Creature Catalog 3.5 Overhaul Project Conversions

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Monster Junkie
Whispering Pines

http://www.enworld.org/forum/genera...e-catalogue-overhaul-project-revisited-7.html

Whispering Pines (CR 5)

Whispering pines are a variety of magical tree that grows high in certain wooded mountainous regions. These trees are unusually straight and even, each branch perfectly uniform with the others, and the whole of the tree carries an inherent magical charm. This tree is sought out by wizards and those who manufacture magic weapons for its valuable wood.

Whispering pines are usually found in a stand of up to 100 pines, and each tree therein can be from 10-100 feet in total height. These trees are not self-aware, but do possess an odd sense of self-preservation. They possess damage reduction 20/magic and spell resistance 24.

The pines also have a magical sense that allows them to detect any saw-like tools or unsheathed bladed weapons within 50 yards. When a pine detects such an implement, it automatically begins a loud whispering susurration. This sound resembles many voices whispering at once, which is how the tree gets its name. Creatures hearing this sound must make a successful Will save (DC 17 +1 per every 10 trees in the stand) or be compelled to stop and listen and attempt to hear what is being "said." The effect can only be broken by removing the affected target outside of the effective radius of the tree’s detection range. If allowed to remain in that area, the enthralled victim eventually starves to death in 5d4 days. Once the trees begin their susurration, the only thing that will stop them besides removing the blades is a charm plants spell, which the entire stand makes its saving throw as a group against, adding a +1 to its saving throw for every 10 pines. A successful save grants immunity to the susurration for 24 hours (unless the target attacks the trees, as below).

Only magical blades can cut through these trees, and the lumber can be worked only with magical tools. The wood can only be burned by magical fire, which must first pass the tree’s spell resistance. If a whispering pine is struck by any nonmagical weapon, the trees regenerates all the damage instantly and the tool takes 2d20 damage (which bypasses hardness) as if it were attacked by a powerful blow. The wielder of this blade must also make a DC 17 Fortitude save or be paralyzed for 1d4 rounds, after which he must make a DC 23 Will save or be enthralled by the whispering susurration.

Whispering pine wood can be used as darkwood in the creation of objects. It is always considered of masterwork quality, and when used to craft magical weapons or wands, it reduces the cost to create by one-fourth.

Druids have a special relationship with whispering pines and sometimes arrange for a treant to protect whispering pine groves. Druids also often use speak with plants to communicate with the trees, getting particularly helpful responses. In the fall, the druids will ritually harvest the pine needles with silver hand sickles, while chanting special prayers. They trim the ends off the lower branches, dry them for 10 days, and pluck the needles from the boughs. They then use the needles to create a tea which allows the drinker to use scrying as a spell-like ability once at caster level 7 (essentially acting as a potion of scrying). Anyone who attempts to harvest and use the needles without the sacred chants is stricken with severe abdominal cramps 1d4 rounds after consuming the tea and does not gain the scrying effect.

Originally appeared in Dragon Magazine #119 (1987).
 
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Monster Junkie
Opinicus

http://www.enworld.org/forum/general-monster-talk/268436-converting-al-qadim-creatures-50.html

Opinicus
Medium Magical Beast (Psionic)
Hit Dice: 7d10+21 (59 hp)
Initiative: +2
Speed: 50 ft. (10 squares), fly 70 ft. (good)
Armor Class: 22 (+2 Dex, +10 natural), touch 12, flat-footed 20
Base Attack/Grapple: +7/+8
Attack: Claw +8 melee (1d4+1)
Full Attack: 2 claws +8 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, psi-like abilities, rake 1d4, spells, spell-like abilities, sun sparkles, turn undead (+2, 2d6+9, 7th)
Special Qualities: Astral projection, darkvision 60 ft., etherealness, low-light vision, power resistance 17
Saves: Fort +8, Ref +7, Will +8
Abilities: Str 13, Dex 14, Con 16, Int 14, Wis 18, Cha 14
Skills: Bluff +12, Concentration +11, Diplomacy +4, Disguise +2 (+4 acting), Hide +6*, Intimidate +4, Jump +9, Listen +16, Sleight of Hand +14, Spot +16
Feats: Divine Might, Iron Will, Power Attack
Environment: Any desert
Organization: Solitary or pair
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic good
Advancement: 8-12 HD (Medium); 13-21 HD (Large)
Level Adjustment: —

This creature resembles a camel with eagle wings, a simian face and hands, and a lionlike mane and tail. Its forepaws end in opposable thumbs.

An opinicus is a powerful magical creature of the desert that spreads goodwill wherever it travels. Though it appears to be a magical hybrid of several types of creatures, the opinicus is a natural creature that breeds true on its own.

Opinicus will usually lair in deserted old ruins swallowed up by the desert. They do venture forth on missions of well being, seeking to bring prosperity to those in need. Though well known in this friendly capacity, their penchant for being pranksters have somewhat tarnished their reputation as beneficent protectors. Still, good creatures will usually accept the help of an opinicus.

An opinicus stands 3 feet high at the shoulder, weighs 300 pounds, and has a wingspan of 12 feet. Most opinicus are colored a light buff to a golden brown with slightly darker faces and wings. Opinicus have a lifespan of several centuries.

Opinicus speak Celestial, Common, and Sylvan.

COMBAT

Evil creatures and undead dread the rage of an opinicus, as they always attack an opponent of evil nature. Opinicus are pacifists otherwise, though they may feel the need to fight to aid a good cause.

Astral Projection (Su): This functions just like the spell of the same name (caster level 7th).

Etherealness (Su): This functions just like the spell of the same name (caster level 7th).

Improved Grab (Ex): To use this ability, an opinicus must hit with a claw 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 rake.

Psi-Like Abilities: At will—control air (up to 50 miles per hour change)*, control object, empty mind (+5 bonus)*; 3/day—id insinuation (DC 16, 3 targets)*, intellect fortress, mental barrier (+4 deflection bonus, 3 rounds)*, mind thrust (DC 16, 7d10 damage)*, telekinetic force (DC 15, 300 lbs.)*, thought shield (power resistance 17, 5 rounds)*; 1/day—psionic dimensional anchor. Manifester level 7th. The save DCs are Charisma-based.
*Includes augmentation for the opinicus's manifester level.

Rake (Ex): Attack bonus +8 melee, damage 1d4.

Spell-Like Abilities: 2/day—dimension door; 1/day—heal, holy smite (DC 16). Caster level 7th. The save DCs are Charisma-based.

Spells: Opinicus can cast divine spells as 7th-level clerics. An opinicus has access to two of the following domains: Good, Protection, or Trickery. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; save DC 14 + spell level);
0—create water, detect magic, mending, purify food and drink, read magic, resistance;
1st—bless, bless water, endure elements, entropic shield, sanctuary*, shield of faith;
2nd—delay poison, invisibility*, shatter, sound burst, status;
3rd—create food and water, nondetection*, searing light, wind wall;
4th—confusion*, divine power, freedom of movement.
*Domain spell, Domains: Protection and Trickery.

Sun Sparkles (Su): The gaze of an opinicus glows with the brightness of the upper planes. As a swift action, an opinicus can utilize sun sparkles as a gaze attack. All evil creatures within 30 feet that meet its gaze take 2d8 points of damage (4d6 for an evil outsider) and become blinded for 1 round. A successful DC 17 Will saving throw reduces damage to half and negates the blinded effect. An opinicus must wait 1d4+1 rounds before using sun sparkles again. The save DC is Charisma-based and includes a +2 racial bonus.

Turn Undead (Su): An opinicus can turn and destroy undead as a 7th-level cleric. An opinicus can make up to 5 turn attempts per day.

Skills: Opinicus have a +4 racial bonus on Hide checks and a +6 racial bonus on Listen and Spot checks. * In desert areas, the Hide bonus increases to +10.

Non-Psionic Opinicus
If you do not use psionics in your campaign, make the following changes:

Medium Magical Beast
Special Attacks: Improved grab, rake 1d4, spells, spell-like abilities, sun sparkles, turn undead (+2, 2d6+9, 7th)
Special Qualities: Astral projection, darkvision 60 ft., etherealness, low-light vision, spell resistance 17

Spell-Like Abilities: At will—animate object (only one object up to Medium size), gust of wind (DC 14), protection from evil; 3/day—confusion (DC 16), death ward, mirror image, nondetection (DC 15), scorching ray (+9 ranged touch), telekinesis (DC 17, sustained force only); 2/day—dimension door; 1/day—dimensional anchor, heal, holy smite (DC 16). Caster level 7th. The save DCs are Charisma-based.

In Zakhara
Since opinicus are so ancient, and because they are found in the Haunted Lands and the Ruined Kingdoms, they are assumed to be an ancient beneficial race. Some wise folk say they were summoned from the outer planes to battle al-Jahar and vargouilles.

Originally appeared in Monster Manual II (1983).
 
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Monster Junkie
http://www.enworld.org/forum/gener...-catalogue-overhaul-project-revisited-11.html

Kupuk
Medium Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +5/+8
Attack: Claw +8 melee (1d4+3)
Full Attack: 2 claws +8 melee (1d4+3) and bite +6 melee (1d8+3) and tail +6 melee (1d12+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Frenzy
Special Qualities: Darkvision 60 ft., immunity to cold, low-light vision, scent
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 16, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +5, Spot +5, Survival +1*, Swim +11
Feats: Endurance, Multiattack, Track (B)
Environment: Any cold land
Organization: Solitary or pack (4-16)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: —

This creature's thick body is covered in a hairless, leathery hide similar to a walrus. Its short, thick tail ends in a vicious spike at the tip.

Kupuk are carnivorous creatures used as pack animals by arctic peoples. These dog-like animals are apparently egg-laying mammals. These friendly creatures can be very trustworthy and dependable companions, and are easily domesticated.

A kupuk is 6 feet long, stands 3 feet tall at the shoulder, and weighs 400 pounds. Hide color varies from a dull yellow to light gray color.

COMBAT

While kupuks are loving companions to their friends, then have an equal capacity for viciousness to their enemies. They usually attack with claws and bite, but attack with their tail if they can maneuver opponents to their rear. When a kupuk hits an opponent with its tail, it will raise its muzzle triumphantly in the air and let out a loud victory howl.

Frenzy (Ex): When a kupuk is engaged in defending its eggs or pups, it whips itself into a wild frenzy. In this state, the kupuk adds a +1 circumstance bonus to all attack and damage rolls until the opponents are killed or withdraw.

Skills: A kupuk 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 kupuk has a +4 racial bonus on Survival checks when tracking by scent.

Training A Kupuk
Kupuks are naturally easy to train. As a result, training a kupuk does not incur the additional DC of training a magical beast. Training a kupuk requires six weeks of work and a DC 20 Handle Animal check.

Kupuk young are worth 1,000 gp each. Professional trainers charge 500 gp to rear or train a kupuk.

Carrying Capacity: A light load for a kupuk is up to 114 pounds; a medium load, 115–230 pounds; and a heavy load, 231–345 pounds.

Originally appeared in FR 14 - The Great Glacier (1992).
 
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Monster Junkie
Tirichik

http://www.enworld.org/forum/gener...-catalogue-overhaul-project-revisited-12.html

Tirichik
Huge Magical Beast
Hit Dice: 13d10+65 (136 hp)
Initiative: +1
Speed: 30 ft. (6 squares), burrow 10 ft., climb 15 ft.
Armor Class: 23 (-2 size, +1 Dex, +14 natural), touch 9, flat-footed 22
Base Attack/Grapple: +13/+29
Attack: Bite +19 melee (3d8+8) or tentacle +19 melee (1d8+8)
Full Attack: Bite +19 melee (3d8+8) and 2 tentacles +14 melee (1d8+4); or 2 tentacles +19 melee (1d8+8)
Space/Reach: 15 ft./10 ft. (20 ft. w/tentacle or elongate neck)
Special Attacks: Elongate neck
Special Qualities: Blindsight 40 ft., can't be tripped, darkvision 60 ft., icewalking, immunity to cold, low-light vision, scent, sensory tentacles
Saves: Fort +13, Ref +9, Will +6
Abilities: Str 26, Dex 13, Con 21, Int 3, Wis 14, Cha 12
Skills: Climb +16, Hide +1*, Listen +8, Spot +8, Survival +2*
Feats: Alertness, Cleave, Combat Reflexes, Power Attack, Track
Environment: Any cold land
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Usually chaotic evil
Advancement: 14-16 HD (Huge); 17-39 HD (Gargantuan)
Level Adjustment: —

This creature resembles a cross between a dragon and an immense centipede, with a writhing pair of tentacles tipped by needle-sharp spikes. Both its dragon-like head and long, tubular body are covered with white scales.

The tirichik is one of the most feared predators of the arctic plains. This monster is vicious, stealthy, and has an insatiable appetite for humanoid flesh.

A tirichik is 30 feet long and weighs 4,000 pounds.

Tirichik cannot speak or understand any languages.

COMBAT

A tirichik often attacks from ambush, bursting from beneath a snowdrift or within a crevasse. Its first attack is usually a bite using its elongate neck ability, after which it uses its tentacles and normal bite attack.

An opponent can attack a tirichik's tentacles with sunder attempts as if they were weapons. Each tentacle has 10 hit points, and severing a tentacles deals 5 points of damage to the tirichek. The creature regrows severed tentacles in 2d10+20 days.

Elongate Neck (Ex): Using special elastic tendons in its neck, a tirichik can temporarily detach its skull from its spinal column, allowing it to make a quick strike like a serpent. Treat this as a charge attack, with the usual bonus and penalties. If the tirichik hits its target, it deals double damage with the bite attack. Elongate neck doubles the reach of the tirichik's bite. The tirichik cannot make a bite attack the round after it uses its elongate neck special attack, since it must reattach its skull before it can bite again.

Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the tirichik climbs must be icy. It is always in effect.

Sensory Tentacles (Ex): A tirichik's tentacles give the creature blindsight to a range of 40 feet, and increase the range of its scent ability fivefold, allowing it to detect creatures within 150 ft. (300 ft. if the creature is upwind, 75 ft. if downwind). If one tentacle is severed the tirichik's scent range is reduced to 60 ft. and its blinsight is reduced to 20 ft., if both tentacles are severed its scent range is reduced to the standard 30 ft. and it loses its blinsight. Each tentacle gives a tirichik a +2 bonus on Survival checks to track by scent (+4 for both tentacles).

Skills: A tirichik has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. *A tirichik, due to its coloration and its affinity for burying itself in the snow, has a +10 racial bonus on Hide checks in its native environment.

Originally appeared in FR 14 - The Great Glacier (1992).
 
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Monster Junkie
Netherbird

http://www.enworld.org/forum/genera...-catalogue-overhaul-project-revisited-14.html

Netherbird
Small Magical Beast (Extraplanar)
Hit Dice: 2d10+4 (15 hp)
Initiative: +1
Speed: 10 ft. (2 squares), fly 40 ft. (poor)
Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +2/-3
Attack: Claw +4 melee (1d6-1)
Full Attack: 2 claws +4 melee (1d6-1) and bite -1 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., immunity to fire, low-light vision, scent
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 8, Dex 13, Con 14, Int 7, Wis 17, Cha 13
Skills: Listen +9, Spot +10
Feats: Flyby Attack, Weapon Finesse (B)
Environment: Nine Hells of Baator (Avernus)
Organization: Solitary or flock (3-30)
Challenge Rating: 1
Treasure: None
Alignment: Always lawful evil
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: —

This black, dusty-feathered bird has grotesquely large talons and a razor-sharp beak.

Netherbirds serve powerful devils and lawful evil gods as messengers. These scavengers stink of blood and foulness, as they are known to eat even dead flesh.

Whether on their home plane or on the Material Plane, netherbirds live together in flocks in desolate crags or high, rolling moors. Netherbird eggs are black and leathery, and they hatch untended.

A nether bird is 3 feet long, including its foot-long tail feathers, and has a 6 to 7 foot wingspan. It weighs about 10 pounds.

Netherbirds speak Infernal.

COMBAT

Netherbirds prefer not to fight anything larger than themselves. They scream and hiss to frighten off larger prey, attacking with talons and beak when all else fails.

Skills: Netherbirds have a +4 racial bonus on Listen and Spot checks.

Originally appeared in FRE1 – Shadowdale (1989).
 
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Monster Junkie
Opinicus, Greater

http://www.enworld.org/forum/general-monster-talk/268436-converting-al-qadim-creatures-50.html

Opinicus, Greater
Large Magical Beast (Psionic)
Hit Dice: 13d10+39 (110 hp)
Initiative: +4
Speed: 50 ft. (10 squares), fly 70 ft. (good)
Armor Class: 25 (-1 size, +4 Dex, +12 natural), touch 13, flat-footed 21
Base Attack/Grapple: +13/+20
Attack: Claw +15 melee (1d6+3)
Full Attack: 2 claws +15 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, psi-like abilities, rake 1d6+1, spells, spell-like abilities, sun sparkles, turn undead (+4, 2d6+17, 13th)
Special Qualities: Astral projection, darkvision 60 ft., etherealness, low-light vision, plane shift, power resistance 22
Saves: Fort +11, Ref +12, Will +9
Abilities: Str 17, Dex 19, Con 16, Int 19, Wis 20, Cha 18
Skills: Bluff +20, Concentration +19, Diplomacy +24, Disguise +4 (+6 acting), Hide +20*, Intimidate +22, Jump +27, Knowledge (nature) +12, Knowledge (religion) +12, Listen +27, Move Silently +20, Sense Motive +21, Sleight of Hand +22, Spot +27, Survival +5 (+7 in aboveground natural environments)
Feats: Divine Might, Divine Vengeance, Extra Turning, Iron Will, Power Attack
Environment: Any desert
Organization: Solitary or pair
Challenge Rating: 14
Treasure: None
Alignment: Always chaotic good
Advancement: 14-21 HD (Large), 22-39 HD (Huge)
Level Adjustment: —

This creature resembles a camel with eagle wings, a simian face and hands, and a lionlike mane and tail. Its forepaws end in opposable thumbs.

An opinicus is a powerful magical creature of the desert that spreads goodwill wherever it travels. Though it appears to be a magical hybrid of several types of creatures, the opinicus is a natural creature that breeds true on its own.

Opinicus will usually lair in deserted old ruins swallowed up by the desert. They do venture forth on missions of well being, seeking to bring prosperity to those in need. Though well known in this friendly capacity, their penchant for being pranksters have somewhat tarnished their reputation as beneficent protectors. Still, good creatures will usually accept the help of an opinicus.

A greater opinicus stands 4 to 5 feet high at the shoulder, weighs over 1,000 pounds, and has a wingspan of 18 feet. Most opinicus are colored a light buff to a golden brown with slightly darker faces and wings. Opinicus have a lifespan of several centuries.

Greater opinicus speak Celestial, Common, Sylvan, and Terran.

COMBAT

Evil creatures and undead dread the rage of an opinicus, as they always attack an opponent of evil nature. Opinicus are pacifists otherwise, though they may feel the need to fight to aid a good cause.

Astral Projection (Su): This functions just like the spell of the same name (caster level 13th).

Etherealness (Su): This functions just like the spell of the same name (caster level 13th).

Improved Grab (Ex): To use this ability, a greater opinicus must hit with a claw 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 rake.

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

Psi-Like Abilities: At will—control air (up to 60 miles per hour change)*, control object, empty mind (+8 bonus)*; 3/day—id insinuation (DC 21, 6 targets)*, intellect fortress, mental barrier (+5 deflection bonus, 9 rounds)*, mind thrust (DC 21, 13d10 damage)*, psionic teleport, telekinetic force (DC 17, 450 lbs.)*, thought shield (power resistance 23, 11 rounds)*; 1/day—dream travel (DC 21), psionic dimensional anchor, teleport trigger. Manifester level 13th. The save DCs are Charisma-based.
*Includes augmentation for the greater opinicus's manifester level.

Rake (Ex): Attack bonus +15 melee, damage 1d6+1.

Spell-Like Abilities: 3/day—heal; 2/day—dimension door; 1/day—holy smite (DC 18), holy word (DC 21). Caster level 13th. The save DCs are Charisma-based.

Spells: Greater opinicus can cast divine spells as 13th-level clerics. An opinicus has access to two of the following domains: Good, Protection, or Trickery. The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/7+1/6+1/5+1/5+1/4+1/2+1/1+1; save DC 15 + spell level);
0—create water, detect magic, mending, purify food and drink, read magic, resistance;
1st—bless, bless water, endure elements, entropic shield, remove fear, sanctuary*, shield of faith;
2nd—delay poison, invisibility*, shatter, silence, sound burst, status;
3rd—create food and water, daylight, invisibility purge, nondetection*, searing light, wind wall;
4th—confusion*, death ward, divine power, freedom of movement, giant vermin, restoration;
5th—break enchantment, dispel evil, false vision*, true seeing, wall of stone;
6th—antimagic field*, banishment, heroes' feast;
7th—screen*, summon monster VII;
*Domain spell, Domains: Protection and Trickery.

Sun Sparkles (Su): The gaze of a greater opinicus glows with the brightness of the upper planes. As a swift action, a greater opinicus can utilize sun sparkles as a gaze attack. All evil creatures within 30 feet that meet its gaze take 4d8 points of damage (6d6 for an evil outsider) and become blinded for 1d2 rounds. A successful DC 22 Will saving throw reduces damage to half and negates the blinded effect. An opinicus must wait 1d4+1 rounds before using sun sparkles again. The save DC is Charisma-based and includes a +2 racial bonus.

Turn Undead (Su): A greater opinicus can turn and destroy undead as a 13th-level cleric. An opinicus can make up to nine turn attempts per day.

Skills: Opinicus have a +4 racial bonus on Hide checks and a +6 racial bonus on Listen and Spot checks. * In desert areas, the Hide bonus increases to +10.

Non-Psionic Greater Opinicus
If you do not use psionics in your campaign, make the following changes:

Large Magical Beast
Special Attacks: Improved grab, rake 1d6+3, spells, spell-like abilities, sun sparkles, turn undead (+4, 2d6+17, 13th)
Special Qualities: Astral projection, darkvision 60 ft., etherealness, low-light vision, plane shift, spell resistance CR+8

Spell-Like Abilities: At will—animate object (only one object up to Medium size), gust of wind (DC 14), protection from evil; 3/day—confusion (DC 16), death ward, greater teleport, nondetection (DC 15), sanctuary (DC 13), scorching ray (+9 ranged touch), telekinesis (DC 17, sustained force only); 2/day—dimension door; 1/day—contingent greater teleport (as if affected by the contingency spell), dimensional anchor, heal, holy smite (DC 16), wind walk. Caster level 7th. The save DCs are Charisma-based.

In Zakhara
Since opinicus are so ancient, and because they are found in the Haunted Lands and the Ruined Kingdoms, they are assumed to be an ancient beneficial race. Some wise folk say they were summoned from the outer planes to battle al-Jahar and vargouilles.

Based upon the opinicus that originally appeared in Monster Manual II (1983).
 
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Monster Junkie
Behemoth (Giant Hippopotamus)

http://www.enworld.org/forum/general-monster-talk/294285-converting-prehistoric-creatures.html

Behemoth (Giant Hippopotamus)
Huge Animal
Hit Dice: 10d8+70 (125 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 16 (-2 size, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: +7/+27
Attack: Bite +17 melee (2d6+18/18–20/x3)
Full Attack: Bite +17 melee (2d6+18/18–20/x3)
Space/Reach: 15 ft./10 ft.
Special Attacks: Augmented critical, improved grab, overturn
Special Qualities: Hold breath, scent
Saves: Fort +14, Ref +7, Will +4
Abilities: Str 34, Dex 10, Con 25, Int 2, Wis 12, Cha 6
Skills: Hide -8*, Listen +10, Spot +9, Swim +20
Feats: Alertness, Improved Bull Rush, Improved Overrun, Power Attack
Environment: Warm plains and forests (rivers)
Organization: Solitary or herd (bull plus 1-3 cows)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan)
Level Adjustment: —

This massive hippopotamus has large outward-pointing tusks protruding from its gaping maw.

The behemoth is a huge relative of the hippopotamus that lives in deep bodies of water in tropical locations. Behemoths can open their huge jaws wide enough to fit the entire upper half of a human in their mouth. They have outward pointing tusks that project from each side of their mouth, which they use to uproot aquatic plants.

Behemoths spend most of their life in the water, and are excellent swimmers. They swim by sinking to the floor of their lake or river and running along the bottom.

A typical behemoth is 12 feet long and weighs 3 tons, but these animals can grow considerably larger.

COMBAT

Bull behemoths are always aggressive, but cows are usually docile unless a calf is present. If swimmers or small boats come near behemoth territory, the beasts attack. Behemoths try to overturn a boat or canoe that passes over them.

Augmented Critical (Ex): A behemoth's bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

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

Hold Breath (Ex): A behemoth can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning.

Overturn (Ex): Behemoths can overturn small watercraft on a Strength check. The DC depends on the total weight of the craft and contents: DC 20 if the weight is a light load for the behemoth (up to 5,600 pounds for a typical behemoth); DC 25 for a medium load (up to 11,200 pounds); and DC 30 for a heavy load (up to 16,800 pounds). If the check succeeds, the boat overturns, spilling its passengers and contents into the water.

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

Note: This blends the behemoth from Monster Manual II with the giant hippopotamus from Dragon Magazine #167 (1991).

Originally appeared in Monster Manual II (1983).
 
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Shade

Monster Junkie
Oculon

http://www.enworld.org/forum/genera...-catalogue-overhaul-project-revisited-15.html

Oculon
Medium Construct
Hit Dice: 7d10+20 (58 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +5/+6
Attack: Longsword +6 melee (1d8+1/19-20) or arcane arrow +7 ranged touch (1d6+1 force)
Full Attack: Longsword +6 melee (1d8+1/19-20) or arcane arrow +7 ranged touch (1d6+1 force)
Space/Reach: 5 ft./5 ft.
Special Attacks: Arcane arrows, sneak attack +1d6
Special Qualities: Construct traits, damage reduction 10/magic and 5/slashing or piercing, darkvision 60 ft., flatten body, low-light vision, poor depth perception, rubbery form, slipperiness
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 12, Dex 14, Con —, Int 10, Wis 14, Cha 10
Skills: Hide +10, Jump +5, Listen +7, Move Silently +15, Search +4, Spot +11
Feats: Improved Initiative, Point Blank Shot, Precise Shot
Environment: Any land
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 8-21 HD (Medium)
Level Adjustment: —

This roughly humanoid creature stands about four feet tall. Its skin is light gray and glossy. A long, flexible neck ends in a single large eye with a dark gray cornea and black pupil.

An oculon is constructed by an arcane spellcaster to serve as a guardian. It moves rather quickly, but its movements are somewhat rubbery in appearance, as the monster has no internal skeletal structure.

An oculon stands 4 feet tall at the shoulder, with a 3-foot long flexible neck. It weighs about 150 pounds.

COMBAT

An oculon fires arcane arrows at its opponents until it has exhausted its daily uses or is forced into melee.

Arcane Arrows (Sp): An oculon can fire missiles of pure force from its eye. It can fire 1 missile as a standard action or 3 missiles as a full attack action. Multiple missiles can be fired at separate targets. An oculon can fire as many arcane arrows in a day as it has racial HD (7/day for a typical oculon). Each arcane arrow is a +5 ranged touch attack with a 180 foot range (no range increment). On a successful hit, a missile does 1d6+1 points of force damage. In all other aspects, an arcane arrow is treated as a magic missile (as the spell), and thus are blocked by a brooch of shielding or the shield spell. This ability is equivalent of a 1st-level spell (caster level 7th).

Flatten Body (Ex): An oculon can flatten its malleable body into a blob of matter about three feet in diameter and a few inches tall. In this form an oculon can not attack and its speed is reduced to 15 ft. An oculon can flatten itself as a move action and unflatten itself as a swift action.

Poor Depth Perception (Ex): An oculon's single eye makes it very bad at judging distances. The range penalties of any thrown or missile weapon it uses are doubled.

Rubbery Form (Ex): The body of an oculon is very rubbery, allowing it to squeeze through spaces normally too small for its bulk. An oculon can move through tight spaces as if it were a creature one size smaller than its actual size. Additionally, an oculon takes only half damage from falling damage.

Slipperiness (Ex): An oculon can coat itself in a slick oil with the same effects as salve of slipperiness (+20 competence bonus to Escape Artist checks and immunity to obstructions such as webs and magic ropes or snares). An oculon can produce or absorb this oil as a free action over any part of its body. The oil loses its properties the instant it leaves the oculon's skin.

Skills: An oculon has a +4 racial bonus on Spot checks and a +8 racial bonus on Hide and Move Silently checks.

Feats: An oculon can apply any ranged weapon feat to its arcane arrows.

Construction
The oculon's body is shaped from a mixture of water, a gland from a purple worm, the central eye of a beholder, one pint of the creator’s blood, and the brain of a rogue. Acquiring these materials costs a total of 1,000 gp. Assembling the body requires a DC 13 Craft (sculpting) check.

CL 9th; Craft Construct, geas/quest, magic missile, unseen servant, caster must be at least 9th level; Price 13,000 gp; Cost 7,000 gp + 480 XP.

Originally appeared in Dragon Magazine #53 (1981).
 
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Shade

Monster Junkie
Shee (Banshee Rider)

http://www.enworld.org/forum/genera...-catalogue-overhaul-project-revisited-15.html

Shee (Banshee Rider)
Large Undead
Hit Dice: 9d12 (58 hp)
Initiative: +7
Speed: 60 ft. (12 squares), fly 50 ft. (average)
Armor Class: 20 (-1 size, +3 Dex, +8 mithral full plate), touch 12, flat-footed 17
Base Attack/Grapple: +9/+16
Attack: Shadowlance +12 melee (1d8+7 plus Strength drain) or hoof +11 melee (1d6+3)
Full Attack: Shadowlance +12/+7 melee (1d8+7 plus Strength drain) or 2 hooves +11 melee (1d6+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Death wail, martial training, shadowlance, trample 2d6+3
Special Qualities: Darkvision 90 ft., fast healing 3, free-spirit, low-light vision, marking, +4 turn resistance, undead traits, vanish
Saves: Fort +3, Ref +8, Will +7
Abilities: Str 16, Dex 17, Con —, Int 14, Wis 13, Cha 17
Skills: Diplomacy +5, Intimidate +15, Jump +15, Listen +13, Move Silently +15, Search +14, Sense Motive +13, Spot +13, Survival +1 (+3 following tracks)
Feats: Improved Initiative, Lightning Reflexes, Weapon Focus (lance), Weapon Specialization (lance)
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral evil
Advancement: 10-27 HD (Large)
Level Adjustment: —

An eyeless, glowing white elven maiden with long, streaming white hair, clad in ornate plate armor, sits astride a long-maned, eyeless horse. She carries a shadowy, insubstantial lance.

The shee, or "banshee rider", is an undead creature that rides at night, slaying all she sees. The maiden never dismounts from this shadowy horse, and cannot be forced off. Some sages speculate that the horse is actually a part of the shee.

Shee ride through the night, looking for the living, or even other undead to destroy. They are capable of riding over any surface, including water. Shee may be encountered in groups, but they are neither allies nor enemies of each other and work independently. They never attack each other, but they may attack the same creatures or different ones.

The arrival of a shee may be related to disasters or other important events, and it has been suggested that they are attracted to strong usage or gathering of magical energies.

A shee on its mount is 9 feet long, with the top of the shee's head standing 8 feet tall. It weighs about 1500 pounds

Shee speak Abyssal, Elven, and Sylvan

COMBAT

A shee usually attacks a target only once, either with her lance or by running it down with her horse. After it has made one attack on all living beings present, it will then gallop off into the night. The shee will only continue the combat if the targets chase her. Note that the lance is shadowy and insubstantial and cannot be grasped, or turned away by shields or armor, and cannot impale or catch on anything.

A shee’s touch is cold, but not supernaturally so. If a shee is turned by a cleric, she will simply attack another target instead of fleeing. If a shee is attacked successfully, she will utter her death wail and vanish.

Air Walk (Su): A shee can ride through the air as well as on the ground, as though affected by a permanent air walk spell.

Death Wail (Su): A shee that is hit by any successful attack will utter a horrifying scream. This attack can slay up to 2 living creatures for each HD of the shee and affects a 60-foot spread centered on the shee. A successful DC 17 Fortitude save negates the effect. Creatures closest to the shee are affected first. Once a shee wails, it must wait 1d4 rounds before it can do so again, and it can wail no more than three times per day. Shee do not use this power intentionally, and only wail when harmed. This is a sonic, death effect. The save DC is Charisma-based.

Free-Spirit (Su): A shee cannot be controlled by any magic that normally controls undead, such as a command undead spell.

Marking (Su): Any being that is struck by a shee and survives gives off a faint, pearly glow in normal darkness. Those who bear “The Mark of the Shee” will are treated as having a permanent sanctuary effect pertaining to undead only (DC 11 + shee's Cha modifier). This effect is permanent, but can be removed by a limited wish, miracle, or wish spell.

Martial Training (Ex): A shee possesses the base attack bonus of a fighter of its level, and qualifies for feats as if it were a fighter of a level equal to its Hit Dice.

Shadowlance (Su): A shee carries a shadowy, insubstantial lance. Although the shee makes melee touch attacks with the lance, it may add its full Strength bonus to damage and may use any feat that can be used with a normal lance. In addition to normal damage, the shadowlance inflicts 1d3 points of Strength damage. If the shadowlance is separated from the shee in any manner, it immediately vanishes. A shee can create another shadowlance as a swift action.

Trample (Ex): Reflex half DC 17. The save DC is Strength-based.

Vanish (Su): Shee that are harmed by any attack will seem to disappear, shifting to a random location on the same plane of existence. This vanishing requires a full round, and the shee is considered flat-footed during this transition, in both locations. Shee cannot use this power to travel at will, and only do it when struck.

Originally appeared in FA1 - Halls of the High King (1990).
 
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Shade

Monster Junkie
http://www.enworld.org/forum/genera...-catalogue-overhaul-project-revisited-20.html

Scythetail
Medium Magical Beast
Hit Dice: 2d10+4 (15 hp)
Initiative: +1
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+5
Attack: Tail slash +5 melee (2d4+3/x4)
Full Attack: Tail slash +5 melee (2d4+3/x4) and bite +2 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, rake 1d4+1, tail scythe, trip
Special Qualities: Barbed defense, darkvision 60 ft., low-light vision, resistance to poison, scent
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 17, Dex 13, Con 15, Int 6, Wis 12, Cha 10
Skills: Climb +11, Listen +3, Spot +4, Survival +1*
Feats: Multiattack (B), Spring Attack (B), Track
Environment: Cold mountains, hills, and plains
Organization: Solitary or band (2-6)
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: —

This large, lizardlike creature has turtlelike jaws and a bony tail ending in a scythelike blade. Its gray hide is covered with studded horns, and a row of spikes run down its back.

The scythetail is a mammalian predator with a lizard-like appearance. This solitary hunter can live on berries and lichens, but it is a carnivore by nature, and will sometimes hunt in bands to attack formidable prey. The scythetail will wander far in search of food, never keeping a set lair for long. They stalk prey carefully, learning its habits very quickly. Females raise the scythetail young in an isolated cavern, though most die in their early stages.

A scythetail is about 7 feet long, 3 feet of which is tail. It weighs 200 pounds. Although quadrupedal, it is capable of walking on its hind legs.

Scythetails cannot speak or understand any languages.

COMBAT

A scythetail is quick in combat, preferring to dart about and slash with its tail rather than close ranks. If its prey is helpless or weakened, it will try to finish them off with bite and rake attacks.

Scythetails are daring creatures, capable of great cunning, and will follow prey tirelessly for days while waiting for an advantage with which to strike. They like to use hit and run tactics, attacking repeatedly to disorient prey and prevent them from returning the attack.

Barbed Defense (Su): Any creature striking a scythetail with handheld weapons or natural weapons takes 1d4 points of piercing and slashing damage from the creature's razor-sharp barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

Improved Grab (Ex): To use this ability, a scythetail 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 rake.

Rake (Ex): Attack bonus +5 melee, damage 1d4+1.

Resistance to Poison (Ex): Scythetails receive a +2 racial bonus on saving throws versus poison.

Spell-Like Abilities: 3/day—trip (DC 11; new spell, see below). Caster level 2nd. The save DCs are Charisma-based.

Tail Scythe (Ex): A scythetail's tail ends in a razor sharp length of bone like the blade of a scythe. This tail scythe does 2d4 points of piercing and slashing damage with a ×4 critical multiplier. It can be used to make trip attacks without provoking an attack of opportunity, just like a normal scythe, except the scythetail cannot "drop its weapon" to avoid being tripped if it fails a trip attempt. An opponent can attack a scythetail's tail with a sunder attempt as if it were a weapon, the tail has AC 17 and 9 hit points (18 hit points for a Large scythetail). A scythetail can regrow a severed tail in 9 days. The severed tail can be used as a weapon, but not a farming implement.

Skills: Scythetails have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. *They also have a +4 racial bonus on Survival checks when tracking by scent.

New Spell

Trip
Transmutation
Level: Drd 2, Plant 2, Rgr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes (harmless)

The caster touches a long object (such as a rope, vine, or tree branch) and imbues it with the ability to trip opponents for that day. For the duration of the spell, any creatures moving past this object are subject a normal trip attack (trip modifier equals caster level). Running creatures are also subject to a trip attack, and suffer 1d6 points of damage in addition to being stunned for 1d4 rounds (Fortitude negates the stunning). Creatures of Huge size or larger are immune to this attack.

Originally appeared in Dragon Magazine #140 (1988).
 
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