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Shade

Monster Junkie
Spectral Cloud

http://www.enworld.org/forum/genera...thread-finishing-off-giants-their-kin-38.html

Spectral Cloud
Huge Undead (Air)
Hit Dice: 18d12+54 (171 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 20 (–2 size, +1 Dex, +11 natural), touch 9, flat-footed 19
Base Attack/Grapple: +9/+26
Attack: Chilling touch +8 melee touch (2d8/19-20 plus energy drain)
Full Attack: Chilling touch +8 melee touch (2d8/19-20 plus energy drain)
Space/Reach: 15 ft./15 ft.
Special Attacks: Create spawn, energy drain, engulfing fog, spell-like abilities
Special Qualities: Cloudform, damage reduction 15/magic, darkvision 60 ft., gaseous giant form, low-light vision, unholy toughness
Saves: Fort +6, Ref +7, Will +14
Abilities: Str 11, Dex 13, Con —, Int 13, Wis 16, Cha 17
Skills: Climb +21, Diplomacy +5, Intimidate +24, Jump +8, Listen +24, Sense Motive +24, Spot +24
Feats: Combat Expertise, Dodge, Improved Critical (chilling touch), Mobility, Spring Attack, Weapon Focus (chilling touch), Whirlwind Attack
Environment: Temperate mountains
Organization: Solitary or pair
Challenge Rating: 11
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: —

A swirling mass of brilliant white vapors coalesces into the shape of a gigantic humanoid. A pair of lights in the center of its swirling mass assume a position on the giant's face, becoming gleaming eyes that illuminate its face.

Spectral clouds are undead cloud giants. They like to haunt or destroy their old clans, doing so out of sheer envy of their kin who revel in the pleasures of life. They make their lairs at the very tops of mountain peaks or on cloud islands like their living kin. They do not eat, though they enjoy draining the life from their victims.

Spectral clouds are about 18 feet tall, but nearly weightless due to their cloudy composition.

Spectral clouds speak Giant.

COMBAT

Spectral clouds generally assume the form of a gaseous giant when doing battle, striking foes with their chilling, life-draining touch. Although they no longer can throw rocks, they may use telekinesis to produce a similar effect. In cloudform, a spectral cloud simply flows over opponents and freezes them within its semisolid mass.

Cloudform (Su): A spectral cloud may assume the form of a swirling white swirling mass of brilliant white vapors. This functions as a wind walk spell, but the spectral cloud cannot take other creatures with it, and it cannot increase its speed to greater than 60 feet. A spectral cloud may remain in cloudform for as long as it desires. While in cloudform, the spectral cloud loses its chilling touch attack, but gains access to its engulfing fog attack.

Create Spawn (Su): Any giant slain by a spectral cloud's energy drain attack becomes a spectral cloud in 1d4 rounds. Any humanoid slain by a spectral cloud becomes a lesser spectral cloud (see below) in 1d4 rounds. Spawn are under the command of the spectral cloud that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Energy Drain (Su): Living creatures hit by a spectral cloud's chilling touch attack gain one negative level. The DC is 22 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the spectral cloud gains 5 temporary hit points.

Engulfing Fog (Ex): While in its cloudform, a spectral cloud can simply move over Large or smaller creatures as a standard action. It cannot make a chilling touch attack during a round in which it engulfs. The spectral cloud merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the spectral cloud, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 22 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the spectral cloud moves forward. Engulfed creatures are not considered to be grappled, but moving through the spectral cloud's space is similar to the effects of a solid fog spell. Each round a creature remains engulfed, it suffers 2d8 points of cold damage. The save DC is Strength-based and includes a +3 racial bonus.

Gaseous Giant Form (Ex): A spectral cloud's insubstantial giant form grants it immunity to critical hits. It cannot run, and it is subject to winds. It cannot wear armor, manipulate solid objects, or enter water or other liquids. It can pass through small holes or narrow openings--even mere cracks.

Spell-Like Abilities: 3/day—mage armor, telekinesis (DC 18), whispering wind. Caster level 18th.

Unholy Toughness (Ex): A spectral cloud gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.

Lesser Spectral Clouds
When non-giants are drained of all energy by a spectral cloud, they become a lesser spectral cloud. These entities do not possess the create spawn, engulfing fog, or spell-like abilities of their creator.

Lesser Spectral Cloud
Medium Undead (Air)
Hit Dice: 9d12+27 (85 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +4/+4
Attack: Chilling touch +5 melee touch (1d8 plus energy drain)
Full Attack: Chilling touch +5 melee touch (1d8 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain (DC 17)
Special Qualities: Cloudform, damage reduction 5/magic, darkvision 60 ft., gaseous form, low-light vision, unholy toughness
Saves: Fort +3, Ref +4, Will +9
Abilities: Str 11, Dex 13, Con —, Int 13, Wis 16, Cha 17
Skills: Climb +12, Diplomacy +5, Intimidate +15, Jump +8, Listen +15, Sense Motive +15, Spot +15
Feats: Dodge, Mobility, Spring Attack, Weapon Focus (chilling touch)
Environment: Temperate mountains
Organization: Solitary or pair
Challenge Rating: 7
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: —

Originally appeared in Dragon Magazine #254 (1998).
 
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Shade

Monster Junkie
Composite Mummy, Jackal

http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-45.html

Composite Mummy, Jackal
Large Undead
Hit Dice: 16d12+48 (152 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 21 (-1 size, +2 Dex, +10 natural), touch 11, flat-footed 19
Base Attack/Grapple: +8/+18
Attack: Slam +15 melee (1d8+7 plus mummy scourge) or black ankh +17melee (2d6+11/x3 plus mummy scourge plus 2d6 vs. chaotic creatures)
Full Attack: 2 slams +15 melee (1d8+7 plus mummy scourge) and bite +10 melee (1d8+3 plus mummy scourge); or black ankh +17/+12 melee (2d6+11/x3 plus mummy scourge plus 2d6 vs. chaotic creatures) and bite +10 melee (1d8+3 plus mummy scourge)
Space/Reach: 10 ft./10 ft.
Special Attacks: Change shape, despair, improved grab, mummy scourge, rebuke undead (+3, 2d6+19, 16th), spell-like abilities, summon jackals, summon weapon, unholy power
Special Qualities: Damage reduction 10/–, darkvision 60 ft., undead traits, unholy toughness, vulnerability to fire
Saves: Fort +5, Ref +9, Will +13
Abilities: Str 25, Dex 15, Con —, Int 12, Wis 16, Cha 17
Skills: Diplomacy +10, Hide +7*, Jump +15, Knowledge (religion) +20, Listen +22, Move Silently +13, Sense Motive +21, Spot +22, Survival +6*
Feats: Ability Focus (despair), Ability Focus (mummy scourge), Combat Reflexes, Lightning Reflexes, Power Attack, Track (B), Weapon Focus (black ankh)
Environment: Any
Organization: Solitary, family (1-2 plus 2-4 mummies), pack (1-2 plus 6-24 jackals plus 3-12 dire jackals plus 4-8 mummies), or divine council (3d4 composite mummies of various types)
Challenge Rating: 10
Treasure: Double standard
Alignment: Usually lawful neutral
Advancement: 17–24 HD (Large); 25-48 HD (Huge)
Level Adjustment: —

A mummified giant, half again as tall as a human, bears the head of a jackal. Its hide and wrappings are dark black.

Composite mummies are specialize mummies created from the most dedicated servants of deities associated with mummification. Jackal composite mummies are most often associated with Anubis, the Egyptian death god.

Jackal composite mummies stand 12 feet tall and weigh 500 pounds.

Composite mummies speak any languages they knew in life (usually Common).

COMBAT

In an instant, a jackal composite mummy can call forth a large black ankh which it wields like an axe.

Change Shape (Su): A jackal composite mummy can assume the shape of a jackal* or dire jackal** as a standard action.

*Use dog statistics.
**If you have access to Sandstorm, use the dire jackal statistics found within that book. If not, use a dire wolf dropped to 4 HD, with the following feats and skills:
Skills: Jump +10, Listen +5, Spot +5, Survival +3*
Feats: Alertness, Track

Despair (Su): At the mere sight of a composite mummy, the viewer must succeed on a DC 23 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based.

Mummy Scourge (Su): Supernatural disease—slam, Fortitude DC 23, incubation period 5 rounds; damage 1d6 Str, 1d6 Con, and 1d6 Cha. The save DC is Charisma-based.

Unlike normal diseases, mummy scourge continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Mummy scourge is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy scourge must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate mummy scourge, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy scourge can be magically cured as any normal disease.

An afflicted creature who dies of mummy scourge shrivels away into sand and dust that blow away into nothing at the first wind.

Rebuke Undead (Su): A jackal composite mummy can rebuke and command undead as a 16th-level cleric. A jackal composite mummy can make up to six rebuke attempts per day.

Spell-Like Abilities: At will—protection from chaos; 1/day—order's wrath (DC 17). Caster level 16th. The save DCs are Charisma-based.

Summon Jackals (Sp): Once per day, a jackal composite mummy can automatically summon 6d4 jackals* or 3d4 dire jackals**. This ability is the equivalent of a 7th-level spell.

*Use dog statistics.
**If you have access to Sandstorm, use the dire jackal statistics found within that book. If not, use a dire wolf dropped to 4 HD, with the following feats and skills:
Skills: Jump +10, Listen +5, Spot +5, Survival +3*
Feats: Alertness, Track

Summon Weapon (Su): A jackal composite mummy can be armed in an instant by magically summoning a black ankh. This functions as a +1 axiomatic battleaxe. The black ankh also exposes anyone struck to the jackal composite mummy's mummy rot ability. When separated from the mummy, the weapon vanishes. A jackal composite mummy can summon or dispel its own weapon as a free action.

Unholy Power (Su): A composite mummy gains its Charisma bonus to all attack rolls and grapple checks.

Unholy Toughness (Ex): A composite mummy gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.

Skills: Composite mummies have a +2 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Jackal composite mummies have a +4 racial bonus on Jump checks. *Jackal composite mummies have a +4 racial bonus on Survival checks when tracking by scent. *A jackal composite mummy's racial bonus on Hide checks improves to +8 in areas of darkness.

Originally appeared in Polyhedron #31 (1986).
 
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Shade

Monster Junkie
Leshy

http://www.enworld.org/forum/genera...l-conversion-thread-finishing-off-fey-17.html

Leshy
Medium Fey
Hit Dice: 12d6+60 (102 hp)
Initiative: +5 (+9 in forests)
Speed: 30 ft. (6 squares)
Armor Class: 24 (+5 Dex, +2 deflection, +7 natural), touch 17, flat-footed 19
Base Attack/Grapple: +6/+11
Attack: Club +11 melee (1d6+5)
Full Attack: Club +11 melee (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Size change, spells, rock throwing, tree club
Special Qualities: Damage reduction 10/cold iron, forest dependent, forest mastery, low-light vision, spell resistance 22, unearthly grace, wild empathy
Saves: Fort +13, Ref +15, Will +14
Abilities: Str 21, Dex 20, Con 20, Int 18, Wis 19, Cha 14
Skills: Concentration +20, Diplomacy +17, Hide +20 (+28 in forests), Intimidate +17, Knowledge (nature) +19, Listen +19 (+27 in forests), Move Silently +20, Spellcraft +19, Spot +19 (+27 in forests), Survival +19 (+21 in aboveground natural environments)
Feats: Augment Summoning (B), Combat Reflexes, Extend Spell, Great Fortitude, Power Attack, Spell Penetration
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 13
Treasure: Half coins; no goods; no items
Alignment: Usually neutral good
Advancement: 13-24 HD (Medium)
Level Adjustment: —

This creature resembles a young elf garbed in green and red clothes. Its appearance is comical, with its coat buttoned incorrectly, and its shoes on the wrong feet.

Leshies are sylvan guardians of old and ancient forests. There is always a single leshy tied to a given forest. A leshy will die if his forest is destroyed, although this rarely happens due to the size of old-growth forests. Should the leshy perish, a new one supernaturally appears to take its place within a few days.

Leshies spend their time maintaining and patrolling their bonded woods, aiding good creatures and driving away evil ones. Leshies know every detail of the forest they inhabit and make excellent guides if they can be persuaded. Money has no inherent value to leshies, but they often keep small amounts of wealth to use for bartering purposes.

Leshies are herbivorous, subsisting primarily on berries, fruit, roots, and tubers.

A leshy is 5 to 6 feet tall in its natural form and weighs 100 to 200 pounds. Leshies can live to 1,000 years of age, retaining a youthful appearance throughout their lives.

Leshies speak Sylvan and Common.

COMBAT

Leshies never carry manufactured weapons, but may wield fallen trees as clubs. Although they can hurl rocks when assuming their larger forms, they consider the act barbaric and rarely employ the tactic. Leshy are accomplished spellcasters, and often spontaneously swap prepared spells for summon nature's ally spells.

Forest Dependent (Su): Each leshy is mystically bound to a single forest and must never stray more than 300 yards from its borders. Any who do become ill and die within 4d6 hours. A leshy's forest does not radiate magic.

Forest Mastery (Ex): A leshy can use the Hide skill in any sort of forest terrain, even if the terrain doesn’t grant cover or concealment, and can use the Hide skill in forests even while being observed. While in forest terrain, a leshy gains a +8 racial bonus on Hide, Listen, and Spot checks, and a +4 racial bonus on initiative.

Rock Throwing (Ex): When assuming Large or Huge size, a leshy may hurl rocks. Leshies are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A leshy that assumes Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments, dealing 2d6+5 points of damage. A leshy that assumes Huge size can hurl rocks of 60 to 80 pounds (Medium objects), dealing 2d8+7 points of damage. The range increment is 120 feet for a leshy's thrown rocks, regardless of size.

Size Change (Su): At will, leshies can change their size by one category. A leshy cannot increase its size larger than Huge, and may not decrease its size smaller than Tiny. With each size increase, make the following adjustments: +4 Strength, -2 Dexterity, +2 natural armor, -1 attack bonus, and -1 size adjustment to Armor Class. With each size decrease, make the following adjustments: -4 Strength, +2 Dexterity, -2 natural armor, +1 attack bonus, and +1 size adjustment to Armor Class. In Large or Huge size, a leshy may use its rock throwing ability.

Spells: A leshy casts spells as a 12th-level druid.

Typical Druid Spells Prepared (6/6/5/5/4/3/2; save DC 14 + spell level):
0—create water, cure minor wounds, detect poison, guidance, purify food and drink, resistance;
1st—calm animals, entangle, faerie fire, longstrider, shillelagh, speak with animals;
2nd—animal messenger, barkskin, lesser restoration, resist energy, tree shape;
3rd—cure moderate wounds, daylight, extended owl's wisdom, plant growth, spike growth;
4th—air walk, freedom of movement, rusting grasp, scrying;
5th—extended command plants, tree stride, wall of thorns;
6th—greater dispel magic, live oak.

Tree Club (Ex): As a move action a leshy can tear off a branch or uproot a small tree and wield it as an improvised club or greatclub at no penalty. A Large leshy deals 1d8 points of damage with a club, and 2d8 points of damage with a greatclub, while a Huge leshy deals 2d6 with a club and 3d8 with a greatclub. A Small leshy deals 1d4 points of damage with a club, and 1d8 points of damage with a greatclub, while a Tiny leshy deals 1d3 with a club and 1d6 with a greatclub.

Unearthly Grace (Su): A leshy adds its Charisma modifier as a bonus on saving throws, and as a deflection bonus to Armor Class. Included above.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a leshy has a +8 racial bonus on the check.

Originally appeared in Dragon Magazine #239 (1997).
 
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Shade

Monster Junkie
Spider, Raft

http://www.enworld.org/forum/general-monster-talk/260747-converting-real-world-animals-vermin-7.html

Spider, Raft
Medium Vermin
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Bite +4 melee (1d6 plus poison)
Full Attack: Bite +4 melee (1d6 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, web
Special Qualities: Darkvision 60 ft., hold breath, tremorsense 60 ft., vermin traits, walk on water
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2
Skills: Climb +11, Hide +7*, Jump +0*, Spot +4*
Feats: Weapon Finesse (B)
Environment: Temperate and warm swamps
Organization: Solitary or colony (2–5)
Challenge Rating: 1
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 3 HD (Medium); 4–7 HD (Large); 8–15 HD (Huge)
Level Adjustment: —

This man-sized spider has a dark chocolate coloration with a conspicuous white stripe along each side. It walks upon the water's surface as if it were on land.

Giant raft spiders are semi-aquatic hunting spiders found near acidic bogs and wetlands. Giant raft spiders hunt by running on the surface of water, and can submerge altogether to hide from predators.

A raft spider is about 5 feet in diameter.

COMBAT

Giant raft spiders lie in ambush at the edge of a pool or stream. When ripples from prey appear on the water surface, they run across the surface and deliver a venomous bite.

Hold Breath (Ex): A raft spider can hold its breath for a number of rounds equal to 6 times its Constitution score before it risks drowning. For a typical raft spider, this is 72 rounds.

Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage 1d4 Str. The save DC is Constitution-based.

Walk on Water (Ex): A raft spider can tread on any liquid as if it were firm ground. It can walk, run, charge, or otherwise move across the surface as if it were normal ground.

Web (Ex): Raft spiders often tether themselves to shore. A single strand is strong enough to support the spider and one creature of the same size.

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

Originally appeared in Dragon Magazine #67 (1982).
 
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Shade

Monster Junkie
Tyerkow

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-26.html

Tyerkow
Medium Undead
Hit Dice: 6d12 (39 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +3/+11
Attack: Bite +7 melee (1d6+4) or unarmed strike +7 melee (1d3+4)
Full Attack: Unarmed strike +7 melee (1d3+4) and bite +2 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, children of the night, domination
Special Qualities: Damage reduction 5/silver, darkvision 60 ft., fast healing 2, resistance to cold 10 and electricity 10, spider climb, +2 turn resistance, undead traits
Saves: Fort +2, Ref +6, Will +5
Abilities: Str 18, Dex 14, Con —, Int 14, Wis 14, Cha 14
Skills: Bluff +13, Diplomacy +6, Disguise +6 (+8 acting, +18 in skin of the living), Hide +17, Listen +17, Move Silently +17, Search +6, Sense Motive +13, Spot +17
Feats: Alertness (B), Improved Grapple, Improved Initiative (B), Improved Unarmed Strike, Lightning Reflexes (B), Stunning Fist
Environment: Any
Organization: Solitary
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 7-12 HD (Medium); 13-18 HD (Large)
Level Adjustment: —

This man's features are somewhat feral, with hardened skin, pronounced incisors, and cold, focused eyes.

Tyerkow are variant vampires that operate mostly in urban areas. Much like vampires, they subsist upon the blood of the living. Unlike vampires, tyerkow are bound to their skin, rather than coffins.

Tyerkow appear much as they did in life, although their features are often hardened, with a predatory look.

Tyerkow speak Common.

COMBAT

Tyerkow attempt to grapple living prey in order to suck blood, often after using their domination special attack or Stunning Fist feat to subdue their victim.

Blood Drain (Ex): A tyerkow can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round. On each such successful drain attack, the tyerkow gains 5 temporary hit points.

Children of the Night (Su): Once per day a tyerkow can call forth 1d6+1 rat swarms as a standard action. These creatures arrive in 2d6 rounds and serve the tyerkow for up to 1 hour.

Domination (Su): A tyerkow can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the tyerkow must take a standard action, and those merely looking at it are not affected. Anyone the tyerkow targets must succeed on a DC 15 Will save or fall instantly under the tyerkow's influence as though by a dominate person spell from a 6th-level caster. The ability has a range of 30 feet. The save DC is Charisma-based.

Fast Healing (Ex): A tyerkow heals 2 points of damage each round so long as it has at least 1 hit point, its fast healing does not function in sunlight when it is not wearing a skin of the living (see below). If reduced to 0 hit points in combat it falls to the floor, at which point it is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.

Skin of the Living (Ex): A tyerkow acquires its skin by murdering a humanoid, monstrous humanoid, or giant of appropriate size and stripping off the skin (using a weapon or sometimes its teeth). A tyerkow may have only a single skin of the living at a time. A tyerkow can take on the guise of a living , monstrous humanoid, or giant by putting on this skin. The tyerkow then appears just as it did when alive. When wearing skin of the living, a tyerkow is not disoriented or harmed by sunlight. While wearing skin of the living, a tyerkow gains a +10 circumstance bonus on Disguise checks made to impersonate a living humanoid or giant.

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

Skills: Tyerkow have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Tyerkow Weaknesses
For all their power, tyerkow have a number of weaknesses.

Repelling a Tyerkow: Tyerkow cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the tyerkow—they merely keep it at bay. A recoiling tyerkow must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a tyerkow at bay takes a standard action.

Tyerkow are also unable to cross running water. They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.

Slaying a Tyerkow: Reducing a tyerkow's hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay tyerkow.

Exposing a tyerkow not wearing skin of the living to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a tyerkow in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion.

A tyerkow wearing skin of the living can be destroyed by burning it to ashes (reducing it to -10 or fewer hit points via fire damage). If a tyerkow's skin of the living is burnt while the monster is not wearing it (by applying 10 points of fire damage to it), the tyerkow will be forever destroyed at the next dawn. The tyerkow only avoids this fate if it murders and steals the skin from a new victim before sunrise.

Originally appeared in Dragon Magazine #122 (1987).
 
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Shade

Monster Junkie
Lurker Between

http://www.enworld.org/forum/general-monster-talk/82565-send-clowns-converting-oddballs-17.html

Lurker Between (CR 1/2): This creature, rumored to be the larval form of the lurker above, is harmless unless eaten. However, in order to continue its life cycle, it must be digested and vomited back up. Something in the stomach acid of most creatures promotes its growth. A lurker between is nearly indistinguishable form of a bite-sized piece of dried meat, and instinctively lurks near ration stores and other places where meat is stored, or even near old kills in hopes of being devoured by carrion eaters. A creature must succeed on a DC 15 Spot check to notice that the lurker between is, in fact, a living creature. Creatures with the scent ability gain a +4 bonus on their check, for the lurker between cannot emulate the smell of dried meat. A creature that consumes a lurker between must succeed on a DC 15 Fortitude save or become sickened for 1d10 rounds. One minute later, it must succeed on another DC 15 Fortitude save or become nauseous for 1 round while vomiting forth the creature. Thereafter, the creature is sickened for an additional 1d4 rounds.

If a victim succeeds on any of its saves, its stomach acid kills the lurker between, leaving the victim only sickened for 1d4 rounds. A delay poison effect puts off the effects for the duration of the spell, while a neutralize poison effect kills the lurker between with no side-effects to the victim. A DC 20 Heal check kills the lurker between but leaves victim sickened for 1d4 rounds.

Originally appeared in Imagine Magazine #21 (1984)
 

Shade

Monster Junkie
Skotos

http://www.enworld.org/forum/genera...pecial-conversion-thread-moldvays-undead.html

Skotos
Medium Undead (Extraplanar)
Hit Dice: 5d12 (32 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/+5
Attack: Bite +6 melee (1d10+4 plus blood feast)
Full Attack: Bite +6 melee (1d10+4 plus blood feast)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood feast
Special Qualities: Darkvision 60 ft., scent, shadow blend, +2 turn resistance, undead traits
Saves: Fort +1, Ref +6, Will +5
Abilities: Str 17, Dex 17, Con —, Int 10, Wis 12, Cha 14
Skills: Climb +9, Hide +9*, Jump +9, Listen +3, Move Silently +9, Search +6, Spot +9
Feats: Lightning Reflexes, Weapon Focus (bite)
Environment: Any evil-aligned plane
Organization: Solitary, roving band (2-10), or hunting pack (3-30)
Challenge Rating: 4
Treasure: Standard
Alignment: Always evil
Advancement: 6-15 HD (Medium)
Level Adjustment: —

This creature resembles a human, although it is unusually pale and shadowy.

Skotos are spirits that have broken free of the netherworld and now roam the world of the living as undead. Skotos are drawn to fresh blood, upon which they gain strength and sustenance. They feed upon the blood of any living creature, but prefer sentient prey. Skotos happening upon the aftermath of a bloody conflict enter a blood frenzy, making no attempt at concealment and attacking any living creature in sight.

Skotos usually roam in bands composed of former members of similar races and alignments. They generally inhabit places that remind them of the Lower Planes, such as subterranean caverns, dark tunnels, and wilderness wastelands. Skotos are detest sunlight, although it causes them no harm, and are usually nocturnal in their predations aboveground as a result.

Skotos stand 5 to 6 feet tall and weigh 75 pounds.

Skotos speak Common and either Abyssal or Infernal (depending upon home plane).

COMBAT

Skotos employ pack tactics, attacking en masse to overwhelm living prey.

Blood Feast (Su): A skotos absorbs blood from its attacks. On each successful attack, the skotos gains temporary hit points equal to the damage dealt. These temporary hit points last for one hour.

Shadow Blend (Su): In any condition of illumination other than full daylight, a skotos can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Skills: Skotos have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A skotos gains a +4 racial bonus on Hide checks in areas of shadowy illumination.

Originally appeared in Dragon Magazine #162 (1990).
 
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Shade

Monster Junkie
Lomendur, Orrek

http://www.enworld.org/forum/genera...nversion-thread-supernatural-familiars-4.html

Lomendur, Orrek
Tiny Outsider (Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +1
Speed: 20 ft. (4 squares), burrow 20 ft.
Armor Class: 17 (+2 size, +1 Dex, +4 natural), touch 13, flat-footed 16
Base Attack/Grapple: +3/-4
Attack: Claw +7 melee (1d4+1)
Full Attack: 2 claws +7 melee (1d4+1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Spell-like abilities, telekinetic trip
Special Qualities: Alternate form, damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to petrification and poison, low-light vision, resistance to acid 5 and fire 5
Saves: Fort +5, Ref +4, Will +4
Abilities: Str 13, Dex 13, Con 10, Int 12, Wis 12, Cha 13
Skills: Diplomacy +12, Hide +18, Knowledge (any one) +10, Listen +10, Move Silently +10, Search +10, Sense Motive +10, Spellcraft +10, Survival +1 (+3 following tracks)
Feats: Great Fortitude, Weapon Focus (claw)
Environment: Concordant Domain of the Outlands
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–6 HD (Tiny)
Level Adjustment: — (Improved Familiar)

This creature resembles a squat, muscular humanoid with rounded shoulders. Its long arms end in large, clawed hands. Short, soft gray fur covers its body. Its glittering black eyes, short necks, broad teeth, and rather narrow head are reminiscent of a rodent.

Lomendur are lesser beings of neutrality that often serve as familiars to spellcasters of similar alignment.

Orrekin hail from the Concordant Domain of the Outlands. They are wholly devoted to balance, and are tolerant of other alignments as long as none gain the upper hand. Orrekin believe chaos is foolish, law is pretentious, and good or evil is just a waste of time.

An orrek stands 2 feet tall and weighs 6 pounds. Fur coloration is usually gray but may also be brown or black. Its iron-hard claws are retractable.

Lomendur speak Common, Celestial, and Infernal.

An orrek can be aquired as a familiar with the Improved Familiar feat, beginning at 7th level if the character is of neutral good alignment.

COMBAT

Orrekin prefer to remain as inconspicuous as possible.

Alternate Form (Su): An orrek can assume another form at will as a standard action. Each orrek can assume all of the following forms: fox (use small dog statistics), owl, squirrel (use rat statistics without disease), or salmon (see below).

Salmon Form:
Initiative: +5
Speed: Swim 40 ft. (8 squares)
Armor Class: 17 (+2 size, +5 Dex), touch 17, flat-footed 12
Base Attack/Grapple: +3/-9
Attack: —
Full Attack: —
Special Attacks: —
Special Qualities: Low-light vision, scent
Space/Reach: 2-1/2 ft./0 ft.
Abilities: Str 3, Dex 21, Con 10
Skills: In its salmon form, an orrek has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Spell-Like Abilities: At will—detect chaos, detect evil, detect good, detect law, speak with animals; 1/day—gaseous form, produce flame, summon swarm. Caster level 6th. The save DCs are Charisma-based.

Once per week an orrek can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

Telekinetic Trip (Sp): Once per day, an orrek may attempt to trip an opponent telekinetically. This function as the telekinesis spell, but the orrek may only use the combat maneuver function, and only for a trip attack. Caster level 6th. This is the equivalent of a xth-level spell.

Originally appeared in Dragon Magazine #86 (1984).
 
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Shade

Monster Junkie
Spider, Diving Bell

http://www.enworld.org/forum/general-monster-talk/260747-converting-real-world-animals-vermin-7.html

Spider, Diving Bell
Medium Vermin
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft., swim 20 ft.
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: Bite +4 melee (1d6 plus poison)
Full Attack: Bite +4 melee (1d6 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Air bubble, darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2
Skills: Climb +11, Hide +7, Spot +4, Swim +8
Feats: Weapon Finesse (B)
Environment: Temperate swamps
Organization: Solitary or colony (2–5)
Challenge Rating: 1
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 3 HD (Medium); 4–7 HD (Large); 8–15 HD (Huge)
Level Adjustment: —

This man-sized spider has a velvety-grey coloration, although the trapped air around gives it a silvery sheen.

Giant diving bell spiders spend their entire lives underwater, yet they breathe air. These spiders build underwater webs which they fill with air and use for digesting prey, molting, mating and raising offspring. Although they are decent swimmers, diving bell spiders prefer to cling to silk threads or underwater vegetation while moving.

A diving bell spider is about 5 feet in diameter. Males are about one-third larger than females.

COMBAT

Giant diving bell spiders live almost entirely within their webs, darting out to catch prey that touches the bell or the silk threads that anchor it.

Air Bubble (Ex): When a diving bell spider climbs under the water, hairs on its body hold an air bubble around it. The diving bell spider can breath from this air bubble for one hour per point of Constitution before it risks drowning. Because of the air bubble, the spider is bouyant and must climb along rocks, sand, or plants to avoid floating to the surface; the raft spider does not actually swim.

If the diving bell spider is killed, a Small or Medium creature may sever one of its legs and breath from the air bubble attached to that leg for up to one hour. Smaller creatures may use a fraction of a leg, while Large creatures must use the body and head of the spider. Huge and larger creatures cannot use a diving bell spider's air bubble to breathe underwater.

Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage 1d4 Str. The save DC is Constitution-based.

Skills: Diving bell spiders have a +4 racial bonus on Hide and Spot checks, and a +8 racial bonus on Climb and Spot checks. A diving bell spider can always choose to take 10 on Climb checks, even if rushed or threatened. Diving bell spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. A diving bell spider has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Originally appeared in Dragon Magazine #67 (1982).
 
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Shade

Monster Junkie
Serpent Lord

http://www.enworld.org/forum/general-monster-talk/268436-converting-al-qadim-creatures.html

Serpent Lord
Gargantuan Magical Beast
Hit Dice: 16d10+112 (200 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 22 (–4 size, +2 Dex, +14 natural), touch 8, flat-footed 20
Base Attack/Grapple: +16/+39
Attack: Bite +23 melee (2d8+11) or tail slap +18 melee (2d6+5)
Full Attack: Bite +23 melee (2d8+11) and tail slap +18 melee (2d6+5)
Space/Reach: 20 ft./15 ft.
Special Attacks: Constrict 2d8+19, improved grab, spells, summon serpents, turn undead (+5, 2d6+21, 16th)
Special Qualities: Darkvision 60 ft., dire, lore, low-light vision, scent
Saves: Fort +17, Ref +12, Will +10
Abilities: Str 33, Dex 15, Con 25, Int 17, Wis 20, Cha 18
Skills: Balance +10, Climb +19, Concentration +22, Craft (alchemy) +21, Diplomacy +21, Heal +31, Hide -6, Knowledge (any) +18, Listen +9, Sense Motive +20, Spot +9, Survival +15, Swim +19
Feats: Brew Potion, Combat Expertise, Eschew Materials, Improved Counterspell, Improved Disarm, Skill Focus (Heal)
Environment: Warm hills and underground
Organization: Solitary or court (1 serpent lord plus 4-7 giant constrictor snakes plus 4-24 huge vipers)
Challenge Rating: 16
Treasure: Double standard
Alignment: Always lawful good
Advancement: 17-24 HD (Gargantuan); 25-48 HD (Colossal)
Level Adjustment: —

The body of this massive serpent resembles that of a snow-white, hooded cobra. Its face is humanoid, with a warm, friendly smile.

Serpent lords are the champions and protectors of snakes in the wild. They are also renowned healers and sages, and have a kind and compassionate nature. They are specialized in the the lore of herbalism, magical potions, and divine magic.

Serpent lords regard their serpentine subjects as friends and family as well as guardians. The biggest concern facing the serpent lord is the acquisition of food for itself and its subjects. Serpent lords are carnivorous, preferring lamb or beef and tolerating poultry. Serpent lords dislike fish. Serpent lords prefer their meat cooked whenever possible. Anyone bringing meat to a serpent lord will gain a +4 bonus on Diplomacy checks to improve its attitude, while offering roasted or cooked meat affords a +10 bonus.

Over the years, serpent lords amass considerable hoards, consisting mainly of gifts left behind in gratitude by those who have sought out their healing talents. Serpent lords are not greedy or avaricious creatures, however, and will often bestow monetary gifts to a needy supplicant or a favored guest. Serpent lords do not require tribute in exchange for healing, and are just as likely to accept a roasted pig or similar food as payment. Serpent lords are sometimes the guardians of a powerful religious magical item (like a Book of Exalted Deeds or a holy avenger), yielding it up to whoever can perform a preordained quest.

Serpent lords make their lairs in large, secluded caves far from civilized lands, often in barren, stony hills favored by snakes or in long-abandoned ruins.

Serpent lords are up to 50 feet long and weigh upwards of 10,000 pounds.

Serpent lords speak Common and can speak with any serpentine creature (as if using a speak with animals spell).

COMBAT

Serpent lords regard themselves as healers and scholars, not fighters. When combat cannot be avoided, they prefer to use defensive tactics to discourage aggression. A serpent lord's subjects will passionately fight on its behalf, but their monarch will not allow them to be sacrificed foolishly or haphazardly. The serpent lord will personally protect its subjects against powerful adversaries and predators.

A serpent lord can contstrict up to eight Medium creatures in its coils at a time.

Constrict (Ex): On a successful grapple check, a serpent lord deals 2d8+19 points of damage.

Improved Grab (Ex): To use this ability, a serpent lord must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Lore (Ex) A serpent lord knows legends or information regarding various topics, just as a bard does with bardic knowledge. The serpent lord adds half its Hit Dice plus its Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.

Tail Sweep (Ex): A serpent lord can sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 5 feet, extending from an intersection on the edge of the serpent lord's space in any direction. Creatures within the swept area are affected if they are one or more size categories smaller than the serpent lord. A tail sweep automatically deals tail slap damage and affected creatures must make DC 29 Reflex saves to or be knocked prone. The save DC is Strength-based.

Spells: A serpent lord casts spells as a 16th-level cleric. Serpent lords generally choose from the following domains: Charm, Healing, Protection, and Scalykind.

Typical Cleric Spells Prepared (6/7+1/6+1/6+1/5+1/5+1/3+1/3+1/2+1; save DC 15 + spell level):
0—create water, detect magic, detect poison, guidance, read magic, resistance;
1st—bless, cure light wounds*, divine favor, endure elements, entropic shield, obscuring mist, sanctuary, shield of faith;
2nd—aid, animal trance*, delay poison, enthrall, owl's wisdom, shield other, status;
3rd—create food and water, dispel magic, greater magic fang*, helping hand, prayer, searing light, wind wall;
4th—air walk, death ward, freedom of movement, neutralize poison, poison*, tongues;
5th—animal growth*, break enchantment, flame strike, righteous might, spell resistance, true seeing;
6th—greater dispel magic, heal*, mass bear's endurance, wind walk;
7th—control weather, holy word, refuge, vipergout*;
8th—animal shapes*, earthquake, holy aura.
*Domain spell. Domains: Healing, Scalykind.

Turn Undead (Su): A serpent lord can turn and destroy undead as a 16th-level cleric. A serpent lord can make up to eight turn attempts per day.

Skills: Serpent lords have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance, Climb, Craft (alchemy), and Heal checks. A serpent lord can always choose to take 10 on a Climb check, even if rushed or threatened. Serpent lords use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A serpent lord has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Advanced Serpent Lords
A serpent lord's spellcasting ability improves as it gains Hit Dice. A serpent lord casts spells as a cleric of a level equal to its Hit Dice. A serpent lord's inherent spellcasting stacks with any cleric spellcasting levels gained by taking a class or prestige class.

Originally appeared in Al-Qadim Monstrous Compendium Appendix (1992).
 
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