Creature Catalog new 3.5 conversions (Part Two)

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Shade

Monster Junkie
Sentinel Eidolon

http://www.enworld.org/forum/general-monster-talk/290367-converting-monsters-dragon-magazine-36.html

Sentinel Eidolon
Large Construct
Hit Dice: 18d10+30 (129 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 36 (-1 size, +1 Dex, +26 natural), touch 10, flat-footed 35
Base Attack/Grapple: +13/+29
Attack: Psiforged blade +27 melee (3d6+26)
Full Attack: Psiforged blade +27/+27/+17 melee (3d6+26)
Space/Reach: 10 ft./10 ft. (15 ft. with psiforged blade)
Special Attacks: Psiforged blade, psychic assault
Special Qualities: Construct traits, damage reduction 15/adamantine, darkvision 60 ft., healed by acid and electricity, immunity to fire, low-light vision, rust vulnerability, spell resistance 24
Saves: Fort +6, Ref +7, Will +6
Abilities: Str 33, Dex 13, Con —, Int —, Wis 11, Cha 15
Skills: —
Feats: Whirlwind Attack (B)
Environment: Any
Organization: Solitary or vigil (2-4)
Challenge Rating: 14
Treasure: None
Alignment: Always neutral
Advancement: 19-24 HD (Large); 25-54 HD (Huge)
Level Adjustment: —

This iron statue is at least twice as tall as a human. It stands on two legs and is shaped something like a humanoid with a grotesquely alien head. Its 'face' has two bulbous eyes separated by a bony ridge and eight cilia-covered tentacles where its mouth should be. The statue holds a huge, oddly-shaped sword in its three-fingered hands.

Sentinel eidolons are powerful constructs whose origins are lost to the ages. Sages speculate they were created by an elder race of aberrations—possibly illithids, due to the similarities in appearance between these constructs and the flayers. If this is the case, one wonders why all sentinel eidolons appear to be at least several centuries old.

The glowing orbs of a destroyed sentinel eidolon function as if a continual flame spell had been cast upon each of them. The effect cannot be dispelled.

A sentinel eidolon stands 13 feet tall and weighs about 5,000 pounds.

COMBAT

A sentinel eidolon follows whatever combat instructions its ancient masters programmed it with. It normally begins combat with a psychic assault, then close to melee with its psiforged blade. Most eidolons are programmed to quickly kill creatures stunned by its psychic assault, eliminating them before they can recover.

Psiforged Blade: A sentinel eidolon wields a huge, bizarrely-shaped blade in both hands. This psiforged blade functions as a +4 psychokinetic collision greatsword with a 15-foot reach (20-foot for a Huge sentinel eidolon). The psiforged blade is an intrinsic part of the eidolon. A sentinel eidolon cannot be disarmed or sundered, and if it is destroyed its psiforged blade is also destroyed.

Healed by Acid and Electricity (Ex): If a sentinel eidolon is hit by an attack that deals acid or electricity damage (whether magical or mundane) it heals 1 point of damage for each point of acid or electricity damage the attack would normally deal. If the amount of healing would cause the eidolon to exceed its full normal hit points, it gains any excess as temporary hit points.

Psychic Assault (Su): Once per day, a sentinel eidolon can unleash a potent psionic blast in a cone 60 feet long. Anyone caught in this cone takes 7d8 damage and must succeed on a DC 21 Will save or be stunned for 4d4 rounds. Creatures with immunity to mind-affecting attacks take the damage but are immune to the stunning. The save DC is Charisma-based.

Rust Vulnerability (Ex): A sentinel eidolon is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

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

Monster Junkie
Hyena, Spotted

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

Hyena, Spotted
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Bite +4 melee (1d8+3)
Full Attack: Bite +4 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6
Skills: Hide +3*, Listen +6, Move Silently +3, Spot +4
Feats: Alertness, Power Attack
Environment: Warm plains
Organization: Solitary, pair, or pack (7–16)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–5 HD (Large)
Level Adjustment: —

Dark spots cover the short fur of this hyena. Its neck and forequarters are large and powerful, with a sparse mane. Its back slopes down to its hindquarters, which are smaller in comparison.

Spotted hyenas are the largest modern hyena. Their pack hierarchy is dominated by the females, who are larger and more aggressive than the males. A spotted hyena's jaws and stomach acids are so powerful they can devour bones. They have a reputation as scavengers, and will eat carrion and scavenge rubbish, but mostly live by hunting big herbivores and pirating kills from other carnivores. Spotted hyenas can live on the outskirts of humanoid habitations if not actively persecuted.

Spotted hyenas are very vocal, frequently calling to their packmates. They are also called "laughing hyenas" because some of their calls resemble laughter or giggles from a maniac.

A spotted hyena is 3 to 5½ feet long (plus about a foot of tail), stands 2 to 3 feet at the shoulder, and weighs 90 to 180 pounds.

COMBAT

Spotted hyenas tend to hunt alone or in small groups, but the whole pack may join together to attack difficult prey such as zebras or to drive a powerful carnivore from its kill. They may prey upon humanoids, but this is rare. A spotted hyena is much more likely to steal an adventurer's dinner than try to rip out their throat.

A spotted hyena will try to trip its opponent and then rip them apart with bite attacks, often boosted with its Power Attack feat. A pack of spotted hyenas usually seeks to outflank their opponents, and as soon as one hyena succeeds in tripping an opponent other hyenas will rush in to savage the fallen target.

Trip (Ex): A spotted hyena that hits with its bite attack can attempt to trip the opponent (+2 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: *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
Leech, Magical

http://www.enworld.org/forum/general-monster-talk/201788-converting-psionic-creatures-64.html

Leech, Magical
Diminutive Magical Beast (Aquatic)
Hit Dice: 1/4d10 (1 hp)
Initiative: +1
Speed: Swim 10 ft. (2 squares)
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +1/-4
Attack: Touch +5 melee (attach)
Full Attack: Touch +5 melee (attach)
Special Attacks: Absorb magic, attach, dampen magic, shocking touch
Special Qualities: Amphibious, blindsight 10 ft., detect magic, scent, spell resistance 18
Saves: Fort +4, Ref +1, Will -1
Abilities: Str 1, Dex 12, Con 11, Int 1, Wis 8, Cha 10
Skills: Hide +21, Swim +9
Feats: Great Fortitude, Weapon Finesse (B)
Environment: Warm marsh
Organization: Colony (2-5) or swarm (6-30)
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This creature looks like an ordinary leech, except its black, slimy body occasionally produces a purplish spark.

A magical leech feeds off magic, it does not eat blood like a normal leech. These disgusting creatures are a bane to spellcasting creatures, for the magic in spells is their favorite meal. Magical leeches live in warm wetlands just like mundane leeches. The purplish sparks a magical leech occasionally gives off are too dim to illuminate their surroundings or give away their hiding place. A leech that's bloated by feeding on magic produces sparks much more frequently.

Magical leeches have tiny hooks along the edges of their flat bodies that catch on clothing or fur. This allows them to cling to their host tenaciously, dropping off only when the magical energies of the victim have been exhausted or a better source of food comes along.

A magical leech is 6 to 12 inches long and weighs less than a pound.

COMBAT

Magical leeches hide in water or undergrowth until they sense a magic-using or spellcasting creature passing nearby. They then try to attach themselves to the creature and drain its magic until their victim has no magical powers left or the leech can absorb no more. The leech then drops off and processes its meal.

If a magical leech is attacked, it defends itself with its shocking touch power.

Absorb Magic (Su): A magical leech can absorb spells from nearby spellcasters. For each minute that a spellcaster spends within 3 ft of a magical leech, the caster must make a DC 10 Will save. On a failed save, the caster loses one prepared spell or spell slot of the highest level remaining, and the leech absorbs a corresponding number of spell levels.

A magical leech can also absorb magic from spells (or spell-like abilities) cast in its vicinity (see Dampen Spell, below).

In addition, a magical leech can absorb charges from charged magical items, absorbing one charge per minute of contact. A charge grants the leech as many levels as appropriate to the effect (for example, a charge from a wand of magic missile gives 1 level, but a charge from a wand of fireball gives 3 levels). Charges of non-spell effects grant one level for every two caster levels of the effect (rounded up). The charges are forever lost to the magic item, as if they had been used normally.

Magical leeches may also absorb the magic from a permanent magical item (or one with daily charges), eventually rendering it a mundane item. This ability requires continuous contact. Each day of contact with the leech, the magic item must succeed at a Will save or be completely drained of magic. The Will save is initially DC 10, but increases by +1 DC for each day beyond the first that the leech maintains continual contact. The leech gains 10 spell levels per level of each of the magic item's spell effects (or 1/2 the caster level of the effect, rounded up). A magical leech's ability to absorb magic has no effect on artifacts.

The save DCs are Charisma-based.

Attach (Ex): If a magical leech hits with its touch attack, it uses the tiny hooks along its body to latch onto the opponent’s body. It deals no additional damage when it is attached. An attached leech loses its Dexterity bonus to AC and has an AC of 12. Magical leeches have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

The touch of a magical leech is very subtle and carries a mild numbness. A victim must succeed on a DC 20 Spot or Autohypnosis check to notice the leech attaching itself.

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

Dampen Spell (Su): Any spell or spell-like ability cast within 3 feet of a magical leech is affected by the leech's spell resistance, even if spell resistance does not normally apply to that spell. If multiple leeches are within 3 ft., only the highest spell resistance applies. If a spell does not overcome the leech's spell resistance, the spell or spell-like ability has no effect and that leech gains spell levels as per its Absorb Magic ability.

Detect Magic (Su): Detect magic is always active upon a magical leech. This functions as the spell of the same name. It can be dispelled, but the magical leech can reactivate it as a free action. Caster level 10th.

Shocking Touch (Su): As an immediate action, a magical leech can release a burst of energy that automatically hits any creature touching the leech, doing 1d3 points of electrical damage plus 1 point per spell level the leech has stored (maximum damage 1d3+10 for 10 spell levels). This costs the leech 1 spell level. A magical leech without stored spell levels cannot use shocking touch.

Spawn (Ex): If a magical leech absorbs 10 or more spell levels, the leech crawls away to the nearest wet, sheltered spot and gives birth to 1d6 more magical leeches. This process takes 3d4 days and empties the leech's spell level pool.

Skills: Magical leeches have a +4 racial bonus on Hide checks. A magical leech 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. Magical leeches use either their Strength modifier or Dexterity modifier for Swim checks, whichever is higher.

Magical Leech Swarm
Diminutive Magical Beast (Aquatic, Swarm)
Hit Dice: 6d10 (33 hp)
Initiative: +1
Speed: Swim 10 ft. (2 squares)
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +1/-
Attack: Swarm (1d6 plus infestation)
Full Attack: Swarm (1d6 plus infestation)
Space/Reach: 10 ft./0 ft.
Special Attacks: Absorb magic, attach, dampen magic, distraction, infestation, shocking touch
Special Qualities: Amphibious, blindsight 10 ft., detect magic, immune to weapon damage, scent, SR 21, swarm traits
Saves: Fort +5, Ref +6, Will +3
Abilities: Str 1, Dex 12, Con 11, Int 1, Wis 8, Cha 10
Skills: Hide +21, Spot +4, Swim +9
Feats: Ability Focus (distraction), Great Fortitude, Iron Will
Environment: Warm marsh
Organization: Solitary or plague (2-4 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

COMBAT

Absorb Magic (Su): A magical leech swarm can absorb spells from nearby spellcasters. For each minute that a spellcaster spends within 3 ft of a magical leech, the caster must make a DC 13 Will save. On a failed save, the caster loses one prepared spell or spell slot of the highest level remaining, and the leech swarm absorbs a corresponding number of spell levels.

A magical leech swarm can also absorb magic from spells (or spell-like abilities) cast in its vicinity (see Dampen Spell, below).

In addition, a magical leech swarm can absorb charges from charged magical items, absorbing one charge per minute of contact. A charge grants the leech swarm as many levels as appropriate to the effect (for example, a charge from a wand of magic missile gives 1 level, but a charge from a wand of fireball gives 3 levels). Charges of non-spell effects grant one level for every two caster levels of the effect (rounded up). The charges are forever lost to the magic item, as if they had been used normally.

Magical leech swarms may also absorb the magic from a permanent magical item (or one with daily charges), eventually rendering it a mundane item. This ability requires continuous contact. Each day of contact with the leech, the magic item must succeed at a Will save or be completely drained of magic. The Will save is initially DC 13, but increases by +1 DC for each day beyond the first that the leech swarm maintains continual contact. The leeches gains 10 spell levels per level of each of the magic item's spell effects (or 1/2 the caster level of the effect, rounded up). A magical leech swarms ability to absorb magic has no effect on artifacts.

The save DCs are Charisma-based.

Dampen Spell (Su): Any spell or spell-like ability cast within 3 feet of a magical leech swarm is affected by the swarm's spell resistance, even if spell resistance does not normally apply to that spell. If multiple magical leeches or magical leech swarms are within 3 ft, only the highest spell resistance applies. If a spell does not overcome the leech's spell resistance, the spell or spell-like ability has no effect and that leech gains spell levels as per its Absorb Magic ability.

Detect Magic (Su): Detect magic is always active upon a magical leech. This functions as the spell of the same name. It can be dispelled, but the magical leech can reactivate it as a free action. Caster level 10th.

Distraction (Ex): Any living creature vulnerable to the magical leech swarm's damage who notices the swarm and begins its turn with a swarm in its square is nauseated for 1 round; a DC 15 Fortitude save negates the effect. The save DC is Constitution-based.

Infestation (Ex): Any living creature that takes damage from a magical leech swarm risks being infested by the leeches. Every round, the creature must make a DC 16 Reflex save or have 1d12 magical leeches attach themselves to the creature's body and start draining magical energy. These individual leeches will still be attached if the creature leaves a square occupied by the leech swarm, and are not affected by the magical leech swarm's swarm attack, distraction, power drain, or shocking touch attacks. If the Reflex save succeeds, the creature negates that round's infestation by dodging the swarming leeches or brushing them off before they attach themselves. The save DC is Dexterity-based and includes a +2 racial bonus.

Shocking Touch (Su): As an immediate action, a magical leech swarm can release a burst of energy against any creature in its space (the swarm can target any or all creatures in its space, and can elect not to target some creatures). The shocking touch automatically hits all targeted creatures, doing 1d3 points of electrical damage plus 1 point per spell level the leech swarm has stored (maximum damage 1d3+10 for 10 spell levels). This costs the leech swarm 1 spell level for every creature it targets. A magical leech swarm without stored spell levels cannot use shocking touch.

Skills: Magical leeches have a +4 racial bonus on Hide checks. A magical leech 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. Magical leeches use either their Strength modifier or Dexterity modifier for Swim checks, whichever is higher.

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

Shade

Monster Junkie
Spider, Xakhun, Doomspider

http://www.enworld.org/forum/general-monster-talk/290367-converting-monsters-dragon-magazine-39.html

Spider, Xakhun, Doomspider
Small Magical Beast
Hit Dice: 1d10 (5 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: +1/-5
Attack: Bite +5 melee (1d4–2)
Full Attack: Bite +5 melee (1d4–2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Death throes, web strand
Special Qualities: Darkvision 60 ft., tremorsense 60 ft.
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 7, Dex 17, Con 10, Int 3, Wis 10, Cha 6
Skills: Climb +11, Hide +11*, Move Silently +4*, Spot +5, Tumble +5
Feats: Dodge, Weapon Finesse (B)
Environment: Any temperate or warm land and underground
Organization: Solitary or Xan Kraban (1 plus 1 rigger and 2-10 drop spiders or 2-5 leaping sword spiders)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: Small (2-3 HD); Medium (4-7 HD); Large (8-15 HD); Huge (16-20 HD)
Level Adjustment: —

This two-foot-diameter spider is covered in black fur.

The doomspider (also known as the “Vengeance of Lolth”) is an innocuous, relatively docile arachnid. While it is non-venomous, it can relax an internal sphincter to allows the chemicals in two internal sacs to combine, triggering a deadly explosion. The sacks can be surgically removed (a hazardous process which inevitably kills the creature) and their contents used to create alchemical compounds and powerful, portable explosive devices.

The Xakhun drow sail the skies in windships in groups known as Xan Krabans. Lolth created the various Xakhun spiders to bolster the fighting capability of the Xan Krabans, although some can be found in traditional subterranean drow cities, serving priestesses of the Spider Queen. Xakhun spiders normally hide in the crew compartment of the windship until called upon to attack nearby ships and enemies. The doomspider is basically ignored by the other Xakhun spider breeds.

A doomspider obeys only the commands of its chosen mistress (usually the windship captain). On occasion, Lolth has been known to command a doomspider to trigger its chemical explosion to destroy the windship of a captain or crew who has lost her favor. In cases where a Xakhun captain is mistreating her spiders, the Spider Queen often commands the captain’s doomspider to explode in a manner that leaves the captain dead and the majority of the crew alive so that the survivors might consider the cause of their captain’s misfortune.

A typical doomspider is 2-1/2 feet in diameter, 3 inches tall, and weighs 10 to 12 pounds.

COMBAT

When not commanded to trigger its own death throes, a doomspider bites only those who attack it or its mistress. If its mistress is slain, a doomspider usually initiates its death throes 1d4 rounds afterward.

Death Throes (Ex): A doomspider's body contains a pair of sacs filled with two chemical fluids which are harmless separately, but explode when mixed together. A doomspider can mix these chemicals together as a swift action. The following round the chemicals explode on the doomspider's turn, killing the spider and doing 8d6 points of fire damage to everything within a 20-ft. radius (DC 16 Reflex save for half damage). Once the fluids mix the doomspider cannot cancel the explosion. A doomspider also explodes if it is violently killed, detonating one round after it dies. The DCs are Constitution-based and include a +6 racial bonus.

If a doomspider is paralyzed (or otherwise immobilized) its fluid-sacs can be safely removed with a DC 16 Heal check. This kills the spider, and if the Heal check fails the chemicals will mix and explode as described above. The chemicals are individually safe, so can be transported in separate containers without fear of an explosion. These two containers may be thrown as a splash weapon, detonating at the point of impact.

Tremorsense (Ex): A doomspider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Web Strand (Ex): Doomspiders often wait in trees, ship's rigging or on ceilings, then lower themselves silently on silk strands to leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size.

Skills: Doomspiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A doomspider spider can always choose to take 10 on Climb checks, even if rushed or threatened. Doomspiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

* Doomspiders have a +8 racial bonus on Hide and Move Silently checks when using their web strands.

Originally appeared in Dragon Magazine #244 (1998).
 
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Shade

Monster Junkie
Ni’iath

http://www.enworld.org/forum/genera...rting-planescape-monsters-61.html#post5740163

Ni’iath
Medium Magical Beast (Extraplanar)
Hit Dice: 5d10+5 (32 hp)
Initiative: +3
Speed: Fly 50 ft. (10 squares)(perfect)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +5/+8
Attack: Tail sting +8 melee (1d6+3/18-20)
Full Attack: Tail sting +8 melee (1d6+3/18-20) and 2 claws +6 melee (1d3+1) and bite +6 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Augmented critical, gravity fling
Special Qualities: Darkvision 60 ft., immunity to gravity effects, low-light vision
Saves: Fort +5, Ref +7, Will +2
Abilities: Str 17, Dex 17, Con 13, Int 6, Wis 12, Cha 11
Skills: Spot +9
Feats: Flyby Attack, Multiattack
Environment: Twin Paradises of Bytopia
Organization: Solitary or pack (2-9)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: —

This wormlike creature swims through the air using two fan-shaped fins on either side of its head. The viciously jawed head has four narrow eyes equidistantly spaced around it. Its body has a pair of arms with four-clawed fingers jutting from its sides, and tapers into a whiplike tail with a sharp barbed tip.

Ni'iath are flying predators native to the outer plane of Brytopia. These creatures are apparently immune to gravity, and float in the air as if weightless - indeed, sages have determined they have no concept of "up" or "down". They are able to impose gravity on opponents they strike with their tail-barb, hurling them through the air as though by a catapult.

A ni'iath's mind is akin to a wolf's. They live in packs and constantly vie with each other for dominance. The pack keeps a lair in some inaccessible spot, such as a mountain cave, cliff ledge, or deep crevice. Ni'iaths take good care of their young, keeping them well-guarded in their lair.

A typical niath is about 5 feet long (not including the tail, which is another 5 feet). Their gravity manipulation powers mean they are effectively weightless, although they have a mass equivalent to about 100 pounds.

COMBAT

Ni'iaths usually hunt in packs like wolves, hounding their chosen prey until it is too tired to resist. A ni'iath prefers to hunt sizable animals such as deer and cattle (or humanoids), but will prey on small game like birds and rabbits. They occasionally carry live food back to their lair to devour later, possibly after their young practice their hunting- and killing-techniques on it.

Ni'iaths start combat by trying to catapult an opponent into a nearby object (boulder, tree, et cetera) with their tail-sting attack. A ni'ath's immunity to gravity means it cannot perform a dive attack, but they often use charge attacks. Ni'iaths never catapult prey anywhere they might lose it, such as over a cliff. The ni'iath pack then closes in on their chosen prey, either finishing it off with their claws and teeth, or carrying their victim off to their lair.

Augmented Critical (Ex): ni'iath's tail sting threatens a critical hit on a natural attack roll of 18–20.

Gravity Catapult (Su): A ni'iath's tail sting can create a gravity-manipulation field similar to the reverse gravity spell. If a ni'iath scores a critical hit on an object or creature of up to Huge size, the target is catapulted 100 ft. away. The ni'iath can gravity catapult a target in whatever direction it chooses; if no strategically desirable direction exists the ni'iath catapults the target in a random direction. During its flight, the gravity catapulted object or creature feels no effects of gravity. At the end of its flight, the target again becomes sensitive to gravity and may take falling damage. The effect ends if the target hits an obstacle before travelling for 100 ft, but both the catapulted victim and the obstacle take 2d4 points of bludgeoning damage.

Immunity to Gravity Effects (Ex): A ni'iath is immune to any gravity-based effect (such as a reverse gravity spell or falling damage). It can perform all actions (including flying with perfect maneuverability) without penalty whether it is in light, heavy or normal gravity. Flying ni'iaths are unable to dive or make dive attacks, since they cannot use the pull of gravity to speed their descent. An inactive ni'iath simply hovers in the air, drifting with the wind until it rots away or is eaten.

Originally appeared in Planes of Conflict (1995).
 
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Shade

Monster Junkie
Dog, War

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-74.html

Dog, War
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 17 (+1 Dex, +4 natural, +2 leather armor), touch 11, flat-footed 16
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d8+4)
Full Attack: Bite +4 melee (1d8+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 17, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +11, Listen +5, Spot +5, Swim +4, Survival +1
Feats: Alertness, Track (B)
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This powerfully-built dog has a massive head and heavy jaws. It is dressed in armor of cured leather.

A war dog is a canine specially bred for strength and aggression, then trained for warfare or guard duty.

War dogs are proficient in light armor and are normally dressed in leather barding by their owners. A few war dogs wear spiked armor, although they are not proficient in weapons and thus have a -4 penalty to attack with armor spikes.

A typical war dog is 2½ to 3 feet tall at the shoulder and weighs from 150 to 180 pounds.

COMBAT

A war dog will attack on command or when threatened by a stranger. Normally, the dog grabs its opponent and tears into them with its jaws. War dogs with special training (see Training a War Dog, below) can be taught to pin or disarm an opponent on command, instead of fighting to kill or injure. A few war dogs can make trip attacks just as wolves do (see the wolf entry).

Improved Grab (Ex): To use this ability, a war dog must hit an opponent up to 1 size category larger than itself 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.

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

Training A War Dog
War dogs can be trained for a general purpose and taught tricks following the rules for the Handle Animal skill. A trained war dog gains the attack trick as a bonus trick, in addition to the maximum of 6 tricks it can learn with its Intelligence of 2. Some war dogs are taught tricks that are not in the standard selection described in the Handle Animal skill. Most such tricks teach the dog to use a particular special attack against an opponent on command. Examples of these "combat tricks" (and their associated Handle Animal DCs) include Disarm (DC 25), Pin (DC 20) or Trip (DC 25).

War dog pups are worth 50 gp apiece on the open market, while trained war dogs are worth 250Y gp each. Professional trainers charge 100 gp to rear or train a war dog.

Originally appeared in Monster Manual (1977).
 
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Shade

Monster Junkie
Aetosaur

http://www.enworld.org/forum/general-monster-talk/294285-converting-prehistoric-creatures-31.html

Aetosaur
Medium Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 30 ft (6 squares)
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +2/+6
Attack: Tail slap +7 melee (1d12+6) or bite +6 melee (1d4+4)
Full Attack: Tail slap +7 melee (1d12+6) or bite +6 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Skills: Hide +4, Listen +4, Spot +4
Feats: Alertness, Weapon Focus (tail)
Environment: Any warm land
Organization: Solitary or herd (4-24)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–5 HD (Medium); 6-9 HD (Large)
Level Adjustment: —

This reptilian creature resembles a thick-bodied crocodile, heavily armored with plates of horn-covered bone. Its head has a long beak with rows of small, conical teeth.

Aetosaurs are a type of herbivorous prehistoric reptiles that lived before the age of the dinosaurs. Aetosaurs ate ground vegetation, grazing off stalks and leaves or digging up roots. Ground ferns are a major part of many aetosaurs' diet.

A typical aetosaur is 6 to 8 feet long (including tail) and weighs 150 to 400 pounds, The biggest species of aetosaur could grow up to twice this size (16 feet or so), the smallest were as little as a yard long.

COMBAT

An aetosaur will defend itself with its tail and bite if attacked, but prefers to walk away from something that looks like a threat.

Spined Aetosaur
Some aetosaurs have several pairs of horn-covered spikes on the back of these shoulders, which serve as defensive weapons. Make the following changes to the stat block above:

Attack: Tail slap +7 melee (1d12+6) or bite +6 melee (1d4+4) or spines +6 melee (1d4+4)
Full Attack: Tail slap +7 melee (1d12+6) or bite +6 melee (1d4+4) or spines +6 melee (1d4+4)
Special Attacks: Spines

Spines (Ex): Any creature striking an aetosaur with handheld weapons or natural weapons must succeed on a DC 12 Reflex save or take 1d4+4 points of piercing and slashing damage from the reptile's spines. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. An aetosaur may also use its spines offensively.

Originally appeared in Dragon Magazine #112 (1986).
 

Shade

Monster Junkie
Lycanthrope, Wereweasel

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

Wereweasel, Gnome Form
Small Humanoid (Gnome, Shapechanger)
Hit Dice: 1d8+2 plus 1/2d8+2 (10 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 18 (+1 size, +4 chain shirt, +2 natural, +1 light shield), touch 11, flat-footed 18
Base Attack/Grapple: +1/-3
Attack: Longsword +2 melee (1d6/19-20) or light crossbow +3 ranged (1d6/19-20)
Full Attack: Longsword +2 melee (1d6/19-20) or light crossbow +3 ranged (1d6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Alternate form, gnome traits, low-light vision, scent, weasel empathy
Saves: Fort +6, Ref +2, Will +2
Abilities: Str 11, Dex 11, Con 14, Int 10, Wis 11, Cha 8
Skills: Balance +2, Climb +2, Craft (alchemy) +4, Escape Artist +2, Handle Animal +1*, Hide +5, Listen +4, Move Silently +0, Ride +2, Spot +1, Swim +2
Feats: Agile (B), Iron Will (B), Weapon Finesse (B), Weapon Focus (light crossbow)
Environment: Temperate hills
Organization: Solitary, pair, family (3-4), or troupe (3-4 plus 2-5 weasels and 0-2 dire weasels)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Wereweasel, Weasel Form
Tiny Humanoid (Gnome, Shapechanger)
Hit Dice: 1d8+2 plus 1/2d8+2 (10 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/-7
Attack: Bite +5 melee (1d2-4)
Full Attack: Bite +5 melee (1d2-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Curse of lycanthropy, attach
Special Qualities: Alternate form, damage reduction 10/silver, gnome traits, low-light vision, scent, weasel empathy
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 3, Dex 15, Con 14, Int 8, Wis 11, Cha 8
Skills: Balance +12, Climb +12, Craft (alchemy) +4, Escape Artist +4, Handle Animal +1*, Hide +11, Listen +4, Move Silently +6, Ride +4, Spot +1, Swim --2
Feats: Agile (B), Iron Will (B), Weapon Finesse (B), Weapon Focus (light crossbow)
Environment: Temperate hills
Organization: Solitary, pair, family (3-4), or troupe (3-4 plus 2-5 weasels and 0-2 dire weasels)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Wereweasel, Hybrid Form
Small Humanoid (Gnome, Shapechanger)
Hit Dice: 1d8+2 plus 1/2d8+2 (10 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Bite +4 melee (1d4); or claw +4 melee (1d3); or longsword +4 melee (1d6/19-20) or light crossbow +5 ranged (1d6/19-20)
Full Attack: Bite +4 melee (1d4) and 2 claws -1 melee (1d3); or longsword +4 melee (1d6/19-20) and bite -1 melee (1d4); or light crossbow +5 ranged (1d6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy, spell-like abilities
Special Qualities: Alternate form, damage reduction 10/silver, gnome traits, low-light vision, scent, weasel empathy
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 11, Dex 15, Con 14, Int 8, Wis 11, Cha 8
Skills: Balance +12, Climb +12, Craft (alchemy) +4, Escape Artist +4, Handle Animal +1*, Hide +11, Listen +4, Move Silently +6, Ride +4, Spot +1, Swim +2
Feats: Agile (B), Iron Will (B), Weapon Finesse (B), Weapon Focus (light crossbow)
Environment: Temperate hills
Organization: Solitary, pair, family (3-4), or troupe (3-4 plus 2-5 weasels and 0-2 dire weasels)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

This slim little humanoid is covered in fine fur, creamy white on its belly and red over the rest of its body. It has the head of a stoat or weasel - pointed of feature, with small round ears and beady eyes.

A wereweasel in humanoid form tends to be slim and lissom, with a long body and shorter than average limbs. They tend to have sharp features with a pointed nose, and usually were their hair short. Wereweasels have a reputation for cleverness and guile.

The wereweasel presented here is a 1st-level gnome warrior and natural lycanthrope, using the following base ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

COMBAT

Wereweasels are sneaky fighters who prefer to fight in hybrid form. They often turn into weasels to flee from enemies or sneak into an advantageous position to attack from. Wereweasels with dire weasels in their troupe often ride the animals into battle.

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

Attach (Ex): If a wereweasel in animal form hits with a bite attack, it uses its powerful jaws to latch onto the opponent's body and automatically deals bite damage each round it remains attached. An attached wereweasel loses its Dexterity bonus to Armor Class and has an AC of 14. An attached wereweasel can be struck with a weapon or grappled itself. To remove an attached wereweasel through grappling, the opponent must achieve a pin against the creature.

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

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

Skills: Gnomes have a +4 racial bonus on Craft (alchemy) and Listen checks.

In animal or hybrid form, wereweasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A wereweasel in animal or hybrid form can always choose to take 10 on a Climb check, even if rushed or threatened.

Dire Wereweasel, Hobgoblin Form
Medium Humanoid (Goblinoid, Shapechanger)
Hit Dice: 1d8+2 plus 3d8+6 (26 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +3 studded leather, +2 natural, +1 light shield), touch 11, flat-footed 16
Base Attack/Grapple: +3/+4
Attack: Longsword +4 melee (1d8+1/19-20) or javelin +4 ranged (1d6+1)
Full Attack: Longsword +4 melee (1d8+1/19-20) or javelin +4 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, darkvision 60 ft., low-light vision, scent, weasel empathy
Saves: Fort +6, Ref +4, Will +5
Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 11, Cha 8
Skills: Hide +7, Listen +5, Move Silently +10, Spot +5
Feats: Alertness, Iron Will (B), Multiattack (B), Stealthy, Weapon Finesse (B)
Environment: Temperate or warm hills
Organization: Solitary, pair, or pack (6-10)
Challenge Rating: 5
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +3

Dire Wereweasel, Weasel Form
Medium Humanoid (Goblinoid, Shapechanger)
Hit Dice: 1d8+2 plus 3d8+6 (26 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 19 (+5 Dex, +4 natural), touch 15, flat-footed 14
Base Attack/Grapple: +3/+6
Attack: Bite +11 melee (1d6+4)
Full Attack: Bite +11 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach, blood drain, curse of lycanthropy
Special Qualities: Alternate form, darkvision 60 ft., damage reduction 10/silver, low-light vision, scent, weasel empathy
Saves: Fort +6, Ref +8, Will +5
Abilities: Str 17, Dex 21, Con 14, Int 10, Wis 11, Cha 8
Skills: Hide +11, Listen +5, Move Silently +14, Spot +5
Feats: Alertness, Iron Will (B), Multiattack (B), Stealthy, Weapon Finesse (B)
Environment: Temperate or warm hills
Organization: Solitary, pair, or pack (6-10)
Challenge Rating: 5
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +3

Dire Wereweasel, Hybrid Form
Medium Humanoid (Goblinoid, Shapechanger)
Hit Dice: 1d8+2 plus 3d8+6 (26 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 19 (+5 Dex, +4 natural), touch 15, flat-footed 14
Base Attack/Grapple: +3/+6
Attack: Longsword +6 melee (1d8+4/19-20) or bite +8 melee (1d6+3) or claw +8 melee (1d4+3) or javelin +8 ranged (1d6+3)
Full Attack: Longsword +6 melee (1d8+3/19-20) and claw +6 melee (1d4+1) and bite +6 melee (1d6+1); or 2 claws +8 melee (1d4+3) and bite +6 melee (1d6+1); or javelin +8 ranged (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Attach, blood drain, curse of lycanthropy
Special Qualities: Alternate form, darkvision 60 ft., damage reduction 10/silver, low-light vision, scent, weasel empathy
Saves: Fort +6, Ref +8, Will +5
Abilities: Str 17, Dex 21, Con 14, Int 10, Wis 11, Cha 8
Skills: Hide +11, Listen +5, Move Silently +14, Spot +5
Feats: Alertness, Iron Will (B), Multiattack (B), Stealthy, Weapon Finesse (B)
Environment: Temperate or warm hills
Organization: Solitary, pair, or pack (6-10)
Challenge Rating: 5
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +3

This tall, lithe humanoid is covered in short, dense fur. Its fur is red apart from a creamy-white underside. The creature has the pointed face of a stoat or weasel, with small round ears and beady eyes.

There is often something feral and menacing about a dire wereweasel even when they're humanoid. Dire wereweasels in humanoid form tend to have a long, wiry torsos and shorter than average limbs. Their facial features are often pointed and vicious, and they usually wear their hair short. Dire wereweasels have a reputation for cunning and bloodthirstiness.

The dire wereweasel presented here is a 1st-level hobgoblin warrior and natural lycanthrope, using the following base ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

COMBAT

Dire wereweasels prefer to fight in hybrid form, turning into dire weasels when they need speed. They try to sneak close to ambush opponents. A dire wereweasel is a bloodthirsty foe who often refuses to retreat once it sets its jaws in an opponent, frequently fighting to the death.

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

Attach (Ex): A dire wereweasel in animal or hybrid form that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire wereweasel loses its Dexterity bonus to AC and thus has an AC of 14. An attached dire wereweasel can be struck with a weapon or grappled itself. To remove an attached dire wereweasel through grappling, the opponent must achieve a pin against the creature.

Blood Drain (Ex): A dire wereweasel drains blood for 1d4 points of Constitution damage each round it remains attached.

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

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

Skills: Hobgoblins have a +4 racial bonus on Move Silently checks.

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

Monster Junkie
Kappa-Ti

http://www.enworld.org/forum/genera...verting-oriental-adventures-creatures-66.html

Kappa-Ti
Medium Monstrous Humanoid (Aquatic)
Hit Dice: 8d8+24 (60 hp)
Initiative: +3
Speed: 30 ft. (6 squares), swim 60 ft.
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +8/+16
Attack: Claw +17 melee (1d8+8/19-20)
Full Attack: 2 claws +17 melee (1d8+8/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dying curse, improved grab, spells
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 5, head bowl, water immunity
Saves: Fort +5, Ref +9, Will +8
Abilities: Str 26, Dex 17, Con 16, Int 9, Wis 14, Cha 15
Skills: Escape Artist +5, Hide +12, Intimidate +6, Listen +6, Swim +16
Feats: Improved Critical (claw), Weapon Focus (claw), Spell Focus (enchantment)
Environment: Any aquatic
Organization: Solitary or pair
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic, usually evil
Advancement: By character class
Level Adjustment: —

This scaly, hunchbacked creature is about the size of a dwarf, with a powerful ape-like build. Its head is flat and plump, like a squashed toad's, with large round eyes, a long nose, and a broad mouth crammed with hooked teeth. The crown of its head has a shallow, bowl-like depression that seems to be full of water. The being's three-toed feet are webbed, while its hands are more manlike apart from the long, razor-sharp talons.

Kappa-ti are more larger, stronger and faster versions of the common kappa. Normal kappa find their more powerful relatives repulsive, possibly because kappa-ti lack the shells of common kappa. Kappa-ti are unsocial creatures who live alone or in mated pairs. In other respects their behavior is the same as normal kappa, including their taste for cucumbers and humanoid entrails.

A kappa-ti stands from 4 to 5 feet tall and weighs about 180 pounds.

Kappas speak Common and their own language.

COMBAT

A kappa-ti is a cunning combatant. It uses its spells to bewilder and weaken opponents, then attacks with their terrible claws. Kappa-ti try to take opponents by surprise. This may be as simple as leaping from the water, but they may use disguise self to appear as a harmless fisherman, or conceal their approach with an obscuring mist or invisibility spell.

Kappa-ti are not cowardly, but spurn needless risk to their own lives. They prefer to ambush lone travelers, and rarely attack groups without trying to split them up first. A kappa-ti will readily retreat if it meets effective resistance, but may return to attack again once its fast healing heals its wounds, thereby wearing down tough foes. It is wise enough to give up and seek easier prey if an opponent proves too powerful for it.

Dying Curse (Su): If a kappa-ti is killed, it inflicts a powerful curse on the creatures that slew it. This curse can affect up to 4 creatures, who must be within 800 feet of the kappa when it dies. If more than 4 creatures helped kill a kappa-ti, the curse targets the 4 who the kappa holds most responsible for its death or, if all are equally culpable, the 4 closest. The targets must succeed at a DC 20 Will save or be cursed with a -4 luck penalty on attack rolls, saves, ability checks, and skill checks. Furthermore, all creatures within 30 ft. of the cursed victim (except for creatures with a hostile attitude to the victim) will take a -1 luck penalty on attack rolls, weapon damage rolls, saves, and skill checks until they get beyond 30 feet. A kappa-ti's death curse cannot be dispelled, but it can be removed with a remove curse or similar spell if the caster succeeds at a DC 20 level check. The save DC is Charisma-based and includes a +4 racial bonus.

Head Bowl (Su): The indentation on the top of a kappa's head is filled with water from the lake or stream where the kappa lives. Movement and ordinary actions (even combat) do not cause the water to spill; however, a character grappling a kappa can empty the bowl by winning an opposed grapple check. This reduces the kappa's Strength and Constitution scores to 8, negates its fast healing ability, and prevents it from using its innate spellcasting ability (it can still cast any spells it gains from other sources, such as character levels).

Improved Grab (Ex): To use this ability, the kappa must hit with both claw attacks.

Spells: A kappa-ti casts spells as an 8th level sorcerer. It can choose its spells from the sorcerer list and can also choose any cleric or druid spell with the Water descriptor, plus any shugenja or wu jen spells from the water element. Divine spells with the Water descriptor are considered arcane spells for a kappa-ti, meaning that the creature does not need a divine focus to cast them.

Typical Spells Known (6/7/7/5/3; save DC 12 + spell level, DC 13 + spell level for Enchantments)
0—acid splash, create water, daze*, detect magic, ghost sound, read magic, resistance, touch of fatigue;
1st—disguise self, mage armor, obscuring mist, ray of enfeeblement, true strike;
2nd—bull's strength, hideous laughter*, invisibility;
3rd—dispel magic, slow;
4th—charm monster*.
*Enchantment spell.

Water Immunity (Su): Kappas are immune to water-based spells, including any spell with the word "water" in its name and shugenja or wu jen spells from the water element.

Skills: A kappa has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Originally appeared in Monstrous Compendium Kara-Tur Appendix (1990).
 

Shade

Monster Junkie
Stargazer

http://www.enworld.org/forum/general-monster-talk/258155-converting-greyhawk-monsters-55.html

Stargazer
Huge Magical Beast
Hit Dice: 6d10+36 (69 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 22 (-2 size, +14 natural), touch 8, flat-footed 22
Base Attack/Grapple: +6/+21
Attack: Bite +11 melee (4d6+7)
Full Attack: Bite +11 melee (4d6+7) and 2 claws +9 melee (1d8+3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Lighnting, rolling trample
Special Qualities: Camouflage, darkvision 60 ft., hibernate, low-light vision
Saves: Fort +11, Ref +5, Will +2
Abilities: Str 24, Dex 11, Con 22, Int 7, Wis 10, Cha 11
Skills: Jump +19, Spot +9
Feats: Multiattack, Power Attack, Reckless Offense
Environment: Asteroids
Organization: Solitary or pair
Challenge Rating: 5
Treasure: Triple goods (gems only, see text)
Alignment: Always chaotic neutral
Advancement: 7-15 HD (Huge); 16–24 HD (Gargantuan)
Level Adjustment: —

This huge creature has a carapace that mimics a rocky outcropping, complete with crystalline formations. A reptilian head and four clawed limbs unfold from beneath the stony shell of its carapace, while a lizard-like tail trails behind. The razor-teeth in its froglike mouth leave no doubt about its predatory nature.

A stargazer is a huge reptilian monster that can project lightning bolts from its eyes. Stargazers inhabit the sunlit side of large asteroids, basking in the continual sunlight. Their hides absorb light, both to warm their bodies and to power their lightning discharges. A stargazer's hide is superbly camouflage, and they masquerade as rocky mounds while waiting for prey.

Stargazers are highly territorial, each claiming a range of 1-3 square miles. Two stargazers may occupy opposite hemispheres of a single large asteroid, establishing the opposite sides of the gravity plane as their “territory”. If an area becomes overpopulated, a stargazer leaps from its asteroid and rolls into a ball, then drifts through space in hibernation until caught by the gravity of another asteroid or spacefaring vessel.

A stargazer's stony carapace is veined with crystals, which usually include valuable gemstones. This treasure can be chiseled out of a dead stargazer's hide, although it's easier to wait. The stargazer's carapace crumbles to dust 1d6 days after its death, freeing the gems.

A typical stargazer is 18 feet long (plus 15 feet of tail) and weighs 12,000 pounds. It stands between 12 feet and 18 feet tall, depending on whether the stargazer's walking on all four or rearing up on its hind legs. Hides show a variety of colors and crystalline formations, but generally they are reddish or violet, suggesting deposits of ruby or amethyst. Citrine, emerald and sapphire varieties are also seen.

COMBAT

A stargazer uses its camouflage ability and waits for prey to come within range, it then unleashes its lightning bolts before wading into melee. Stargazers use their rolling trample attack to retreat from a losing situation, usually inflicting significant damage as they roll through its foes. They seldom use rolling trample to enter combat, since a stargazer cannot see where it's going while rolled up.

Camouflage (Ex): Since a stargazer looks like a bluff of rock when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Knowledge (geography) or Knowledge (arcana) can use one of those skills instead of Spot to notice the beast. Dwarves can use their stonecunning bonus on rolls to notice a stargazer.

Hibernate (Ex): A stargazer can enter a state of suspended animation as a full-round action. Hibernating stargazers can survive on a day's worth of food, air, and water for every 10 years they spend in hibernation. A hibernating stargazer is still aware of its surroundings, but has a -8 penalty to its Listen or Spot checks. It can emerge from hibernation as a move-equivalent action.

Lightning (Su): A stargazer can unleash two 30 ft lines of electricity from its eyes, which do 6d6 electricity damage each (DC 19 Reflex save halves). These lines of lightning cannot overlap. The stargazer can attack with lightning three times (six lines of lightning) before it exhausts its internal electrical charge. It recharges its lightning power by basking in light (restoring one line of lightning requires 1d4+1 rounds in full sunlight or 2d4+2 rounds in lamplight or torchlight). The save DC is Constitution-based.

Rolling Trample (Ex): A stargazer can roll into a ball, gaining a +2 dodge bonus to AC. While in ball form, the stargazer may roll at twice its base speed, crushing any creature completely covered by its space, as the trample special attack, dealing 2d12+10 bludgeoning damage. A victim of this attack may make an attack of opportunity with a -4 penalty or may attempt a DC 20 Reflex save for half damage. The save DC is Strength-based.

Skills: A stargazer's powerful hind legs give it a +10 racial bonus to Jump checks.

Originally appeared in Monstrous Compendium Spelljammer Appendix II (1991).
 
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