Creature Catalog new 3.5 conversions (Part Two)

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Shade

Monster Junkie
Draeden

http://www.enworld.org/forum/general-monster-talk/298543-converting-epic-level-creatures-11.html

Draeden
Colossal Outsider (Chaotic, Extraplanar, Psionic)
Hit Dice: 101d8+4,545 (4,999 hp)
Initiative: +15
Speed: Fly 1,800 ft. (360 squares)(perfect)
Armor Class: 119 (-8 size, +7 Dex, +60 natural, +20 insight, +30 divine), touch 59, flat-footed 112
Base Attack/Grapple: +101/+162
Attack: Bite +104 melee (10d10+67/19-20 plus 1d6 and DC 105 Fort save or die)
Full Attack: Bite +104 melee (10d10+67/19-20 plus 1d6 and DC 105 Fort save or die)
Space/Reach: 1,000 ft./300 ft.
Special Attacks: Engulfing maw, forbidding appearance, master of magic, master of psionics, swallow whole
Special Qualities: Damage reduction 25/epic, darkvision 20 miles, fast healing 200, immunities, rebound attack, spell resistance 130, telepathy 20 miles
Saves: Fort +101, Ref +63, Will +101
Abilities: Str 100, Dex 25, Con 100, Int 50, Wis 50, Cha 50
Skills: Appraise +124, Autohypnosis +134, Balance +17, Bluff +124, Climb +149, Concentration +149, Decipher Script +124, Diplomacy +144, Disguise +20 (+30 acting), Hide +95, Intimidate +134, Jump +857, Knowledge (arcana) +124,
Knowledge (history) +124, Knowledge (nature) +134, Knowledge (psionics) +134, Knowledge (religion) +124, Knowledge (the planes) +124, Listen +124,
Move Silently +111, Psicraft +134 (+144 power stones), Search +124,
Sense Motive +124, Spellcraft +134 (+144 scrolls), Spot +124, Survival +124 (+134 following tracks, +134 in aboveground natural environments, +134 on other planes), Swim +149, Tumble +121, Use Magic Device +124 (+144 scrolls), Use Psionic Device +124 (+134 power stones)
Feats: Automatic Quicken Spell (×3), Cleave, Combat Expertise, Combat Reflexes, Deflect Arrows, Devastating Critical (bite), Enlarge Spell, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Spellcasting, Epic Sunder, Epic Will, Exceptional Deflection, Great Cleave, Heighten Spell, Hold the Line, Improved Combat Reflexes, Improved Critical (bite), Improved Initiative, Improved Sunder, Improved Trip, Improved Unarmed Strike, Knock-Down, Overwhelming Critical (bite), Power Attack, Power Critical, Quicken Spell, Spellcasting Harrier, Superior Expertise, Superior Initiative, Weapon Focus (bite)
Environment: Unknown outer plane
Organization: Solitary or cluster (2-20)
Challenge Rating: 110
Treasure: Decatuple Standard (gems)
Alignment: Always chaotic
Advancement: 102+ HD (Colossal)
Level Adjustment: —

A massive tube drops down from the sky, ending in a titanic circular maw. The other end is far beyond sight, stretching above the clouds.

Draeden are among the most ancient and enigmatic of all entities. These massive beings appear to predate many of the outer planes, and are rumored to be descended from beings that existed long before all the deities currently venerated around the multiverse.

Draedens dislike all matter, whether elemental, astral, or ethereal in origin. They devour anything smaller than a planet they encounter. They prefer to wander the depths of perfect vacuum.

Draedens are solitary creatures, and only around 1,000 are believed to still exist.

An entire draeden is too vast for even epic-level characters to have meaningful encounters with, but they can interact with some of its feeding tube appendages.

The statistics given above represent the mouth-end of a single feeding tube. A draeden has a central body at least 2 miles in diameter and its 50 feeding tubes are 10 miles long or more. A draeden's weight is immeasurable.

Draedens communicate telepathically with any creature within 20 miles.

COMBAT
A draeden's forbidding appearance is so terrifying that most creatures do not dare to attack it. They attempt to bite any opponents foolish enough to get close enough, attacking others with devastating magic and psionics. The draeden will not swallow an opponent that appears powerful enough to cause it internal injury, but will attack such foes repeatedly until they are destroyed. Its three Automatic Quicken Spell feats allow the draeden to cast a quickened spell every round, with a spell level up to 9th. It chooses whichever spell its phenomenal intelligence judges is the most appropriate to the circumstances.

If somehow seriously threatened, a draeden uses magic to escape to a distant plane.

Engulfing Maw (Ex): As part of an attack or full attack action, a draeden can stretch its vast maw to cover an area 150 feet in diameter anywhere within its Reach. All creatures within the affected area must make a DC 67 Reflex save to avoid being scooped into the creature's expanded, open mouth and swallowed. See Swallow Whole, below, for the consequences of being swallowed by a draeden. The save DC is Dexterity-based.

Forbidding Appearance (Su): A draeden projects a horrifying image into the minds of all those who look on it; anyone looking at a draeden perceives instead an invincible foe brought forward from their deepest nightmares. The victim must make a DC 80 Will save or flee in panic for 1d4+1 rounds. Even if they save, the creature must succeed on a DC 80 Will save in order to make an attack or cast a spell at the draeden. Those that successfully interact with the draeden gain a DC 80 Will save to pierce the illusion, allowing them to act normally. This is a phantasm and fear effect. The save DC is Charisma-based.

Immunities: A draeden is immune to polymorphing, petrification, or any other attack that alters its form. Any shape-altering powers the draeden might have work normally on itself. It is immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). They cannot be affected by effects that imprison or banish them. Such effects include banishment, binding, dimensional anchor, dismissal, imprisonment, repulsion, soul bind, temporal stasis, trap the soul, and turning and rebuking.

A draeden is not subject to energy drain, ability drain, or ability damage, disease and poison, stunning, sleep, paralysis, and death effects. A draeden is also immune to damage from electricity, cold, acid, and disintegration.

Master of Magic (Sp): At will, a draeden may use any arcane or divine spell from any spell list as a spell-like ability. The saving throw DC for such abilities is 30 + spell level (10 + spell level + Charisma bonus). Caster level equals draeden's Hit Dice. A draeden may apply any metamagic feat it possesses to these spell-like abilities as if they were spells. As a result of its Automatic Quicken Spell feats, a draeden may use any spell up to 9th level as a free action. A draeden knows all Epic Spells with a Spellcraft DC up to 135.

Master of Psionics (Ps): At will, a draeden may manifest any psionic power from any power list as a psi-like ability. The saving throw DC for such abilities is 30 + power level (10 + power level + Charisma bonus). Manifester level equals draeden's Hit Dice. A draeden may apply any metapsionic feat it possesses to these psi-like abilities as if they were psionic powers.

Rebound Attack (Su): Whenever a draeden is affected by a weapon, spell, psionic power, or special attack, it can take an immediate action to reproduce that effect against its attacker. The attacker takes the same damage or effect that the draeden takes. If the power or attack allows a save, the attacker may attempt the save at the same DC allowed to the draeden.

Swallow Whole (Ex): By making a successful grapple check, a draeden can try to swallow an opponent it has grappled. Victims of the draeden's Engulfing Maw are automatically swallowed. Once inside, the opponent takes 10d10+45 points of crushing damage plus 8d12 points of acid damage per round and is drawn down the draeden's throat towards a gizzard in its central body. No creature with speed less than 80 ft can climb out of the draeden's maw by making an opposed grapple check; however, a successful grapple check prevents the victim from progressing farther toward the central gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 60 points of damage to the interior of the draeden (AC 90); if the damage is not done in a single round, the victim must maintain position by winning opposed grapple checks. Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A victim will reach the central gizzard if it fails 10 opposed grapple checks in the throat. A victim that reaches the central gizzard takes 50d10+45 bludgeoning and 40d12 acid damage per round. A draeden's interior can hold an effectively limitless number of creatures up to Colossal size.

Orginally appeared in Immortal Rules [DM's Guide to Immortals] (1986).
 
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Shade

Monster Junkie
Warden Beast

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-50.html

Warden Beast

Warden beasts are exemplary spiritual representations of animal groups on the Beastlands. They are the protectors, purveyors, and proliferators of their species, serving as leaders and champions. Each warden beast holds dominion over one select, general group of animals (such as bears, wolves, deer, insects, lizards, birds, and so on), but there are many warden beasts for each group.

A warden beast resembles its base creature, but is always an exemplar of its kind. A warden beast is graceful, beautiful, and powerful in form. Its eyes glimmer with intellect and understanding. Warden beasts generally act as normal animals of their base stock, unless their wards are threatened. Warden beasts rarely interact with each other, but never view each other as potential prey.

Creating a Warden Beast
“Warden beast” is an inherited template that can be added to any animal or vermin (referred to hereafter as the base creature). Only creatures found on the Beastlands have a warden beast; this template cannot be applied to creatures with magical powers or other criteria which exclude them from the Beastlands.

Size and Type: The base creature's type changes to magical beast and it gains the Extraplanar subtype.

Hit Dice: The base creature gains 3 additional Hit Dice. As magical beasts, warden beasts d10 Hit Dice; recalculate the hit points accordingly.

Speed: Same as base creature.

Armor Class: Add +3 to the base creature's natural armor bonus.

Base Attack Bonus: A warden beast's base attack bonus is equal its total Hit Dice.

Attacks: A warden beast retains all the natural weapons of the base creature. In addition, all of a warden beast's natural attacks gain a +2 enhancement bonus to attack rolls and damage.

Special Attacks: A warden beast retains all the special attacks of the base creature, and gains the following abilities:

Call of the Beastlands (Su): A warden beast can telepathically contact any animal native to its home that is within 5 miles. The warden beast can then use this contact to send very basic commands (flee north, swarm the intruder, be calm). Warden beasts only use the call of the beastlands in absolute emergencies, such as forest fires. They never use this power to endanger one of their charges to further their own ends - even if doing so would save the warden beast's life.

In extremis, a warden beast may use this power to call creatures to fight in defense of their habitat's existence. The beast can do this once per week. Such a call is equivalent to a summon nature's ally spell of a level equal to half the warden beast's Hit Dice. The call only affects creatures of the animal type, so the warden beast can not call elementals, fey and the like. The warden beast can modify the number of called creatures as if it applied the Empower Spell or Maximize Spell feats. (e.g.: a 12-13 Hit Dice warden beast's call can be equivalent to either a summon nature's ally VI, an empowered summon nature's ally IV, a maximized summon nature's ally III, or an empowered maximized summon nature's ally I.)

Spell-Like Abilities (Sp): At-will—detect snares and pits, entangle, protection from evil, summon nature's ally I, cure light wounds (limited to 1/day for any given individual), 3/day—plant growth, 1/day—animal growth (the warden beast can use this power on itself), commune with nature. Caster level 10th, the save DCs are Wisdom-based.

Summon Warden Beast (Sp): Once per day, a warden beast can automatically summon another warden beast (with the same base animal). This ability is the equivalent of a spell with a level equal to 2 plus half the warden beast's challenge rating (max spell level 9th). For example, a CR 7 tiger warden beast will summon another CR 7 tiger warden beast, which is equivalent to a 5th level spell (2 plus half of 7).

Special Qualities: A warden beast retains all the special qualities of the base creature, and gains the following abilities:

Animal Empathy (Ex): A warden beast can communicate with all animals and vermin, and gains a +4 racial bonus on Charisma-based skill checks against animals and vermin.

Ecosense (Su): A warden beast is mystically tied into the ecosystem of its territory (an area up to 10 miles across). The warden beast instantly senses when major changes affect the living creatures of its territory, such as the territory's plants or animals being killed or injured, a flooding river, or a large group of creatures entering its land.

Any effect that opposes divination spells, such as the nondetection spell, will also oppose a warden beast's ecosense. Ecosense can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Sense Emotions (Ex): A warden beast can sense strong emotions such as anger, despair, elation, greed, hatred, love, or lust. It can sense such emotions in any intelligent creatures within a 100 ft. radius. This functions like the psionic power empathy. This ability gives the warden beast a +2 insight bonus on Bluff, Diplomacy, Intimidate, or Sense Motive checks against creatures that are susceptible to mind-affecting powers.

Spell Resistance (Su): A warden beast has spell resistance equal to its Challenge Rating +9.

Telepathy (Su): A warden beast has telepathy with a 100 ft. range.

Saves: A warden beast gains all good saves, like a dire animal.

Abilities: A warden beast gains a +8 racial bonus to Intelligence (if the base creature lacks an Intelligence score the warden beast has Int 8), a +6 racial bonus to Charisma, and a +4 racial bonus to Strength, Dexterity, Constitution and Wisdom.

Skills: A warden beast gains additional skill ranks for its higher intelligence.

Feats: A warden beast gains at least 1 additional feat for its increased Hit Dice.

Environment: The Wilderness of the Beastlands.

Organization: Use the base creature's organization, except only 1 of the creatures in each group will be a warden beast. All others are ordinary base creatures.

Example: a wolf has organization "Solitary, pair, or pack (7-16)", so a warden beast wolf has organization "Solitary, pair (1 plus 1 wolf), or pack (1 plus 7-16 wolves)".

Challenge Rating: +4 if the base creature is CR 2 or less; +3 for CR 3 to 6; +2 for CR 7 or more.

Treasure: None.

Alignment: Always neutral.

Advancement: As base creature +4 HD. If the base creature can advance in size, add an additional +4 HD for every size category it can increase.

Example: a wolf has advancement 3 HD (Medium); 4-6 HD (Large), so a warden beast wolf has 7 HD (Medium); 8-14 HD (Large).

Level Advancement: —

Sample Creatures
The following creatures have been modified with the warden beast template.

Bison Warden Beast
Large Magical Beast (Extraplanar)
Hit Dice: 8d10+40 (84 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +8/+20
Attack: Gore +17 melee (1d8+14/19-20)
Full Attack: Gore +17 melee (1d8+14/19-20)
Space/Reach: 10 ft./5 ft.
Special Attacks: Call of the beastlands, spell-like abilities, summon warden beast, stampede
Special Qualities: Animal empathy, ecosense, low-light vision, scent, sense emotions, SR 15, telepathy 100 ft.
Saves: Fort +11, Ref +8, Will +8
Abilities: Str 26, Dex 14, Con 20, Int 10, Wis 15, Cha 10
Skills: Listen +15, Spot +15
Feats: Alertness, Endurance, Improved Critical (gore)
Environment: Temperate plains
Organization: Solitary or herd (1 plus 6-30 bison)
Challenge Rating: 6
Advancement: 9-11 HD (Large)
Level Adjustment: —

These herd animals can be aggressive when protecting young and during the mating season, but they generally prefer flight to fighting. A bison stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weigh 1,800 to 2,400 pounds. The bison’s statistics can be used for almost any large herd animal.

COMBAT
All of a warden beast's natural attacks gain a +2 enhancement bonus to attack rolls and damage. This bonus is included in the statistics above. A warden beast has all good saves, like a dire animal.

Animal Empathy (Ex): A warden beast can communicate with all animals and vermin, and gains a +4 racial bonus on Charisma-based skill checks against animals and vermin.

Call of the Beastlands (Su): A warden beast can telepathically contact any animal native to its home that is within 5 miles. The warden beast can then use this contact to send very basic commands (flee north, swarm the intruder, be calm). Warden beasts only use the call of the beastlands in absolute emergencies, such as forest fires. They never use this power to endanger one of their charges to further their own ends - even if doing so would save the warden beast's life.

In extremis, a warden beast may use this power to call creatures to fight in defense of their habitat's existence. The beast can do this once per week. Such a call is equivalent to a summon nature's ally spell of a level equal to half the warden beast's Hit Dice. The call only affects creatures of the Animal type, so the warden beast can not call Elementals, Fey and the like. The warden beast can modify the number of called creatures as if it applied the Empower Spell or Maximize Spell feats. (e.g.: a 12-13 Hit Dice warden beast's call can be equivalent to either a summon nature's ally VI, an empowered summon nature's ally IV, a maximized summon nature's ally III, or an empowered maximized summon nature's ally I.)

Ecosense (Su): A warden beast is mystically tied into the ecosystem of its territory (an area up to 10 miles across). The warden beast instantly senses when major changes affect the living creatures of its territory, such as the territory's plants or animals being killed or injured, a flooding river, or a large group of creatures entering its land.

Any effect that opposes divination spells, such as the nondetection spell, will also oppose a warden beast's ecosense. Ecosense can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Sense Emotions (Ex): A warden beast can sense strong emotions such as anger, despair, elation, greed, hatred, love, or lust. It can sense such emotions in any intelligent creatures within a 100 ft. radius. This functions like the psionic power empathy. This ability gives the warden beast a +2 insight bonus on Bluff, Diplomacy, Intimidate, or Sense Motive checks against creatures that are susceptible to mind-affecting powers.

Spell-Like Abilities (Sp): At-will—detect snares and pits, entangle (DC 13), protection from evil, summon nature's ally I, cure light wounds (limited to 1/day for any given individual), 3/day—plant growth, 1/day—animal growth (DC 17, the warden beast can use this power on itself), commune with nature. Caster level 10th, the save DCs are Wisdom-based.

Stampede (Ex): A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half). The save DC is Strength-based.

Summon Warden Beast (Sp): Once per day, a warden beast can automatically summon another warden beast (with the same base animal). This ability is the equivalent of a spell with a level equal to 2 plus half the warden beast's challenge rating (max spell level 9th). For example, a CR 6 bison warden beast will summon another CR 6 bison warden beast, which is equivalent to a 5th level spell (2 plus half of 6).

Tiger Warden Beast
Large Magical Beast (Extraplanar)
Hit Dice: 9d10+45 (94 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15
Base Attack/Grapple: +9/+21
Attack: Claw +18 melee (1d8+10)
Full Attack: 2 claws +18 melee (1d8+10) and bite +16 melee (2d6+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Call of the beastlands, improved grab, pounce, rake 1d8+6, spell-like abilities, summon warden beast
Special Qualities: Animal empathy, ecosense, low-light vision, scent, sense emotions, SR 16, telepathy 100 ft.
Saves: Fort +11, Ref +10, Will +9
Abilities: Str 27, Dex 19, Con 21, Int 10, Wis 16, Cha 12
Skills: Balance +11, Hide +8*, Listen +8, Move Silently +14, Spot +8, Swim +13
Feats: Alertness, Improved Natural Attack (bite), Improved Natural Attack (claw), Multiattack
Environment: Warm forests
Organization: Solitary
Challenge Rating: 7
Advancement: 10-16 HD (Large); 17-26 HD (Huge)
Level Adjustment: —

These great cats stand more than 3 feet tall at the shoulder and are about 9 feet long. They weigh from 400 to 600 pounds.

COMBAT
All of a warden beast's natural attacks gain a +2 enhancement bonus to attack rolls and damage. A warden beast has all good saves, like a dire animal.

Animal Empathy (Ex): A warden beast can communicate with all animals and vermin, and gains a +4 racial bonus on Charisma-based skill checks against animals and vermin.

Call of the Beastlands (Su): A warden beast can telepathically contact any animal native to its home that is within 5 miles. The warden beast can then use this contact to send very basic commands (flee north, swarm the intruder, be calm). Warden beasts only use the call of the beastlands in absolute emergencies, such as forest fires. They never use this power to endanger one of their charges to further their own ends - even if doing so would save the warden beast's life.

In extremis, a warden beast may use this power to call creatures to fight in defense of their habitat's existence. The beast can do this once per week. Such a call is equivalent to a summon nature's ally spell of a level equal to half the warden beast's Hit Dice. The call only affects creatures of the Animal type, so the warden beast can not call Elementals, Fey and the like. The warden beast can modify the number of called creatures as if it applied the Empower Spell or Maximize Spell feats. (e.g.: a 12-13 Hit Dice warden beast's call can be equivalent to either a summon nature's ally VI, an empowered summon nature's ally IV, a maximized summon nature's ally III, or an empowered maximized summon nature's ally I.)

Ecosense (Su): A warden beast is mystically tied into the ecosystem of its territory (an area up to 10 miles across). The warden beast instantly senses when major changes affect the living creatures of its territory, such as the territory's plants or animals being killed or injured, a flooding river, or a large group of creatures entering its land.

Any effect that opposes divination spells, such as the nondetection spell, will also oppose a warden beast's ecosense. Ecosense can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Improved Grab (Ex): To use this ability, a tiger must hit with a claw or 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.

Pounce (Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +18 melee, damage 1d8+6.

Sense Emotions (Ex): A warden beast can sense strong emotions such as anger, despair, elation, greed, hatred, love, or lust. It can sense such emotions in any intelligent creatures within a 100 ft. radius. This functions like the psionic power empathy. This ability gives the warden beast a +2 insight bonus on Bluff, Diplomacy, Intimidate, or Sense Motive checks against creatures that are susceptible to mind-affecting powers.

Spell-Like Abilities (Sp): At-will—detect snares and pits, entangle (DC 14), protection from evil, summon nature's ally I, cure light wounds (limited to 1/day for any given individual), 3/day—plant growth, 1/day—animal growth (DC 18, the warden beast can use this power on itself), commune with nature. Caster level 10th, the save DCs are Wisdom-based.

Summon Warden Beast (Sp): Once per day, a warden beast can automatically summon another warden beast (with the same base animal). This ability is the equivalent of a spell with a level equal to 2 plus half the warden beast's challenge rating (max spell level 9th). For example, a CR 7 tiger warden beast will summon another CR 7 tiger warden beast, which is equivalent to a 5th level spell (2 plus half of 7).

Skills: Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks.

*In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Giant Octopus Warden Beast
Large Magical Beast (Aquatic, Extraplanar)
Hit Dice: 11d10+36 (86 hp)
Initiative: +4
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 23 (-1 size, +4 Dex, +10 natural), touch 13, flat-footed 19
Base Attack/Grapple: +11/+22
Attack: Tentacle +19 melee (1d6+9)
Full Attack: 8 tentacles +19 melee (1d6+9) and bite +14 melee (1d8+5)
Space/Reach: 10 ft./10 ft. (20 ft. with tentacle)
Special Attacks: Call of the beastlands, improved grab, constrict, spell-like abilities, summon warden beast
Special Qualities: Animal empathy, ecosense, ink cloud, jet, low-light vision, sense emotions, SR 19, telepathy 100 ft.
Saves: Fort +10, Ref +11, Will +10
Abilities: Str 24, Dex 19, Con 17, Int 10, Wis 16, Cha 9
Skills: Escape Artist +15, Hide +16, Listen +13, Spot +15, Swim +15
Feats: Alertness, Improved Natural Attack (tentacle), Skill Focus (Hide), Toughness
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 10
Advancement: 12-16 HD (Large); 17-32 HD (Huge)
Level Adjustment: —

These creatures are aggressive and territorial hunters, with arms reaching 10 feet or more in length. Their tentacles are studded with barbs and sharp-edged suckers.

COMBAT
All of a warden beast's natural attacks gain a +2 enhancement bonus to attack rolls and damage. This bonus is included in the statistics above. A warden beast has all good saves, like a dire animal.

An opponent can attack a giant octopus’s tentacles with a sunder attempt as if they were weapons. A giant octopus’s tentacles have 10 hit points each. If a giant octopus is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant octopus’s tentacles deals 5 points of damage to the creature. A giant octopus usually withdraws from combat if it loses four tentacles. The creature regrows severed limbs in 1d10+10 days.

Animal Empathy (Ex): A warden beast can communicate with all animals and vermin, and gains a +4 racial bonus on Charisma-based skill checks against animals and vermin.

Call of the Beastlands (Su): A warden beast can telepathically contact any animal native to its home that is within 5 miles. The warden beast can then use this contact to send very basic commands (flee north, swarm the intruder, be calm). Warden beasts only use the call of the beastlands in absolute emergencies, such as forest fires. They never use this power to endanger one of their charges to further their own ends - even if doing so would save the warden beast's life.

In extremis, a warden beast may use this power to call creatures to fight in defense of their habitat's existence. The beast can do this once per week. Such a call is equivalent to a summon nature's ally spell of a level equal to half the warden beast's Hit Dice. The call only affects creatures of the Animal type, so the warden beast can not call Elementals, Fey and the like. The warden beast can modify the number of called creatures as if it applied the Empower Spell or Maximize Spell feats. (e.g.: a 12-13 Hit Dice warden beast's call can be equivalent to either a summon nature's ally VI, an empowered summon nature's ally IV, a maximized summon nature's ally III, or an empowered maximized summon nature's ally I.)

Constrict (Ex): A giant octopus deals 2d8+12 points of damage with a successful grapple check.

Ecosense (Su): A warden beast is mystically tied into the ecosystem of its territory (an area up to 10 miles across). The warden beast instantly senses when major changes affect the living creatures of its territory, such as the territory's plants or animals being killed or injured, a flooding river, or a large group of creatures entering its land.

Any effect that opposes divination spells, such as the nondetection spell, will also oppose a warden beast's ecosense. Ecosense can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

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

Ink Cloud (Ex): A giant octopus can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): A giant octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Sense Emotions (Ex): A warden beast can sense strong emotions such as anger, despair, elation, greed, hatred, love, or lust. It can sense such emotions in any intelligent creatures within a 100 ft. radius. This functions like the psionic power empathy. This ability gives the warden beast a +2 insight bonus on Bluff, Diplomacy, Intimidate, or Sense Motive checks against creatures that are susceptible to mind-affecting powers.

Spell-Like Abilities (Sp): At-will—detect snares and pits, entangle (DC 14), protection from evil, summon nature's ally I, cure light wounds (limited to 1/day for any given individual), 3/day—plant growth, 1/day—animal growth (DC 18, the warden beast can use this power on itself), commune with nature. Caster level 10th, the save DCs are Wisdom-based.

Summon Warden Beast (Sp): Once per day, a warden beast can automatically summon another warden beast (with the same base animal). This ability is the equivalent of a spell with a level equal to 2 plus half the warden beast's challenge rating (max spell level 9th). For example, a giant octopus warden beast will summon a CR 10 giant octopus warden beast, which is equivalent to a 7th level spell (2 plus half of 10).

Skills: A giant octopus can change colors, giving it a +4 racial bonus on Hide checks. A giant octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A giant octopus 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.

Cachalot Whale Warden Beast
Gargantuan Magical Beast (Extraplanar)
Hit Dice: 15d10+138 (220 hp)
Initiative: +3
Speed: Swim 40 ft. (8 squares)
Armor Class: 21 (-4 size, +3 Dex, +12 natural), touch 9, flat-footed 18
Base Attack/Grapple: +15/+41
Attack: Bite +27 melee (4d6+16)
Full Attack: Bite +27 melee (4d6+16) and tail slap +12 melee (1d8+6)
Space/Reach: 20 ft./15 ft.
Special Attacks: Call of the beastlands, spell-like abilities, summon warden beast
Special Qualities: Animal empathy, blindsight 120 ft., ecosense, hold breath, low-light vision, sense emotions, SR 18, telepathy 100 ft.
Saves: Fort +18, Ref +12, Will +13
Abilities: Str 39, Dex 17, Con 28, Int 10, Wis 18, Cha 12
Skills: Listen +28*, Spot +28*, Swim +22
Feats: Alertness, Diehard, Endurance, Improved Natural Attack (bite), Power Attack, Toughness
Environment: Temperate aquatic
Organization: Solitary or pod (6-11)
Challenge Rating: 9
Advancement: 16-22 HD (Gargantuan); 23-44 HD (Colossal)
Level Adjustment: —

Also known as sperm whales, these creatures can be up to 60 feet long. They prey on giant squids.

COMBAT
All of a warden beast's natural attacks gain a +2 enhancement bonus to attack rolls and damage. This bonus is included in the statistics above. A warden beast has all good saves, like a dire animal.

Animal Empathy (Ex): A warden beast can communicate with all animals and vermin, and gains a +4 racial bonus on Charisma-based skill checks against animals and vermin.

Blindsight (Ex): Whales can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human’s.

Call of the Beastlands (Su): A warden beast can telepathically contact any animal native to its home that is within 5 miles. The warden beast can then use this contact to send very basic commands (flee north, swarm the intruder, be calm). Warden beasts only use the call of the beastlands in absolute emergencies, such as forest fires. They never use this power to endanger one of their charges to further their own ends - even if doing so would save the warden beast's life.

In extremis, a warden beast may use this power to call creatures to fight in defense of their habitat's existence. The beast can do this once per week. Such a call is equivalent to a summon nature's ally spell of a level equal to half the warden beast's Hit Dice. The call only affects creatures of the Animal type, so the warden beast can not call Elementals, Fey and the like. The warden beast can modify the number of called creatures as if it applied the Empower Spell or Maximize Spell feats. (e.g.: a 12-13 Hit Dice warden beast's call can be equivalent to either a summon nature's ally VI, an empowered summon nature's ally IV, a maximized summon nature's ally III, or an empowered maximized summon nature's ally I.)

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

Ecosense (Su): A warden beast is mystically tied into the ecosystem of its territory (an area up to 10 miles across). The warden beast instantly senses when major changes affect the living creatures of its territory, such as the territory's plants or animals being killed or injured, a flooding river, or a large group of creatures entering its land.

Any effect that opposes divination spells, such as the nondetection spell, will also oppose a warden beast's ecosense. Ecosense can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Sense Emotions (Ex): A warden beast can sense strong emotions such as anger, despair, elation, greed, hatred, love, or lust. It can sense such emotions in any intelligent creatures within a 100 ft. radius. This functions like the psionic power empathy. This ability gives the warden beast a +2 insight bonus on Bluff, Diplomacy, Intimidate, or Sense Motive checks against creatures that are susceptible to mind-affecting powers.

Spell-Like Abilities (Sp): At-will—detect snares and pits, entangle (DC 15), protection from evil, summon nature's ally I, cure light wounds (limited to 1/day for any given individual), 3/day—plant growth, 1/day—animal growth (DC 19, the warden beast can use this power on itself), commune with nature. Caster level 10th, the save DCs are Wisdom-based.

Summon Warden Beast (Sp): Once per day, a warden beast can automatically summon another warden beast (with the same base animal). This ability is the equivalent of a spell with a level equal to 2 plus half the warden beast's challenge rating (max spell level 9th). For example, a cachalot whale warden beast will summon a CR 9 cachalot whale warden beast, which is equivalent to a 6th level spell (2 plus half of 9).

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

Originally appeared in Monstrous Compendium Outer Planes Appendix (1991).
 
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Shade

Monster Junkie
Death Minnow

http://www.enworld.org/forum/general-monster-talk/290367-converting-monsters-dragon-magazine-30.html

Death Minnow, Minnow Form
Fine Magical Beast (Aquatic)
Hit Dice: 6d10+12 (45 hp)
Initiative: +11
Speed: Swim 40 ft. (8 squares)
Armor Class: 25 (+8 size, +7 Dex), touch 25, flat-footed 18
Base Attack/Grapple: +6/-15* (+15 with swallow whole)
Attack: Bite +15 melee (improved grab)
Full Attack: Bite +15 melee (improved grab)
Space/Reach: 1/2 ft./0 ft.
Special Attacks: Improved grab, size-switching, swallow whole
Special Qualities: Blindsight 30 ft., darkvision 60 ft., low-light vision
Saves: Fort +7, Ref +12, Will +5
Abilities: Str 1, Dex 24, Con 15, Int 1, Wis 12, Cha 10
Skills: Hide +23, Listen +11*, Move Silently +8, Spot +11*, Swim +15
Feats: Alertness, Improved Initiative, Iron Will, Weapon Finesse (B)
Environment: Any aquatic
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Fine); 13-24 HD (Diminutive)
Level Adjustment: —

Death Minnow, Monster Form
Large Magical Beast (Aquatic)
Hit Dice: 6d10+12 (45 hp)
Initiative: +6
Speed: Swim 40 ft. (8 squares)
Armor Class: 12 (-1 size, +2 Dex, +1 natural), touch 11, flat-footed 11
Base Attack/Grapple: +6/+15
Attack: Bite +10 melee (1d8+7 plus improved grab)
Full Attack: Bite +10 melee (1d8+7 plus improved grab)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, size-switching, swallow whole
Special Qualities: Blindsight 30 ft., darkvision 60 ft., low-light vision
Saves: Fort +7, Ref +7, Will +5
Abilities: Str 20, Dex 14, Con 15, Int 1, Wis 12, Cha 10
Skills: Hide -2, Listen +11*, Move Silently +3, Spot +11*, Swim +13
Feats: Alertness, Improved Initiative, Iron Will, Weapon Finesse (B)
Environment: Any aquatic
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-24 HD (Huge)
Level Adjustment: —

This bright orange fish is the size of a human's little finger.

Death minnows are artificial creatures, fashioned by unknown undersea spellcasters to guard their wealth and secrets. There are no "wild" populations of death minnows, and they are only ever encountered guarding a site or object. Death minnows are living fish but do not (or cannot) breed. Indeed, it is uncertain whether they even have male and female sexes.

Death minnows will attack any dangerous intruder who enters an area they're set to guard, whether animal predator or adventurers. They can go for extraordinary lengths of time between meals, since they can have the appetite of a minnow and the stomach capacity of a giant angler fish.

This magical beast has the supernatural ability to shrink to the size of a minnow, together with anything it has swallowed. Its natural size is a monstrous fish resembling a giant grouper, with the ugly head and protruding lips of an angler fish; this monster form is typically 8 feet long and weighs about 500 pounds. In minnow form it averages 2 inches long and weighs a fraction of an ounce.

COMBAT
A death minnow masquerades as an innocuous little fish, switching to monstrous size for the split-second it needs to attack, then instantly shrinking again. A death minnow seeks to gulp down intruders one by one, trying to swim up behind a victim and swallow them when none of their allies are watching. If a death minnow fails to swallow a victim it will usually release them and shrink to Fine size rather than remain in monster form and make another attempt the next round, since this reduces its exposure to attack.

Improved Grab (Ex): To use this ability, a death minnow 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 immediately attempt to swallow the foe as a free action.

Size-Switching (Su): A death minnow can instantaneously switch its size as often and whenever it desires, switching between a Fine minnow and a Large monstrous fish. Anything the death minnow swallows in monster form will be reduced in size when the fish shrinks to Fine size.

The Large form is the death minnow's natural size; thus, a true seeing spell will reveal the minnow in its Large monster form. If a death minnow is slain while in minnow form it reverts to its natural size, together with anything it had swallowed. A swallowed opponent interacts with the death minnow as if both are their natural sizes. Further, a victim who escapes being swallowed instantanly reverts to natural size.

If a dispel magic or break enchantment spell targets a death minnow, it must succeed on a Will save or be forced to assume its monster form for 2d6 rounds. A death minnow within an anti-magic area is similarly forced to take its monster form.

Swallow Whole (Ex): A death minnow can try to swallow a grabbed opponent of a smaller size than its monster form by making a successful grapple check. A death minnow always uses its monster form's grapple modifier to make swallow whole checks, since it switches to its larger size for the brief moment it makes the swallowing attempt. This attack is so sudden the victim just seems to vanish. Any creature able to see the victim must succeed at a Spot check against a DC of 30 to notice the death minnow appear and swallow its opponent (DC 10 if the observer is closely watching the victim during the swallowing); those who fail this Spot check did not see why the minnow's victim just vanished.

Once swallowed, the opponent takes 2d6+7 points of crushing damage plus 6 points of acid damage per round from the minnow's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 15 points of damage to the gizzard (AC 10). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Large death minnow's interior can hold 2 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine opponents.

Skills: A death minnow 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. Death minnows use either their Dexterity or Strength modifier for Swim checks, whichever is better.

*A death minnow has pressure-sensitive lateral lines that grant it a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

Originally appeared in Dragon Magazine #235 (1996).
 

Shade

Monster Junkie
Werelion

http://www.enworld.org/forum/genera...version-thread-lycanthropes-their-ilk-11.html

Werelion, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 5d8+15 (43 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 natural, +3 studded leather armor), touch 10, flat-footed 15
Base Attack/Grapple: +4/+5
Attack: Spear +5 melee (1d8+1/×3); or shortsword +5 melee (1d6+1/19-20); or spear +4 ranged (1d8+1/×3)
Full Attack: Spear +5 melee (1d8+1/×3); or shortsword +5 melee (1d6+1/19-20); or spear +4 ranged (1d8+1/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, lion empathy, low-light vision, scent
Saves: Fort +7, Ref +4, Will +3
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills: Balance -1, Handle Animal +2*, Hide +0, Intimidate +2*, Jump +2, Listen +4, Move Silently +2, Spot +4
(includes -1 armor check penalty)
Feats: Alertness, Improved Initiative, Iron Will (B), Run
Environment: Warm plains
Organization: Solitary, pair, pride (6-10), or troupe (2-4 plus 6-10 lions)
Challenge Rating: 6
Treasure: Standard
Alignment: Always lawful, usually neutral
Advancement: By character class
Level Adjustment: +3

Werelion, Lion Form
]Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 5d8+15 (43 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee (1d4+6)
Full Attack: 2 claws +9 melee (1d4+6) and bite +4 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Curse of lycanthropy, improved grab, pounce, rake 1d4+3
Special Qualities: Alternate form, lion empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +9, Ref +7, Will +3
Abilities: Str 23, Dex 16, Con 16, Int 10, Wis 11, Cha 8
Skills: Balance +7, Handle Animal +2*, Hide +4*, Intimidate +2*, Jump +12, Listen +4, Move Silently +10, Spot +4
Feats: Alertness, Improved Initiative, Iron Will (B), Run
Environment: Warm plains
Organization: Solitary, pair, pride (6-10), or troupe (2-4 plus 6-10 lions)
Challenge Rating: 6
Treasure: Standard
Alignment: Always lawful, usually neutral
Advancement: By character class
Level Adjustment: +3

Werelion, Hybrid Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 5d8+15 (43 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +4/+14
Attack: Spear +9 melee (2d6+9/×3); or shortsword +9 melee (1d8+6/19-20); or claw +9 melee (1d4+6); or spear +6 ranged (2d6+6/×3)
Full Attack: Spear +9 melee (2d6+9/×3) and bite +4 melee (1d8+3); or shortssword +9 melee (1d8+6/19-20) and claw +4 melee (1d6+3) and bite +4 melee (1d8+3); or 2 claws +9 melee (1d6+6) and bite +4 melee (1d8+3); or spear +6 ranged (2d6+6/×3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, lion empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +9, Ref +7, Will +3
Abilities: Str 23, Dex 16, Con 16, Int 10, Wis 11, Cha 8
Skills: Balance +7, Handle Animal +2*, Hide +4*, Intimidate +2*, Jump +8, Listen +4, Move Silently +10, Spot +4
Feats: Alertness, Improved Initiative, Iron Will (B), Run
Environment: Warm plains
Organization: Solitary, pair, pride (6-10), or troupe (2-4 plus 6-10 lions)
Challenge Rating: 6
Treasure: Standard
Alignment: Always lawful, usually neutral
Advancement: By character class
Level Adjustment: +3

This powerfully built creature has the fur, claws and magnificent head of a lion, but the limbs and figure of a humanoid. Its wiry build and sinewy muscles suggest a whiplash speed and athleticism. The being's eyes are like a lion, but far brighter.

Werelions in humanoid form possess wiry but muscular builds and are heavily tanned. Werelions have thick, tawny or yellow hair, although a few werelions have black hair. Male werelions traditionally grow their hair long, like a lion's mane, which some werelions tie back or cover with a turban. Females, or werelionesses, traditionally keep their hair short when in human form, sometimes appearing almost shaved. Both sexes usually dress like hunters in simple garments of skin and fur that are easy to remove, repair, or replace.

Werelions speak with deep and melodious voices; in lion form, they have a deeper roar than mundane lions.

The werelion presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8.

COMBAT

A werelion usually fights in lion form so it can use its pounce, improved grab and rake special attacks. When fighting in hybrid form, they favour their claws and fangs over weapons. Werelions try to ambush opponents from behind, and will run away from a losing fight. If asked, a werelion would probably insist such strategies are a matter of sophisticated strategy rather than cowardice, since they are often proud creatures with an exaggerated sense of their own dignity.

Alternate Form (Su): A werelion can assume the form of a lion or a lion-humanoid hybrid.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a werelion’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Pounce (Ex): If a werelion in animal form charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a werelion in animal form 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 +9 melee, damage 1d4+3.

Lion Empathy (Ex): Communicate with lions and dire lions, and +4 racial bonus on Charisma-based checks against lions and dire lions.

Skills: A werelion in animal or hybrid form has a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, this Hide bonus improves to +12.

Dire Werelion
This uses the dire lycanthrope template.

Dire Werelion, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 8d8+32 (73 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 natural, +3 studded leather armor), touch 10, flat-footed 15
Base Attack/Grapple: +7/+8
Attack: Spear +8 melee (1d8+1/×3); or shortsword +8 melee (1d6+1/19-20); or spear +7 ranged (1d8+1/×3)
Full Attack: Spear +8 melee (1d8+1/×3); or shortsword +8 melee (1d6+1/19-20); or spear +7 ranged (1d8+1/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, lion empathy, low-light vision, scent
Saves: Fort +9, Ref +6, Will +8
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills: Handle Animal +3*, Hide +1, Intimidate +3*, Jump +0, Listen +7, Move Silently +3, Spot +7
(includes -1 armor check penalty)
Feats: Alertness, Improved Initiative, Iron Will (B), Multiattack (B), Run, Weapon Focus (claw)
Environment: Warm plains
Organization: Solitary, pair, pride (6-10), or troupe (2-4 plus 6-10 dire lions)
Challenge Rating: 9
Treasure: Standard
Alignment: Always lawful, usually evil
Advancement: By character class
Level Adjustment: +3

Dire Werelion, Dire Lion Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 8d8+32 (73 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+19
Attack: Claw +15 melee (1d6+8)
Full Attack: 2 claws +15 melee (1d6+8) and bite +12 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Curse of lycanthropy, improved grab, pounce, rake 1d6+4
Special Qualities: Alternate form, lion empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +12, Ref +8, Will +8
Abilities: Str 27, Dex 14, Con 18, Int 10, Wis 11, Cha 8
Skills: Handle Animal +3*, Hide +4*, Intimidate +3*, Jump +12, Listen +7, Move Silently +10, Spot +7
Feats: Alertness, Improved Initiative, Iron Will (B), Multiattack (B), Run, Weapon Focus (claw)
Environment: Warm plains
Organization: Solitary, pair, pride (6-10), or troupe (2-4 plus 6-10 dire lions)
Challenge Rating: 9
Treasure: Standard
Alignment: Always lawful, usually evil
Advancement: By character class
Level Adjustment: +3

Dire Werelion, Hybrid Form
Large Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 8d8+32 (73 hp)
Initiative: +6
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: +7/+19
Attack: Spear +14 melee (2d6+12/×3); or shortsword +14 melee (1d8+8/19-20); or claw +15 melee (1d6+8); or spear +8 ranged (2d6+8/×3)
Full Attack: Spear +14 melee (2d6+12/×3) and bite +12 melee (1d8+4); or shortssword +14 melee (1d8+8/19-20) and claw +13 melee (1d6+4) and bite +12 melee (1d8+4); or 2 claws +15 melee (1d6+8) and bite +12 melee (1d8+4); or spear +8 ranged (2d6+8/×3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Curse of lycanthropy, improved grab, pounce, rake 1d6+4
Special Qualities: Alternate form, lion empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +12, Ref +8, Will +8
Abilities: Str 27, Dex 14, Con 18, Int 10, Wis 11, Cha 8
Skills: Handle Animal +3*, Hide +4*, Intimidate +3*, Jump +8, Listen +7, Move Silently +10, Spot +7
Feats: Alertness, Improved Initiative, Iron Will (B), Multiattack (B), Run, Weapon Focus (claw)
Environment: Warm plains
Organization: Solitary, pair, pride (6-10), or troupe (2-4 plus 6-10 dire lions)
Challenge Rating: 6
Treasure: Standard
Alignment: Always lawful, usually evil
Advancement: By character class
Level Adjustment: +3

This powerfully built creature has the fur, claws and magnificent head of a lion, but the limbs and figure of a humanoid. Its wiry build and sinewy muscles suggest a whiplash speed and athleticism. The being's eyes are like a lion, but far brighter.

Dire werelions in humanoid form possess wiry but muscular builds and are heavily tanned. Werelions have thick, tawny or yellow hair, although a few werelions have black hair. Male werelions traditionally grow their hair long, like a lion's mane, which some werelions tie back or cover with a turban. Females, or werelionesses, traditionally keep their hair short when in human form, sometimes appearing almost shaved. Both sexes usually dress like hunters in simple garments of skin and fur that are easy to remove, repair, or replace.

In lion form, dire werelions appear as preternaturally large lions with unusually bright eyes. They speak with deep and melodious voices, and have a deeper roar than a normal lion.

Dire werelions prefer humanoid company to that of animals. They sometimes strike bargains to serve humanoids as wilderness scouts or caravan guards in return for various rewards, which usually include hunting rights. Their sociability should not be relied on, for dire werelions attack humanoids far more readily than normal lions do, and many of them are man-eaters. However, dire werelions rarely attack people they've struck bargains with. They are creatures of their word who almost always honor a deal, unless they believe the other party has broken the terms.

The dire werelion presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8.

COMBAT

A dire werelion prefers to fight in hybrid form. They favour their claws and fangs over weapons, since they allow it to use its pounce, improved grab and rake special attacks. Dire werelions generally drive or lure their prey into ambushes, as they are masters at stealth and deception. They will run away from a losing fight. If asked, a werelion would insist such strategies are a matter of sophisticated tactics rather than cowardice, since they are proud creatures with an exaggerated sense of their own dignity.

Alternate Form (Su): A dire werelion can assume the form of a dire lion or a lion-humanoid hybrid.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a dire werelion’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.

Pounce (Ex): If a dire werelion in animal or hybrid form charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a dire werelion in animal or hybrid form 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 +15 melee, damage 1d6+4.

Lion Empathy (Ex): Communicate with lions and dire lions, and +4 racial bonus on Charisma-based checks against lions and dire lions.

Skills: A dire werelion in animal or hybrid form has a +4 racial bonus on Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, this Hide bonus improves to +12.

In Zakhara
Almost all werelions in Zakhara are dire werelions. Their society is matriarchal, with each pride ruled by a werelioness whose authority is unquestioned. The male werelions may brag or be lackadaisical in their duties, but they never disobey their matriarch. Large prides of Zakharan dire werelions are usually split into two groups, one led by the matriarch and the other by her chief consort.


Originally appeared in Dragon Magazine #40 (1980).
 
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Shade

Monster Junkie
Dog, Coyote

http://www.enworld.org/forum/genera...-converting-monsters-dungeon-magazine-38.html

Dog, Coyote
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/–5
Attack: Bite +4 melee (1d4-1)
Full Attack: Bite +4 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 9, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +13, Listen +5, Spot +5, Survival +3*
Feats: Endurance (B), Track (B), Weapon Finesse
Environment: Any land
Organization: Solitary, pair or family (2–8)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This wild canine resembles a long-legged wolf, but smaller.

Coyotes are a small species of wild dog. They are highly adaptable, and can live in almost any sort of terrain, even scavenging for food in areas settled by humanoids. These predators occasionally kill small herd animals such as goats, but mostly eat rodents, birds, other small animals, and berries.

A typical coyote is 2½ feet long (not including tail), stands 2 feet high at the shoulder, and weighs about 30 pounds.

COMBAT

Coyotes normally flee from threats. They bite if forced to fight.

Skills: A coyote has a +4 racial bonus to Jump, Listen, and Spot checks. *Coyotes have a +4 racial bonus on Survival checks when tracking by scent.

Originally appeared in Dragon Magazine #102 (1985).
 
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Shade

Monster Junkie
Lizardfolk, Cayman

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

Lizardfolk, Cayman
Tiny Humanoid (Reptilian)
Hit Dice: 1d8+2 (6 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/-8
Attack: Bite +2 melee (1d3) or short sword +2 melee (1d4/19-20) or spear +2 melee (1d4/x3) or spear +4 ranged (1d4/x3)
Full Attack: Bite +2 melee (1d3); or short sword +2 melee (1d4/19-20) and bite -3 melee (1d3); or spear +2 melee (1d4/x3) and bite -3 melee (1d3); or spear +4 ranged (1d4/x3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Darkvision 90 ft., hold breath, low-light vision
Saves: Fort +5, Ref +3, Will +1
Abilities: Str 10, Dex 15, Con 15, Int 10, Wis 9, Cha 8
Skills: Balance +6, Handle Animal +3, Hide +10, Jump +4, Move Silently +6, Ride +4, Survival +3, Swim +4
Feats: Animal Affinity
Environment: Temperate or warm forests and marshes
Organization: Gang (2–3), band (6–10 plus 1 leader of 3rd–6th level plus 2-12 riding lizards), or village (30–60 plus 50% noncombatants and 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level plus 10-60 riding lizards plus 1-4 aurochs)
Challenge Rating: 1/3
Treasure: 50% coins; 25% goods; 25% items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

This foot-tall reptilian humanoid has rough brown skin and pupil-less black eyes.

Caymen are smaller offshoots of the lizardfolk race. They dwell in underground villages of tunnels and chambers 1 to 2 feet high. They protect these lairs with palisades of packed dirt and woven reeds. Caymen tribes are led by a shaman, usually the eldest member of the tribe. Caymen warriors wear bone and feather headdresses, with more elaborate headdresses indicating greater prowess. Caymen warriors avoid wearing such adornments in battle, not wishing to alert the enemy to their superior abilities.

Cayman are skilled riders, and often use mounts in battle. Most cayman use cayman riding lizards (see below) for mounts, but wealthy or high ranking cayman ride aurochs. Cayman sometimes domesticate smaller species of dinosaurs or other ancient reptiles, such as euparkeria or protoceratops, if the tribe dwells in a region with such creatures.

Caymen get along well with gnomes and tolerate other lizardfold. They are often enslaved by evil subterranean races such as kuo-toa and drow.

Caymen enjoy eating giant-sized reptiles and amphibians but sometimes fall prey themselves to large predators. They make reliable guides in swamps.

A cayman stands 1 to 2 feet tall with green or brown scales. A cayman can weigh from 8 to 15 pounds. Caymen have a lifespan of around 40 years, with the eldest shamans exceeding 60 years.

Caymen speak Draconic and Common.

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

COMBAT

Caymen usually avoid conflict, except in self-defense or when protecting their villages, territory, or food sources. When pressed, they use bone weapons, usually grooka (shortswords) and boks (spears). In general, caymen prefer ambush and hit-and-run attacks rather than direct assaults.

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

Caymen As Characters
Most caymen leaders are rogues. A cayman cleric has access to two of the following domains: Animal, Luck, Scalykind, Strength or Travel.

Cayman characters possess the following racial traits.
  • -2 Strength, +2 Dexterity, +4 Constitution
  • Tiny size. +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits 1/2 those of Medium characters. Tiny characters have a reach of 0 ft., and must move into an opponent's space to make a melee attack (and take an attack of opportunity when doing so).
  • A cayman's base land speed is 30 feet.
  • Weapon and Armor Proficiency: A cayman is automatically proficient with simple weapons and shields.
  • Darkvision 90 ft., low-light vision.
  • Special Qualities (see above): Hold breath.
  • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Gnoll, Orc, Undercommon?
  • Favored Class: Rogue.
  • Level adjustment +1.

Cayman Riding Lizard
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +3 melee (1d4)
Full Attack: Bite +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +3, Ref +4, Will +0
Abilities: Str 11, Dex 15, Con 13, Int 2, Wis 12, Cha 2
Skills: Listen +3, Spot +3
Feats: Run, Weapon Finesse (B)
Environment: Warm forests
Organization: Solitary or herd (2-20)
Challenge Rating: 1/4
Advancement: —
Level Adjustment: —

This lizard resembles a yard-long iguana with unusually long legs and a shortened tail.

Riding lizards are herbivorous reptiles of unusual intelligence and sociability that can be trained as mounts or beasts of burden. Their small size means they are mostly used by tiny humanoids, especially the Cayman lizardfolk.

A riding lizard is 2 to 3 feet long (excluding tail) and weighs about 40 pounds.

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).[/QUOTE]
 
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Shade

Monster Junkie
Purple Lichen

http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants-47.html

Purple Lichen (CR 5)
Purple lichen is a parasitic fungoid life form that feeds off psionic energy. It can live in any damp underground area frequented by psionic creatures. Purple lichen may grow on any nonhazardous surface (walls, floor or ceiling), and can grow underwater or floating on subterranean pools. Whenever a psionic creature ends its turn within 10 feet of a patch of purple lichen the lichen will drain 1d10 psionic power points from them (DC 17 Will save to halve this amount). For each 30 points the lichen patch drains, it grows to fill an additional 5-foot square. A 5-foot square patch of purple lichen has 20 hit points but is immune to weapon damage. Purple lichen is rendered dormant by exposure to any bright light, and it is killed instantly by exposure to natural daylight or a daylight spell.

It is rumored that renegade mind flayers developed purple lichen to infect and destroy elder brains; some scholar speculate that purple lichen causes a horrific disease when placed in direct contact with brain matter. (Purple lichen causes a supernatural disease, called purple rot, that only affects psionic creatures with exposed brains that touch a patch of lichen. Purple rot's effects are the same as mummy rot, except the disease's Fortitude DC has a +10 bonus against aberrations with the Psionic subtype. A victim infested with purple rot will have filaments of purple lichen growing in their brain, which will drain power points from the victim and anyone else within 10 feet until the disease is cured.)

Originally appeared in Dungeon Magazine #33 (1992).
 

Shade

Monster Junkie
Doppleganger, Uran

http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-43.html

Doppleganger, Uran
Medium Monstrous Humanoid (Shapechanger)
Hit Dice: 5d8+5 (27 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +5/+7
Attack: Slam +7 melee (1d6+3)
Full Attack: Slam +7 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Detect thoughts, mimic equipment
Special Qualities: Alternate form, change shape, darkvision 60 ft., immunity to sleep and charm effects
Saves: Fort +2, Ref +6, Will +7
Abilities: Str 14, Dex 15, Con 12, Int 15, Wis 16, Cha 15
Skills: Bluff +12*, Diplomacy +8, Disguise +12* (+14 acting), Intimidate +6, Listen +8, Sense Motive +8, Sleight of Hand +5, Spot +8
Feats: Combat Expertise, Improved Feint
Environment: Any
Organization: Solitary, pair, or gang (3–12)
Challenge Rating: 4
Treasure: Double standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +6

This gaunt, gangly humanoid has a featureless face, grey skin, and bulbous eyes.

Uran doppelganger are a stronger and more cunning variety of doppelganger. Their powers of mimicry are superior to a normal dopplegangers, allowing them to mimic the physical abilities and mundane equipment of another creature, not just its appearance. Once an uran mimics a creature's form it can assume that form whenever it desires.

An uran doppelganger's habits are no different from other doppelgangers. They prefer the comfortable existence of urban life, where they can steal victims' identities with less chance of discovery. Common doppelgangers hold urans in great esteem, considering them closer to the revered form of the ultimate shapechanger.

In its natural form a uran doppelganger is identical to a common doppelganger. It stands about 5½ feet tall and weighs about 150 pounds.

Uran doppelgangers speak Common. Most speak several humanoid languages as bonus languages (see Urans as Characters, below).

COMBAT

An uran doppelganger usually fights like whatever creature it is currently mimicking. In its natural form, it strikes with its powerful fists. A hard-pressed uran doppelganger will assume whatever form in its repertoire is most suitable for fight or flight, usually either a heavily armed and armored humanoid warrior or a fleet-footed youth. If the uran has survived an encounter with a powerful monster (such as an ogre, annis hag or gargoyle), it is likely to have learned that monster's form to use in combat.

Alternate Form (Su): A uran doppleganger can assume the form of any Small, Medium or Large giant, humanoid or monstrous humanoid it touches. Uran dopplegangers using Alternate Form can also mimic any equipment their target is carrying (see Mimic Equipment, below). If used in combat, this special ability requires a successful touch attack which does not provoke an attack of opportunity. An uran doppleganger can remember the form of anyone it has previously duplicated, and recall that alternate form at will.

Change Shape (Su): A uran doppelganger can assume the shape of any Small, Medium or Large giant, humanoid or monstrous humanoid.

Detect Thoughts (Su): A uran doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 14 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.

Mimic Equipment (Su): A uran doppelganger can mimic organic materials and ordinary stone and metals, but not alchemical compounds or rare metals such as adamantine or mithral. Metal or stone "imitations" last 20 minutes after separation from the doppleganger before disintegrating into powder, while organic objects last 3 hours. A uran doppelganger can only mimic ordinary workmanship, not masterwork or magical items. It can only mimic equipment totaling 20% of its body weight at a given time.

Skills: A uran doppelganger has a +4 racial bonus on Bluff and Disguise checks.

*When using its alternate form ability, a uran doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.

Uran Doppelgangers As Characters
Uran doppelganger characters possess the following racial traits.
  • +4 Strength, +4 , Dexterity, +2 Constitution, +4 Intelligence, +6 Wisdom, +4 Charisma.
  • Medium size.
  • An uran doppelganger’s base land speed is 30 feet.
  • Darkvision: Uran doppelgangers can see in the dark up to 60 feet.
  • Racial Hit Dice: An uran doppelganger begins with five levels of monstrous humanoid, which provide 5d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
  • Racial Skills: An uran doppelganger’s monstrous humanoid levels give it skill points equal to 8 x (2 + Int modifier). Its class skills are Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, Sleight of Hand, and Spot.
  • Racial Feats: An uran doppelganger’s monstrous humanoid levels give it two feats.
  • +4 natural armor bonus.
  • +4 racial bonus on Bluff and Disguise checks. When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.
  • Special Attacks (see above): Detect thoughts, mimic equipment.
  • Special Qualities (see above): Alternate form, change shape, immunity to sleep and charm effects.
  • Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.
  • Favored Class: Rogue.
  • Level adjustment +6.
Originally appeared in Polyhedron #72 (1992).
 
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Shade

Monster Junkie
Farrowdale Mouse

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-15.html

Farrowdale Mouse
Fine Magical Beast
Hit Dice: 1/4d10 (1 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft.
Armor Class: 20 (+8 size, +2 Dex), touch 20, flat-footed 18
Base Attack/Grapple: +1/–20
Attack: Bite +4 melee (1 plus poison)
Full Attack: 2 bites +4 melee (1 plus poison)
Space/Reach: 1/2 ft./0 ft.
Special Attacks: Alacrity, poison
Special Qualities: Darkvision 60 ft. low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 1, Dex 14, Con 10, Int 2, Wis 12, Cha 3
Skills: Balance +10, Climb +10, Hide +26, Move Silently +10
Feats: Stealthy
Environment: Any land
Organization: Solitary, mischief (2-12), or horde (13-100)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This field mouse sports a pair of curved incisors that continually drip a milky fluid.

Farrowdale mice are venomous predators with blinding speed. They lair in rotten logs and abandoned gopher holes, eating insects and grubs.

A Farrowdale mouse is 4 inches long (plus a 4 inch tail) and weighs less than a pound.

COMBAT

Farrowdale mice are whirlwinds of frenzied activity. They dart after blowing leaves, pounce on blades of grass, and snap at any creature who wanders by, regardless of its size.

Alacrity (Su): When making a full attack action, a Farrowdale mouse may make one extra attack with its bite attack at its highest attack bonus.

Poison (Ex): Injury (bite), Fortitude DC 10; initial damage agonizing pain (-4 penalty on attack rolls, skill checks, and ability checks) for 2d6 minutes; secondary damage dazed for 1d4+1 hours. The save DC is Constitution-based.

Skills: A Farrowdale mouse has a +4 racial bonus on Hide and Move Silently checks and a +8 racial bonus on Balance and Climb checks. A Farrowdale mouse can always choose to take 10 on Climb checks, even if rushed or threatened.

In The Realms
In the Forgotten Realms setting, Farrowdale mice are found primarily in their namesake region.

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

Monster Junkie
Kitsune Kasumi

http://www.enworld.org/forum/genera...verting-oriental-adventures-creatures-58.html

Kitsune Kasumi
Small Fey
Hit Dice: 2d6 (7 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +1/+2
Attack: Bite +6 melee (1d4+2)
Full Attack: Bite +6 melee (1d4+2) and claws +4 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Damage reduction 5/cold iron or magic, grove dependent, low-light vision, mist form, scent, spell resistance 15
Saves: Fort +0, Ref +3, Will +1
Abilities: Str 10, Dex 18, Con 10, Int 11, Wis 13, Cha 15
Skills: Balance +6, Bluff +7, Diplomacy +4, Disguise +2 (+4 acting), Hide +13, Intimidate +4, Jump +10, Knowledge (nature) +5, Listen +7, Spot +7, Survival +1 (+3 in aboveground natural environments), Tumble +5
Feats: Alertness, Multiattack (B), Weapon Finesse (B)
Environment: Any forests
Organization: Solitary or haze (2–24)
Challenge Rating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 3-6 HD (Small)
Level Adjustment: —

This beautiful, pure-white fox has a slim, delicate body. It seems to glide above the forest floor as it walks.

The kitsune kasumi, or “mist foxes,” are minor fey associated with misty places. They nocturnally congregate around dead trees in remote groves and abandoned fields, hiding among the trunks and logs in mist form during the day. If their grove of trees is destroyed, the associated kitsune kasumi will likewise be destroyed, leaving only a faint wisp of mist.

A kitsune kasumi is 3 feet long and weighs 10 to 20 pounds.

COMBAT

Kitsune kasumi are highly territorial, defending their groves with relentless fury. Kitsune kasumi use their ability to slip in and out of mist form to tactical advantage.

A kitsune kasumi's bite and claws are +2 magic weapons, but their power fades if removed or if the kitsune kasumi is killed.

Grove Dependent (Su): A kitsune kasumi is mystically bound to a grove of trees. The grove always has at least one dead tree (standing or fallen) as well as living trees. Kitsune kasumi sicken and die if all of the trees in the grove are destroyed. Multiple kitsune kasumi can be dependent on a single grove, forming a family group called a haze. A kitsune's grove does not radiate magic.

Mist Form (Ex): A kitsuni kasumi can turn its body into mist, at will, as a swift action. It can return to solid form as an immediate action. A kitsuni kasumi's mist form is almost indistinguishable to its solid form, it requires a DC 25 Spot check to determine whether a kitsuni kasumi is solid or vapour.

A kitsuni kasumi in mist form gains the same benefits as a creature in gaseous form (as the spell), except it can make run actions and cannot fly, but floats just above the ground. As a result, it is not subject to ground terrain effects, such as ice or a grease spell, but it is subject to winds as if it were a flying creature.

In mist form, a kitsuni kasumi moves silently and cannot be heard with Listen checks if it doesn't wish to be.

Skills: A kitsuni kasumi has a +2 racial bonus on Listen and Spot checks, and a +4 racial bonus on Hide checks.

Originally appeared in Dungeon Magazine #81 (2000).
 
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