Creature Catalog new 3.5 conversions (Part Two)

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Monster Junkie
http://www.enworld.org/forum/genera...l-conversion-thread-microscopic-monsters.html

Ceratium, Giant
Small Ooze (Aquatic)
Hit Dice: 1d10+4 (9 hp)
Initiative: +1
Speed: Swim 40 ft. (8 squares)
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13
Base Attack/Grapple: +0/-3
Attack: Gore +2 melee (1d4+1/x3)
Full Attack: Gore +2 melee (1d4+1/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Penetrating strike
Special Qualities: Blind, blindsight 60 ft., ooze traits
Saves: Fort +4, Ref +1, Will -5
Abilities: Str 12, Dex 12, Con 19, Int —, Wis 1, Cha 1
Skills: Swim +9
Feats: Weapon Finesse (B)
Environment: Any aquatic
Organization: Solitary or pair
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3-4 HD (Medium)
Level Adjustment: —

This roughly spherical creature swims about with two long flagella. A long, extended point ornamented with sharp ridges protrudes from the center of the sphere.

Giant ceratium are motile dinoflagellates. They can be found in both salt and fresh water.

A giant ceratium is 2 feet in diameter and weighs 100 pounds.

COMBAT

Giant ceratium are photosynthetic, but hunt smaller aquatic organisms to supplement this diet of sunlight. Ceratium rotate their bodies to twist their protruding spike into prey, creating a drill-like gore attack.

Penetrating Strike (Ex): The twisting motion of a ceratium's gore attack allows it to penetrate light armors, striking with extra force. A ceratium that hits a creature with no or light armor deals double damage (2d4+2), or triple damage (3d4+3) on a confirmed critical hit. The attack cannot penetrate medium or heavy armor and is easily deflected by a shield, so opponents using shields or wearing medium or heavy armor do not take the extra damage when hit.

Skills: Giant ceratium have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always take 10 on Swim checks, even if distracted or endangered.

Originally appeared in Dragon Magazine #111 (1986).
 
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Shade

Monster Junkie
http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-51.html

Muskrat
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +0
Speed: 10 ft. (2 squares), swim 30 ft.
Armor Class: 12 (+2 size), touch 12, flat-footed 12
Base Attack/Grapple: +2/+3
Attack: Bite +2 melee (1d3-2)
Full Attack: Bite +2 melee (1d3-2)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Cold tolerant, hold breath, low-light vision, scent
Saves: Fort +2, Ref +2, Will +1
Abilities: Str 7, Dex 10, Con 11, Int 2, Wis 12, Cha 2
Skills: Listen +7, Spot +3, Swim +8
Feats: Alertness
Environment: Temperate swamps
Organization: Solitary, pair, family (2-12) or lodge (10–40)
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This brown-furred rodent is the size of a large rat, but much stockier. It has a flattened scaly tail and half-webbed hind feet.

Muskrats are aquatic rodents that live in temperate or subarctic wetlands (swamps, lakes, rivers, et cetera). They can survive in saltwater marshes, but prefer freshwater.

A muskrat looks much like a miniature beaver and has similar habits to that animal. Muskrats don't fell trees like beavers, but can build lodges out of twigs, reeds and mud. They don't always build lodges--if there's a convenient riverbank or lake's edge they will dig out a burrow instead. They occasionally live in the lodges of beavers instead of building their own.

Muskrats are social animals, and a big lodge may contain up to 40 animals. Muskrats are often hunted for their meat and skins, and their thick fur is prized for its warmth.

A typical muskrat has a body 9 inches to a foot long, with a tail of similar length, and weighs 1 to 4 pounds.

COMBAT

A muskrat in danger will run to the nearest water, dive in and swim away underwater, heading for its lodge. Muskrats may bite if held or cornered, but their first instinct is to flee.

Cold Tolerant (Ex): A muskrat's insulating fat grants it a +2 racial bonus on saving throws made against cold attacks and environmental conditions.

Hold Breath (Ex): A muskrat can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.

Skills: A muskrat 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 Monstrous Compendium Volume Two (1989).
 
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Shade

Monster Junkie
Saluqi

http://www.enworld.org/forum/general-monster-talk/301485-converting-al-qadim-creatures.html

Saluqi
Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-3
Attack: Bite +2 melee (1d4+2)
Full Attack: Bite +2 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pack overrun
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +12, Listen +5, Spot +5, Survival +1
Feats: Alertness, Run (B), Track (B)
Environment: Warm deserts and plains
Organization: Solitary or pack (3-12)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Medium)
Level Adjustment: —

This sleek black dog has a thin whiplike body with gray markings, and a long narrow head.

Saluqi are the "greyhounds of the desert", known for their hunting skills. Their pedigrees are rigorously maintained, and they are almost always found in the care of a huntsman who has trained them from birth.

Saluqi do not flourish if they spend too much time in the sun. Nomads keep them in tents during the hottest part of the day, while wild packs usually live near some cave or overhanging shelter, where they can retreat from the burning sun. Saluqi greyhounds hunt small game and are good at flushing antelope or other grazing animals from cover.

A typical saluqi is 2 to 2-1/2 feet tall at the shoulder and weighs 44 to 55 pounds.

COMBAT

Dogs generally hunt in packs, chasing and exhausting prey until they can drag it down. Saluqis are "sight" hounds, which means they hunt by sight, run the quarry down, catch it, and kill or retrieve it.

Pack Overrun (Ex): A pack of four or more saluqi may use the overrun attack. The pack overrun prevents a Medium or smaller opponent from avoiding the overrun and does not provoke an attack of opportunity. In addition, if the pack successfully overruns its opponent, the pack may immediately end its movement in the opponent's square and pin the opponent. Pinning in subsequent rounds still requires successful opposed grapple checks. Furthermore, if the pack pins the opponent, any saluqi participating in the grapple can make a bite attack against the overrun opponent.

For the overrun attempt and subsequent grapple checks, treat the saluqi pack as a single Medium creature with Strength equal to that of the strongest saluqi in the pack (thus the pack cannot overrun creatures larger than Large). The saluqis' overrun and grapple checks also receive a bonus equal to the number of saluqi in the pack surrounding their target (that is, up to +8 for targets up to Medium, +12 for Large targets, and +16 for Huge targets).

Skills: Saluqis have a +4 racial bonus on Jump checks.

Originally appeared in ALQ2 - Assassin Mountain (1993).
 
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Shade

Monster Junkie
Saluqi, Jann

http://www.enworld.org/forum/general-monster-talk/301485-converting-al-qadim-creatures.html

Saluqi, Jann
Small Magical Beast
Hit Dice: 2d10+4 (15 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/+0
Attack: Bite +5 melee (1d6+2)
Full Attack: Bite +5 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pack overrun
Special Qualities: Darkvision 120 ft., infallible tracking, low-light vision, scent
Saves: Fort +6, Ref +7, Will +1
Abilities: Str 14, Dex 16, Con 15, Int 3, Wis 12, Cha 6
Skills: Jump +12, Listen +5, Spot +9, Survival +2*
Feats: Alertness, Run (B), Track (B)
Environment: Warm deserts and plains
Organization: Solitary or pack (3–12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Small); 4-6 HD (Medium)
Level Adjustment: —

This sleek black dog has a thin whiplike body with gray markings, and a long narrow head.

Jann saluqi are magically bred from wild packs of saluqi. The jann often give them as gifts to other desert tribesmen.

A typical jann saluqi is 2 to 2-1/2 feet tall at the shoulder and weighs 44 to 55 pounds.

COMBAT

Dogs generally hunt in packs, chasing and exhausting prey until they can drag it down. Saluqis are "sight" hounds, which means they hunt by sight, run the quarry down, catch it, and kill or retrieve it.

Infallible Tracking (Su): A jann saluqi has supernatural eyesight that allows it to view recent trails as a glowing set of tracks. This allows the saluqi to infallibly follow any trail up to 30 minutes old, provided the surface the trail crosses is not fluid (i.e. the saluqi can not use infallible tracking if the creature flies away or enters water). If the trail is older than 30 minutes, the jann saluqi must make Survival checks as normal for tracking, except the DC to follow a cold trail increases at +1 per 48 hours instead of the normal +1 every 24 hours since the trail was made. Anti-divination spells such as nondetection are effective against infallible tracking.

Pack Overrun (Ex): A pack of four or more saluqi may use the overrun attack. The pack overrun prevents a Medium or smaller opponent from avoiding the overrun and does not provoke an attack of opportunity. In addition, if the pack successfully overruns its opponent, the pack may immediately end its movement in the opponent's square and pin the opponent. Pinning in subsequent rounds still requires successful opposed grapple checks. Furthermore, if the pack pins the opponent, any saluqi participating in the grapple can make a bite attack against the overrun opponent.

For the overrun attempt and subsequent grapple checks, treat the saluqi pack as a single Medium creature with Strength equal to that of the strongest saluqi in the pack (thus the pack cannot overrun creatures larger than Large). The saluqis' overrun and grapple checks also receive a bonus equal to the number of saluqi in the pack surrounding their target (that is, up to +8 for targets up to Medium, +12 for Large targets, and +16 for Huge targets).

Skills: Saluqis have a +4 racial bonus on Jump and Spot checks. *A jann saluqi has a +8 racial bonus on Survival checks when following tracks by sight.

Jungle Hound
Jungle-dwelling jann have bred their own variation of saluqi. These "jungle hounds" are smaller, with orange and yellow patches of fur dappling their dark coats instead of gray. Jungle hounds use similar tactics, but are much better at tracking by smell than by sight. Jungle hounds use the statistics above with the following adjustments:

Skills: Jump +12, Listen +5, Spot +5, Survival +2*
Environment: Warm forests

Infallible Tracking (Su): A jungle hound has a supernatural sense of smell that allows it to infallibly follow a scent trail up to 30 minutes old, provided the surface the trail crosses is not fluid (i.e. the saluqi can not use infallible tracking if the creature flies away or enters water). If the trail is older than 30 minutes, the jungle hound must make Wisdom checks to follow the trail as per the scent special ability, except the DC to follow a cold scent trail increases at +1 per hour instead of the normal +2 per hour. Anti-divination spells such as nondetection are effective against infallible tracking.

Skills: Saluqis have a +4 racial bonus on Jump checks.

*A jungle hound has a +8 racial bonus on Survival checks when tracking by scent.

Originally appeared in ALQ2 - Assassin Mountain (1993).
 
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Shade

Monster Junkie
Awnshegh, Ice Fiend

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-10.html

Awnshegh, Ice Fiend (Summer)
Large Outsider (Chaotic, Cold, Evil, Native)
Hit Dice: 10d8+30 (75 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +10/+22
Attack: Claw +17 melee (1d6+8/19-20) or icebow +11 ranged (2d6+9 plus 1d6 cold/x3)
Full Attack: 2 claws +17 melee (1d6+8/19-20) or icebow +11/+6 ranged (2d6+9 plus 1d6 cold/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Favored enemy (humanoid [human] +6, giant +4, humanoid [orc] +2), icebow, spells
Special Qualities: Darkvision 60 ft., evasion, immunity to cold, outsider traits, swift tracker, vulnerability to fire, woodland stride
Saves: Fort +10, Ref +8, Will +9
Abilities: Str 26, Dex 13, Con 17, Int 12, Wis 14, Cha 13
Skills: Climb +21, Concentration +16, Intimidate +14, Knowledge (geography) +14, Knowledge (nature) +14, Listen +15, Move Silently +14, Spot +15, Survival +15 (+17 to keep from getting lost or to avoid natural hazards, +17 in aboveground natural environments)
Feats: Endurance (B), Improved Critical (claw), Improved Initiative, Manyshot (B), Point Blank Shot, Power Attack, Rapid Shot (B), Track (B)
Environment: Any cold land
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: —
Level Adjustment: —

Awnshegh, Ice Fiend (Autumn/Spring)
Large Outsider (Chaotic, Cold, Evil, Native)
Hit Dice: 15d8+60 (127 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 22 (-1 size, +1 Dex, +12 natural), touch 10, flat-footed 21
Base Attack/Grapple: +15/+28
Attack: Claw +23 melee (1d6+9/19-20) or icebow +17 ranged (2d6+10 plus 1d6 cold/x3)
Full Attack: 2 claws +23 melee (1d6+9/19-20) or icebow +17/+12/+7 ranged (2d6+10 plus 1d6 cold/x3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon (5d6 cold, DC 19), favored enemy (humanoid [human] +6, giant +4, humanoid [orc] +2), icebow, spells
Special Qualities: Damage reduction 10/magic or good, darkvision 60 ft., evasion, immunity to cold, outsider traits, swift tracker, vulnerability to fire, woodland stride
Saves: Fort +13, Ref +10, Will +11
Abilities: Str 28, Dex 13, Con 19, Int 12, Wis 14, Cha 15
Skills: Climb +27, Concentration +22, Intimidate +20, Knowledge (geography) +19, Knowledge (nature) +19, Listen +20, Move Silently +19, Spot +20, Survival +20 (+22 to keep from getting lost or to avoid natural hazards, +22 in aboveground natural environments)
Feats: Cleave, Endurance (B), Improved Critical (claw), Improved Initiative, Manyshot (B), Point Blank Shot, Power Attack, Rapid Shot (B), Track (B), Weapon Focus (longbow)
Environment: Any cold land
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: —
Level Adjustment: —

Awnshegh, Ice Fiend (Winter)
Large Outsider (Chaotic, Cold, Evil, Native)
Hit Dice: 20d8+100 (190 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 25 (-1 size, +1 Dex, +15 natural), touch 10, flat-footed 24
Base Attack/Grapple: +20/+34
Attack: Claw +29 melee (1d6+10/19-20) or icebow +22 ranged (2d6+11 plus 1d6 cold//19-20/x3 plus 2d10 cold)
Full Attack: 2 claws +29 melee (1d6+10/19-20) or icebow +22/+17/+12/+7 ranged (2d6+11 plus 1d6 cold//19-20/x3 plus 2d10 cold)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon (8d6 cold, DC 23), favored enemy (humanoid [human] +6, giant +4, humanoid [orc] +2), icebow, spells
Special Qualities: Damage reduction 10/magic and good, darkvision 60 ft., evasion, immunity to cold, outsider traits, swift tracker, vulnerability to fire, woodland stride
Saves: Fort +16, Ref +13, Will +14
Abilities: Str 30, Dex 13, Con 21, Int 12, Wis 14, Cha 17
Skills: Climb +33, Concentration +28, Intimidate +26, Knowledge (geography) +24, Knowledge (nature) +24, Listen +25, Move Silently +24, Spot +25, Survival +25 (+27 to keep from getting lost or to avoid natural hazards, +27 in aboveground natural environments)
Feats: Cleave, Endurance (B), Improved Critical (claw), Improved Critical (longbow), Improved Initiative, Manyshot (B), Point Blank Shot, Power Attack, Rapid Shot (B), Track (B), Weapon Focus (longbow)
Environment: Any cold land
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always chaotic evil
Advancement: —
Level Adjustment: —

A ten-foot-tall statue of solid, living, ice stands before you. Its carries a longbow of solid ice, with an icicle nocked in place of an arrow.

Once a mortal creature of ordinary flesh and blood, an ice fiend was transformed into an icy monster when it absorbed the blood of a slain god of evil. The power of the ice fiend varies with the season: it is weakest during the hottest months but waxes to a mighty strength in the depth of winter.

An ice fiend is 10 feet tall and weighs 800 pounds.

COMBAT

Ice fiends are overwhelmed with a cruel hatred that drives them to kill and torment any living creature they encounter. An ice fiend only spares a victim if it thinks the creature would cause more suffering if left unharmed - for example, it might let a wyrmling white dragon or frost worm pass unmolested, since these are rapacious creatures of cold.

Breath Weapon (Su): 40-foot cone, once every 1d4 rounds. See stat blocks for cold damage and Reflex save DC (half damage on a successful save). The save DC is Constitution-based.

Icebow (Su): An ice fiend carries a magical bow that fires icicle arrows. This functions as a +1 frost composite longbow (+10 Str bonus). In the Spring and Summer, the icebow acquires the seeking property. In the Winter, it gains both the seeking and icy burst properties. If the icebow is separated from the ice fiend in any manner, it immediately melts into a puddle of water. An ice fiend can create another icebow as a swift action.

Spells: The ice fiend is a 10th-level ranger.

Typical Ranger Spells Prepared (2/2; save DC 12 + spell level):
1st—barkskin, protection from energy;
2nd—magic fang, pass without trace.

Swift Tracker (Ex): An ice fiend can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Woodland Stride (Ex): An ice fiend may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

The Ice Fiend of The Rrurik Highlands
The original ice fiend was once a ranger from the isolated province of Rjutaffel in Jankaping. Once a champion of his tribe, he slowly grew isolated when the malevolent powers he had inherited began to manifest. After several years he became an ice-fleshed monster dedicated to terror and murder.

Other ice fiends can exist, and they may have different abilities depending on what species or character class they belonged to before transformation. For example, a half-orc barbarian may become an ice fiend with rage-based powers who can create an iceaxe.

Originally appeared in Rjurik Highlands (1996).
 
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Shade

Monster Junkie
Leanchoilia

http://www.enworld.org/forum/general-monster-talk/294285-converting-prehistoric-creatures-5.html

Leanchoilia
Large Vermin (Aquatic)
Hit Dice: 5d8+10 (32 hp)
Initiative: +0
Speed: 10 ft. (2 squares), swim 10 ft.
Armor Class: 18 (-1 size, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +3/+11
Attack: Whip +6 melee (1d6+4)
Full Attack: 2 whips +6 melee (1d6+4) and bite +1 melee (1d4+2)
Space/Reach: 10 ft./5 ft. (10 ft. with whip)
Special Attacks: Gnaw, improved grab
Special Qualities: Blindsight 30 ft., myopic, vermin traits, water dependent
Saves: Fort +6, Ref +1, Will +1
Abilities: Str 19, Dex 10, Con 15, Int —, Wis 10, Cha 2
Skills: —
Feats: —
Environment: Any aquatic
Organization: Solitary or cluster (2-4)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: —

This creature sports a pair of antennaelike frontal appendages, each ending with three whips. Four eyes peer out of its armored shell, which terminates in a saw-edged tail spine.

Leanchoilia is a prehistoric marine arthropod. It spends most of its time crawling across the muddy ocean floor looking for food. Leanchoilia are primarily scavengers, but capture prey if given the chance. They can spend several hours at a time on dry land, and often leave the water to comb beaches for food or travel from one body of water to another.

A leanchoilia is 8 feet long and weighs 1,200 pounds.

COMBAT

Should a creature smaller than a leanchoilia wander too close (within 30 feet or so), the leanchoilia will charge and try to seize that creature in its whips. If it takes hold of its prey, it will whip and gnaw away until either the leanchoilia or its victim dies. Leanchoilia instinctively avoid any creature their own size or larger.

Gnaw (Ex): A leanchoilia that hits with two or more whip attacks may make an immediate free bite attack. Additionally, it deals automatic bite damage every round it maintains a grapple.

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

Myopic (Ex): A leanchoilia is nearsighted, resulting in a -8 racial penalty on Spot checks made beyond 30 feet.

Water Dependent (Ex): Leanchoilia can survive out of the water for 1 hour per 4 points of Constitution (after that, refer to the drowning rules).

Skills: A leanchoilia 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 #204 (1994).
 
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Shade

Monster Junkie
Lizardfolk, Shazak

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

Lizardfolk, Shazak
Medium Humanoid (Reptilian)
Hit Dice: 3d8+6 (19 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d4+2) or spear +4 melee (1d8+3/x3) or spear +2 ranged (1d8+2/x3)
Full Attack: 2 claws +4 melee (1d4+2) and bite +2 melee (1d4+1); or spear +4 melee (1d8+3/x3) and bite +2 melee (1d4+1); or spear +2 ranged (1d8+2/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Hold breath, low-light vision
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 15, Dex 10, Con 14, Int 9, Wis 11, Cha 10
Skills: Balance +5, Heal +2, Jump +7, Listen +3, Spot +3, Survival +7, Swim +7
Feats: Multiattack, Self-Sufficient
Environment: Temperate or warm forests and marshes
Organization: Gang (2-3), band (6-10 plus 50% noncombatants plus 1 leader of 3rd-6th level and 0-2 mobats), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level and 2-8 mobats)
Challenge Rating: 2
Treasure: Double coins, double goods, standard items
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +1

This reptilian humanoid has dark green skin and slitted gold eyes.

Shazaks are a primitive breed of lizardfolk noted for their survival skills. Shazak have their own written language and art. Their culture emphasizes adapting to live in harmony with nature. Shazaks have domesticated dire bats and mobats, which are ridden by tribal leaders and beast-riders. Shazaks prefer peaceful callings like fishing and pottery, but must know how to fight to defend their homes. Some shazaks hire themselves as mercenaries to nobles of neighboring communities, usually as part of a trade and defense pact.

A shazak is usually 5 to 6 feet tall with dark green or brown scales. Its tail is used for balance and is 3 to 4 feet long. A shazak can weigh from 125 to 160 pounds.

Shazak speak Draconic.

COMBAT

These normally peaceful people are strong, hardy combatants when defending their lives and homes. Shazaks are also dependable, seldom abandoning their kin or allies to an enemy if there is hope of aiding them.

Shazaks fight with weapons as well as their own claws and teeth. Most tribes can only manufacture clubs, javelins and spears, but they may acquire many different weapons from mercenary work and trade deals, with swords being a favorite.

Skills: Shazak have a +4 racial bonus on Survival checks. Because of their tails, shazak have a +4 racial bonus on Balance, Jump, and Swim checks.

Shazak As Characters
Most shazak leaders are rangers. A shazak cleric has access to two of the following domains: Good, Knowledge, Law, or Scalykind.

Shazak characters possess the following racial traits.
  • +4 Strength, +2 Constitution, -2 Intelligence.
  • Medium size.
  • A shazak's base land speed is 30 feet.
  • Racial Hit Dice: A shazak begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
  • Racial Skills: A shazak's humanoid levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, Listen, Spot, Survival, and Swim. Shazak have a +4 racial bonus on Balance, Jump, Survival, and Swim checks.
  • Racial Feats: A shazak's humanoid levels give it two feats.
  • Weapon and Armor Proficiency: A shazak is automatically proficient with simple weapons and shields.
  • Low-light vision.
  • Special Qualities (see above): Hold breath.
  • Automatic Languages: Draconic. Bonus Languages: Aquan, Common, Goblin, Gnoll, Orc.
  • Favored Class: Ranger.
  • Level adjustment +1.

In Mystara
The shazaks of Mystara live in the Orc's Head Peninsula of the Savage Coast. They were created by the Herathians about about 700 BC, who transformed chameleon men into these primitive lizardfolk. After being set free by the Herathians, they lived in the bayou, but were driven out by their cousins the gurrash lizardfolk and resettled in the Orc's Head woodlands. They still maintain close ties with the Herathians, and often ally with them in defensive wars against incursions by gurrash and rakastan. The Savage Coast shazaks are ruled by a monarch known as the Shaz. Most Mystaran shazak worship Ka.

Originally appeared in Savage Coast Monstrous Compendium Appendix (1996).
 
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Shade

Monster Junkie
Blazozoid

http://www.enworld.org/forum/general-monster-talk/295726-converting-spelljammer-creatures-11.html

Blazozoid
Gargantuan Outsider (Fire, Native)
Hit Dice: 15d8+75 (142 hp)
Initiative: +5
Speed: Fly 90 ft. (good)(18 squares)
Armor Class: 21 (-4 size, +1 Dex, +14 deflection), touch 21, flat-footed 20
Base Attack/Grapple: +15/+25
Attack: Firetouch +12 melee touch (8d6 fire)
Full Attack: Firetouch +12 melee touch (8d6 fire)
Space/Reach: 20 ft./20 ft.
Special Attacks: Firetouch, inferno charge
Special Qualities: Darkvision 60 ft., immunity to fire, melt weapons, starborn, starvation, telepathy 1 mile
Saves: Fort +14, Ref +10, Will +18
Abilities: Str 6, Dex 13, Con 20, Int 12, Wis 25, Cha 25
Skills: Appraise +19, Balance +3, Diplomacy +27, Knowledge (history) +19, Knowledge (religion) +19, Knowledge (the planes) +19, Search +19, Sense Motive +25, Spot +28, Survival +7 (+9 following tracks, +9 on other planes), Tumble +19
Feats: Ability Focus (firetouch), Combat Reflexes, Improved Initiative, Iron Will, Skill Focus (Spot), Weapon Finesse
Environment: Space
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 16-23 HD (Gargantuan); 24-45 (Colossal)
Level Adjustment: —

This creature resembles a small comet of creamy white flame.

Blazozoids are sentient balls of living energy that travel through space. Their fiery bodies are so hot that they burn up any matter that they contact.

Blazozoids are the progeny of a huge, living star, which refers to itself as “I”. This entity believes itself to be the only sentient being in the universe, and has formed millions of emissaries from its own body and dispatched them to the far ends of the universe in search of another living star. The blazozoids are these emissaries. Although intelligent, they are completely incapable of altering the basic beliefs that I imprinted upon them at their creation. The blazozoids' creator, I, believes that only living fire creatures like itself can be sapient. Blazozoids are therefore incapable of recognizing intelligence in creatures whose bodies are not made of flame. They view other creatures as potential food sources, hazardous wildlife, or, at best, means of transport.

A blazozoid is 30 feet in diameter, but is virtually weightless. Blazozoids cannot reproduce and must be created from I’s body. They eat, or refuel, by turning matter into energy.

Blazozoids communicate telepathically with any creature within 1 mile that has a language.

COMBAT

Blazozoids usually ignore other creatures or vessels passing through space, but will attack if provoked or when hungry. Blazozoids simply ram into targets with an inferno charge, then continue to burn adversaries with their firetouches.

Firetouch (Ex): A blazozoid's touch attack deals 8d6 points of fire damage because of the creature's flaming body. Anyone hit by a blazozoid's touch attack must succeed on a DC 24 Reflex save or catch on fire. The flame burns for 1d4 rounds. Unless it is still in contact with the blazozoid, a burning creature can take a move action to put out the flames. The save DC is Constitution-based.

Creatures hitting a blazozoid with natural weapons or unarmed attacks take fire damage as though hit by the blazozoid's touch attack, and also catch on fire unless they succeed on a DC 24 Reflex save.

Inferno Charge (Ex): When a blazozoid makes a charge attack, it deals an additional 6d6 points of fire damage due to its enveloping flames.

Melt Weapons (Ex): Any metal weapon that strikes a blazozoid must succeed on a DC 22 Fortitude save or melt away into slag. The save DC is Constitution-based.

Starborn (Ex): A blazozoid can exist comfortably in the harsh conditions of space. A blazozoid does not have the vulnerability to cold that is standard for creatures with the Fire subtype, and it takes no damage from radiation or fire. Blazozoids are immune to pressure and decompression damage, so can move easily between the vacuum of space to the crushing depths of a star.

Starvation (Ex): Unlike other outsiders, blazozoids must eat. They can consume any sort of matter by burning it to ash. A blazozoid must consume between 1 and 5 pounds of matter every day per Hit Die it possesses to sustain itself. The amount varies according to exertion. If it does nothing but rest and light activity, a blazozoid needs only 1 pound per HD per day, but vigorous activities such as combat or long distance flight require 4 pounds per HD per day. A blazozoid can eat as much food as it can carry, storing the excess as a reserve for lean times.

If a blazozoid has no food to burn, it consumes its own body and shrinks. Once it goes without food for a number of days equal to its Constitution score a blazozoid lose 1 size category, to a minimum size of Large. Modify physical abilities, natural armor, and damage as per the usual size advancement rules in reverse. Once starvation reduces a blazozoid to Large size it takes 1d6 points of Constitution damage from starvation for every 10 additional days it goes without food. Since this is starvation damage, it cannot be cured by restoration spells or similar means. These time periods assume normal activity; a very hard working blazozoid shrinks up to twice as quickly, while one that conserves its energies by resting shrinks at half the above speeds.

A blazozoid can recover a lost size category by eating 50 pounds of matter per Hit Dice it possesses.

In Spelljammer
The fiery body of a blazozoid ignites not only matter (so they are never found on planets) but also phlogiston; immersion of a blazozoid in the phlogiston creates a superheated fireball a mile in diameter, annihilating the blazozoid and doing 1d6 points of fire damage per hit die of the blazozoid to all creatures within the explosion. Therefore, blazozoids seek passage on spelljamming vessels to cross the phlogiston (they must be stored inside a fireproof container such as stone, metal, or force); however, crews that fail to feed a blazozoid during a long journey inevitably become the blazozoid's next meal on reaching its destination.

In a Spelljammer campaign, replace Knowledge (the planes) with Knowledge (space).

Originally appeared in Monstrous Compendium Spelljammer Appendix (1990).
 
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Shade

Monster Junkie
Skunk, Dire

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-53.html

Skunk, Dire
Medium Animal
Hit Dice: 5d8+5 (27 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+3
Attack: Bite +4 melee (1d6)
Full Attack: Bite +4 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Musk
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 10, Dex 13, Con 12, Int 2, Wis 12, Cha 2
Skills: Hide +3, Listen +5, Move Silently +3, Spot +5
Feats: Ability Focus (musk), Alertness, Weapon Finesse (B)
Environment: Temperate forest and hills
Organization: Solitary or family (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-15 HD (Large)
Level Adjustment: —

This man-sized mammal has a black fur with a white stripe.

Dire skunks are larger versions of the traditional black-and-white omnivores. Their musk is more potent than their smaller cousins and their flesh is distasteful but not inedible. They are far less timid than their normal-sized cousins, and sometimes boldly walk into travelers' camps to steal food.

A dire skunk is 6 feet long and weighs 500 pounds.

COMBAT

Dire skunks are not aggressive animals but rarely shows fear of other creatures, being confident in the potency of their musk. They usually raise their tail to warn off creatures who press too close, only squirting their musk if the intruder attacks or continues to annoy them. If their musk fails to drive off their opponent, the skunk looks for the quickest escape route. A cornered dire skunk bites its opponents.

Musk (Ex): Once per round, and no more than 5 times per day, a dire skunk can release a cloud of stinking musk in a 20-foot burst. A creature within or entering the area must succeed on a DC 19 Fortitude save or be nauseated for 1d4 rounds and then sickened for a further 1d4+4 rounds. One round later a second Fortitude save must be made (whether the first one succeeded or not) or the affected creature is blinded for 1d4 rounds. The save DCs are Constitution-based and include a +4 racial bonus.

A delay poison or neutralize poison spell removes the effect from the sickened creature, but does not remove the blindness. Creatures with immunity to poison are unaffected by the sickened effect but can still be blinded if they fail their save, and creatures resistant to poison receive their normal bonus on both saving throws.

The stench is highly potent, and short of magical means of cleaning, all cloth and such material continue to reek for 1d6 months. The odor is so strong that it doubles all chances for wandering monster encounters and imposes a -12 circumstance penalty on Hide checks attempted while wearing clothing contaminated with a skunk's musk. Flesh, leather goods, metal goods (weapons, armor, and the like) must be washed in a concentrated mixture of vinegar for a period of 1d3 days. Otherwise, the stench clings to them for at least 1 week, imposing the same modifiers to wandering monster encounters and Hide checks.

Originally appeared in Monster Manual (1977) as "Giant Skunk".
 
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Shade

Monster Junkie
Demonic Sawfly

http://www.enworld.org/forum/genera...-converting-monsters-dungeon-magazine-31.html

Demonic Sawfly
Medium Magical Beast (Extraplanar)
Hit Dice: 2d10+2 (13 hp)
Initiative: +3
Speed: 30 ft. (6 squares), fly 30 ft. (good)
Armor Class: 13 (+3 Dex), touch 13, flat-footed 10
Base Attack/Grapple: +2/+6
Attack: Bite +5 melee (1d4 plus blood drain)
Full Attack: Bite +5 melee (1d4 plus blood drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, change size, masquerade, summon gnat swarm
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 11, Dex 17, Con 13, Int 4, Wis 12, Cha 10
Skills: Disguise +8*
Feats: Skill Focus (Disguise), Weapon Finesse (B)
Environment: Any evil-aligned plane
Organization: Solitary or swarm (2-6)
Challenge Rating: 1
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral evil
Advancement: 3-6 HD (Medium)
Level Adjustment: —

This creature resembles a winged, reddish-brown daddy longlegs with long, spindly limbs.

Demonic sawflies swarm in the Lower Planes, but can be encountered on the Material Plane in small numbers, since they are occasionally summoned by foolish black magicians.

These fiendish insects must feed on blood to survive. When no blood is available they can hibernate for up to a century, awakening instantly if they smell a warm-blooded creature. Individuals can live up to 50 years (not including periods spent in hibernation). Their long lifespan is balanced by slow reproduction; a female demonic sawfly lays merely 1 or 2 eggs per year.

A demonic sawfly stands 5 to 6 feet tall and weighs 125 pounds.

COMBAT

Demonic sawflies spend most of their time shrunk to Fine size, either hiding in a closet or crevice or accompanying a swarm of flying insects. Upon sensing prey they revert to their full size and attack, seeking to batten on to an opponent and suck their blood.

If a demonic sawfly is reduced to less than half its hit points it instinctively shrinks to gnat-size and seeks to flee.

Attach (Ex): If a demonic sawfly hits with a bite attack, it latches onto the opponent’s body. An attached demonic sawfly is effectively grappling its prey. The demonic sawfly loses its Dexterity bonus to AC and has an AC of 10, but holds on with great tenacity. Demonic sawflies have a +4 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached demonic sawfly can be struck with a weapon or grappled itself. To remove an attached sawfly through grappling, the opponent must achieve a pin against the demonic sawfly.

Blood Drain (Ex): A demonic sawfly drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the sawfly's appetite has been sated, the demonic sawfly detaches and seeks a new target.

Change Size (Su): As a standard action, a demonic sawfly can magically reduce its size. This functions like a reduce person spell, except that the ability can work on the demonic sawfly and it may reduce its size as small as Fine. A demonic sawfly can return to normal size as a swift action.

Masquerade (Ex): When a demonic sawfly assumes Fine size, it appears to be a verminous insect unless the viewer succeeds on a Spot check opposed by the sawfly's Disguise check. The demonic sawfly gains a +12 circumstance bonus on Disguise checks to masquerade as part of a swarm of Fine vermin.

Summon Gnat Swarm (Sp): Once per day, a demonic sawfly can summon a swarm of gnats. This functions like a summon swarm spell, except it summons a gnat swarm (see below) and is equivalent to a 1st-level spell (CL 3rd).

Skills: *A demonic sawfly has a +10 racial bonus on Disguise checks made to impersonate a mundane vermin.

Gnat Swarm
Fine Vermin (Swarm)
Hit Dice: 3d8-3 (10 hp)
Initiative: +4
Speed: 5 ft. (1 square), fly 40 ft. (good)
Armor Class: 22 (+8 size, +4 Dex), touch 22, flat-footed 18
Base Attack/Grapple: +2/—
Attack: —
Full Attack: —
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 1, Dex 19, Con 8, Int –, Wis 10, Cha 2
Skills: Listen +4, Spot +4
Feats: —
Challenge Rating: 1
Alignment: Always neutral

Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based and includes a +2 racial bonus.

Skills: A gnat swarm has a +4 racial bonus on Listen and Spot checks.

Originally appeared in Dungeon Magazine #76 (1999).
 
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