Creature Catalog new 3.5 conversions (Part Two)

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Monster Junkie
Delphon (Songshark)

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-54.html

Delphon (Songshark)
Large Magical Beast (Aquatic)
Hit Dice: 5d10+5 (32 hp)
Initiative: +6
Speed: Swim 40 ft. (8 squares)
Armor Class: 16 (–1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/+11
Attack: Bite +7 melee (1d8+3) or slam +7 melee (1d6+2) or tail-slap +7 melee (1d10+2)
Full Attack: Bite +7 melee (1d8+3); or slam +7 melee (1d6+2) and tail-slap +2 melee (1d10+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Song
Special Qualities: Blindsense, keen scent, oceanus jaunt
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 15, Dex 17, Con 13, Int 13, Wis 14, Cha 16
Skills: Diplomacy +5, Knowledge (the planes) +15*, Listen +12, Perform (sing) +15, Spot +10, Swim +10, Tumble +6
Feats: Improved Initiative, Open-Minded
Environment: Oceanus
Organization: Solitary, chorus (2-5), or clan (5-8)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 (Huge)
Level Adjustment: —

This sleek, silvery fish resembles a shark with long, powerful fins. Its body is adorned with intricate patterns, which appear to be tattoos scarified into its hide. Its wide mouth is filled with sharp teeth.

Delphons, or "songsharks" are extraplanar creatures that live in the river Oceanus. They are renowned for their beautiful, oddly discordant singing. This alien music confounds the wits of many who hear it, but some creatures who succumb to the delphon's song learn some secret of the multiverse.

Delphons know many of the secrets of the River Oceanus and its multiplanar, multidimensional nature. They discuss these secrets with each other in their song. They are able to swim to any plane the river Oceanus touches, and can carry other creatures along with them.

Songsharks are highly gregarious, intelligent creatures who live in tight-knit clans. Egalitarian creatures, they have neither leaders or inferiors, settling all their decisions and disputes via singing debates.

Delphons are carnivores, but prefer fish. They only attack humanoids out of self-defense or starvation. A few exceptional non-delphons have learned to understand enough of their song to form partnerships with them.

The majority of delphons have bodies like polished silver, but a few have scales or fins of different color - brilliant red, deep blue, or vibrant green. Delphons often carve beautiful tattoos into their skin by rubbing themselves against rocks.

A typical delphon is 8 feet long and weighs 500 pounds.

Delphons speak, or rather sing, their own language. A delphon that partners with another creature could learn other languages (they prefer Aquan and Draconic).

COMBAT

Delphons seldom attack intelligent creatures unless they are desperate with hunger. They try to bewilder opponents with their song first, then close and concentrate their attacks on whichever enemies are worse affected by their singing. A threatened or injured delphon will use its oceanic jaunt ability to flee to an adjacent plane of existence.

Blindsense (Ex) : A delphon can locate creatures underwater within a 30-foot radius. This ability works only when the delphon is underwater.

Keen Scent (Ex) : A delphon can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Oceanus Jaunt (Su): A delphon moves freely through Oceanus and the planes it touches. A delphon can shift from Oceanus to any adjoining plane as part of any move action, and shift back again as a free action; this ability is otherwise identical with the ethereal jaunt spell (caster level 15). In addition, a delphon can teleport at will between points within Oceanus, allowing it to use dimension door as a swift action (caster level 15th) and blink as the spell (caster level 15th, it can evoke or end the blink effect as a free action). Oceanus jaunt affects only the delphon, which never appears within a solid object and can act immediately after jaunting.

Song (Su): The song of a delphon is so alien and mysterious to other creatures that it has profound effects on them. The delphon may sing as a free action each round, affecting all creatures within 300 feet. This is a sonic, mind-affecting ability, and the creature must be able to hear the delphon for it to take effect. Affected creatures must make a DC 15 Will saving throw or suffer a random effect below. The save DC is Charisma-based. If the save is successful, that creature cannot be affected by that delphon's song for 24 hours.

A delphon gains a +15 insight bonus to Knowledge (the planes) checks whenever it sings or hears the song of another delphon.

If an affected creature has an Intelligence score of 3 or lower, it is charmed (as the charm monster spell) for 1d10 hours. Roll 1d12 and consult the table below for the effects on creatures of Intelligence 4 or higher:
  • 1-4: Charmed for 1d10 hours
  • 5-7: Confused for 3d6 rounds
  • 8-9: Fascinated for 1d10 rounds
  • 10-11: Rendered unconscious for 3d10 rounds
  • 12: Listener is struck by the sound so completely that it begins to learn the meaning of the song, and suddenly understands something new about the multiverse. This manifests as a free Knowledge (the planes) check with a +10 insight bonus (or equal to the delphon's modifier, whichever is higher). This check must be made with 24 hours of hearing the delphon's song
Skills: Delphons have a +4 racial bonus to Listen checks. A delphon has a +8 racial bonus on Knowledge (the planes) checks and Perform (sing) checks. A delphon 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 delphon gains a +15 insight bonus to Knowledge (the planes) checks when it hears a delphon's song (including its own song).

Originally appeared in Planes of Conflict (1995).
 
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Monster Junkie
Saber-Toothed Jaguar

http://www.enworld.org/forum/general-monster-talk/294285-converting-prehistoric-creatures-25.html

Saber-Toothed Jaguar
Medium Animal
Hit Dice: 6d8+12 (39 hp)
Initiative: +4
Speed: 40 ft (8 squares), climb 20 ft.
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +4/+9
Attack: Bite +8 melee (1d8+4/x3)
Full Attack: Bite +8 melee (1d8+4/x3) and 2 claws +6 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Augmented critical, improved grab, pounce, rake 1d3+2
Special Qualities: Dire, low-light vision, scent
Saves: Fort +7, Ref +9, Will +6
Abilities: Str 19, Dex 18, Con 14, Int 2, Wis 12, Cha 6
Skills: Balance +12, Climb +12, Hide +13*, Jump +12, Listen +6, Move Silently +10, Spot +6
Feats: Alertness, Multiattack, Stealthy
Environment: Any plain or forest
Organization: Solitary or pair
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7–12 HD (Medium)
Level Adjustment: —

This great cat has long canines protruding from its upper jaw. Its body is heavy set and rippling with powerful muscles.

Saber-toothed cats are prehistoric carnivores who mostly hunt large herbivores. There are many species of saber-cat, some of which are only distant kin to each other. The above stats categorize saber-cats by their size - e.g. a saber-toothed lion is roughly the size of a modern lion, but is probably not closely related to a lion.

A saber-toothed jaguar is about 5 feet long and 250 to 300 pounds.

COMBAT

Saber-toothed cats are ambush predators, like most cats. They stalk prey and pounce, then tear into their victim with claws and fang. A saber-cat will usually finish off a victim with a saber-fanged bite.

Saber toothed cats can do terrible damage, but are no more courageous than other cats. They will usually retreat if a fight turns against them and seek easier prey.

A few species of saber-cat may hunt in small prides. Such a pride can predate very big animals, such as mastodons or aurochs. They tend to concentrate their efforts on bringing down a single opponent.

Augmented Critical (Ex): A saber-toothed jaguar deals triple damage if it scores a critical hit with its bite attack.

Dire (Ex): A saber-toothed jaguar is considered to be a dire animal for the purposes of determining saving throws.

Improved Grab (Ex): To use this ability, a saber-toothed jaguar 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. Saber-toothed jaguars have a +2 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

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

Rake (Ex): Attack bonus +8 melee, damage 1d3+2.

Skills: Saber-toothed jaguars have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Saber-toothed jaguars have a +8 racial bonus on Balance and Climb checks. A saber-toothed jaguar can always choose to take 10 on a Climb check, even if rushed or threatened.

Originally appeared in Dragon Magazine #102 (1985).
 
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Monster Junkie
Saber-Toothed Leopard

http://www.enworld.org/forum/general-monster-talk/294285-converting-prehistoric-creatures-25.html

Saber-Toothed Leopard
Medium Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +4
Speed: 40 ft (8 squares), climb 20 ft.
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +3/+8
Attack: Bite +7 melee (1d6+3/x3)
Full Attack: Bite +7 melee (1d6+3/x3) and 2 claws +2 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Augmented critical, improved grab, pounce, rake 1d3+1
Special Qualities: Dire, low-light vision, scent
Saves: Fort +6, Ref +8, Will +5
Abilities: Str 17, Dex 18, Con 14, Int 2, Wis 12, Cha 6
Skills: Balance +12, Climb +11, Hide +9*, Jump +11, Listen +6, Move Silently +8, Spot +6
Feats: Alertness, Weapon Finesse
Environment: Any plain or forest
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5–8 HD (Medium)
Level Adjustment: —

This great cat has long canines protruding from its upper jaw. Its body is heavy set and rippling with powerful muscles.

Saber-toothed cats are prehistoric carnivores who mostly hunt large herbivores. There are many species of saber-cat, some of which are only distant kin to each other. The above stats categorize saber-cats by their size - e.g. a saber-toothed lion is roughly the size of a modern lion, but is probably not closely related to a lion.

A saber-toothed leopard is about 4 feet long and 150 pounds.

COMBAT

Saber-toothed cats are ambush predators, like most cats. They stalk prey and pounce, then tear into their victim with claws and fang. A saber-cat will usually finish off a victim with a saber-fanged bite.

Saber toothed cats can do terrible damage, but are no more courageous than other cats. They will usually retreat if a fight turns against them and seek easier prey.

A few species of saber-cat may hunt in small prides. Such a pride can predate very big animals, such as mastodons or aurochs. They tend to concentrate their efforts on bringing down a single opponent.

Augmented Critical (Ex): A saber-toothed leopard deals triple damage if it scores a critical hit with its bite attack.

Dire (Ex): A saber-toothed leopard is considered to be a dire animal for the purposes of determining saving throws.

Improved Grab (Ex): To use this ability, a saber-toothed leopard 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. Saber-toothed leopards have a +2 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

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

Rake (Ex): Attack bonus +7 melee, damage 1d3+1.

Skills: Saber-toothed leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Saber-toothed leopards have a +8 racial bonus on Balance and Climb checks. A saber-toothed leopard can always choose to take 10 on a Climb check, even if rushed or threatened.

Originally appeared in Dragon Magazine #102 (1985).
 
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Monster Junkie
http://www.enworld.org/forum/general-monster-talk/294285-converting-prehistoric-creatures-25.html

Saber-Toothed Lion
Large Animal
Hit Dice: 7d8+14 (39 hp)
Initiative: +3
Speed: 40 ft (8 squares)
Armor Class: 16 (–1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +5/+17
Attack: Bite +10 melee (1d8+6/x3)
Full Attack: Bite +10 melee (1d8+6/x3) and 2 claws +5 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Augmented critical, improved grab, pounce, rake 1d4+3
Special Qualities: Dire, low-light vision, scent
Saves: Fort +7, Ref +8, Will +6
Abilities: Str 22, Dex 16, Con 14, Int 2, Wis 12, Cha 6
Skills: Balance +7, Hide +5*, Listen +5, Move Silently +11, Spot +5
Feats: Alertness, Power Attack, Run
Environment: Any plain or forest
Organization: Solitary, pair, or pride (6–10)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8–14 HD (Large)
Level Adjustment: —

This great cat has long canines protruding from its upper jaw. Its body is heavy set and rippling with powerful muscles.

Saber-toothed cats are prehistoric carnivores who mostly hunt large herbivores. There are many species of saber-cat, some of which are only distant kin to each other. The above stats categorize saber-cats by their size - e.g. a saber-toothed lion is roughly the size of a modern lion, but is probably not closely related to a lion.

A saber-toothed lion is 6 to 8 feet long and 500 to 700 pounds.

COMBAT

Saber-toothed cats are ambush predators, like most cats. They stalk prey and pounce, then tear into their victim with claws and fang. A saber-cat will usually finish off a victim with a saber-fanged bite.

Saber toothed cats can do terrible damage, but are no more courageous than other cats. They will usually retreat if a fight turns against them and seek easier prey.

A few species of saber-cat may hunt in small prides. Such a pride can predate very big animals, such as mastodons or aurochs. They tend to concentrate their efforts on bringing down a single opponent.

Augmented Critical (Ex): A saber-toothed lion deals triple damage if it scores a critical hit with its bite attack.

Dire (Ex): A saber-toothed lion is considered to be a dire animal for the purposes of determining saving throws.

Improved Grab (Ex): To use this ability, a saber-toothed lion 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. Saber-toothed lions have a +2 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

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

Rake (Ex): Attack bonus +10 melee, damage 1d4+3.

Skills: Saber-toothed lions 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 +12.

Originally appeared in Dragon Magazine #102 (1985).
 
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Monster Junkie
http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-48.html

Yahoo
Medium Humanoid (Yahoo)
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 30 ft (6 squares), climb 40 ft.
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +2/+7
Attack: Unarmed strike +3 melee (1d3+1) and rock +5 ranged (1d3+1)
Full Attack: 2 unarmed strikes +3 melee (1d3+1) and rock +5 ranged (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fling filth, natural flinger
Special Qualities: —
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 13, Dex 15, Con 10, Int 6, Wis 7, Cha 8
Skills: Climb +9, Jump +5, Listen +1, Spot +1, Swim +5
Feats: Improved Grapple, Improved Unarmed Strike
Environment: Any forests or plains
Organization: Solitary, gang (2-10) or mob (10-50 plus 100% noncombatants)
Challenge Rating: 2
Treasure: None
Alignment: Always chaotic
Advancement: 4-6 HD (Medium)
Level Adjustment: +1 (cohort)

The head, chest and lower legs of this naked manlike creature are covered in a thick pelt of hair, while the rest of its body is bare mud-brown skin. The creature stinks like a rancid weasel and its entire body is stained with filth. Hands and feet sport pointed, claw-like nails.

These disgusting creatures may once have been humans or another humanoid race, but are now little more than beasts. They have all the worse aspects of humanity that their limited wits can support - cowardice, greed, lust, sloth and mischief are almost instinctive to a yahoo.

The houyhnhnm keep "tamed" yahoos as beasts of burden (or possible slaves), and other intelligent beings may use tame yahoos in this way. Wild yahoos congregate in gang or mobs led by the most treacherous and vicious male, who keeps a lickspittle as his second-in-command. Whenever the mob changes its leader, usually by deceit or violence, the entire tribe heaps ordure on the old leader's lickspittle. A group of wild yahoos frequently wars with neighboring yahoos or engages in a civil war among themselves. Such conflicts rarely result in deaths, mostly due to the yahoos' cowardice and lack of weapons.

All yahoos are violently fond of shiny stones, and will go to great effort to dig them from the ground or steal them from another yahoo. A yahoo will keep its hoard of stones buried in some secret spot. Fields rich in such stones are the site of the yahoos' most frequent and fiercest battles.

Yahoos will always flee from or obey a houyhnhnm, depending on the circumstances. Even the wildest yahoo will not attack a houyhnhnm or other horse-like creature. A yahoo will see other humanoids as another yahoo, and will attack, bully, grovel towards this new yahoo, depending to the circumstances. The really unlucky may have a yahoo of the opposite sex lust after them. A yahoo is likely to see a soft-skinned and clawless humanoid (like an adventurer) as a weakling ripe for tormenting. Yahoos hate humanoids who show a close relationship with the houyhnhmm, any often assault such humanoids the moment they leave the protection of a houyhnhnm. It is possibly they view such a person as being a houyhnhnm "lickspittle".

The houyhnhnm use their yahoos them to carry loads or drag sleds for transporting sick or elderly houyhnhnm. A tamed yahoo always obeys a houyhnhnm's orders, but will work petty mischief if unsupervised - stealing food or milk, devouring their master's pets, vandalizing property and so forth. Yahoos are too short-sighted, fractious and indolent to organize any resistance against their masters, but require constant supervision to produce any useful work. Houyhnhnm often tie leashes made from vines or braided twigs to the neck of their yahoos, unsupervised yahoos are tied to posts or beams to keep them from working mischief.

Yahoos will eat almost anything. Most of their diet is roots and carrion, supplemented by fruit, nuts, and small animals. They like the flesh of fish, rats and weasels. Yahoos particularly enjoy the effect of intoxicating plants (a certain root is highly sought after), and eat them at every opportunity.

Most wild yahoos sleep in shallow dens dug in sloping earth, but they may also sleep in trees and caves. Domestic yahoos sleep in kennels constructed by their masters.

A yahoo is the same height and weight as a human. Male yahoos have matted beards and a ridge of hair down their spines, females have long hair but lack the hairy ridge. Yahoos develop more quickly than humans, becoming full-grown in their early teens. Yahoos are very unclean and often wallow or sleep in mud.

Yahoos do not have a language, but can be taught to obey very simple commands.

COMBAT

Whenever possible, yahoos prefer to fight from a distance. They throw rocks, branches and even their own filth at opponents. Extremely craven, yahoos will flee from even slight setbacks.

Fling Filth (Ex): A yahoo can fling a clump of its own filth as a splash weapon. Treat this as a ranged touch attack with a range increment of 10 feet. Any living creature (except yahoos and troglodytes) hit by the filth are sickened for 1d4 rounds (Fort DC 11 for half duration), while every creature within 5 feet of the point where the filth hits are sickened for 1 round by from the splash (Fort DC 11 negates). The save DC is Constitution-based.

Creatures that successfully save cannot be affected by the same yahoo's fling filth ability for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Natural Flinger (Ex): Yahoos have a +1 racial bonus on attack rolls made with thrown weapons.

Skills: Yahoos have a +4 racial bonus on Jump and Swim checks and a +8 racial bonus on Climb checks. A yahoo can always choose to take 10 on a Climb check, even if rushed or threatened.

Clawed Yahoo
In Jonathan Swift's satirical book Gulliver's Travels the yahoos fought mainly with claws, augmented by their sharp teeth. They were not adept at thrown weapons as described above. Indeed, there is no mention of them using any weapons at all. Such a yahoo uses the following statistics, with any missing statistic being the same as the yahoo detailed above.

Attack: Claw +4 melee (1d3+1)
Full Attack: 2 claws +4 melee (1d3+1) and bite +1 melee (1d4)
Special Attacks: Improved grab, stench
Feats: Multiattack, Weapon Focus (claw)

COMBAT
Clawed yahoos fight by biting and scratching. Instead of using thrown weapons like other yahoos, clawed yahoos prefer to attack opponents by outnumbering and ambushing them. They are just as cowardly as other yahoos, taking to their heels if they face any significant resistance.

Improved Grab (Ex): To use this ability, a clawed yahoo must hit an opponent of up to Large size with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold. Clawed yahoos have a +4 racial bonus to grapple checks.

Stench (Ex): A clawed yahoo is covered in filth whose smell nearly every form of animal life finds offensive. All living creatures (except yahoos and troglodytes) within 30 feet of the yahoo must succeed on a DC 11 Fortitude save or be sickened for 1d4 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same yahoo's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Originally appeared in Polyhedron #106 (1995).
 
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Monster Junkie
Suwyze

http://www.enworld.org/forum/genera...-second-edition-monstrous-compendiums-78.html

Suwyze
Small Aberration
Hit Dice: 4d8+8 (26 hp)
Initiative: +4
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
Base Attack/Grapple: +3/-3
Attack: Tendril +8 melee (1d8-2 plus sympathic entanglement)
Full Attack: 8 tendrils +8 melee (1d8-2 plus sympathic entanglement)
Space/Reach: 5 ft./10 ft.
Special Attacks: Spell-like abilities, sympathic entanglement
Special Qualities: All Around Vision, blindsight 30 ft., darkvision 120 ft.
Saves: Fort +3, Ref +5, Will +10
Abilities: Str 6, Dex 19, Con 15, Int 15, Wis 22, Cha 16
Skills: Climb +6, Concentration +7, Knowledge (arcana) +4, Listen +19, Search +13, Spot +19
Feats: Alertness, Weapon Finesse
Environment: Any underground
Organization: Solitary
Challenge Rating: 4
Treasure: Double coins, double goods, standard items
Alignment: Usually neutral
Advancement: 5-8 HD (Small); 9-12 HD (Medium)
Level Adjustment: —

This creature is nothing more than a huge mass of sensory organs, composed entirely of feathery antennae, wispy tendrils, and long feelers. It moves with a rippling, flowing motion.

Suwyze are subterranean aberrations with formidable sensory powers. Because of its extensive sensory powers, a suwyze must eat much more than other creatures of its size, particularly meat. Suwyze usually live in symbiotic relationships with other underground creatures, serving as watchdogs or sentinels in return for a steady supply of food.

Curious and inquisitive, suwyze consider themselves philosophers, endlessly ruminating on the nature of perception. They are also cowardly, easily spooked by odd noises, unfamiliar smells, strangers, or anything else out of the ordinary.

Because of their unusual array of sensory organs, suwyze savor scents, colors, and textures. As they age, their tastes harden, demanding a specifically-designed habitat, and thus making them difficult to transfer from one area to another.

A suwyze can use rings and bracers on its tendrils, and a favored beast may be granted these items by a magnanimous master.

A suwyze is a 20 foot diameter ball of tendrils and antennae radiating from a central body about a foot across. It weighs about 40 pounds. Most of this weight is in the suwyze's central core, the bulk of its volume is featherlight feelers.

Suwyze speak a burbling, garbled version of Common.

COMBAT

If forced into battle, a suwyze attacks with its abrasive feeding tendrils, relying on its sympathic entanglement to disorient foes. If adversaries prove resistant, a suwyze blasts opponents with shout before attempting to retreat with invisibility.

All-Around Vision (Ex): Suwyze are exceptionally alert and circumspect. Their many sensory organs give them a +4 racial bonus on Spot and Search checks, and they can't be flanked.

Spell-Like Abilities: 3/day—arcane eye, arcane sight, clairaudience/clairvoyance, detect scrying, invisibility, see invisibility, shout (DC 17). Caster level 8th. The save DCs are Charisma-based.

The following abilities are always active on the suwyze's person, as the spells (caster level 8th); detect evil, detect good, and detect magic. They can be dispelled, but the suwyze can reactivate them as a free action.

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

Sympathic Entanglement (Su): Any creature within 30 feet of a suwyze must succeed on a DC 15 Will save or begin seeing the combat from the suwyze's point of view. This magically exaggerated form of "double vision" imposes a -3 penalty on attack rolls and a -1 penalty on damage rolls, which lasts until the suwyze stops fighting or the victim is killed or knocked unconscious. Whether or not the save is successful, an affected creature is immune to the same suwyze's sympathic entanglement aura for 24 hours. This is a mind-affecting glamer effect. The save DC is Charisma-based.

Any creature struck by a suwyze's tendril attack must make a new saving throw, regardless of the results of the save against the aura or previous tendril hits.

Skills: Suwyze have a +4 racial bonus on Listen, Search, and Spot checks, and a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Originally appeared in Dragon Mountain (1993).
 
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Monster Junkie
Onco

http://www.enworld.org/forum/general-monster-talk/258155-converting-greyhawk-monsters-50.html

Onco
Medium Animal
Hit Dice: 4d8+12 (30 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+7
Attack: Gore +7 melee (1d8+4) or slam +7 melee (1d6+4)
Full Attack: Gore +7 melee (1d8+4) and slam +5 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pin down, powerful charge
Special Qualities: Low-light vision, scent
Saves: Fort +7, Ref +5, Will +4
Abilities: Str 18, Dex 13, Con 16, Int 2, Wis 13, Cha 7
Skills: Listen +8, Spot +5
Feats: Iron Will, Multiattack (B), Power Attack, Reckless Offense (B)
Environment: Warm forests
Organization: Solitary or family (2–5)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-6 HD (Medium), 7-12 HD (Large)
Level Adjustment: —

This bear-sized elephant sports foot-long tusks as straight and sharp as spearheads.

An onco is a small, aggressive relative of the elephant. Oncos wander the jungles in small family units, normally made up of a single male, 1-4 females, and possibly young. Solitary onco are generally lone males in search of mates. Oncos are herbivorous, grazing on the jungle floor, which clears paths for other big animals.

A typical onco is around 6 feet long, stands 3 to 4 feet at the shoulder and weighs 300 to 500 pounds. A big male can be up to 6 feet tall.

COMBAT

Oncos are highly territorial. They usually try to scare away intruders, but may charge anything they think threatens them. An onco fights by striking with its trunk and tusks. If it hits with its trunk, it often tries to pin its opponent to the ground and run them through with a tusk.

Improved Grab (Ex): If an onco hits an opponent with a slam attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +7). If it gets a hold, it can pin down the opponent on its next successful grapple check.

Pin Down (Ex): An onco can make a grapple check against an already grappled opponent in an attempt to pin it down. If successful, the opponent is pinned down beneath the onco's tusks. Pinned opponents take 2d6+6 gore damage each round they are pinned, including the round in which the pin is established.

Powerful Charge (Ex): When an onco charges, its gore attack deals 2d6+6 points of damage.

Skills: Onco have a +4 racial bonus to Listen checks.

Training An Onco
Oncos are so aggressive it is difficult to use them as a mounts or beasts of burden. An onco requires training before it can bear a rider in combat.

Training an onco requires six weeks of work and a DC 25 Handle Animal check.

A newborn onco is worth 500 gp on the open market, while young are worth 800 gp apiece. Professional trainers charge 500 gp to rear or train an onco.

Carrying Capacity: A light load for an onco is up to 150 pounds; a medium load, 151-300 pounds; and a heavy load, 301-450 pounds.

Originally appeared in Scarlet Brotherhood (1999).
 

Shade

Monster Junkie
Hyena, Short-Faced

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-68.html

Hyena, Short-Faced
Large Animal
Hit Dice: 5d8+10 (32 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +3/+12
Attack: Bite +7 melee (2d6+7)
Full Attack: Bite +7 melee (2d6+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Keen scent, low-light vision, scent
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 20, Dex 15, Con 15, Int 2, Wis 13, Cha 6
Skills: Hide +7*, Listen +7, Move Silently +4, Spot +3
Feats: Alertness, Stealthy
Environment: Any plains
Organization: Solitary, pair, or pack (3–6)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large)
Level Adjustment: —

This hyena is the size of a small lion. It has a heavyset body with stocky legs. The head has a short muzzle with powerful jaws.

Short-faced hyenas are a giant, prehistoric variety of hyena. These tough, adaptable carnivores can be found in many climates and environments. They lair in earthen dens or caves. Short-faced hyenas are too slow to chase down most healthy prey animals, so get most of their meat by ambushes (usually at night), scavenging, or stealing kills from swifter but less powerful predators. They have a particular fondness for the taste of brains.

Short-faced hyenas have a well deserved reputation as maneaters. In the ages before civilization, short-faced hyenas preyed upon the ancestors of many humanoid races. They have little fear of humanoids, and still view them as prey.

A short-faced hyena is 5 to 6 feet long, stands about three feet at the shoulder and weighs 250 to 400 pounds.

COMBAT

A short faced hyena prefers to sneak up to an unattentive victim and bite them. A pack of these creatures usually attacks from many different directions to make it more difficult for their opponents to escape.

Keen Scent (Ex): A short-faced hyena can notice creatures by scent at double the normal range (typically a 60-foot radius), and detect the scent of blood or a carcass at ranges of up to a mile.

Trip (Ex): A short-faced hyena that hits with its bite attack can attempt to trip the opponent (+9 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hyena.

Skills: *Short-faced hyenas have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.

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

Monster Junkie
Gibbering Mouther, Greater

http://www.enworld.org/forum/general-monster-talk/258155-converting-greyhawk-monsters-52.html

Gibbering Mouther, Greater
Huge Aberration
Hit Dice: 16d8+160 (232 hp)
Initiative: -1
Speed: 10 ft. (2 squares), swim 20 ft.
Armor Class: 20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple: +12/+24
Attack: Bite +15 melee (1d3+4/19-20) or spittle +9 ranged touch (1d6 acid plus 1d6 fire plus blindness)
Full Attack: 6 bites +15 melee (1d3+4/19-20) and spittle +9 ranged touch (1d6 acid plus 1d6 fire plus blindness)
Space/Reach: 15 ft./15 ft.
Special Attacks: Blood drain, gibbering, gibberspawn, ground manipulation, improved grab, rake 1d3+4, spittle, swallow whole
Special Qualities: Amorphous, damage reduction 5/bludgeoning, darkvision 60 ft., fast healing 5
Saves: Fort +15, Ref +6, Will +15
Abilities: Str 19, Dex 9, Con 30, Int 7, Wis 16, Cha 16
Skills: Bluff +10, Diplomacy +7, Disguise +3 (+5 acting), Intimidate +12, Listen +7, Sense Motive +8, Spot +12, Swim +12
Feats: Improved Critical (bite), Iron Will, Lightning Reflexes, Open-Minded, Persuasive, Weapon Focus (bite)
Environment: Warm forests, swamps, and underground?
Organization: Solitary or monarchy (1 plus 1-12 gibberspawn and 0-12 humanoids)
Challenge Rating: 9
Treasure: None
Alignment: Usually neutral
Advancement: 17-24 HD (Huge); 25-48 HD (Gargantuan)
Level Adjustment: —

A giant amorphous mass peers at you with its multitude of eyes while its plethora of mouths gibber incessantly.

A greater gibbering mouther is an extremely rare form of gibbering mouther. These creatures thrive on attention, and thus often lair on the outskirts of humanoid society. Greater gibbering mouthers are usually found ruling tribes of primitive humanoids deep in the jungle, but occasionally lead hidden cults of worshipers in the midst of towns or cities. Their need for worshipful service drives them to split off tiny portions of its own flesh to create parasitic creatures called gibberspawn, which can influence any creature they are attached to. Some greater gibbering mouthers are so reliant on their followers that they have lost the ability to hunt for themselves.

Unlike their lesser kin, when a greater gibbering mouther reproduces it does not form two smaller versions of itself by asexual fusion; rather, one part retains the essence of the original and the other becomes a normal gibbering mouther.

A greater gibbering mouther is about 10 feet across and 8 to 10 feet high. It weighs about 6000 pounds.

Greater gibbering mouthers can speak Common. Greater mouthers often speak gibberish like regular gibbering mouthers. Their followers go to great effort to interpret the "divine messages" hidden in their master's gibbering utterances. Greater gibbering mouthers will speak coherently when it suits them, mostly to demand food, treasure, and worship.

COMBAT

A greater gibbering mouther attacks by shooting out strings of protoplasmic flesh, each ending in one or more eyes and a mouth that bites at the enemy. A mouther can send out a total of six such members in any round.

If a greater gibbering mouther has any gibberspawn or humanoid worshipers in attendance, it will always send them into battle first rather than risk its own existence.

Amorphous (Ex): A greater gibbering mouther is not subject to critical hits. It cannot be flanked.

Blood Drain (Ex): A swallowed opponent automatically takes 1d12 points of Constitution damage each round.

Gibbering (Su): As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed on a DC 21 Will save or be affected as though by a confusion spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same gibbering mouther’s gibbering for 24 hours. The save DC is Charisma-based.

Gibberspawn (Ex): Once every week, a greater gibbering mouther can bud off a tiny portion of its body to create a gibberspawn, with statistics as described below. The gibberspawn seek out hosts and use their suggestion power to influence these hosts to act in service to their monstrous parent.

Ground Manipulation (Su): At will, as a standard action, a greater gibbering mouther can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned).

Improved Grab (Ex): To use this ability, a greater gibbering mouther must hit a Medium or smaller foe with a bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity.

Rake (Ex): If a greater gibbering mouther grapples an opponent, it gains an additional six bite attacks (+14 melee, 1d3+4 damage) that it can only use against a grappled foe.

Spittle (Ex): As a free action every round, a greater gibbering mouther can fire a stream of spittle as a splash weapon with a range of 30 feet. The mouther makes a ranged touch attack; on a direct hit, it deals 1d6 points of acid damage and 1d6 points of fire damage, and the target must succeed on a DC 28 Fortitude save or be blinded for 1d4 rounds and succeed on a DC 28 Reflex save or become set on fire. Creatures hit by the splash suffer 1d4 points of fire damage, and are not exposed to burning or blindness. Eyeless creatures are immune to the blinding effect, but are still subject to the acid and fire damage. The save DC is Constitution-based.

Swallow Whole (Ex): A greater gibbering mouther can attempt to swallow a grappled opponent of Medium or smaller size by making a successful grapple check. (The gibbering mouther doesn't actually "swallow" the opponent--it engulfs it within its amorphous form--but the effect is essentially the same.) Once the victim is inside, the gibbering mouther can use its blood drain ability. A swallowed creature can cut its way out by dealing 5 points of damage to the gibbering mouther (AC 19). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A gibbering mouther's body can hold 1 Medium, 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine creatures.

Skills: Thanks to their multiple eyes, greater gibbering mouthers have a +4 racial bonus on Spot checks. A gibbering mouther has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It always can 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.

Gibberspawn
Tiny Aberration
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 10 ft. (2 squares), swim 20 ft.
Armor Class: 13 (+2 size, +1 natural), touch 12, flat-footed 23
Base Attack/Grapple: +0/+0
Attack: Bite +2 melee (1 plus blood drain)
Full Attack: Bites +2 melee (1 plus blood drain)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Attach, blood drain, empathic suggestion
Special Qualities: Amorphous, damage reduction 5/bludgeoning, darkvision 60 ft., telepathic bond
Saves: Fort +0, Ref +2, Will +5
Abilities: Str 3, Dex 11, Con 15, Int 3, Wis 16, Cha 16
Skills: Listen +5, Spot +5
Feats: Lightning Reflexes, plus Weapon Finesse (B)
Environment: Warm forests, swamps, and underground?
Organization: Solitary, ministry (1-6 plus 0-6 humanoids) or monarchy (1-12 plus 1 greater gibbering mouther and 0-12 humanoids)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually neutral
Advancement: —
Level Adjustment: —

This grapefruit-sized blob of amorphous flesh has a few randomly distributed eyes and mouths of disturbingly human appearance.

Attach: If a gibberspawn hits with a bite attack, it uses its mouths to latch onto the opponent's body. An attached gibberspawn is effectively grappling its prey. Gibberspawn have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

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

Blood Drain (Ex): A gibberspawn drains blood, dealing 1 point of Constitution damage each day it remains attached. Ordinarily, the host regains 1 lost Constitution point each night, just before the gibberspawn drains 1 new point, keeping the host at an equilibrium point of -1 to its normal Constitution. However, once per day as a full-round action, the gibberspawn can overfeed, draining enough blood to deal 1d4 points of Constitution damage to its host, usually as punishment for displeasing it.

Empathic Suggestion (Su): A gibberspawn can implant a wordless thought in any creature it is attached to. The opponent must succeed on a DC 14 Will save or act on the thought. This is similar to the spell suggestion, but limited to emotions and simple thoughts that could be described in four words or less. An empathic suggestion could give a creature an urge to go north, or to hate a particular creature, but they can not be suicidal or totally unreasonable. A gibberspawn's first suggestions to a host are usually to hide and love the gibberspawn. The save DC is Charisma-based.

Telepathic Bond (Su): A gibberspawn has an empathic bond to the greater gibbering mouther that created it. This has the same effect as the spell telepathic bond. Not that a gibberspawn is only intelligent enough to comprehend simple instructions that could be described in no more than four words. If the telepathic bond should be broken (by the gibberspawn and its master being on separate planes, for example), the gibberspawn loses all motivation, including any desire to feed or defend itself, and dies after 1d10 days.

IN OERTH
The only known greater gibbering mouther on the World of Greyhawk is Xuxeteanlahucuxolazapaminaco, god-king of the Amedio nation of Chetanicatla. Larger and stronger than others of its kind, it considers itself a god.

Originally appeared in The Scarlet Brotherhood (1999).
 
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Shade

Monster Junkie
Globigerina, Giant

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-68.html

Globigerina, Giant
Medium Ooze (Aquatic)
Hit Dice: 2d10+8 (19 hp)
Initiative: -4
Speed: Swim 5 ft. (1 squares)
Armor Class: 15 (-4 Dex, +9 natural), touch 6, flat-footed 15
Base Attack/Grapple: +1/+9
Attack: Spine +1 melee (1d4)
Full Attack: Spine +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spines, tendrils
Special Qualities: Blind, blindsight 60 ft., ooze traits, transparent
Saves: Fort +4, Ref -4, Will -5
Abilities: Str 10, Dex 2, Con 18, Int —, Wis 1, Cha 1
Skills: Swim +8
Feats: —
Environment: Any aquatic
Organization: Solitary, group (2-12) or field (10–60)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Medium); 4-6 HD (Large)
Level Adjustment: —

A nearly transparent globe of needle-sharp spines floats nearby, the shadow of its body giving away its location.

A globigerina's spines are transparent as water and its body is the same color as the ocean, so it is difficult to spot except in daylight, when the shadow of its body on its lower half gives it away. Thus, a globigerina instinctively sinks into the depths during the day to keep hidden.

A globigerina is at least 15 feet across, with a 3-foot-wide coiled shell at its center which contains the creature's living protoplasm. Globigerina generally weigh 800 pounds or more.

COMBAT

Globigerina are a passive threat, only attacking creatures who blunder into their spines. Globigerina usually drift on the currents waiting for prey or edible flotsam to come to them. They will slowly float towards food if they sense it nearby.

Spines (Ex): Any creature that comes within 5 feet of a globigerina, or strikes a globigerina with a handheld or natural weapon, must succeed on a DC 15 Reflex save or be hit by a spine. Creatures hit by a spine takes 1d4 points of piercing damage and are immediately attacked by a tendril (see below). Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. A Large globigerina has spines that threaten a 10-foot radius. The save DC is Constitution-based.

A globigerina can also attack an opponent with its spines as a standard melee attack. Normally it attacks with a single spine, but if the globigerina is attached to the opponent by a tendril it can attack with 3 spines, with a +2 bonus to its attack rolls. A globigerina cannot make more than 4 attacks against any 5-ft. square within its reach.

Tendrils (Ex): Whenever a globigerina hits an opponent with a spine, it can attack that opponent with a tendril of protoplasm. This is a melee touch attack (+1 attack check for a typical globigerina) that does 1d2 acid damage.

If a tendril hits, it attaches itself to the opponent's body with adhesive secretions. The attached tendril then continues to damage the opponent (as above) every round, until the opponent escapes or the globigerina is killed. An attached globigerina is effectively grappling its prey and can be struck with a weapon or grappled itself. To remove an attached globigerina through grappling, the opponent must achieve a pin against the globigerina. Globigerina have a +8 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

Transparent (Ex): A globigerina is difficult to see when it is in the ocean, since it blends in to the color of deep water. It takes a DC 13 Spot check to notice one. Creatures who fail to notice a globigerina and move within 5 feet of it are automatically attacked.

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

Originally appeared in Dragon Magazine #111 (1985).
 
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