Some leftovers from the old boards`

BOZ

Creature Cataloguer
here are some conversions i did on the old message boards, but haven't yet posted here. enjoy! :)
 

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BOZ

Creature Cataloguer
The Grim

GRIM
Medium-Size Shapeshifter
Hit Dice: 4d8+16 (34 hp)
Initiative: +4 (Dex)
Speed: 40 ft, (in owl form) fly 90 ft (average)
AC: 24 (+4 Dex, +10 natural)
Attacks: Bite +7 melee, 2 claws +2 melee (cat); Bite +7 melee (dog); 2 claws +7 melee, bite +2 melee (owl)
Damage: Bite 1d4+4, claw 1d6+2 (cat); Bite 2d4+6 (dog); Claw 2d4+4, bite 1d4+2 (owl)
Face/Reach: 5 ft by 5 ft/5 ft
Special Qualities: Alternate form, turn undead and fiends, damage reduction 10/+1, magic circle against evil, detect evil, SR 16
Saves: Fort +6, Ref +8, Will +8
Abilities: Str 18, Dex 19, Con 15, Int 10, Wis 14, Cha 19
Skills: Balance +4, Climb +7, Hide +7, Knowledge (nature) +4, Listen +6, Move Silently +6, Spot +6, Swim +5, Wilderness Lore +2
Feats: Alertness, Iron Will

Climate/Terrain: Any land and underground
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral good
Advancement: 5-8 HD (Medium-Size); 9-12 HD (Large)

The grim is a night creature that stands guard over the world and watches for Evil. They avoid other creatures, preferring to remain in isolated areas just outside of human lands and burial grounds. They only show themselves at night, in the form of either a huge black cat, black dog, or black owl.
Grim communicate only through their weird call, a mournful yowl, howl, or hoot, depending on the form they are in. Grim will use this call to ward away all evil creatures and warn good creatures of imminent peril from evil creatures. They otherwise have nothing else to do with humanoids, unless they seek a battle with Evil.

COMBAT
Grim spend most of their time hidden, but will show themselves when truly evil beings or any sort of undead are near. Grim attempt to destroy any undead or fiends they encounter, using their turning ability to weaken or disperse their foes. Grim usually ignore lesser evil, but will assist anyone fighting a powerful evil being.
Alternate Form (Su): A grim's natural form is that of a 5 foot tall shadow-black humanoid with no discernable features. Grim are incorporeal and invisible in their true form, which they use to hide out during daylight hours. They will not attack in this form, and will flee if attacked. They have three alternate forms, and choose one form to appear in each night, which they must remain in for a full night.
In the black cat form, a grim resembles a large lynx. In this form, it receives a +4 to Hide and Move Silently checks and a +8 bonus to Balance checks. In areas of darkness or shadow, the Hide bonus improves to +8. The grim gains the Scent special quality, and also gains the following special attacks:
Pounce (Ex): If a grim in black cat form leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this abilitiy, the grim must hit with its bite attack. If it gets a hold, it can rake.
Rake (Ex): A grim that gets a hold can make two rake attacks (+6 melee) with its hind legs for 1d3+1 damage each. If the grim pounces on its opponent, it can also rake.
In the black dog form, a grim resembles a large war dog. In this form, it recieves a +4 bonus to Wilderness Lore checks when tracking by scent. The grim gains the Scent special quality, and also gains the following special attack:
Trip (Ex): A grim in dog form that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the grim.
In the black owl form, a grim resembles a giant owl. In this form, it receives a +8 bonus to Listen and Spot checks. When in flight, the grim gains a +8 bonus to Move Silently checks. The grim gains the Superior Low-Light Vision special quality:
Superior Low-Light Vision (Ex): A grim in owl form can see five times as far as a human can in dim light.
Turn Undead and Fiends (Su): 7 times per day, a grim can turn undead as a cleric of double its number of levels, making a turning (Charisma) check to determine how many HD of undead are affected. Grim also have the power to turn fiends in the same way, turning them as a cleric of quadruple levels.
Magic Circle Against Evil (Su): This ability continuously duplicates the effects of the spell. The grim cannot supress this ability.
Detect Evil (Su): A grim can detect evil at will as a free action.

The grim first appeared in the Monster Manual II (Gary Gygax, 1983).
 

BOZ

Creature Cataloguer
The gryph

GRYPH
Small Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +3 (Dex)
Speed: 10 ft, fly 50 ft (good)
AC: 18 (+1 size, +3 Dex, +4 natural)
Attacks: Bite +2 melee
Damage: Bite 2d6
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Improved grab, implant eggs
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 10, Dex 16, Con 12, Int 3, Wis 14, Cha 8
Skills: Hide +6, Listen +4, Spot +4

Climate/Terrain: Subterranean
Organization: Flock (1-6 males, plus 1 female per 3 males)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral evil
Advancement: 3-4 HD (Small); 5-6 HD (Medium-Size)

The gryph is a multilegged avian about the size of an eagle that lives in underground caverns. This bird usually has four legs, but specimens with six or eight are not unknown. It has a long, sharp beak, and its feathers are black and oily.

COMBAT
A gryph will hide high up in the shadows of a cavern, then swoop down at high speed and attack with its razor-sharp beak and powerful jaws. If there is a female gryph present who is ready to lay her eggs, she will attempt to grapple an opponent and implant them within.
Improved Grab (Ex): To use this ability, a female gryph must hit with its bite. It it gets a hold, it grabs on with its legs and inject its eggs.
Inject Eggs (Ex): Female gryphs lay eggs directly into the bloodstream of living creatures. If a gryph manages to grapple an opponent, it injects its eggs into the victim through a thin tube which projects through the abdomen, and out through the beak. The injection is immediate, but it takes a few days for them to hatch. During this time, a cure disease or dispel evil spell cast on the victim will kill the eggs.
The eggs will hatch in 1d3 days, killing the victim immediately. As the eggs hatch, the victim will feel a discomfort and swelling of the abdomen, increasing to agonizing intensity just prior to the hatching. Though many eggs are implanted in the victim, only 1d4 of them will survive, and when the victim dies these baby gryphs will burst through the abdomen and fly away.

The gryph first appeared in the Fiend Folio (1981).
 

BOZ

Creature Cataloguer
Barkburr

BARKBURR
Small Plant
Hit Dice: 2d8+4 (13 hp)
Initiative: +2 (Dex)
Speed: 5 ft, leap 20 ft
AC: 21 (-1 size, +2 Dex, +10 natural)
Attacks: Slam +0 melee
Damage: Slam 1d3-1
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Attach, lignify
Special Qualities: Plant, blindsight
Saves: Fort +3, Ref +2, Will +0
Abilities: Str 8, Dex 14, Con 14, Int ---, Wis 10, Cha 6
Skills: Hide +2*

Climate/Terrain: Temperate forest
Organization: Solitary or cluster (2-5)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium-Size)

Barkburrs are a plant lifeform that are spontaneously formed in a forest to defend the woods. They appear like the type of mollusks that grow on rocks and trees. They have a very hard wooden carapace surrounding a soft woody interior body. A cluster of barkburrs lairs in a small group of oddly shaped trees to which they attach themselves, close to a road that supports many travellers.
Barkburrs are created by the collective will of the plants in a forest, and exist only to defend the forest. They are highly sensitive to behavior that disrupts the forest and can detect such behaviors within a mile. They react to anything that harms the forest or its inhabitants, as well as anything that a druid would abhor. They will attack anything which has committed such an act or anything of an evil alignment.

COMBAT
Barkburrs hide on their trees and wait for their intended prey to approach within 20 feet. When the victims are withing range, the barkburrs launch themselves at the foes and attempt to attach themselves. If they successfully attach, they begin the process of lignification.
If this attack fails, the barkburr falls helpless to the ground. It is unable to leap from this position and can only crawl away slowly. It can be easily flipped over to reveal its soft underside which is AC 12 (only +2 natural armor and no Dex bonus).
Attach (Ex): A barkburr that hits with its slam attack latches its soft underside onto the opponent's body. An attached barkburr loses its Dex bonus to AC and thus has an AC of 19.
Lignify (Ex): A barkburr that has attached its soft underside to an opponent will begin the process of lignification, which will cause a rapid transformation in this victim. The barkburr inserts a sharp, barbed tube into its victim (1 point of damage) in the same round.
In the next round, the barkburr begins to inject a clear fluid into the victim. This fluid is poisonous and will begin to transform the victim unless a Fortitude save (DC 13) is made. The barkburr will continue to inject this fluid, and each round the save DC will increase by +1. The barkburr can only be removed by killing it, applying fire, or using force. Anyone attacking this small creature must be careful about hitting the victim it is attached to. The barkburr's carapace has fire resistance 10, and it it takes 1 or more point of damage it will dislodge itself. It is possible to remove the barkburr by pushing it, but the total strength applied (the victim can help) must be at least 50. Once the victim fails a saving throw and lignification sets it, the barkburr will launch itself from that victim to another.
A victim who fails a saving throw will be subject to a rapid transformation. Over a period of ten rounds, the victim is transformed into a small tree, and this will not stop even if the barkburr is killed or removed. Any equipment close to the victim's body will be enclosed by bark, but some items may be left hanging from a branch. All but magic items, coins, and gems will be absorbed into the wood of the tree within a few hours.
Once this initial transformation is complete, the victim begins a final transformation as dictated by the will of the forest. This process takes as many days as the victim has levels or Hit Dice. The final form can be determined by the following table: 01-50 ordinary healthy tree; 51-70 adult badger; 71-80 adult giant weasel; 81-90 treant; 91-00 1st level druid. Creatures permanently turned into trees remain in their initial state of transformation, and grow to full size within 3 months. Creatures that transform into anything else have no desire to leave their forest. Creatures that are transformed into druids have the same form and ability scores as before, with a minimum of 14 Wisdom and 16 Charisma, and alignment of neutral.
Creatures who have finished the final transformation can only be restored to their original forms by a full wish spell. Before the final transformation is over, the victim can be restored by a wish, limited wish, polymorph other, or diminish plants spell. Neutralize poison can also reverse the transformation, but the victim must fail a saving throw against the caster's DC. Restored creatures will have one negative level for every day spent as a tree.
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Skills: Barkburrs gain a +8 to Hide checks when attached to a tree. Note that druids and rangers have a +2 to their spot checks to notice a hidden barkburr.

DIREBURR
Direburrs are formed in unwholesome, spoiled woods with the taint of evil. Direburrs are identical to barkburrs in all respects, except that they will attack any humanoid that comes within range. Lignified victims of a direburr always become a dry, lifeless dead tree that can only be restored to its true form by a full wish.

The barkburr first appeared in the Monster Manual II (Gary Gygax, 1983).
 

qstor

Adventurer
More great work :)

Thanks for posting. I hope all your conversions get "saved" somewhere on the Net.

Mike
 

Grazzt

Demon Lord
Boz's conversions are appearing on the site slowly, its just he does so damn many at one time, I can't keep up. :D
 

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