Creature Catalog new 3.5 conversions (Part Two)

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Shade

Monster Junkie
http://www.enworld.org/forum/genera...-converting-monsters-dungeon-magazine-35.html

Utuchekulu
Small Humanoid (Dwarf)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 20 ft. in masterwork hide armor (4 squares); base speed 20 ft.
Armor Class: 14 (+1 size, +3 masterwork hide armor), touch 11, flat-footed 14
Base Attack/Grapple: +1/-2
Attack: Spear +3 melee (1d6+1/×3) or shortsword +3 melee (1d6+1/19-20×3) or bite +3 melee (1d6+1) or composite shortbow (+1 Str bonus) +3 ranged (1d4+1/×3 plus poison) or spear +2 ranged (1d6+1/×3)
Full Attack: Spear +3 melee (1d6+1/×3) or shortsword +3 melee (1d6+1/19-20×3) or bite +3 melee (1d6+1) or composite shortbow (+1 Str bonus) +3 ranged (1d4+1/×3 plus poison) or spear +2 ranged (1d6+1/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison use, powerful charge, utuchekulu traits
Special Qualities: Darkvision 60 ft., utuchekulu traits
Saves: Fort +3*, Ref +0*, Will –1*
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8
Skills: Appraise +0 (+2 stone or leather), Climb +3, Craft +0 (+2 stone or leather), Hide +6, Intimidate +1, Swim +5
Feats: Weapon Focus (shortbow)
Environment: Warm forests
Organization: Team (2-4), squad (5-8 plus 1 3rd-level champion), or tribe (10-30 plus 200% noncombatants plus 2-4 3rd-level champions and 1 chief of 4th-7th level)
Challenge Rating: 1/2
Treasure: Standard coins; double goods; standard items
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +0

This ebony-skinned dwarf has black hair, dark eyes, and a single blood red fang protruding from one side of its mouth.

The utuchekulu are an offshoot breed of jungle-dwelling dwarves. Sundered from their northern kin since primeval times, the utuchekulu mixed with something foul and unnatural while evolving separately in the jungle. Today, they are an evil, man-eating people.

Utuchekulu live in tribal bands, usually ruled by the strongest warrior. While clerics are respected advisors, they never hold leadership positions. They prefer to occupy abandoned stone ruins and rebuild them. Every clan has two or three smiths to make tools and weapons of steel.

The utuchekulu survive mainly by hunting game and humans. Women and children forage for small game, eggs, grubs, and fish. Utuchekulu are zealous man-eaters and hunt humans as game.

The utuchekulu warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

An utuchekulu is about 3 feet tall and weighs 55-70 pounds. Utuchekulu have thin and scanty beards, often shaved.

Utuchekulu speak Common and Dwarven.

COMBAT

Utuchekulu fight with spears, short bows, knives, clubs, and machetes. They have a special method of preparing rhino and hippo hides into very hard and durable leather. They have developed special hunting poisons to bring down prey. Utuchekulu prefer to attack from ambush, and are also known to set numerous pits and snares around their lairs.

Poison Use (Ex): Utuchekulu typically carry 4 doses of hunting poison to apply to their arrowheads. Utuchekulu are not at risk of poisoning themselves when handling poison. Utuchekulu rogues and leaders often carry 1-3 doses of greater hunting poison as well.

Hunting Poison: Injury, Fortitude DC 16, initial damage slowed (as the spell) for 1d10 minutes, secondary damage paralyzed 1d4 rounds. A poisoned victim's flesh transmits the hunting poison as an ingested poison for one hour.

Slaying Poison: Injury, Fortitude DC 16, initial damage paralyzed 1d4 rounds plus slowed (as the spell) for 1d10 minutes, secondary damage 2d6 Con. A poisoned victim's flesh transmits the hunting poison as an ingested poison for two hours.

Powerful Charge (Ex): When a utuchekulu charges, its bite attack deals 2d6+2 points of damage.

Utuchekulu Traits (Ex): Utuchekulu possess the following racial traits.
  • Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
  • An utuchekulu's base land speed is 20 feet. However, utuchekulu can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
  • Darkvision out to to 60 feet.
  • Stonecunning: This ability grants an utuchekulu a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. An utuchekulu who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and an utuchekulu can use the Search skill to find stonework traps as a rogue can. An utuchekulu can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Utuchekulu have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
  • Weapon Familiarity: Utuchekulu treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Weapon Proficiency: Utuchekulu are automatically proficient with the shortsword and falchion.
  • Stability: Utuchekulu are exceptionally stable on their feet. An utuchekulu has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
  • +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
  • +2 racial bonus on Appraise checks that are related to stone or leather items.
  • +2 racial bonus on Craft checks that are related to stone or leather.
  • +2 racial bonus on Hide checks.
  • Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon.
  • Favored Class: Rogue.
Originally appeared in Dungeon Magazine #56 (1995).
 
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Shade

Monster Junkie
Lizardfolk, Gurrash

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

Lizardfolk, Gurrash
Medium Humanoid (Reptilian)
Hit Dice: 3d8+6 (19 hp)
Initiative: +0
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 17 (+5 natural, +2 heavy wooden shield), touch 10, flat-footed 17
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d4+2) or trident +5 melee (1d8+3) or trident +3 ranged (1d8+2)
Full Attack: 2 claws +4 melee (1d4+2) and bite +2 melee (1d6+1) and tail slap +2 melee (2d4+3); or trident +5 melee (1d8+3) and bite +2 melee (1d6+1) and tail slap +2 melee (2d4+3); or trident +3 ranged (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, rage
Special Qualities: Hold breath, low-light vision, marsh move
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 17, Dex 10, Con 14, Int 6, Wis 11, Cha 10
Skills: Balance +4, Intimidate +4, Jump +7, Survival +6, Swim +11
Feats: Multiattack, Weapon Focus (trident)
Environment: Temperate or warm marshes
Organization: Solitary gang (2-6), band (6-10 plus 50% noncombatants plus 1 leader of 3rd-6th level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3

This reptilian humanoid has dark green scales and an alligator-like head, with prominent sharp teeth and slitted red eyes.

The gurrash are a violent, warlike offshoot of the lizardfolk race. Gurrash spend their time hunting and making war within the unforgiving bayous they call home.

Gurrash refuse to negotiate with strangers, preferring acts of aggression. These lizardfolk consider themselves the mortal enemies of shazaks, usually attacking them on sight. Gurrash will try to exterminate or drive away any shazaks who live near their homeland. They frequently war with other neighboring tribes, including other tribes of gurrash, but put their hatred of shazak above mere territorial rivalry.

Most gurrash worship demon lords, who sometimes grant gurrash tribes a lizard king leader. Gurrash tribes who share the same demonic patron usually have extremely good or bad relations - either cooperating very closely, or seizing any chance to murder their "heretical" neighbors.

Gurrash subsist on lizards, alligators, fish, and the occasional shazak. Raiding parties of gurrash occasionally raid isolated humanoid settlements for fresh meat to supplement their diet.

A gurrash is usually 7 to 8 feet tall with dark green or brown scales. Its tail is used for balance and is 3 to 4 feet long. A gurrash weighs upward of 800 pounds.

Gurrash speak Abyssal and Draconic.

COMBAT

Gurrash prefer direct combat, charging in to melee as soon as possible. They normally rage at the first opportunity.

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

Marsh Move (Ex): Gurrash suffer no movement penalties for moving in marshes or mud.

Rage (Ex): Once per day, a gurrash can enter a rage that functions exactly as the barbarian class feature. This ability stacks with rage abilities from other sources (such as barbarian class levels).

Skills: Gurrash have a +4 racial bonus on Survival checks. Because of their tails, gurrash have a +4 racial bonus on Balance and Jump checks. A gurrash 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.

Gurrash As Characters
Most gurrash leaders are barbarians. Gurrash worship Goron, an alter ego of Demogorgon. A gurrash cleric has access to two of the following domains: Chaos, Destruction, Evil, Scalykind, Water.

Gurrash characters possess the following racial traits.
  • +6 Strength, +4 Constitution, -4 Intelligence.
  • Medium size.
  • A gurrash's base land speed is 30 feet and it has a swim speed of 30 feet.
  • Racial Hit Dice: A gurrash 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 gurrash'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 gurrash's humanoid levels give it two feats.
  • Weapon and Armor Proficiency: A gurrash is automatically proficient with simple weapons and shields.
  • Low-light vision.
  • Special Attacks (see above): Improved grab, rage.
  • Special Qualities (see above): Hold breath, marsh move.
  • Automatic Languages: Draconic. Bonus Languages: Abyssal, Aquan, Common, Goblin, Gnoll, Orc.
  • Favored Class: Barbarian.
  • Level adjustment +3.

In Mystara
The gurrash of Mystara live in the Orc's Head Peninsula of the Savage Coast. They were created by the Herathians about about 700 BC. After being set free by the Herathians, they lived in the bayou, and immediately attacked and eventually drove out their cousins the shazak.

Most Mystaran gurrash worship the Immortal Goron, the embodiment of gurrash evil and destruction (and a female alter ego of Demogorgon). As the reptilian queen of evil and water, she made the gurrash brutal and bloodthirsty, causing them to revolt against the Herathians. To the gurrash, Goron is the patroness of victory.
Originally appeared in Savage Coast Monstrous Compendium Appendix (1996).
 
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Shade

Monster Junkie
Amoeba, Giant

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

Amoeba, Giant
Small Ooze (Aquatic)
Hit Dice: 1d10+4 (9 hp)
Initiative: -5
Speed: 20 ft. (4 squares), climb 10 ft., swim 10 ft.
Armor Class: 6 (+1 size, -5 Dex), touch 6, flat-footed 6
Base Attack/Grapple: +0/+2
Attack: Tentacle +0 melee (1d3-1 plus 1d3 acid)
Full Attack: 2 tentacles +0 melee (1d3-1 plus 1d3 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, improved grab
Special Qualities: Amphibious, blind, blindsight 60 ft., ooze traits, translucent, vulnerability to fire
Saves: Fort +4, Ref -5, Will -5
Abilities: Str 8, Dex 1, Con 18, Int —, Wis 1, Cha 1
Skills: Climb +7, Swim +7
Feats: —
Environment: Any aquatic, forest, swamp, and underground
Organization: Solitary or mass (3–30)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Small); 3-4 HD (Medium); 5-8 HD (Large); 9-16 (Huge)
Level Adjustment: —

This colorless blob has a slightly darker area in its center. It flails about with pseudopods.

Like its microscopic cousin, a giant amoeba is a single-celled organism that feeds through engulfing solid particles through its cell membrane. Most giant amoebas are found in ponds, lakes or swamps, but these oozes also live in humid forests and damp caves.

A giant amoeba has an amorphous body it can reshape at will, throwing out pseudopods to attack prey or to flow to another location. Most of the time, a typical giant amoeba's body is a flattened, irregular blob between 2 and 5 feet across, but it can compress itself into a globe as little as a foot across, or stretch into a ribbon of living slime as much as 8 feet long. A Small giant amoeba weighs around 50 pounds, but they can grow to weigh many tons.

COMBAT

A giant amoeba simply lashes out with pseuodpods and seeks to grab and dissolve prey into digestible chunks. Giant amoebas are highly sensitive to fire, and instinctively retreat from a naked flame.

Acid (Ex): A giant amoeba's acid does not harm metal or stone.

Improved Grab (Ex): To use this ability, a giant amoeba must hit with its 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 deals damage automatically every round. Giant amoebas have a +8 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

Translucent (Ex): Amoebas are hard to see, even under ideal conditions, and it takes a DC 10 Spot check to notice one. Creatures who fail to notice a giant amoeba and walk into it automatically take acid damage.

Skills: Giant amoebas have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Giant amoebas 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
Zygraat

http://www.enworld.org/forum/genera...neric-setting-second-edition-monsters-30.html

Zygraat
Small Magical Beast
Hit Dice: 1d10 (5 hp)
Initiative: +4
Speed: 30 ft. (6 squares), climb 20 ft., fly 60 ft. (average)
Armor Class: 17 (+1 size, +4 Dex, +2 natural), touch 15, flat-footed 13
Base Attack/Grapple: +1/-4
Attack: Bite +6 melee (1d4-1 plus poison)
Full Attack: Bite +6 melee (1d4-1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, web
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +2, Ref +6, Will +1
Abilities: Str 9, Dex 18, Con 11, Int 4, Wis 12, Cha 5
Skills: Climb +12, Hide +8*, Listen +4, Move Silently +4*, Spot +10
Feats: Flyby Attack, Weapon Finesse (B)
Environment: Temperate and warm forests
Organization: Solitary or nest (1 female plus 6-36 young)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 2-3 HD (Medium)
Level Adjustment: —

This six-legged raptor has a spiderlike underbelly and gray abdomen. A series of tiny, hollow fangs run along both ridges of its jaw.

Zygraats, often called "spider hawks", are an unusual blend of avian and arachnid. They are strictly carnivorous, feeding only upon smaller prey, although they will zealously defend their nests if threatened. Zygraats weave large webs between trees to ensnare prey. They are also capable of spitting globs of webbing, usually employed while perched upon a tree or other roosting spot.

During mating, females kill and devour males, then lay egg sacs in a weblike nest built atop high trees or in rocky cliffsides. Baby zygraats lack the ability to fly or form webs, but can scurry upon their legs, climbing up and down trees, rock or web with ease. Nesting zygraats often keep a larder of fresh meat nearby to feed their ravenous youngsters.

Zygraats are not interested in treasure or gems. They will ignore anything shiny, but will utilize shreds of clothing or other material for their nest-building. They will occasionally secure brightly-colored bits of cloth to trees or rocks near their webs to attract curious creatures to their doom.

A typical zygraat is 4 feet long, with a wingspan of 8 feet, and weighs 20 pounds.

COMBAT

Zygraats attack creatures many times their size. Females with a nestful of young are especially aggressive. They usually try to immobilize an opponent with webbing, then swoop down to use their poisonous bites.

Poison (Ex): Injury, Fortitude DC 10, initial and secondary damage 1d4 Con. The save DC is Constitution-based.

Web (Ex): A zygraat can throw a web three times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Small size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 10 Escape Artist check or burst the web with a DC 14 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 2 hit points, hardness 0, and takes double damage from fire.

Zygraats can also create sheets of sticky webbing 10 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 2 hit points, hardness 0, and takes double damage from fire.

A zygraat can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.

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

*Zygraats have a +4 racial bonus on Hide and Move Silently checks when using their webs.

Zygraat Young
Diminutive Magical Beast
Hit Dice: ¼d10 (1 hp)
Initiative: +4
Speed: 20 ft. (6 squares), climb 10 ft.
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +1/–16
Attack: Bite +9 melee (1d2-5 plus poison)
Full Attack: Bite +9 melee (1d4-1 plus poison)
Space/Reach: 1 ft./0 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +2, Ref +6, Will +1
Abilities: Str 1, Dex 18, Con 11, Int 4, Wis 12, Cha 5
Skills: Climb +12, Hide +16*, Listen +4, Move Silently +4*, Spot +10
Feats: Flyby Attack, Weapon Finesse (B)
Environment: Temperate and warm forests
Organization: Nest (6-36 plus 1 adult female)
Challenge Rating: 1/6
Treasure: None
Alignment: Usually neutral
Advancement: ½HD (Tiny)
Level Adjustment: —

A typical zygraat hatchling is about a 1 foot long and weighs 5 or 6 ounces.

Poison (Ex): Injury, Fortitude DC 10, initial and secondary damage 1d2 Con. The save DC is Constitution-based.

Originally appeared in Monstrous Compendium Fiend Folio Appendix (1992).
 
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Shade

Monster Junkie
Ottoia

http://www.enworld.org/forum/general-monster-talk/294285-converting-prehistoric-creatures-14.html

Ottoia
Huge Vermin (Aquatic)
Hit Dice: 6d8+30 (57 hp)
Initiative: +1
Speed: 5 ft. (1 square), swim 20 ft., burrow 10 ft.
Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14
Base Attack/Grapple: +4/+21
Attack: Bite +11 melee (2d6+13)
Full Attack: Bite +11 melee (2d6+13)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved grab, swallow whole
Special Qualities: Armored head, darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +10, Ref +3, Will +2
Abilities: Str 29, Dex 12, Con 20, Int —, Wis 11, Cha 5
Skills: Swim +17
Feats: —
Environment: Any aquatic
Organization: Solitary or cluster (2-6)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Huge); 13-24 HD (Gargantuan); 25-48 HD (Colossal)
Level Adjustment: —

A long proboscis erupts from the concealed burrow of a massive worm as thick as a barrel. The worm's blank, roughly spherical head is covered with short spines. Its eversible proboscis quests about in search of prey.

An ottoia is a primitive carnivorous worm that lives in burrows in the sea floor. They are mostly found in sandy reef bottoms.

The body of an ottoia is 2 to 3 feet in diameter and 30 to 50 feet in length, weighing about 5,000 pounds.

COMBAT

A giant ottoia lies in ambush, waiting to detect approaching prey via tremorsense. It attacks as soon as a creature small enough to swallow whole come within its reach. An ottoia generally fights with only its head exposed, gaining both cover and the benefit of its armored head.

Armored Head (Ex): An ottoia gains a +3 circumstance bonus to its Armor Class when fighting in tunnels no larger than its Space.

Improved Grab (Ex): To use this ability, an ottoia 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 attempt to swallow the foe the following round.

Swallow Whole (Ex): An ottoia can try to swallow a grabbed opponent two size categories smaller than itself by making a successful grapple check. Once inside, the opponent takes 1d8+9 points of bludgeoning damage and 4 points of acid damage per round from the ottoia's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge ottoia's interior can hold 2 Medium, 8 Small, or 32 Tiny or smaller opponents.

Skills: An ottoia 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
Fish, Cobra Trout

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-12.html

Fish, Cobra Trout
Tiny Animal (Aquatic)
Hit Dice: ½d8 (2 hp)
Initiative: +3
Speed: 5 ft. (1 square), swim 30 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Bite +4 melee (1d3-3 plus poison)
Full Attack: Bite +4 melee (1d3-3 plus poison)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Poison
Special Qualities: Low-light vision, water dependent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 4, Dex 15, Con 11, Int 1, Wis 12, Cha 2
Skills: Climb +6, Hide +10*, Listen +5, Spot +5, Swim +10
Feats: Alertness, Weapon Finesse (B)
Environment: Temperate aquatic
Organization: Solitary
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This slender fish is shaped like a snake or eel, and covered in bright silver scales.

Cobra trout are eel-like freshwater fish with a poisonous bite. Extremely territorial, the cobra trout lunges at any creature that comes within a few feet. Fortunately, their bright scales make them easy to spot and avoid.

Cobra trout are predatory, but only eat much smaller prey. They hunt in a similar fashion to a venomous aquatic snake. These fish can leave the water for minutes at a time, and often slither ashore to pursue land-bound prey.

A cobra trout is usually 2 to 4 feet long and weighs about a pound.

COMBAT

This narrow fish strikes like a snake, inflicting a weak bite with a potent venom.

Poison (Ex): Injury (bite), Fortitude DC 10; initial and secondary damage 1d6 Con. The save DC is Constitution-based.

Water Dependent (Ex): Cobra trout can survive out of the water for 5 minutes per point of Constitution (after that, refer to the drowning rules).

Skills: Cobra trout have a +4 racial bonus on Climb checks and use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A cobra trout 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.

*Cobra trout have a +4 racial bonus on Hide checks when in clear water, due to the reflections off their silvery scales.

In the Realms
Cobra trout are primarily found in the Deeping Stream running through Deepingdale.

Originally appeared in Elminster’s Ecologies (1994).
 
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Shade

Monster Junkie
Living Ash

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-13.html

Living Ash, Small
Small Ooze (Earth, Extraplanar)
Hit Dice: 2d10+2 (13 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 17 (+1 size, -1 Dex, +7 natural), touch 10, flat-footed 17
Base Attack/Grapple: +1/+0
Attack: Slam +5 melee (1d6+4)
Full Attack: 2 slams +5 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death throes (DC 12), earth mastery, push
Special Qualities: Blind, blindsight 60 ft., earth glide, ooze traits, positive energy genesis, sense positive energy, tomb-tainted
Saves: Fort +1, Ref -1, Will +0
Abilities: Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +2
Feats: Power Attack
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: 3 HD (Small)
Level Adjustment: —

Living Ash, Medium
Medium Ooze (Earth, Extraplanar)
Hit Dice: 4d10+12 (34 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 18 (-1 Dex, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +3/+8
Attack: Slam +8 melee (1d8+7)
Full Attack: 2 slams +8 melee (1d8+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death throes (DC 15), earth mastery, push
Special Qualities: Blind, blindsight 60 ft., earth glide, ooze traits, positive energy genesis, sense positive energy, tomb-tainted
Saves: Fort +4, Ref +0, Will +1
Abilities: Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Skills: Listen +4, Spot +3
Feats: Cleave, Power Attack
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: 5–7 HD (Medium)
Level Adjustment: —

Living Ash, Large
Large Ooze (Earth, Extraplanar)
Hit Dice: 8d10+32 (76 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 18 (–1 size, –1 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +6/+17
Attack: Slam +12 melee (2d8+7)
Full Attack: 2 slams +12 melee (2d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Death throes (DC 18), earth mastery, push
Special Qualities: Blind, blindsight 60 ft., damage reduction 5/-, earth glide, ooze traits, positive energy genesis, sense positive energy, tomb-tainted
Saves: Fort +6, Ref +1, Will +2
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11
Skills: Listen +6, Spot +5
Feats: Cleave, Great Cleave, Power Attack
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 9–15 HD (Large)
Level Adjustment: —

Living Ash, Huge
Huge Ooze (Earth, Extraplanar)
Hit Dice: 16d10+80 (168 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 18 (–2 size, –1 Dex, +11 natural), touch 7, flat-footed 18
Base Attack/Grapple: +12/+29
Attack: Slam +19 melee (2d10+9)
Full Attack: 2 slams +19 melee (2d10+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Death throes (DC 23), earth mastery, push
Special Qualities: Blind, blindsight 60 ft., damage reduction 5/-, earth glide, ooze traits, positive energy genesis, sense positive energy, tomb-tainted
Saves: Fort +15, Ref +4, Will +7
Abilities: Str 29, Dex 8, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +10, Spot +9
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Usually neutral
Advancement: 17–20 HD (Huge)
Level Adjustment: —

Living Ash, Greater
Huge Ooze (Earth, Extraplanar)
Hit Dice: 21d10+105 (220 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 20 (–2 size, –1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple: +15/+33
Attack: Slam +23 melee (2d10+10)
Full Attack: 2 slams +23 melee (2d10+10)
Space/Reach: 15 ft./15 ft.
Special Attacks: Death throes (DC 25), earth mastery, push
Special Qualities: Blind, blindsight 60 ft., damage reduction 10/-, earth glide, ooze traits, positive energy genesis, sense positive energy, tomb-tainted
Saves: Fort +17, Ref +6, Will +9
Abilities: Str 31, Dex 8, Con 21, Int 8, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 22–23 HD (Huge)
Level Adjustment: —

Living Ash, Elder
Huge Ooze (Earth, Extraplanar)
Hit Dice: 24d10+120 (252 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 22 (–2 size, –1 Dex, +15 natural), touch 7, flat-footed 22
Base Attack/Grapple: +18/+37
Attack: Slam +27 melee (2d10+11/19-20)
Full Attack: 2 slams +27 melee (2d10+11/19-20)
Space/Reach: 15 ft./15 ft.
Special Attacks: Death throes (DC 27), earth mastery, push
Special Qualities: Blind, blindsight 60 ft., damage reduction 10/-, earth glide, ooze traits, positive energy genesis, sense positive energy, tomb-tainted
Saves: Fort +19, Ref +7, Will +10
Abilities: Str 33, Dex 8, Con 21, Int 10, Wis 11, Cha 11
Skills: Listen +29, Spot +29
Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Usually neutral
Advancement: 25–48 HD (Huge)
Level Adjustment: —

Living Ash, Monolith
Gargantuan Elemental (Earth, Extraplanar)
Hit Dice: 36d10+255 (453 hp)
Initiative: -2
Speed: 30 ft. (6 squares)
Armor Class: 25 (-4 size, -2 Dex, +21 natural), touch 4, flat-footed 25
Base Attack/Grapple: +27/+55
Attack: Slam +40 melee (6d8+16/19-20)
Full Attack: 2 slams +40 melee (6d8+16/19-20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Death throes (DC 35), earth mastery, push
Special Qualities: Blind, blindsight 60 ft., damage reduction 15/-, earth glide, ooze traits, positive energy genesis, sense positive energy, tomb-tainted
Saves: Fort +27, Ref +10, Will +16
Abilities: Str 43, Dex 6, Con 24, Int 12, Wis 15, Cha 17
Skills: Diplomacy +5, Intimidate +16, Jump +29, Listen +43, Sense Motive +15, Spot +43
Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Natural Attack (slam), Improved Overrun, Improved Sunder, Iron Will, Power Attack, Toughness, Weapon Focus (slam)
Environment: Negative Energy Plane
Organization: Solitary
Challenge Rating: 17
Treasure: None
Alignment: Usually neutral
Advancement: 37-54 HD (Gargantuan)
Level Adjustment: —

A flowing, amoebaelike mass of powdery residue rises up from the ground.

Areas exist upon the Elemental Plane of Earth where negative energy leaks through rifts from the Negative Energy Plane. Sometimes, the substance of the Elemental Plane of Earth absorbs this energy, creating a field of a black, powdery soil called death ash which is imbued with a weird pseudo-life (or, to be technical, pseudo-unlife). A death ash field is normally passive, but should it be exposed to a burst of positive energy, such as a healing spell, some of the ash field animates into an amorphous, elemental-like entity known as a living ash. Living ashes are driven to destroy the positive energy source that triggered their creation, much as a living organism creates antibodies to combat a disease. Normally, a living ash only exists briefly before dissolving back into the ash field of its genesis, but in rare circumstances (usually involving a sudden influx of negative energy) a living ash can achieve a permanent existence independent of the ash field that spawned it.

A Small living ash is 4 feet tall and weighs 80 pounds; a Medium living ash is 8 feet tall and weighs 750 pounds; a Large living ash is 16 feet tall and weighs 6,000 lb; a Huge living ash is 32 feet tall and weighs 48,000 pounds.

Living ashes are intelligent but cannot speak. Their minds are so alien they do not understand any language comprehensible to mortals, but intelligent creatures native to the Negative Energy Plane are able to communicate with them (usually via telepathy).

COMBAT

A living ash seeks to destroy whatever positive energy source triggered its creation. If it cannot sense this source, it moves to attack the strongest positive energy source it can sense. Living ashes seek to pound their opponents into oblivion, then consume their remains. They do not fear death and fight until they are destroyed (and explode in their death throes) or all sources of positive energy have been eliminated.

Death Throes (Ex): If a living ash is destroyed its body explodes in a cloud of deadly cinders and lethal radiation. This explosion has a radius equal to twice the living ash's Space (20 ft. for a Large living ash, 30 ft. for Huge living ash, et cetera). All creatures within this area take 1d6 points of damage for every 2 hit dice the ash possesses. The damage is halved if an opponent succeeds on a Reflex save. Half the damage is fire and half is negative energy. The save DC is Constitution-based.

Earth Glide (Ex): A living ash can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing living ash flings the ooze back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Earth Mastery (Ex): A living ash gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the ooze takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Positive Energy Genesis (Su): Any healing spell cast within a region of death ash results in the formation of one or more living ashes. The size and number are based upon the level of the spell as follows:

2nd: Small
3rd: Medium
4th: Large
5th: Huge
6th: Greater
7th: Greater plus 1d4 Large
8th: Greater plus 1d4 Huge
9th: Elder plus 1d4 Huge
Epic: Monolith plus 1d4 Huge

The living ashes appear immediately upon the casting of the healing spell, arriving in a random space adjacent to the caster. The living ashes persist for a number of rounds equal to the spell level that triggered their appearance. After that time, the living ashes collapse into incendiary cinders, triggering their death throes (see above).

Push (Ex): A living ash can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the ooze's opposed Strength checks.

Sense Positive Energy (Ex): A living ash can continuously sense positive energy sources, including the casting of healing spells and creatures from the Positive Energy Plane. This sense works in a similar fashion to the detect evil spell, including being blocked by certain materials. The range depends on the strength of the source - 30 ft. for a faint source, 60 ft. for moderate, 120 ft. for strong and 300 ft. for overwhelming.

Tomb-Tainted (Ex): Although an ooze, a living ash is harmed by positive energy and healed by negative energy. It is treated as undead for purposes of spells and effects that treat undead differently (such as searing light or holy water). A living ash may be turned as if it were an undead creature with +2 turn resistance.

Originally appeared in Sylvan Veil (1999) as "Ash Elemental." Renamed to avoid confusion with another creature.
 
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Shade

Monster Junkie
Coral Worm

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-68.html

Worm, Coral
Large Vermin (Aquatic)
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 10 ft. (2 squares), climb 30 ft., swim 20 ft., burrow 10 ft.
Armor Class: 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11
Base Attack/Grapple: +2/+8
Attack: Bite +3 melee (2d6+3)
Full Attack: Bite +3 melee (2d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Penetrating bite, spiny defense
Special Qualities: Armored tube, darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +6, Ref +2, Will +0
Abilities: Str 15, Dex 13, Con 16, Int —, Wis 9, Cha 5
Skills: Climb +10, Swim +10
Feats: Improved Sunder (B)
Environment: Any aquatic
Organization: Solitary or colony (2-100)
Challenge Rating: 2
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 4-6 HD (Large); 7-12 HD (Huge); 13-18 HD (Gargantuan)
Level Adjustment: —

A long, black, sluglike creature darts out of a nearby coral tube.

Coral worms are predatory marine annelids found within coral reefs. Coral worms eat anything they can catch, but allow some types of lampreys and eels to live among them and feed upon their scraps.

Abandoned coral tubes rarely remain uninhabited for long. Many marine creatures find such tubes a perfect home.

The body of a typical coral worm is 18 inches in diameter and 14 feet in length, weighing about 500 pounds.

COMBAT

Coral worms lie in wait within their protective coral tubes. When prey approaches the coral reef, the worms dart out to their full length to attack.

Armored Tube (Ex): Coral worms build tubes by cementing together shards of coral. The tube is covered with razor-sharp ridges on the outside but pearly smooth inside. When fighting, a coral worm typically lunges from the mouth of its tube to its full reach of 10 ft, returning to the tube's interior at the end of its attack. When not attacking, the coral worm gains cover (+4 to AC and +2 to Reflex saves) from the tube; however, the worm does not gain this cover during its attack action (for example, if its attack is interrupted by an Attack of Opportunity). In addition, the razor-sharp exterior gives the worm a spiny defense (see below). A coral worm can withdraw entirely inside its armored tube to gain the benefits of full cover. The tube has hardness 7 and 25 hit points (50 for a Gargantuan worm, 100 for a Colossal worm).

Penetrating Bite (Ex): A coral worm's bite attack ignores the first 8 points of hardness.

Spiny Defense (Ex): Any creature that attacks a coral worm inside its armored tube (or the tube itself) must succeed on a DC 12 Reflex save or take 1d10 points of slashing damage from the razor-sharp coral shards covering the tube. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. The save DC is Dexterity-based.

Skills: A coral worm has a +8 racial bonus on Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. A coral worm 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.

Orginally appeared in Monstrous Compendium Annual Volume Four (1998).
 
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Shade

Monster Junkie
http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants-42.html

Deep Mold (CR 3)
Deep mold is a carnivorous subterranean fungus. It grows in patches of green and blue fuzz which emit a sweet smell. Its inviting appearance and fragrance are used to lure subterranean animals. A DC 15 Knowledge (dungeoneering) check will identify a deep mold as being dangerous. If disturbed, a patch of deep mold releases a 10-foot-radius burst of disease-bearing spores. All within 10 feet of the mold must make a DC 15 Fortitude save or be exposed to the disease below.

A patch of deep mold has 5 hit points, spell resistance 13 and vulnerability to acid effects. The mold goes dormant for 3d6 minutes if a spell with the fire or cold descriptor penetrates its spell resistance.

Deep Mold Spores (Ex): disease - inhalation, Fort DC 15, incubation period 1 minute; damage 1d3 Strength.

Unlike normal diseases, deep mold spores continue until the victim reaches Strength 0 (and dies) or is cured by a remove disease spell (or similar magical effect), a DC 15 Heal check, or exposure to sunlight. Sunlight puts deep mold spores in stasis. A creature will not suffer damage from a deep mold spore infection on days it spends at least 8 hours in sunlight, and will recover from the disease if it succeeds on two DC 15 Fortitude saving throws on two successive days in the sunlight. A patch of deep mold will grow from the corpse of a creature killed by deep mold spores.

Originally appeared in Ruins of Undermountain II: The Deep Levels (1994).
 

Shade

Monster Junkie
Addazahr

http://www.enworld.org/forum/general-monster-talk/301485-converting-al-qadim-creatures-6.html

Swarm, Addazahr
Diminutive Vermin (Swarm)
Hit Dice: 2d8 (9 hp)
Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft., fly 50 ft. (good)
Armor Class: 17 (+4 size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple: +1/—
Attack: Swarm (blood drain plus agonizing venom)
Full Attack: Swarm (blood drain plus agonizing venom)
Space/Reach: 10 ft./0 ft.
Special Attacks: Agonizing venom, blood drain, distraction
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits
Saves: Fort +3, Ref +3, Will +0
Abilities: Str 1, Dex 17, Con 10, Int —, Wis 10, Cha 2
Skills: Climb +11, Hide +19, Listen +4, Spot +4
Feats: —
Environment: Temperate and warm desert, hills, and plains
Organization: Solitary, tangle (2–4 swarms), or colony (7–12 swarms)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A swarm of pale amber insects flies nearby. Their slender, elongated bodies resemble pieces of straw.

Addazahr, or backbiters, are bloodsucking parasites. These insects are most detrimental to mounts, and as a result this are jokingly referred to as "the straw that broke the camel’s back".

Addazahr are omnivorous, feeding on blood for reproduction. They can feed on carrion, though they cannot use any blood gained thereby to reproduce, and they often break down small seed casings for food. Their wings, though fragile, act as collectors of pollen, and they may transport pollen from one plant to another.

An individual addazahr is about two inches long. Addazahr wings are so fragile it is almost impossible to see them when the insects are in flight. They can live to be up to a year old.

COMBAT

An addazahr swarm seeks to surround and attack any living prey it encounters. A swarm drains the blood of any creature whose space it occupies at the end of its move.

Agonizing Venom (Ex): An addazahr's bite injects saliva that causes disease-like symptoms. Agonizing venom can be treated by effects that cure disease (such as remove poison) as well as remedies that treat poison.

Addazahr Ache: Blood drain, DC 11 Fortitude negates, initial damage agonizing pain (imposing a -4 penalty on attack rolls, skill checks and ability checks) for 1d3 minutes followed by wracking pain (inducing -2 penalty as above) for 2d6 minutes, secondary damage wracking pain (-2 penalty) for 1d3 hours followed by lingering pain (-1 penalty) for 2d6 days. The save DC is Constitution-based.

Blood Drain (Ex): Addaazahr drain blood, the swarm deals 1 points of Con damage to any creature whose space it occupies at the end of its move. Once a swarm has dealt 4 points of Constitution damage, it is sated and flies off to digest the meal. If its victim dies before the addazahr swarm's appetites have been sated, the swarm seeks a new target.

Distraction (Ex): Any living creature that begins its turn with an addazahr swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Skills: An addazahr swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.

Originally appeared in Corsairs of the Great Sea (1994).
 
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