Creature Catalog new 3.5 conversions (Part Two)

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Shade

Monster Junkie
Stone Snake

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-72.html

Stone Snake
Large Magical Beast (Earth)
Hit Dice: 8d10+16 (60 hp)
Initiative: +5
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 22 (-1 size, +1 Dex, +12 natural), touch 10, flat-footed 21
Base Attack/Grapple: +8/+17
Attack: Slam +13 melee (2d10+7/19-20) or bite +12 melee (1d8+5 plus petrifying venom)
Full Attack: Slam +13 melee (2d10+7/19-20) or bite +12 melee (1d8+5 plus petrifying venom)
Space/Reach: 10 ft./5 ft.
Special Attacks: Petrifying venom
Special Qualities: Darkvision 60 ft., DR 10/bludgeoning, immunity to fire, immunity to poison, scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 21, Dex 13, Con 15, Int 1, Wis 12, Cha 2
Skills: Balance +9, Climb +13, Hide +8, Listen +7, Spot +7
Feats: Improved Critical (slam), Improved Initiative, Weapon Focus (slam)
Environment: Subterranean
Organization: Solitary or pair
Challenge Rating: 6
Treasure: Triple goods (gems only)
Alignment: Always neutral
Advancement: 9-12 HD (Large); 13-24 (Huge)
Level Adjustment: —

The thick hide of this large serpent's segmented body looks like granite.

Stone snakes get their name because their bodies are made up of a stony mineral, and because their bite can turn living creatures into stone.

A stone snake eats mineral matter, mostly by scavenging from crystalline formations underground. However, it prefers to eat prey it has petrified with its venom. The snake drags prey off to its lair and then slowly swallows it whole, digesting the meal over the course of several days. If a petrified victim is too big to swallow, the stone snake smashes it to pieces with blows from its snout. A stone snake is unable to digest certain types of gems, and such gemstones can often be found among the refuse in a stone snake's lair.

Stone snakes are encountered individually or in mated pairs. Female stone snakes lay 1-6 eggs in early fall, and then guard their nest while the male provides food. The eggs share the parents' coloration and are about 1½ feet long. Newly hatched young are alabaster white; they slowly develop camouflaging hues over their first six months, then are driven from the nest to survive on their own.

A typical stone snake is 20 to 25 feet long and weighs 1200 to 1500 pounds. Coloration matches most kinds of granite, ranging from eggshell to rosy pink, with striations of mauve to black.

COMBAT

A stone snake usually hides and waits for potential prey to approach it, then attacks with a lightning-quick jab of its blunt, stony snout or a bite with its petrifying fangs. It adds 1½ times its Strength bonus to the damage of this slam attack.

Petrifying Venom (Su): A stone snake's bite injects a virulent supernatural poison (DC 20 Fort save). The initial damage slows the victim (as the spell) for 1d4+1 minutes, the secondary damage permanently turns the victim to stone. Effects that resist poison, such as the delay poison spell, antitoxin or a dwarf's resistance to poison, will affect a stone snake's petrifying venom as if it were mundane poison. Petrifying venom can be treated with the Heal skill as if it were poison, but with a -5 penalty on the skill check. A petrified victim can only be returned to normal by a stone to flesh spell or similar magic. The save DC is Constitution-based and includes a +4 racial bonus.

Skills: Stone snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A stone snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher.

Originally appeared in Dragon Mountain (1993).
 

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Shade

Monster Junkie
Fire Phantom

http://www.enworld.org/forum/genera...neric-setting-second-edition-monsters-35.html

Fire Phantom
Medium Elemental (Fire, Extraplanar)
Hit Dice: 2d8+2 (11 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Slam +3 melee (1d8 plus 1d4 fire)
Full Attack: Slam +3 melee (1d8 plus 1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn
Special Qualities: Darkvision 60 ft., elemental traits, immunity to fire, subservient to fire, vulnerability to cold
Saves: Fort +1, Ref +6, Will +0
Abilities: Str 11, Dex 17, Con 12, Int 6, Wis 11, Cha 11
Skills: Listen +2, Spot +3
Feats: Combat Reflexes, Improved Initiative (B), Weapon Finesse (B)
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: —
Level Adjustment: —

This vaguely humanoid figure appears to be formed of fire. The bulk of its flames are green-blue and translucent, but hot streaks of red or orange occasionally burn through its body.

Fire phantoms are among the weakest of the elemental creatures on the Elemental Plane of Fire. They obey or flee from more powerful fire elementals. Fire phantoms can be summoned to the material plane using the summon fire phantom spell, but more powerful fire elementals can easily dismiss a summoned fire phantom back to its native plane due to their subservience to flame creatures.

There are conflicting explanations as to why they are called fire phantoms. It may be because their eldritch green-blue colour matches the natural atmospheric phenomena known as "ghostlights" or "corpse candles". Some scholars believe they are called phantoms because they're not fully formed fire elementals, having been born in areas of the Elemental Plane of Fire where the fire energies are weak and diluted. A few sages theorize they are masses of elemental fire that have absorbed the psychic "impressions" or "residue" of fire elementals and thus animated. The latter theory would explain their subservience to the will of true fire elementals.

A fire phantom is 7 feet tall and weighs about 2 pounds.

Fire phantoms speak Ignan.

COMBAT

Fire phantoms are unsophisticated combatants. They close with their opponents as quickly as possible and attack with blows of their flaming limbs.

Burn (Ex): A fire phantom's slam attack deals bludgeoning damage plus fire damage from the phantom's flaming body. Those hit by a fire phantom's slam attack also must succeed on a DC 12 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.

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

Subservient to Fire (Su): A fire phantom is so tied to the Elemental Plane of Fire that it can be banished, rebuked or controlled by other elementals of the Fire subtype, provided those elementals have more HD than the fire phantom. The other elemental may rebuke or command the fire phantom as a cleric of its hit dice; the fire phantom resists as an undead with +2 turn resistance. If a fire elemental rebukes a fire phantom outside its native plane, the fire phantom is banished home to the Elemental Plane of Fire.

Summon Fire Phantom
Conjuration (Fire, Summoning)
Level: Brd 3, Clr 3, Drd 2, Rgr 2, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 round
Range: 30 ft.
Effect: 1d3+1 summoned creatures
Duration: 3 rounds/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons 1d3+1 fire phantoms. They appear where you designate and act immediately, on your turn. They attack your opponents to the best of its ability. If you can communicate with a fire phantom (they speak Ignan), you can direct it not to attack, to attack particular enemies, or to perform other actions. The phantoms must always remain within 30 feet of the spellcaster; if any moves beyond this range the spell expires.

Fire phantoms are subservient toward more powerful fire elementals. A fire elemental can easily dismiss a summoned fire phantom back to the elemental plane of fire.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

Arcane Material Component: A pint of oil which must be poured out and ignited during the casting of the spell.

Originally appeared in Dragon Magazine #123 (1987).
 
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Shade

Monster Junkie
Chaos Sentinel

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-20.html

Chaos Sentinel
Medium Outsider (Chaos, Evil, Extraplanar, Fire)
Hit Dice: 3d8+3 (16 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +3/+4
Attack: Slam +6 melee (1d8+1 plus 1d6 fire)
Full Attack: Slam +6 melee (1d8+1 plus 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burn
Special Qualities: Blindsense 30 ft., darkvision 60 ft., hide in flames, immunity to fire, vulnerability to cold
Saves: Fort +4, Ref +6, Will +3
Abilities: Str 13, Dex 17, Con 12, Int 3, Wis 14, Cha 11
Skills: Hide +9*, Listen +12, Spot +12, Tumble +9
Feats: Combat Reflexes, Dodge, Improved Initiative (B), Weapon Finesse (B)
Environment: Any chaotic evil-aligned plane
Organization: Solitary or pack (2-12)
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic evil
Advancement: 4-9 HD (Medium)
Level Adjustment: —

This fiery being, roughly the size of a human, is formed from opaque flames. Its shape constantly changes. One second it has the form of a mundane animal or humanoid, the next it is a bizarre chimeric creature.

Chaos sentinels are minor entities native to the Chaotic outer planes. Most are minions of powerful beings of Chaos. A chaos sentinel is usually encountered guarding some object or place. The thing they guard may be assigned to them by some master, or the sentinel may have picked it themselves. Chaos sentinels have a powerful desire to guard something, regardless of its value, and they may stand sentinel over items or locations they appear to have picked at random.

A chaos sentinel's shape is as changeable as a flame. It constantly shifts between shapes, ranging from mundane animals and objects to strange monstrous forms, but always formed out of "living fire" - a 3-legged octopus one second, an elf the next, then it looks like a two-headed giant duck or a man-eating wardrobe.

A chaos sentinel's height varies depending on its form, but it averages 5 feet tall. It weighs about 24 pounds.

Chaos sentinels speak Abyssal and Ignan.

COMBAT

A chaos sentinel usually hides in a large fire near whatever it is guarding. As soon as an unauthorized creature approaches its charge, the sentinel charges out and attacks the intruder with blows of its fiery appendages. Chaos sentinels habitually fight to the death.

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

Burn (Ex): A chaos sentinel's slam attack deals bludgeoning damage plus fire damage from the sentinel's flaming body. Those hit by a chaos sentinel's slam attack also must succeed on a DC 12 Reflex save or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution-based.

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

Hide in Flames (Ex): A chaos sentinel becomes nearly invisible within a source of fire. If a fire of at least its size is nearby, a chaos sentinel can use the Hide skill even while being observed. Additionally, it gains a +12 racial bonus on Hide checks made within a fire.

Skills: A chaos sentinel has a +4 racial bonus to Listen checks and Spot checks.

*When within a fire source a chaos sentinel gains a +12 racial bonus on Hide checks from its Hide in Flames special ability.

In Krynn
In the Dragonlance campaign setting, chaos sentinels are found in the realms of Chaos, crossing into Krynn through the Cavern of Firebirth, which contains a vent that extends through the bedrock of Krynn right into the realms of Chaos.

Originally appeared in Seeds of Chaos (1998).
 
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Shade

Monster Junkie
Aurochs

http://www.enworld.org/forum/general-monster-talk/294285-converting-prehistoric-creatures-22.html

Aurochs
Large Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (–1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +4/+14
Attack: Gore +9 melee (1d8+9)
Full Attack: Gore +9 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede, trample 1d10+9
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4
Skills: Listen +7, Spot +6
Feats: Alertness, Diehard, Endurance
Environment: Temperate plains
Organization: Solitary or herd (6–30)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-8 HD (Large)
Level Adjustment: —

This large black bull has a pale stripe down its spine. Its lyre-shaped horns are set at a forward angle.

Aurochs prefer swampy and wet wooded areas. They feed primarily on green grass and leaves, supplemented with occasional tree fruits.

Aurochs stand 5 to 6 feet tall at the shoulder, are 10 to 12 feet long, and weigh 1,500 to 2,500 pounds.

COMBAT

Aurochs are much more aggressive than typical cattle, trampling smaller creatures and goring larger foes with their impressive horns.

Stampede (Ex): A frightened herd of aurochs 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 aurochs in the herd (Reflex DC 19 half). The save DC is Strength-based.

Trample (Ex): Reflex half DC 18. The save DC is Strength-based.

Originally appeared in Dragon Magazine #137 (1988).
 
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Shade

Monster Junkie
Dog, Dhole

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

Dog, Dhole
Small Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/–3
Attack: Bite +2 melee (1d4+1)
Full Attack: Bite +2 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 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +9, Listen +5, Spot +5, Swim +5, Survival +1*
Feats: Alertness, Endurance (B), Track (B)
Environment: Any land
Organization: Solitary, pair, pack (3-6) or clan (5–50)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This small dog has reddish fur with a white underside. It is long-limbed for its size.

Dholes are highly social canids that live in large clans, which may include many dozen animals. The clan may hunt together, or split into several "hunting packs", depending on the circumstances. Dholes will hunt a wide range of animals, but specialize in big herbivores such as wild boar, antelope, or buffalo.

Dholes dig dens to raise their young in, typically in a dry riverbed or under an area of scrub. A dhole den can range from a simple hole or a re-purposed porcupine lair, to an elaborate network of interconnecting tunnels and chambers, with many entrances. The larger dens often accommodates multiple dhole mothers and their pups. A clan of dholes may use an ancestral den site which has been slowly expanded over many generations.

Dhole packs maintain frequent communication when hunting or travelling. They use whistling "coo-coo" sounds to guide each other through difficult terrain. When attacking prey, their screams sound like "KaKaKaKaa".

A typical dhole is 3 feet long (not including tail) and stands 18 to 22 inches tall at the shoulder. It weighs 30 to 40 pounds.

COMBAT

Dholes are afraid of humanoids and avoid them whenever possible. They show little fear of other animals, and use pack tactics to hunt animals far stronger than an individual dhole. In exceptional cases, a clan of dholes will unite to kill creatures as powerful as bears, leopards, elephants or tigers, even though a bear or tiger can kill a dozen dholes before being slain.

Dholes usually chase their prey to exhaustion and then attack from all sides simultaneously, making much use of flanking attacks and Aid Another actions. Dholes are good swimmers, and often chase prey into water to limit their victim's movement.

Dholes are ferocious and tenacious fighters, and a pack or clan may endure many casualties before deciding to retreat.

Skills: A dhole has a +4 racial bonus to Jump and Swim checks. *Dholes have a +4 racial bonus on Survival checks when tracking by scent.

Originally appeared in Dragon Magazine #102 (1985).
 

Shade

Monster Junkie
Windigo

http://www.enworld.org/forum/genera...-converting-monsters-dungeon-magazine-39.html

Windigo
Medium Outsider (Air, Chaotic, Evil, Incorporeal, Native)
Hit Dice: 7d8 (31 hp)
Initiative: +9
Speed: 30 ft. (6 squares), fly 60 ft. (perfect)
Armor Class: 15 (+5 Dex), touch 15, flat-footed 10
Base Attack/Grapple: +7/—
Attack: Incorporeal touch +11 melee (1d6)
Full Attack: Incorporeal touch +11 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Searing windblast, spell-like abilities, summon mosquito swarm
Special Qualities: Darkvision 60 ft., environmental body, fatal claustrophobia, incorporeal traits, skinstealing, summon mosquito swarm, transparent body
Saves: Fort +5, Ref +10, Will +8
Abilities: Str —, Dex 21, Con 10, Int 12, Wis 17, Cha 16
Skills: Balance +7, Bluff +13, Diplomacy +5, Disguise +3 (+5 acting), Hide +15, Intimidate +15, Jump +2 (+4 in environmental body), Knowledge (nature) +13, Listen +13, Move Silently +15, Spot +13, Survival +13 (+15 in aboveground natural environments), Tumble +15
Feats: Improved Initiative, Track, Weapon Finesse
Environment: Any land
Organization: Solitary or congregation (12-48)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: 8-14 HD (Medium); 15-21 HD (Large)
Level Adjustment: —

A humanoid-shaped cloud of haze floats nearby, with sky blue eyes that glow faintly from some internal light.

Windigos are vampiric wind spirits found in remote wilderness regions. They are extremely territorial, but are in a constant state of retreat from the ever-advancing tide of civilization. Whenever a windigo is driven deeper into the wilderness, it leaves behind a persistent plague of mosquitoes that torments the invading settlers. According to legend, windigos fathered the mosquito species as an act of revenge against humanoid races.

Roughly once every three centuries, a few dozen windigo congregate at the site of an epic winter storm. This event, seemingly religious in nature, entails the wind spirits dancing throughout the storm while chanting in their hallow, gusty voices. Aside from this dark ritual, windigos are never found in groups.

A windigo is 7 feet tall and weightless.

Windigos speak Auran, Common and Sylvan in a voice the sounds like a cacophany of fleeting whispers that originates from all directions at once.

COMBAT

A windigo uses its transparent body and ghostly silence to stalk prey. Only after thoroughly terrorizing its prey does it attack, forming a physical body out of its nearby environment. It uses its searing blast as often as possible, attempting to catch as many victims with the area of effect. If a windigo successfully picks off a straggler from a group, it wears the victims skin and attempts to infiltrate the group to create havoc among them.

A common tactic of these evil wind spirits is to flit in and out of the trees behind a group of travelers, only to disappear when someone looks back. After heightening its victims’ paranoia, the windigo begins to call softly to the travelers, so softly that its voice can barely be distinguished from a slight breeze. Only after the group is driven into a panic-induced frenzy fo cursing or running does a windigo attack. A survivor of such an attack is typically left with intense agoraphobia, breaking out into a cold sweat when the wind is heard rustling through the treetops.

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

Environmental Body (Ex): A windigo can form a physical body for itself out of leaves, dirt, rocks or any other small loose objects lying in its vicinity. While in this form, the windigo loses its incorporeal subtype and its transparent body special quality, but it gains two claw attacks that deal 1d6 damage each, a natural armor bonus, and a Strength score of 15. Forming an environmental body requires a move action; the windigo can revert to its natural incorporeal form as a swift action. The natural armor bonus of the body depends on the hardness of its materials, according to the following table:

+0 NA Snow/Dust
+1 NA Leaves/Grass
+2 NA Wood
+3 NA Sand/Earth/Soil
+4 NA Stone
+5 NA Metal

Typically, a windigo will form an environmental body out of sand or soil, giving it the following statistics (those not listed are the same as the windigo's incorporeal form).

Medium Outsider (Air, Chaotic, Evil, Native)
Armor Class: 18 (+5 Dex, +3 natural), touch 15, flat-footed 13
Base Attack/Grapple: +7/+9
Attack: Claw +9 melee (1d6+2)
Full Attack: Two claws +9 melee (1d6+2)
Abilities: Str 15, Dex 21, Con 10, Int 12, Wis 17, Cha 16
Special Qualities: Darkvision 60 ft., environmental body, fatal claustrophobia, incorporeal traits, skinstealing, summon mosquito swarm

Fatal Claustrophobia (Ex): Windigos are so extraordinarily claustrophobic they quickly die in any enclosed space. Entering an area cut off from the open sky (such as a building's interior, a cave, or even a dense forest canopy) disorients a windigo: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape.

Searing Windblast (Su): Once every 1d4 rounds, a windigo may unleash a 20-foot-radius burst of searing wind. The windblast deals 5d6 points of fire damage to all creatures in the area and knocks Medium-sized or smaller creatures prone. A successful DC 16 Reflex save halves the damage, and avoids being knocked prone. Additionally, creatures within the area must succeed on a DC 16 Fortitude save or be stunned for 1 round. The save DCs are Charisma-based.

Skinstealing (Ex): If a windigo personally kills a humanoid within one size category of its own size, it can steal that humanoid's skin as a full-round action. A windigo wearing a stolen skin takes on its victim's appearance, voice, and physical abilities as per the alternate form special ability. It loses its incorporeal subtype and transparent body special quality. The windigo is effectively disguised as the individual whose skin it has stolen (with a +10 bonus on its Disguise checks). A windigo can wear a stolen skin for up to 1 hour, whereupon the skin starts to rip and fray, returning the windigo to its true form. A windigo cannot take off a stolen skin without tearing and ruining it.

Spell-Like Abilities: At will—gust of wind (DC 15), whispering wind. Caster level 10th. The save DCs are Charisma-based.

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

Mosquito Swarm
Fine Vermin (Swarm)
Hit Dice: 3d8-3 (10 hp)
Initiative: +4
Speed: 5 ft. (1 square), fly 40 ft. (good)
Armor Class: 22 (+8 size, +4 Dex), touch 22, flat-footed 18
Base Attack/Grapple: +2/—
Attack: Swarm (1d6)
Full Attack: Swarm (1d6)
Space/Reach: 10 ft./0 ft.
Special Attacks: Blood drain, distraction
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 1, Dex 19, Con 8, Int –, Wis 10, Cha 2
Skills: Listen +4, Spot +4
Feats: —
Challenge Rating: 2
Alignment: Always neutral

Blood Drain (Ex): A mosquito 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 mosquito swarm's has been sated, the swarm seeks a new target.

Distraction (Ex): Any living creature that begins its turn with a 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: A mosquito swarm has a +4 racial bonus on Listen and Spot checks.

Transparent Body (Ex): Due to its transparent body, a windigo is very hard to see, even under ideal conditions. At distances greater than 50 feet, a windigo is invisible. Within 50 feet, a creature can notice the presence of an active windigo with a DC 15 Spot check. A windigo that is moving gains a +15 bonus on Hide checks, one that is immobile gains a +30 bonus to Hide checks. A windigo within 50 feet gains concealment (rather than total concealment) against attackers that notice it. This ability is constant, allowing a windigo to remain nearly invisible even when attacking. This transparency is an innate property of the windigo's flesh, so is not subject to the invisibility purge spell. A windigo loses its transparent body when it uses its skinstealing and environmental body special abilities.

Originally appeared in Dungeon Magazine #77 (1999).
 
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Shade

Monster Junkie
Devil Wyrm

http://www.enworld.org/forum/general-monster-talk/290367-converting-monsters-dragon-magazine-32.html

Devil Wyrm
Large Magical Beast
Hit Dice: 7d10+21 (59 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +7/+17
Attack: Bite +13 melee (2d6+6)
Full Attack: 2 bites +13 melee (2d6+6)
Space/Reach: 10 ft./5 ft.
Special Attacks: Spit paralyzing acid
Special Qualities: Blind, scent, tremorsense 60 ft.
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 22, Dex 10, Con 17, Int 1, Wis 11, Cha 5
Skills: Hide +2, Listen +4
Feats: Power Attack, Reckless Offense, Weapon Focus (bite)
Environment: Underground
Organization: Solitary, or squirm (2-16)
Challenge Rating: 5
Treasure: Standard
Alignment: Always neutral
Advancement: 8-12 HD (Large); 13-24 HD (Huge)
Level Adjustment: —

A pink, fat wormlike creature, a foot-and-a-half in diameter, erupts from a hole in the wall. A serrated maw caps each end of its body, while thick chitin covers the segments between.

Devil wyrms are predatory, subterranean annelids with a taste for humanoid flesh. Whether their origin was actually influenced by denizens of the Nine Hells, as some sages speculate, has never been proven. The creatures demonstrate a diabolical cruelty that would seem to lend credence to such thoughts.

A devil wyrm lairs in a hole in a wall or floor that they dig out with their teeth and corrosive saliva. This dark den contains uneaten remains of the wyrm's prey, which often includes treasure.

A typical devil wyrm is 20 feet long, 1-1/2 feet in diameter, and weighs 1000 pounds.

COMBAT

Devil wyrms like in wait in their lairs, until prey is detected from scent or tremorsense. The creatures then strike swiftly from ambush, biting with their serrated maws. Devil wyrms spit a caustic, paralytic fluid at heavily-armored opponents, or those out of reach of their mouths.

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

Spit Paralyzing Acid (Ex): 30-ft. ranged touch (+7 attack modifier, no range increments), damage 3d6 acid plus 2d6 rounds of paralysis (Fortitude DC 16 negates the paralysis). Once a devil wyrm spits acid it must wait 1d4 rounds before it can spit again. The save DC is Constitution-based.

Originally appeared in Dragon Magazine #46 (1981).
 
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Shade

Monster Junkie
Misi

http://www.enworld.org/forum/general-monster-talk/295726-converting-spelljammer-creatures-20.html

Misi
Medium Outsider (Chaotic, Extraplanar, Incorporeal)
Hit Dice: 5d8 (22 hp)
Initiative: +6
Speed: Fly 30 ft. (6 squares)(perfect)
Armor Class: 20 (+1 size, +6 Dex, +3 deflection), touch 20, flat-footed 14
Base Attack/Grapple: +5/—
Attack: —
Full Attack: —
Space/Reach: 5 ft./5 ft.
Special Attacks: Warp magic
Special Qualities: Darkvision 60 ft., dimensional concealment, incorporeal traits, immunity to physcial attacks, spell resistance 13
Saves: Fort +6, Ref +10, Will +6
Abilities: Str —, Dex 23, Con 10, Int 12, Wis 15, Cha 16
Skills: Autohypnosis +10, Heal +10, Hide +14, Knowledge (arcana) +9, Knowledge (the planes) +9, Listen +10, Spellcraft +11, Spot +10, Survival +10 (+12 on other planes)
Feats: Ability Focus (warp magic), Great Fortitude
Environment: Fourth, Fifth, and Sixth Dimensions
Organization: Solitary or pack (2-6)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic neutral
Advancement: 6-15 HD (Medium)
Level Adjustment: —

A rainbow-colored scintillation of indistinct shape briefly appears in the air nearby, then vanishes as quickly as it appeared.

Misi exist solely in the fourth, fifth, and sixth dimensions. They cannot see or interact with the first three dimensions any better than natives of those dimension can experience the fourth, fifth, and sixth. They are aware of normal dimensional creatures only as vague shadows, but are innately drawn to the use of magic, upon which they feed.

Because misi do not exist in the typical three dimensions, it is difficult to describe them in terms of length, width, or height. The closest approixmation is 3 feet tall and weightless.

Misi speak their own language that is too incomprehensible for other races to learn.

COMBAT

Misi have no "attacks" in the traditional sense. Rather, a misi (or group of misi) will warp any magic used in their vicinity, often resulting in detriment or death to the spellcaster.

Dimensional Concealment (Ex): Any attempt to notice or target a misi requires a DC 25 Spot check.

Immunity to Physical Attacks (Ex): Misi's have no physical presence on the material world, and cannot be harmed by physical weapons (natural or manufactured). Magical weapons, even weapons with the ghost touch property or another special ability against incorporeal creatures cannot harm a misi. A misi cannot attack other creatures, except through its ability to warp magic.

Warp Magic (Su): As an immediate action, one or more misi can attempt to alter the effects of any spell. Either the spell's caster or a target of the spell must be within 60 ft. of any of the misi in a group. To determine the effects, roll 1d4 and add +1 for each additional misi present:

2 or less - Spell Failure: Spell has no effect and is wasted.
3 - Spell Misdirection: Spell affects random target within range, or within range 60 ft. for spells without a range.
4 - Spell Backfire: Spell affects caster. If the spell is beneficial its effects are reversed - e.g. inflicts damage or penalties instead of healing or giving bonuses. In addition, the caster must succeed on a DC 17 Fort save or be stunned for 1d3 rounds.
5 - Spell Loss: Caster loses 1d4 memorized spells/daily spell slots starting with the highest spell levels.
6-7 - Spell Reversal: Caster is harmed by a spell backfire (see #3) plus the spell has the reverse of the intended effect (e.g. a targeted enemy is healed or given bonuses instead of being harmed or penalized).
8-9 - Casting Loss: Caster must succeed on a DC 17 Will save or lose ability to cast spells for 1d6 hours.
10-11 - Harmful Magic: Caster suffers 10 points of damage per misi, or 1d4 points of damage per misi with a successful DC 17 Fort save.
12+ - Devastation: Caster is affected by both the Casting Loss and Harmful Magic effects. The caster may make separate DC 17 saving throws against each effect.)

The save DCs are Charisma-based. If a group of misi are affected, use the highest Charisma score in the group to determine the base save DC, and add +1 for each additional misi in the group.

In Spelljammer
Misi can occur anyplace – on the surface of a planet, in the depths of wildspace, or even out on the phlogiston ocean. However, mist are almost always seen near spelljammer ships, for they are attracted to the magical emanations associated with the spacefaring craft.

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

Monster Junkie
Drow Vampire

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-20.html

Drow Vampire (template)

Out of the corner of your eye, the skin of this exceptionally beautiful dark elf seems to emanate a faint, pearlescent glow. Her wicked smile reveals pearly white fangs.

To be granted the "Kiss of Lolth", as drow refer to vampirism, is one of the highest honors a dark elf can achieve. Drow vampires are viewed with both awe and trepidation by their living kin, who believe undeath unlocks an understanding of the powers that surge through the universe. Such knowledge brings immense power, which the dark elves both crave and respect.

Drow vampires believe themselves the favored of Lolth. As is typical of their matriarchal society, most drow vampires are female.
They occasionally speak with Lolth’s priestesses, but otherwise remain aloof from drow society. Drow vampires are generally reluctant to create progeny, preferring to keep their place in Lolth’s heart as exclusive as possible.

Among the cruelest of the undead, drow vampires delight in causing pain, and particularly enjoy torturing dwarves and drow of different noble factions than their own.

Drow vampires spend years within elaborate underground tombs constructed by drider slaves, who worship them as Lolth's chosen ones. These tombs often serve as temples to Lolth as well as homes for the vampires. The surface of the tombs are often coated with an extremely painful contact poison.

Drow vampires speak any languages they knew in life.

Creating a Drow Vampire
"Drow Vampire" is a template that can be added to any drow (referred to hereafter as the "base creature").

A drow vampire uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s type changes to undead (augmented humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: Increase all current and future Hit Dice to d12s.

Speed: Same as the base creature. If the base creature has a swim speed, the drow vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).

Armor Class: The base creature’s natural armor bonus improves by +6.

Attack: A drow vampire retains all the attacks of the base creature and also gains two claw attacks if it didn’t already have them. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons. A drow vampire fighting without weapons uses either a claw attack or its primary natural weapon (if it has any). A drow vampire armed with a weapon uses its claw or a weapon, as it desires.

Full Attack: A drow vampire fighting without weapons uses either its claw attacks (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a claw or other natural weapon as a natural secondary attack.

Damage: Drow vampires have claw attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the vampire’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.

Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6


Special Attacks: A drow vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.

Awe (Su): Once a minute, a drow vampire may create an aura that can deeply affect mortals. It does this merely by making some dramatic gesture, such as baring its fangs or letting out a commanding cry. Creatures that can see the drow vampire must succeed on a DC X Will save to avoid the effects. A creature that succeeds on its saving throw becomes immune to that vampire's awe for 24 hours. This awe is a mind-affecting effect that lasts for 2d4 rounds. The save DC is Charisma-based.

A drow vampire can choose either of the following effects each round as a free action while its awe power is in effect:

Daze: Affected beings just stare at the drow vampire in fascination. Awed creatures may defend themselves normally, but can take no actions. If a creature is attacked physically, it will recover in the following round.

Fright: Affected beings become shaken and suffer a –2 morale penalty on attack rolls, saves, and checks. The merest glance or gesture from the drow vampire makes them frightened, and they flee as quickly as they can, although they can choose the path of their flight.

Blood Drain (Ex): Any living creature struck by a drow vampire's natural weapons suffers 1d3 points of Constitution Drain (or 1d6 Con drain with its fangs). To drain blood with its fangs, a drow vampire must hit with a bite attack (such as that possessed by its Alternative Form of a spider), or make a successful grapple check (in which case it drains 1d6 Con for every round it can maintain a pin). For each point of Constitution drained, the drow vampire gains 2 temporary hit points.

Children of the Spider Queen (Su): Drow vampires command the monstrous arachnids of the world and once per day can call forth 1d6+1 spider swarms, 1d4+1 Large Monstrous Spiders, 1d3 Large Monstrous Scorpions, or a pack of 3d6 Medium Monstrous Spiders as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.

Create Spawn (Su): A drow slain by a drow vampire’s Con drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial.

If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Special Qualities: A drow vampire retains all the special qualities of the base creature and gains those described below.

Alternate Form (Su): A drow vampire can assume the shape of a monstrous spider of Tiny to Large size as a standard action. While in its alternate form, the drow vampire loses its natural claw attacks and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)

Damage Reduction (Su): A drow vampire has damage reduction 10/silver and magic. A drow vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fast Healing (Ex): A drow vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

Resistances (Ex): A drow vampire has resistance to cold 10 and electricity 10.

Spell-Like Abilities: Drow vampires can use the following spell-like abilities once per day: dancing lights, darkness, deeper darkness, detect magic, dispel magic, faerie fire, levitate, suggestion. Caster level equals the drow vampire’s class levels.

Spider Climb (Ex): A drow vampire can climb sheer surfaces as though with a spider climb spell.

Turn Resistance (Ex): A drow vampire has +4 turn resistance.

Venomous Gaseous Form (Su): As a standard action, a drow vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Any creature that enters the drow vampire's space is exposed to drow vampire poison (see below).

Drow Vampire Poison (Ex): inhaled, Fortitude save negates, initial and secondary damage 1d4 Con. The save DC is Charisma-based.

Voice of the Underdark (Su): A drow vampire can communicate with any animal or vermin native to subterranean environments, as if using a speak with animals spell. Even mindless creatures such as monstrous spiders can interpret its commands.

Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a drow vampire has no Constitution score.

Skills: Drow vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.

Feats: Drow vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.

Environment: Any, usually same as base creature.
Organization: Solitary, pair, gang (3–5), or troupe (1–2 plus 2–5 vampire spawn).
Challenge Rating: Same as the base creature + 2.
Treasure: Double standard.
Alignment: Always evil (any).
Advancement: By character class.
Level Adjustment: Same as the base creature +8.

Drow Vampire Weaknesses
For all their power, drow vampires have a number of weaknesses.

Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.

Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.

They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.

Slaying a Vampire: Reducing a drow vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires.

Exposing any drow vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion.

Driving a rock salt stake through a drow vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).

Sample Drow Vampire
The following sample creature has gained the drow vampire template.

Drow Vampire, 2nd-Level Rogue/5th-level Ranger/3rd-level Shadowdancer
Medium Undead (Augmented Humanoid [Elf])
Hit Dice: 10d12 (65 hp)
Initiative: +9
Speed: 30 ft. (6 squares)
Armor Class: 26 (+5 Dex, +6 natural, +5 +1 mithral shirt), touch 15, flat-footed 21
Base Attack/Grapple: +8/+13
Attack: Claw +13 melee (1d6+5) or +1 elfbane adamantine shortsword +15 (+17 vs. elves) melee (1d6+6/17-20 or 1d6+8/17-20 plus 2d6 damage vs. elves) or composite shortbow (+2 Str bonus) +13 ranged (1d6+2/x3)
Full Attack: 2 claws +13 melee (1d6+5) or +1 elfbane adamantine shortsword +13/+8 (+15/+10 vs. elves) melee (1d6+6/17-20 or 1d6+8/17-20 plus 2d6 damage vs. elves) and +1 vicious shortsword +12 melee (1d6+3/17-20 plus 2d6 to victim and 1d6 to wielder) or composite shortbow (+2 Str bonus) +11/+6 ranged (1d6+2/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Awe (DC 18*), blood drain, children of the Spider Queen, combat style (two-weapon fighting), create spawn, favored enemies (2), poison, shadow illusion, sneak attack +1d6, spell-like abilities, summon shadow
Special Qualities: Alternate form, animal companion, damage reduction 10/silver and magic, drow traits, evasion, fast healing 5, hide in plain sight, resistance to cold 10 and electricity 10, spell resistance 12, spider climb, trapfinding, +4 turn resistance, uncanny dodge, venomous gaseous form (DC 18*), voice of the underdark, wild empathy
Saves: Fort +6*, Ref +15*, Will +4*
Abilities: Str 20, Dex 20, Con -, Int 14, Wis 16, Cha 14
Skills: Balance +7, Bluff +16*, Diplomacy +7*, Disguise +3 (+5 acting)*, Hide +26, Intimidate +5*, Jump +7, Knowledge (dungeoneering) +7, Listen +22, Move Silently +26, Perform +8*, Search +15, Sense Motive +16, Sleight of Hand +12, Spot +25, Survival +9 (+11 following tracks, +11 underground), Tumble +15, Use Magic Device +8*
Feats: Alertness (B), Combat Reflexes, Dodge, Endurance (B), Improved Critical (short sword), Improved Initiative (B), Lightning Reflexes (B), Mobility, Track (B), Two-Weapon Fighting (B)
Environment: Underground
Organization: Solitary, pair, gang (3–5), or troupe (1–2 plus 2–5 vampire spawn)
Challenge Rating: 12
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +4
*Modified by magic items.

Possessions: +1 elfbane adamantine shortsword, +1 vicious shortsword, +1 mithral shirt, +1 cloak of resistance, circlet of persuasion and 80 gp.

Originally appeared in Ravenloft Monstrous Compendium Appendix III: Creatures of Darkness (1994).
 
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Shade

Monster Junkie
Tree of Wailing Souls

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

Tree of Wailing Souls
Colossal Plant
Hit Dice: 30d8+300 (435 hp)
Initiative: +4
Speed: 0 ft.
Armor Class: 18 (-8 size, -4 Dex, +20 natural), touch -2, flat-footed 18
Base Attack/Grapple: +24/+53
Attack: Slam +29 melee (3d6+13/19-20)
Full Attack: 8 slams +29 melee (3d6+13/19-20)
Space/Reach: 40 ft./30 ft.
Special Attacks: Entangle, flying fruit, soul snaring, spells
Special Qualities:All-around vision, immunity to fire, plant traits, rejuvenation, spell resistance 33, tremorsense 300 ft.
Saves: Fort +27, Ref +6, Will +16
Abilities: Str 36, Dex 2, Con 30, Int 7, Wis 15, Cha 21
Skills: Concentration +16 (+20 casting defensively), Intimidate +17, Knowledge (all) +2, Spot +32
Feats: Awesome Blow, Combat Casting, Empower Spell, Epic Will, Improved Bull Rush, Improved Critical (slam), Improved Initiative, Intensify Spell, Maximize Spell, Power Attack, Superior Initiative
Environment: Any land
Organization: Solitary
Challenge Rating: 22
Treasure: Double coins, double goods, triple items
Alignment: Neutral evil
Advancement: —
Level Adjustment: —

A massive tree rustles in the wind at the top of a hill. Suddenly, roots erupt from the ground around you. Insane humanoid faces sprout on its branches like fruit, babbling and spitting out obscenities.

The tale of the Tree of Wailing Souls is one of the more popular "ghost stories" told by bards throughout the world. Although few have ever witnessed it and lived, it is very much real, and it subsists on the blood and souls of sentient beings.

The Tree of Wailing Souls is incredibly ancient, and among its trapped souls can be found representatives of many great empires long lost to the sands of time. As such, many loreseekers have sought the Tree of Wailing Souls in hopes of firsthand accounts from the spirits of those who lived in ages long past.

The Tree of Wailing Souls is 100 feet tall with a trunk over 20 feet in diameter at its base.

The Tree of Wailing Souls speaks any language known by one of its absorbed souls (which, by this point, is nearly every known language).

COMBAT

The Tree of Wailing Souls first entangles its victims, sometimes waiting until they camp nearby. Then it comes to life in a whirlwind of slams and spells, which it casts nearly randomly. When it snares a soul, it manifests the soul as a head-fruit to intimidate its remaining opponents.

All-Around Vision (Ex): The many sensory organs of the Tree of Wailing Souls gives it a +4 racial bonus on Spot and Search checks, and it can't be flanked.

Entangle (Ex): As a free action, the Tree of Wailing Souls may animate its roots (which reach out to a 300 ft radius around the tree). Creatures in a square occupied by the roots will be entangled unless they succeed at a DC 38 Reflex save. The effect lasts until the tree dies or decides to end it (also a free action). A creature that dies while entangled is affected by the Tree's Soul Snaring ability (see below). An entangled creature can escape with a DC 38 Escape Artist check or a DC 42 Strength check. The roots can also be cut through with sunder attacks (AC 20 and 60 hit points per 5 foot square). A creature can not be entangled if all the squares in its space have had their roots cut through. The severed roots in a cleared square regrow in 3d4 hours. The check DCs are Strength-based, and the Strength check DC includes a +4 racial bonus.

Rejuvenation (Su): It is impossible to destroy the Tree of Wailing Souls through simple combat: The Tree can regrow from a root fragment in 5d10 days. The only way to destroy the Tree completely is to destroy the entire hill after reducing the body's hit points to zero (see the Entangle ability above).

Soul Snaring (Su): If a creature's blood spills onto the ground containing the Tree of Wailing Souls' roots (a 300-foot radius), the Tree connects itself to that creature's soul. A remove curse spell cast on the victim removes this connection with a successful DC 30 caster level check.

If a creature dies while connected to the Tree of Wailing Souls, their soul is drawn to the tree and trapped if it is on the same plane as the Tree. This ability functions as the trap the soul spell (DC 30, saving throw made on the death of the victim), with the following exceptions:

The Tree of Wailing Souls may manifest a trapped soul on one of its fruit as a free action. The Tree can manifest up to twelve such souls simultaneously. The face of the victim will appear on the fruit while the Tree manifests a trapped soul. the Tree gains a +12 racial bonus on Intimidate checks against all creatures who are familiar with that victim. In addition, the Tree may cast any spells known to that victim while its head is manifested, even if those spells are not on the sorcerer/wizard or cleric spell lists in the SRD.

A victim whose soul is trapped in the Tree of Wailing Souls cannot be returned to life by magic short of an epic spell or divine intervention. If the fruit manifesting a victim's soul is cut off, that frees the soul and allows either final death or the return of the victim to life by magical means. Furthermore, if the Tree is killed all its trapped souls are freed.

Trapped souls are kept in a state of confused madness while trapped by the Tree's soul snaring ability. It is possible to communicate with a trapped soul, but they only babble incoherently

The check and save DCs are Charisma-based.

Spells: The Tree of Wailing Souls can cast arcane spells as a 20th-level sorcerer. It knows all spells from the sorcerer/wizard and cleric spell lists, as well as other spells absorbed from creatures whose souls it traps (see Soul Snaring ability) or at the DM's discretion.

Spells/day: 6/8/7/7/7/7/6/6/6/6; save DC 15 + spell level). The save DCs are Charisma-based.

Skills: The Tree of Wailing Souls has a +4 racial bonus on all Knowledge checks and a +12 racial bonus on Intimidate checks.

In the Realms
The Tree of Wailing Souls lies atop Turlangtor, the westernmost peak of the rocky heights that lie to the south of the River Rauvin and run east to Turnstone Pass. The Tree of Wailing Souls has, on occasion, been mistaken for the legendary Grandfather Tree.

Originally appeared in Mintiper's Chapbook Part 2: Tree of Wailing Souls (2004).
 
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