to Hide, Listen, Move Silently, Search, and Spot checks. Otherwise same as the base creature.
Feats: Watchghosts gain Alertness and Iron Will as bonus feats, assuming the base creature doesn’t already have these feats.

Climate/Terrain: Any land and underground
Organization: Solitary or patrol (1-4)
Activity Cycle: Any
Challenge Rating: Same as the base creature +2
Treasure: None
Alignment: Any lawful
Advancement: Same as the base creature




This example uses a 7th-level human fighter as the base creature

WATCHGHOST
Medium-Size Undead
Hit Dice: 7d12 (45 hp)
Initiative: +5 (Dex, Improved Initiative)
Speed: 20 ft, fly 20 ft
AC: 20 (+1 Dex, +9 natural armor); or 12 (+1 Dex, +1 deflection)
Attacks: Touch +6 melee
Damage: Touch chill 2d8
Face/Reach: 5 ft by 5 ft/ 5 ft
Special Attacks: Chilling touch, chill ray
Special Qualities: SR 19, immune to cold, insubstantial, turn immunity, magical radiance
Saves: Fort +8, Ref +4, Will +6
Abilities: Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 12
Skills: Climb +12, Hide +14, Jump +12, Listen +17, Search +15, Spot +17
Feats: Alertness, Cleave, Improved Initiative, Iron Will, Power Attack

Challenge Rating: 9
Alignment: Always lawful neutral

COMBAT
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.



Create Watchghost
Necromancy
Level: Clr 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 10 rounds
Range: Touch
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell creates a watchghost from the corpse of a humanoid. The subject must have been dead no more than five years. This spell will animate the corpse with that being’s spirit and intelligence restored, and bind its will into the service of the caster. This servitude will last until the death of the caster, and the watchghost will remain in its undead state until destroyed.
While the spell is being cast, the caster must issue his chosen commands to the new watchghost. These commands involve only one specific task that the watchghost will be required to do while in the service of the caster, and the terms must be specifically defined. This task must be explained as far as what it is and how it must be done, and it allows for one exception. For example, the caster may order the watchghost to “Guard my chambers against all intruders except for myself, and kill any who try to enter.” This spell binds the watchghost to a lawful alignment and unquestioning servitude, but the watchghost retains a good or evil alignment.

Material Components: 1,500 gp worth of diamond dust, four of the caster’s teeth ground into powder, and a handful of the caster’s hair. These components tie the lifeforce of the caster to the watchghost, binding it into the caster’s service for life.

The watchghost first appeared in the Ruins of Undermountain boxed set (1991).
 
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