Creature Catalog new 3.5 conversions

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Monster Junkie
Duruch’i-lin, Duru

http://www.enworld.org/forum/genera...verting-oriental-adventures-creatures-20.html

Duruch’i-lin, Duru
Gargantuan Magical Beast (Extraplanar)
Hit Dice: 26d10+182 (325 hp)
Initiative: +13
Speed: 80 ft. (16 squares), fly 100 ft. (perfect)
Armor Class: 32 (-4 size, +5 Dex, +8 deflection, +13 natural), touch 19, flat-footed 27
Base Attack/Grapple: +26/+49
Attack: Bite +33 melee (2d10+11) or 4 magic bolts +29 ranged (3d6+2 force)
Full Attack: Bite +33 melee (2d10+11) and 2 hooves +28 melee (1d10+5) or 4 magic bolts +29 ranged (3d6+2 force)
Space/Reach: 20 ft./15 ft.
Special Attacks: Aura of silver flames, magic bolts, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to death effects, poison, and mind-affecting spells and abilities, low-light vision, plane shift, telepathy 200 ft., unearthly grace, water walk, wild empathy
Saves: Fort +30, Ref +28, Will +17
Abilities: Str 32, Dex 20, Con 24, Int 27, Wis 21, Cha 27
Skills: Balance +34, Concentration +37, Diplomacy +41, Handle Animal +37, Heal +40, Jump +31, Knowledge (arcana) +43, Knowledge (geography) +43, Knowledge (nature) +37, Knowledge (religion) +37, Knowledge (the planes) +37, Listen +36, Move Silently +34, Search +37, Sense Motive +34, Spellcraft +41, Spot +34, Survival +5 (+9 following tracks, +9 to keep from getting lost or to avoid natural hazards, +9 in aboveground natural environments, +9 on other planes)
Feats: Blind-Fight, Combat Expertise, Epic Reflexes, Eyes in the Back of Your Head, Flyby Attack, Improved Initiative, Improved Trip, Knock Down, Superior Initiative
Environment: Peaceable Kingdoms of Arcadia
Organization: Solitary
Challenge Rating: 20
Treasure: None
Alignment: Always lawful good
Advancement: 27-36 HD (Gargantuan), 37-65 HD (Colossal)
Level Adjustment: —

This creature resembles a gigantic unicorn, but with long, wolflike jaws. Its blunt, fleshy horn extends from its forehead at least five feet. Its coat a riot of color, with splotches of red, yellow, black, white, and blue, and a brilliant blue belly.

The duruch’i-lin is a beloved creature, seldom seen by mortals. The appearance of these creatures is always associated with longevity, health, and good fortune. The female duruch’i-lin is a “ch’i-lin”, while the male is a “duru.”

A duru has an affinity with all living creatures. He is especially fond of creatures of the forest, with whom he shares a strong bond of friendship and trust. A duru seldom walks on the ground, fearing he will accidentally trample an innocent insect or damage the vegetation. He eats only minerals and drinks only from the purest of streams.

A duru has no permanent lair, preferring to roam the wilds in the company of his animal friends. When desiring privacy, he uses plane shift to find a quiet place of meditation, sometimes for up to a decade at a time. A duru tends to shun the civilized world, but he often makes an appearance when an especially benevolent ruler or wise sage is about to be born.

The courtship ritual of the duru is long and complex. When a duru finds an agreeable ch’i-lin, he introduces her to an assembly of forest animals, including at least one representative of every species in his territory. (The territory usually covers 10,000 sq. miles or more.) If the animals accept her, the male then introduces the chi’i-lin to representatives of the Celestial Bureaucracy. If they approve of the mating, the pair retires to another plane, where they spend no less than five years sharing every detail of their life histories. The couple gives birth to a single infant, raising it in this alternate plane until it reaches maturity (about 50 years). When the child has matured, all members of the family go their own way.

A typical adult duru grows to 50 feet in length, stands 35 feet high at the shoulder, and weighs 150 tons.

A duru can speak Common and Auran, and can communicate telepathically with any creature that has a language and communicate empathically with any creature that is not mindless. His voice sounds like the tinkling of silver bells.

COMBAT

The duru is normally passive and docile, and resorts to violence only as a last resort.

Aura of Silver Flames (Sp): Three times per day, a duru may produce an aura of silver flame around itself, which lasts for 1 round per caster level. Any weapon that strikes the duru while it is so protected has its hardness reduced by 5 for 10 rounds, thereby increasing the effectiveness of sunder attempts against the weapon. In addition, rolling a 1 on an attack with an affected weapon causes it to take damage equivalent to the amount it would have dealt on a successful hit. This is the equivalent to a 4th level spell. Caster level 20th.

Magic Bolts (Su): As a standard action, a duru can unleash a volley of magical bolts from its horn. Each bolt can be targeted at a different creature, or the duru may target multiple bolts at a single creature. Each bolt requires a ranged attack roll, with a range increment of 60 feet, and deals 3d6+2 points of force damage on a hit. The duru's bolts are treated as magic weapons with a +2 enhancement bonus.

Plane Shift (Sp): A duru can enter Peaceable Kingdoms of Arcadia, the Astral Plane, or the Material Plane. This ability transports the duru and up to eight other creatures, provided they remain in physical contact with the duru. It is otherwise similar to the spell of the same name (caster level 20th).

Spell-Like Abilities: At will—bless, invisibility (self only). Caster level 20th. The save DCs are Charisma-based.

Unearthly Grace (Su): A duru adds his Charisma modifier as a bonus on all his saving throws, and as a deflection bonus to his Armor Class. (The statistics block already reflects these bonuses).

Water Walk (Su): A duru continually walks on water as the water walk spell (caster level 20th).

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a duru has a +10 racial bonus on the check.

Duruch’i-lin and Oriental Adventures
If you are using Oriental Adventures in your campaign, duruch’i-lin possess the Spirit subtype and hail from the Spirit World.

Originally appeared in Monstrous Compendium Kara-Tur Appendix (1990).
 
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Monster Junkie
Marl

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-45.html

Marl
Huge Aberration
Hit Dice: 10d8+50 (95 hp)
Initiative: +6
Speed: 20 ft. (4 squares), swim 60 ft.
Armor Class: 22 (-2 size, +2 Dex, +12 natural), touch 10, flat-footed 20
Base Attack/Grapple: +7/+24
Attack: Sickle +14 melee (2d6+9) or slam +14 melee (1d6+9)
Full Attack: Sickle +14/+9 melee (2d6+9) and 7 sickles +14 melee (2d6+4) or 8 slams +14 melee (1d6+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved grab, constrict 2d8+9
Special Qualities: Darkvision 60 ft., immunity to mind-affecting spells and abilities
Saves: Fort +8, Ref +5, Will +8
Abilities: Str 28, Dex 15, Con 20, Int 11, Wis 13, Cha 10
Skills: Hide +3*, Listen +7, Move Silently +11, Spot +7, Swim +17
Feats: Improved Initiative, Multiweapon Fighting (B), Power Attack, Reckless Offensive, Stealthy
Environment: Temperate and warm marshes
Organization: Solitary or company (1 plus 3-20 humanoid fighters of 3rd to 5th level)
Challenge Rating: 7
Treasure: Standard coins, no goods or items
Alignment: Usually neutral
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Level Adjustment: —

This massive, serpentine creature has four sets of arms ending in humanoid hands. Its body is covered in fine brown scales, while its underbelly is white. Its snakelike head is hooded like that of a cobra.

Marls, also called "slime devils", are reptilian creatures found in swamps, along rivers, and other wetlands. Marls often serve as guardians or mercenaries, especially for snake-like creatures such as yuan-ti or ophidians. These creatures are rumored to have been created through magical experimentation, possibly by yuan-ti.

Marls live only to hunt and to lie in the warmth of the sun. Marls are strict carnivores, feeding primarily on water fowl and mammals smaller than themselves. Though a few of them might be found in the same area, they have little commerce with one another, except during mating. Marls mate in the late winter, producing eggs about three months later. The eggs hatch after another five months, producing cobra-like snakes about two feet long. Over the next two years, these young grow rapidly; their arms begin to grow after about a year.

Marls adapt readily to other societies. When hired as mercenaries they are usually paid in food and shiny trinkets. They learn rapidly, sometimes even exhibiting strong talents for artistic endeavors.

A typical marl is 40 feet long and weighs between 4,000 and 5,000 pounds. These creatures are usually brown, with white underbellies, though those that live in especially verdant swamp often have green splotches. Their arms have the same colors as their bodies, and are covered in fine scales. Marls have a lifespan of up to 20 years.

Marls speak Common and Draconic.

COMBAT

Marls are very aggressive. They typically float in water until prey gets close, then strike from ambush. Marls become frenzied at the sight of any type of bird, attacking without tactics until all birds in sight are dead, or until slain themselves.

Constrict (Ex): A marl deals 2d8+9 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a marl must hit an opponent of any size with a slam 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.

Skills: A marl 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. *A marl gains a +4 racial bonus on Hide checks when in the water. Further, a marl can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Feats: In combination with its natural abilities, a marl's Multiweapon Fighting feat allows it to attack with all its arms at no penalty.

Originally appeared in Monstrous Compendium Annual Volume Two (1995).
 
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Monster Junkie
Ghazneth, Rowan Cormaeril

http://www.enworld.org/forum/general-monster-talk/213696-special-conversion-thread-ghazneths-8.html

Ghazneth, Rowan Cormaeril, the Scourge of Storms and Lightning
Medium Outsider (Evil, Ghazneth, Native)
Hit Dice: 8d8+16 (52 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 21 (+2 Dex, +9 natural), touch 12, flat-footed 19
Base Attack/Grapple: +8/+10
Attack: Claw +10 melee (1d4+2) or longsword +10 melee (1d8+2/19-20) or shortbow +10 ranged (1d6/x3)
Full Attack: 2 claws +10 melee (1d4+2) and bite +8 melee (1d6+1) or longsword +10/+5 melee (1d8+2/19-20) and bite +8 melee (1d6+1) or shortbow +10/+5 ranged (1d6/x3) or shortbow +8/+8/+3 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Expend magic
Special Qualities: Absorb magic, damage reduction 10/cold iron, darkvision 60 ft., expend magic, rejuvenation
Saves: Fort +8, Ref +8, Will +7
Abilities: Str 15, Dex 14, Con 14, Int 13, Wis 12, Cha 19
Skills: Balance +4, Concentration +11, Diplomacy +8, Gather Information +6, Hide +11, Jump +21, Knowledge (local) +10, Knowledge (nature) +3, Knowledge (nobility and royalty) +10, Listen +10, Move Silently +11, Sense Motive +10, Spot +10, Survival +10, Tumble +13
Feats: Multiattack, Point Blank Shot, Rapid Shot
Environment: Cormyr and surrounding lands
Organization: Solitary
Challenge Rating: 7
Treasure: Standard
Alignment: Neutral
Advancement: -
Level Adjustment: -

At a distance, this man has a noble bearing. On closer inspection, though, his face shows great pain, and his eyes hint at power beyond the merely human.

Rowan is a newly created ghazneth. He is the father of Azoun V and still retains many feelings of loyalty toward Cormyr, so he holds himself aloof from the other ghazneths. Still, it is hard to know what effects the transformation into a ghazneth may have on him, as Rowan spends many lonely hours contemplating his fate.

Rowan is a few inches short of 6 feet tall and 160 lb.

Rowan speaks Common and Chondathan.

COMBAT

Rowan prefers to attack from ambush when possible to get best use of his skirmish ability, but, when caught off-guard, his skill in melee and lightning bolts serve him well. His strong emotions can cause him to call up small storms, but they are strongest when he can focus on them.

Absorb Magic (Su): A ghazneth can ready an action to absorb spells or spell-like abilities as a rod of absorption, although the ghazneth is stunned for one round for each level that it absorbs. In addition, a ghazneth can absorb charges from charged magical items, absorbing one charge per round of contact. A charge grants as many levels as appropriate to the effect (for example, a charge from a wand of magic missile gives 1 level, but a charge from a wand of fireball gives 3 levels). Charges of non-spell effects grant one level for every two caster levels of the effect (rounded up). The charges are forever lost to the magic item, as if they had been used normally.

Ghazneths may also spend one hour to discharge a permanent magical item (or one with daily charges) completely, rendering it a mundane item. Ther ability requires continuous contact. The ghazneth gains 10 spell levels per spell level of each effect of the magic item (or 1/2 the caster level of the effect, rounded up).

A ghazneth may store one level for each year of its age. As a newly transformed ghazneth, Rowan can store only one magic level at a time.

Expend Magic (Su): Rowan may expend stored magic to utilize the following powers.

Detect Magic (Su): Rowan continuously detects all magic (as the detect magic spell) within 1 miles. This ability drains one stored magic level per day.

Fast Healing (Su): Rowan may expend one stored magic level to gain fast healing 5 for 10 minutes.

Skirmish (Su): Rowan may expend one stored magic level as an immediate action to add 3d6 hp of precision damage to a single successful attack.

Call Storms (Su): By expending one stored magic level, Rowan may create a rain or sleet storm (as appropriate to the local climate) within a cylinder of 40 ft radius and 20 ft height anywhere within 400 ft. This storm blocks all vision (including darkvision), extinguishes small fires, and lasts as long as Rowan concentrates; a sleet storm causes the ground to become icy and requires a DC 10 Balance check to allow half movement (failure indicates falling prone). Each 2 minutes that Rowan concentrates, the dimensions of the storm double. If Rowan maintains concentration for 15 minutes, the storm becomes independent, affecting a 2 mile radius surrounding Rowan for 4d12 hours as per the spell control weather. Rowan's vision is unaffected by storms he calls.

Lightning (Su): By expending a stored magic level, Rowan may call a 5 ft wide, 30 ft long vertical line of lightning within a range of 60 ft. This bolt does 3d6 points of electricity damage (a DC 18 Reflex save halves the damage; the save DC is Charisma-based). Furthermore, by maintaining Concentration, Rowan may call an additional lightning bolt each round for a maximum of 6 rounds in total. Outdoors in stormy weather, each lightning bolt does 3d10 points of electricity damage.

Rejuvenation (Su): Ghazneths are not destroyed through simple combat: When a ghazneth is reduced to 0 hp, it immediately heals as many hit points as possible through its remaining magic levels. If it has no magic levels remaining, the ghazneth lies dormant for 2d10 hours and then absorbs a level of magic directly from the Weave, at which point it heals itself. Even the most powerful spells are usually only temporary solutions. Typically, there is a unique means to destroy a given ghazneth. The exact means varies and may require a good deal of research to discover (a DC 15 + ghazneth's CR Knowledge (history) check).
 

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Monster Junkie
Swarm, Batfly

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-25.html

Swarm, Batfly
Tiny Magical Beast (Extraplanar, Swarm)
Hit Dice: 6d10 (33 hp)
Initiative: +5
Speed: 5 ft. (1 square), fly 60 ft. (good)
Armor Class: 20 (+2 size, +1 Dex, +7 natural), touch 13, flat-footed 19
Base Attack/Grapple: +4/-
Attack: Swarm (2d6)
Full Attack: Swarm (2d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction, wounding
Special Qualities: Blindsense 20 ft., damage reduction 5/magic, darkvision 60 ft., half damage from slashing and piercing weapons, immunity to acid and poison, low-light vision, resistance to fire 20, swarm traits
Saves: Fort +5, Ref +6, Will +6
Abilities: Str 5, Dex 13, Con 10, Int 1, Wis 14, Cha 4
Skills: Listen +13, Spot +12
Feats: Alertness, Improved Initiative, Iron Will
Environment: Bleak Eternity of Gehenna
Organization: Solitary, flight (2–4 swarms), or colony (11–20 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A swarm of tiny creatures resembling butterflies with bat wings, apparently composed of solid iron, flies forth.

Batflies hail from Chamada, the second mount of Gehenna, a molten, savage land upon which rains a continual fall of feather-soft gray ash.

COMBAT

A batfly swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.

Blindsense (Ex): A batfly swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the batfly swarm (but swarm attacks ignore concealment).

Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Wounding (Ex): Any living creature damaged by a batfly swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Skills: A batfly swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.

Batfly
Tiny Magical Beast (Extraplanar)
Hit Dice: 1/2d10 (2 hp)
Initiative: +5
Speed: 5 ft. (1 square), fly 60 ft. (good)
Armor Class: 20 (+2 size, +1 Dex, +7 natural), touch 13, flat-footed 19
Base Attack/Grapple: +0/-11
Attack: Bite +3 melee (1d3-3)
Full Attack: Bite +3 melee (1d3-3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Blindsense 20 ft., damage reduction 5/magic, darkvision 60 ft., immunity to acid and poison, low-light vision, resistance to fire 20
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 5, Dex 13, Con 10, Int 1, Wis 14, Cha 4
Skills: Listen +8, Spot +8
Feats: Improved Initiative, Weapon Finesse (B)
Environment: Bleak Eternity of Gehenna
Organization: Solitary or swarm (see above)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 1-2 HD (Small); 3-6 HD (Medium)
Level Adjustment: —

A batfly can be acquired as a familiar by a 3rd-level arcane spellcaster with the Improved Familiar feat. A batfly familiar grants its master a +2 bonus on Will saves.

An individual batfly is 1 foot long, with a wingspan of about 2 feet, and weighs 2 pounds.

Combat

Batflies are remarkably aggressive and rather stupid, showing little hesitation about attacking opponents many times their size. They prefer to attack under cover of darkness, flying in at top speed and biting until they are slain or driven away. A seriously wounded batfly may flee, but they often fight to the death.

Blindsense (Ex): A batfly notices and locates creatures within 20 feet. Opponents still have total concealment against the batfly.

Skills: A batfly has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.

Originally appeared in In the Cage: A Guide to Sigil (1995).
 
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Monster Junkie
Forchoreai

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-65.html

Forchoreai
Large Magical Beast (Extraplanar)
Hit Dice: 4d10+8 (30 hp)
Initiative: +7
Speed: 90 ft. (18 squares)
Armor Class: 18 (-1 size, +7 Dex, +2 natural), touch 16, flat-footed 11
Base Attack/Grapple: +4/+13
Attack: Gore +8 melee (1d8+7)
Full Attack: Gore +8 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge 3d6+7, spell-like abilities
Special Qualities: Darkvision 60 ft., evasion, fast healing 2, low-light vision, rejuvenation, scent, uncanny dodge
Saves: Fort +6, Ref +13, Will +2
Abilities: Str 20, Dex 25, Con 15, Int 12, Wis 13, Cha 16
Skills: Concentration +7, Hide +15, Jump +29, Listen +13, Move Silently +19, Spot +13
Feats: Endurance, Lightning Reflexes (B), Run
Environment: Wilderness of the Beastlands
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic good
Advancement: 5-12 HD (Large)
Level Adjustment: —

This large, gray stag has a majestic rack of pearly antlers.

Forchoreai (for-KOR-ee-aye) are benevolent stags native to the Wilderness of the Beastlands. They are most frequently encountered on the top layer, Krigala. Forchoreai are often hunted by denizens of the plane, but any that are killed return to life three days later.

A forchoreai stands 7 feet tall at the shoulder and weighs 1,500 pounds.

Forchoreai do not speak, but understand Celestial.

COMBAT

Forchoreai generally only fight if cornered, charging with their powerful antlers.

Powerful Charge (Ex): A forchoreai typically begins a battle by charging at an opponent, lowering its head to bring its mighty antlers into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +8 attack bonus that deals 3d6+7 points of damage.

Rejuvenation (Su): A forchoreai slain on its home plane always returns in full health in 3 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a forchoreai is to land the killing blow while on another plane.

Spell-Like Abilities: At will—detect snares and pits, nondetection (DC 15), pass without trace (DC 14), protection from evil, speak with animals, speak with plants; 1/day—invisibility, mirror image, misdirection (DC 15), transport via plants; 1/week—heal (others only). Caster level 10th. The save DCs are Charisma-based.

Skills: Forchoreai have a +8 racial bonus on Hide, Listen, Move Silently, and Spot checks.

Originally appeared in Dragon Magazine #101 (1985).
 
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Monster Junkie
Genie, Tasked, Warmonger

http://www.enworld.org/forum/general-monster-talk/268436-converting-al-qadim-creatures-37.html

Genie, Tasked, Warmonger
Medium Outsider (Extraplanar, Evil, Lawful)
Hit Dice: 7d8+28 (59 hp)
Initiative: +5
Speed: 20 ft. (4 squares) in full plate armor; base speed 30 ft.
Armor Class: 23 (+1 Dex, +4 natural, +8 full plate armor), touch 11, flat-footed 22
Base Attack/Grapple: +7/+11
Attack: Heavy pick +11 melee (1d6+6/x4) or slam +11 melee (1d6+4)
Full Attack: Heavy pick +11/+6 melee (1d6+6/x4) or 2 slams +11 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Inspire troops, spell-like abilities
Special Qualities: Change shape, darkvision 60 ft., plane shift, telepathy 100 ft.
Saves: Fort +9, Ref +6, Will +8
Abilities: Str 18, Dex 13, Con 18, Int 16, Wis 17, Cha 19
Skills: Bluff +14, Concentration +14, Diplomacy +20, Intimidate +16, Jump -8*, Listen +13, Knowledge (history) +13, Knowledge (nobility and royalty) +13, Profession (siege engineer) +13, Ride +11, Sense Motive +13, Spot +13 (*includes -6 armor check penalty)
Feats: Improved Initiative (B), Mounted Combat, Ride-By Attack, Spirited Charge
Environment: Elemental Plane of Fire
Organization: Solitary, squad (1 plus 5-20 troops) or company (1 plus 20-160 troops)
Challenge Rating: 5
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 8–9 HD (Medium); 10–21 HD (Large)
Level Adjustment: —

This portly and hairy genie stands with a commanding presence, wearing battle-worn armor adorned with medals. Blood seeps from its every pore and drips from its hair.

Warmonger genies serve as military advisers to generals, emirs, and sultans or serve directly on the battlefield leading mercenaries and soldiers. When there is no war to lead, they find one or start one.

Warmonger genies wear the heaviest armor available. They also wear military dress and are fond of including sashes, medals, and the finery that goes along with rank.

A typical warmonger genie stands 5 feet tall and weighs over 200 pounds.

Warmonger genies speak Common, Ignan, Infernal, Giant and Goblin.

COMBAT

A warmonger genie often takes up a position on horseback at the rear of his troops or seated in a general's tent on a ridge overlooking the field of battle. From this vantage they bellow commands and threats to direct or rally their forces, bolstering them with their spell-like abilities and inspire troops power. They typically expend one use of their heroism and greater magic weapon spell-like abilities to boost the combat abilities of the best combatant(s) among their troops, reserving the remaining use for themselves. Warmonger genies also make cunning use of cause fear and suggestion to trick their opponents into making tactical errors.

Although they prefer to lead from behind, warmonger genies are capable warriors and will happily wade into battle if it seems tactically advantageous. They have the wits to flee a losing fight, but the courage to fight to the death if it is their best (or only) chance for victory.

While most warmonger genies prefer to lead and fight from horseback, a rare few prefer to fight on their feet. Such warmonger genies select different feats, such as Cleave, Combat Expertise, Improved Disarm, and Power Attack.

A warmonger genie's natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Change Shape (Su): A warmonger genie can assume the form of any Small, Medium, or Large humanoid or giant.

Inspire Troops (Ex): As a move action, a warmonger genie can use displays of military prowess to inspire courage in its allies and followers, bolstering them against fear and improving their combat abilities. The effect lasts for as long as the ally can see or hear the warmonger genie and for 5 rounds thereafter. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 morale bonus on attack and weapon damage rolls. Should the ally see the warmonger genie be defeated or slain, the morale bonus from this ability changes into a -2 morale penalty that lasts for 10 rounds. Inspire troops is a mind-affecting ability.

A warmonger genie can inspire allies of up to 7 HD. It can inspire a number of allies totalling 20 times its Hit Dice (140 HD for a standard warmonger genie).

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

Spell-Like Abilities: At will—cause fear (DC 15), remove fear; 2/day—greater magic weapon, heroism, suggestion (DC 17). Caster level 10th. The save DCs are Charisma-based.

Originally appeared in Monstrous Compendium Al-Qadim Appendix (1992).
 
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Monster Junkie
Strangle Vine

http://www.enworld.org/forum/genera...verting-original-d-d-mystara-monsters-52.html

Strangle Vine
Medium Plant
Hit Dice: 1d8+5 (9 hp)
Initiative: +0
Speed: 0 ft. (immobile)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +0/+2
Attack: —
Full Attack: —
Space/Reach: 5 ft./5 ft.
Special Attacks: Strangling vines
Special Qualities: Blind, camouflage, plant traits, tremorsense 20 ft.
Saves: Fort +4, Ref +0, Will -1
Abilities: Str 14, Dex 10, Con 15, Int —, Wis 8, Cha 3
Skills: —
Feats: Tougness (B)
Environment: Temperate or warm forests and swamps
Organization: Solitary, gallows (2-5), or copse (4-40)
Challenge Rating: 1/2
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 2-3 HD (Medium); 4-8 HD (Large); 9-15 HD (Huge); 16-24 HD (Gargantuan); 25-36 HD (Colossal)
Level Adjustment: —

A wiry, green creeper coils around the nearby tree.

Strangle vines are predatory creepers that choke the live out of living creatures. The plant then feeds off the nutrients from the decomposing carcass.

A typical strangle vine is a mass of creepers about 5 feet across, but the largest specimens can spread up to 30 feet across.

COMBAT

A strangle vine simply waits for living prey to move into the area, then lashes out with its strangling vines.

Blind (Ex): Strangle vines are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Camouflage (Ex): Since a strangle vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.

Strangling Vines (Ex): Any creature that enters the space of a strangle vine must succeed on a DC 10 Reflex save or be seized by its vines. If they succeed, they must check again every round they remain within the plant's space.

Seized creatures are entangled, cannot move out of the space they where standing in when the vines seized them, and take 1d4 damage (plus Strength bonus, if any) per round from being "strangled". Any creature in a strangle vine's grasp cannot speak or cast spells with verbal components, because the vines wrap round the victim's head and neck and try forcing themselves down the victim's throat.

A seized creature can escape by succeeding on a DC 14 Strength check or a DC 14 Escape Artist check. The DCs are Strength-based and include a +4 racial bonus on the Strength and Escape Artist checks.

Originally appeared in X9 - Savage Coast (1985).
 
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Shade

Monster Junkie
Archerfish, Giant

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-31.html

Archerfish, Giant
Large Animal (Aquatic)
Hit Dice: 3d8+9 (22 hp)
Initiative: +2
Speed: Swim 50 ft. (10 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+10
Attack: Bite +5 melee (1d8+6) or water jet +5* ranged touch (see text)
Full Attack: Bite +5 melee (1d8+6) or water jet +5* ranged touch (see text)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, swallow whole, water jet
Special Qualities: Low-light vision
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 18, Dex 14, Con 17, Int 1, Wis 11, Cha 2
Skills: Jump +12, Spot +10, Swim +12
Feats: Point Blank Shot, Weapon Focus (water jet)
Environment: Temperate and warm aquatic
Organization: Solitary, pair, trio, or school (5-20 young)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-9 HD (Huge)
Level Adjustment: —
*Includes +1 bonus from Point Blank Shot.

This large, silvery fish has a squared-off head with heavy jaws. Behind the head, the body narrows quickly to a streamlined shape with a powerful tail.

A giant archerfish is a predatory freshwater fish with a unique hunting style: it may expel powerful jets of water from powerfully muscled water bladders on either side of its head.
These fish are not territorial and travel to any place they can find prey. They prefer to hunt live prey above the surface, but have been known to scavenge the bottoms of their shallow seas or large lakes when necessary.

Giant archerfish are generally solitary unless spawning. Eggs are laid and fertilized on the sea bottom, hatching in 3-4 weeks. The young remain together in a school, ranging from 5 to 20 members.

A giant archerfish is about 9 feet long and weighs about 800 pounds. Although not inedible, giant archerfish are not particularly tasty.

COMBAT

A giant archerfish attacks opponents with its bite. It uses its water jet to attempt to knock landbound or shipbound prey into the water, and can jump up to seize targets on branches or spars up to 20 feet above the water's surface.

Improved Grab (Ex): To use this ability, a giant archerfish must hit an opponent of up to one size smaller 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 try to swallow the foe the following round.

Swallow Whole (Ex): A giant archerfish can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 1d4+4 points of bludgeoning damage and 2 points of acid damage per round from the archerfish's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 10 points of damage to the gizzard (AC 11). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Large archerfish's gizzard can hold 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents.

Water Jet (Ex): A giant archerfish can spit a powerful jet of water as a ranged touch attack with a 30 foot range. This jet can push back or knock over any opponent smaller than the archerfish. Assuming the jet hits, the archerfish and its opponent make opposed Strength checks with the same modifiers as a bull rush attack (a typical archerfish has +8 on this Strength check). If the archerfish wins the contest it pushes its opponent back 5 feet, plus an additional 5 feet for each 5 points by which its Strength check result is greater than the opponent's Strength check. Any opponent that is pushed back by a water jet must also make a DC 15 Reflex save or fall prone. The save DC is Strength-based.

Skills: A giant archerfish has a +4 racial bonus on Spot checks. A giant archerfish 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 #165 (1991).
 
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Shade

Monster Junkie
The Thing That Should Not Exist

http://www.enworld.org/forum/general-monster-talk/258155-converting-greyhawk-monsters-19.html

The Thing That Should Not Exist
Huge Aberration (Extraplanar)
Hit Dice: 13d8+91 (149 hp)
Initiative: +5
Speed: Fly 30 ft. (6 squares)(perfect)
Armor Class: 19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 18
Base Attack/Grapple: +8/+24
Attack: Tentacle +15 melee (1d10+8/19-20)
Full Attack: 3 tentacles +15 melee (1d10+8/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Constrict 1d10+8, immolate, improved grab, maddening appearance
Special Qualities: Alien mind, damage reduction 10/good, darkvision 60 ft., spell resistance 14
Saves: Fort +11, Ref +7, Will +7
Abilities: Str 27, Dex 13, Con 25, Int 1, Wis 8, Cha 14
Skills: Listen +7, Spot +7
Feats: Improved Critical (tentacle), Improved Initiative, Lightning Reflexes, Quicken Spell-Like Ability (invisibility), Weapon Focus (tentacle)
Environment: Far Realm
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Always neutral evil
Advancement: 14-26 HD (Huge); 27-39 HD (Gargantuan)
Level Adjustment: —

A 20-foot ovoid mass of looping and twining intestines seems to fold in and out of reality. It emits a terrible gibbering sound, like a mad chorus of inhuman singers.

The Thing That Should Not Exist is an extraplanar horror whose mere presence violates the fabric of reality. Whether the creature is truly unique, or simply one of a horde of such beings in the alien realm from which it arrived, is a topic best left for alienists and scholars of the occult.

The Thing That Should Not Exist is 20 feet in diameter. Its unnatural, dimension-shifting flesh mean its body cannot be weighed by any rational set of scales.

COMBAT

The Thing That Should Not Exist attacks by extending loops or ends of the tubular growths and constricting or flailing at its prey. It uses its invisibility whenever possible. It will immolate an opponent that manages to deal it great harm.

Alien Mind (Su): While The Thing That Should Not Exist is not immune to mental attacks, anyone targeting it with a mind-affecting or telepathic effect makes direct contact with its utterly alien mind. The attacker must make a DC 18 Will save or take 1d4+1 points of Wisdom damage. An attacker is subject to Wisdom damage on every attempt, whether the attack is successful or not. The save DC is Charisma-based.

Constrict (Ex): The Thing That Should Not Exist deals 1d10+8 points of damage with a successful grapple check.

Immolate (Su): Once per day, The Thing That Should Not Exist may immolate a single target within 100 feet with eldritch flames. The victim suffers 6d8 points of damage (9d8 against creatures with the Good subtype), with a DC 18 Reflex save for half damage. Half this damage is fire and can be countered by defenses against fire-based attacks, but the other half results directly from profane alien power, and is therefore not subject to fire resistance or protection from energy (fire), fire shield (chill shield) and similar magic. The flames cling to the target for three rounds, dealing 4d8 points of damage on the second round and 2d8 points on the third round (6d8 and 3d8 to creatures with the Good subtype). These unnatural flames can not be extinguished by physical means or the pyrotechnic spell, but can be doused with holy water. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, The Thing That Should Not Exist must hit an opponent of any size with a tentacle 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.

Maddening Appearance (Ex): A thing that should not exist has an appearance so terrible it can madden creatures that see it out to a radius of 120 feet. Any creature that sees the thing must succeed at a DC 18 Will save or be confused or panicked (equal chance of each) for 1d4 rounds. Once the viewer succeeds at the Will save they become immune to the thing's maddening appearance for a period of 24 hours. This is a sight-based mind-affecting power, the save DC is Charisma-based.

Spell-Like Abilities: At will—invisibility (self only); 3/day—quickened invisibility (self only). Caster level 13th.

Originally appeared in Crypt of Lyzandred the Mad (1998).
 
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Shade

Monster Junkie
Hendar

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-51.html

Hendar
Large Magical Beast
Hit Dice: 6d10+8 (30 hp)
Initiative: +1
Speed: 10 ft. (2 squares), fly 40 ft. (average), swim 50 ft.
Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 11
Base Attack/Grapple: +6/+14
Attack: Tail slap +9 melee (1d8+4)
Full Attack: Tail slap +9 melee (1d8+4) and 2 wing buffets +7 melee (1d4+2) and bite +7 melee (1d3+2)
Space/Reach: 10 ft./5 ft. (10 ft. w/tail)
Special Attacks: Improved grab
Special Qualities: Darkvision 120 ft., low-light vision, moisture dependent, nearly fearless, repulsed by silver, scent, water breathing
Saves: Fort +7, Ref +6, Will +3
Abilities: Str 19, Dex 12, Con 15, Int 10, Wis 12, Cha 13
Skills: Hide -3*, Listen +8, Move Silently +5, Spot +8, Swim +12
Feats: Flyby Attack, Multiattack, Power Attack
Environment: Temperate aquatic, swamps, plains or ruins
Organization: Solitary or flight (2-3)
Challenge Rating: 4
Treasure: Standard (no silver coins, goods, or items)
Alignment: Always neutral, often evil
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: —

The heavily-bodied creature resembles a vast worm with batlike wings and an equine head. Its skin is black, with blue and purple iridescence where wet. Its eyes glow fiery red, and it snorts vapor from its nostrils before emitting a deep, rumbling roar.

Hendar are solitary hunters found in ruins, sea-caves, swamps, or atop moorland crags. Although they prefer to hunt in shallow waters, hendar can survive at great depths. They occasionally venture into populated areas to find food, especially when prey grows scared in their territory. Hendar prefer humanoid prey.

Hendar prefer to live in damp areas, for this keeps their skin strong and supple. Extreme cold and arid climes weaken their skin.

Hendar usually cannot tolerate the presence of other hendar, except during mating periods, which occur about every thirty years. Even during this period, they are snappy and skittish near one another, and even go out of their way to attack other creatures. The parents cohabit for a year or so until the young achieve full strength and flight ability. Hendar and perytons generally tolerate each other, but the hendar attempts to slay or drive out any other large predators, aerial or aquatic, living within a mile of their lairs.

Hendar hibernate in winter, awakening extremely ravenous in the spring. For the first month of spring, hendar go on a feeding frenzy, often feeding twice each night.

Most hendar are 18 to 25 feet from snout to tail and weighs 800 to 1500 pounds, with a wingspan of 14 to 22 feet. Hendar have a lifespan of several centuries. The manes of older individuals turn gray and then white with age. Hendar are thought to have a life span of hundreds of years.

Hendar cannot speak, but they understand Common.

COMBAT

Hendar prefer to grab prey with their tails or maws, then submerge to drown air-breathing opponents. When snatching aquatic creatures, they fly high into the sky to deny such prey life-giving water. Hendar fear almost nothing, and only flee when clearly outnumbered. Hendar never back down from creatures smaller than themselves, no matter how powerful a counterattack is offered.

Improved Grab (Ex): To use this ability, a hendar must hit with its bite or tail attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Moisture Dependent (Ex): If a hendar spends more than 24 hours without entering water its skin grows dry and brittle, reducing its natural armor by 2. A hendar with dried-out skin must must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d4 points of damage. The hendar can cure its dried-out skin by soaking in water for a minute, which restores its AC to normal.

Nearly Fearless (Ex): A hendar has a +2 racial bonus on saving throws made against fear effects. Even if it fails its save, the fear effect is treated as being one stage weaker than normal (e.g. a fear spell will cause a Hendar to be shaken if it fails its Will save and has no effect if it makes its save, instead of the spell's normal effect of frightened on a failure and shaken on a success).

Repulsed by Silver (Ex): Hendar loathe silver and cannot tolerate its presence. A hendar must make a DC 15 Will save to enter an area laced with silver, and can not rest or sleep within 30 feet of silver. A hendar has a -2 morale penalty on melee attacks against a creature wearing or wielding a silver object.

Water Breathing (Ex): A hendar can breathe underwater indefinitely and can freely use its other abilities while submerged.

Skills: A hendar 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. *A hendar's black skin gives it a +8 racial bonus on Hide checks in areas of darkness or shadowy illumination.

In the Realms
Hendar are only found in the middle reaches of the Sword Coast, usually never farther south than Amn or farther north than Luskan, and on the northern coast of the Sea of Fallen Stars.

Originally appeared in Monstrous Compendium Forgotten Realms Appendix (1991).
 
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