Creature Catalog new 3.5 conversions (Part Two)

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Shade

Monster Junkie
Greater Shadowrath (Abysskin)

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-45.html

Shadowrath, Greater (template)

Black fire dances in the eyesockets and mouth of this bony humanoid. Shrunken skin like cracked charcoal is stretched across its gaunt frame.

Greater shadowraths, also known as "abysskin", are created by powerful artifacts dedicated to a death deity. Most seek out destroy wizards and those who worship magic due to an eons-old vendetta.

Greater shadowraths often don heavy, hooded cloaks to travel unnoticed through humanoid communities. However, they must take great care to keep their eyesockets and mouths hidde lest the bleeding negative energy give them away.

Creating a Greater Shadowrath
“Greater Shadowrath” is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature) slain by an artifact dedicated to a death deity.

An abysskin has all the base creature’s statistics and special abilities except as noted here.

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

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

Armor Class: A greater shadowrath has a +3 natural armor bonus or the base creature’s natural armor bonus, whichever is better.

Attack: A greater shadowrath a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A greater shadowrath fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A greater shadowrath armed with a weapon uses its touch or a weapon, as it desires.

Full Attack: A greater shadowrath fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).

Damage: A greater shadowrath without natural weapons has a touch attack that uses negative energy to deal 1d6 points of damage plus 1d4 points of Strength damage to living creatures. A greater shadowrath with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d6 points of extra damage plus 1d4 points of Strength damage on one natural weapon attack.

Special Attacks: A greater shadowrath retains the base creature's extraordinary special attacks and loses all the base creature's other special attacks and gains those described below. Save DCs are equal to 10 + 1/2 abysskin's HD + abysskin's Cha modifier unless otherwise noted.

Energy Drain (Su): Living creatures hit by a greater shadowrath's touch attack (or any other natural weapon the greater shadowrath might possess) gain one negative levels. For each negative level bestowed, the shadowrath gains 5 temporary hit points. A greater shadowrath can use its energy drain ability once per round.

If a greater shadowrath's energy drain slays a creature it destroys its victim's life force, which means the creature can not be restored to life by a raise dead or resurrection spell. A wish, miracle, or true resurrection spell can restore the victim to life.

Special Qualities: A greater shadowrath retains all the base creature’s special qualities and gains those described below.

Damage Reduction (Su): A greater shadowrath has damage reduction 10/good. Its natural weapons are treated as evil weapons for the purpose of overcoming damage reduction.

Mute (Ex): A shadowrath is as voiceless as the dead. It cannot speak, or cast spells (including spells from spell-completion items) that have a verbal component, or use magic items that require a command word.

Spell Resistance (Ex): A greater shadowrath has spell resistance equal to its CR + 8.

Turn Resistance (Ex): A greater shadowrath has +2 turn resistance.

Unholy Toughness (Ex): A greater shadowrath gains a bonus to its hit points equal to its Charisma modifier × its Hit Dice.

Abilities: Increase from the base creature as follows: Str +2, Dex +6, Wis +4, Cha +4. Being undead, an abysskin has no Constitution score.

Skills: Shadowraths have a +2 racial bonus on Hide and Move Silently checks. *Shadowraths have a +6 circumstance bonus on Hide checks when in shadowy areas. Otherwise same as the base creature.

Feats: Greater shadowraths gain Improved Initiative as a bonus feat, assuming the base creature doesn’t already have it.

Organization: Solitary or team (1-4 plus 2-12 lesser shadowraths) or cornet (2-10).
Challenge Rating: +2 for associated classes (primarily rely on stealth or fighting ability), +0 for nonassociated (primarily rely on spellcasting).
Treasure: Same as base creature.
Alignment: Always neutral evil.
Advancement: —
Level Adjustment: —

In The Realms
In the Forgotten Realms setting, shadowraths are created by the Crown of Horns, a legendary artifact created by the god Myrkul.

Sample Greater Shadowrath
The following creature has gained the greater shadowrath template.

Abysskin Troglodyte Champion
Elite troglodyte 8th level fighter
Medium Humanoid (Reptilian)
Hit Dice: 10d12+40 (105 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 21 (+5 Dex, +6 natural), touch 15, flat-footed 16
Base Attack/Grapple: +9/+13
Attack: Battleaxe +15 melee (1d8+8/×3) or touch +14 touch (1d6 plus 1d4 Str plus energy drain) or claw +13 melee (1d4+4 plus energy drain) or javelin +14 ranged (1d6+4)
Full Attack: Battleaxe +15/+10 melee (1d8+6/×3) and claw +13 melee (1d4+2 plus energy drain) and bite +13 melee (1d4+2 plus energy drain); or battleaxe +15/+10 melee (1d8+6/×3) and touch +14 touch (1d6 plus 1d4 Str plus energy drain) and bite +13 melee (1d4+2 plus energy drain); or 2 claws +13 melee (1d4+4 plus energy drain) and bite +13 melee (1d4+2 plus energy drain); or javelin +14/+9 ranged (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Stench, energy drain
Special Qualities: Damage reduction10/good, darkvision 90 ft., mute, spell resistance 19, +2 turn resistance, unholy toughness
Saves: Fort +5, Ref -1, Will +0
Abilities: Str 18, Dex 20, Con --, Int 10, Wis 12, Cha 18
Skills: Hide +14*, Intimidate +12, Listen +6, Move Silently +7
Feats: Combat Reflexes, Greater Weapon Focus (battleaxe), Improved Multiattack, Multiattack (B), Improved Sunder, Power Attack, Stand Still, Weapon Focus (battleaxe), Weapon Specialization (battleaxe)
Environment: Underground
Organization: Solitary or team (1-4 plus 2-12 lesser shadowraths) or cornet (2-10)
Challenge Rating: 11
Treasure: 50% coins; 50% goods; 50% items
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —

The greater shadowrath presented here is based on an 8th-level troglodyte fighter, using the following base ability scores: Str 15, Dex 13, Con 10, Int 12, Wis 8, Cha 14.

COMBAT

Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 11 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’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.

Skills: Shadowraths have a +2 racial bonus on Hide and Move Silently checks. *Shadowraths have a +6 circumstance bonus on Hide checks when in shadowy areas

The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves to +8.

Originally appeared in City of Splendors (1994).
 
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Shade

Monster Junkie
Jarbo

http://www.enworld.org/forum/general-monster-talk/201788-converting-psionic-creatures-67.html

Jarbo
Tiny Magical Beast (Psionic)
Hit Dice: 1/2d10+1 (3 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +0/–10
Attack: Bite +6 melee (1d3-2)
Full Attack: Bite +6 melee (1d3-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Dowse water, low-light vision, scent
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 6, Dex 19, Con 12, Int 1, Wis 12, Cha 4
Skills: Hide +16, Jump +20, Listen +5, Spot +5
Feats: Alertness, Weapon Finesse (B)
Environment: Any desert
Organization: Solitary or flock (11–20)
Challenge Rating: 1/6
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

This oversized rat has a round, furry body, stubby forelegs, very long hind legs, and a long tail.

Jarbos are desert-dwelling nocturnal rodents that travel in migratory flocks in search of water. They have a clairvoyant sense that allows them to "smell" water from many miles away, even if it is buried in a dry stream bed or the foot of a cliff. Upon arriving at a water source, a jarbo flock sets up a colony by digging two dozen or more burrows. Each burrow is a long, winding tunnel a foot wide, easily enough for the flexible jarbo to squeeze through, which ends in a nest 3 feet in diameter. After a few nights or weeks, predators usually locate the colony, forcing the jarbos to move on with the next moonrise. Thus they keep ahead of those who would eat them.

Jarbos feed on seeds, grass, and insects. They can survive on very little water (just a few tablespoons of per day), and their ability to sense water helps them locate concentrations of edible vegetation and insects clustered around water sources.

Jarbo pelts are sometimes used as decorations on ceremonial garb or furniture, fetching up to 1 gp in the right markets.

A typical jarbo is 2 feet long (including 9 inches of tail) and weighs 2 to 4 pounds. Jarbo subspecies differ in ear size, number of toes, and the presence or absence of fur on the tail.

COMBAT

Jarbos are unassuming, gentle creatures whose first instinct is to run and hide rather than fight. Sadly for them, this makes jarbos common meals for desert predators.

Dowse Water (Ps): A jarbo can locate any water in a 300-foot radius, even as little as a teaspoonful. It can sense the direction of larger quantities of water at longer ranges - up to a mile for a barrel of water, 50 miles for an oasis.

Skills: Jarbos have a +8 racial bonus on Jump checks. Jarbos use their Dexterity modifier for Climb and Jump checks. *Jarbos have a +4 racial bonus on Hide checks when in desert environments. This bonus on Hide checks increases to +8 when the jarbo is immobile.

Frothing Jarbo

Jarbos are not prone to disease, but in rare cases a “foaming sickness” like rabies strikes one and drives it mad. The insane jarbo attacks any creature in sight, fighting to the death.

Attack: Bite +6 melee (1d3-2 plus disease)
Full Attack: Bite +6 melee (1d3-2 plus disease)
Special Attacks: Disease, frothing frenzy

Disease (Ex): Any creature bitten by a frothing jarbo is exposed to frothing fever. A jarbo that take Wisdom damage from frothing fever become a frothing jarbos until it dies or recovers from the disease.

Frothing fever—bite, Fortitude DC 13, incubation period 1d3 days, damage 1d3 Wis. The save DC is Constitution-based and includes a +2 racial bonus.

Frothing Frenzy (Ex): A frothing jarbo that enters combat will fly into a frenzy in the following round, biting madly until either it or its opponent is dead. It gains a +2 bonus to its Armor Class and Strength, plus a +10 foot bonus to its speed. if it makes a full attack action it gains an additional bite attack. The frenzy persists for 1 minute, after which the jarbo becomes fatigued for 1 hour. A jarbo cannot end its frothing frenzy voluntarily or enter a frothing frenzy while it is fatigued. While frenzied, a frothing jarbo has the following stat changes:

Speed: 60 ft. (12 squares)
Armor Class: 18 (+2 size, +4 Dex, +2 frothing frenzy), touch 18, flat-footed 14
Base Attack/Grapple: +0/–9
Attack: Bite +6 melee (1d3-1 plus disease)
Full Attack: 2 bites +6 melee (1d3-1 plus disease)
Special Attacks: Disease, frothing frenzy
Abilities: Str 8, Dex 19, Con 12, Int 1, Wis 12, Cha 4
Skills: Hide +16, Jump +24, Listen +5, Spot +5
Challenge Rating: 1/3

Originally appeared in Dungeon #35 (1992).
 
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Shade

Monster Junkie
Sea Bat

http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-76.html

Sea Bat
Huge Animal (Aquatic)
Hit Dice: 8d8+16 (52 hp)
Initiative: +0
Speed: Swim 50 ft. (10 squares)
Armor Class: 14 (–2 size, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +6/+20
Attack: Bite +10 melee (2d6+6) or sting +10 melee (1d8+9 plus poison) or ram +10 melee (1d8+6)
Full Attack: Bite +10 melee (2d6+6) and sting +8 melee (1d8+9 plus poison) or ram +10 melee (1d8+6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Poison, swallow whole
Special Qualities: Blindsense 30 ft., low-light vision
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 23, Dex 11, Con 14, Int 1, Wis 12, Cha 2
Skills: Hide +4*, Listen +9, Spot +8, Swim +14
Feats: Alertness, Endurance, Multiattack
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 6
Treasure: 1/10 coins; 50% goods (stone or metal only); 50% items (stone or metal only)
Alignment: Always neutral
Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)
Level Adjustment: —

This vast fish appears to be some sort of ray. It has horn-like fleshy lobes on each side of a wide mouth and powerful "wings" for swimming. Its lash-like tail is armed with several spines.

Enormous relatives of the manta rays, sea bats are aggressive predators that swallow their prey whole, often after paralyzing them with poisonous tail stings. Sea bats live in shallow tropical waters where the ocean's floor is muddy or sandy.

An average sea bat has "wings" than span 32 feet and a body roughly 20 feet long. The tail is about 15 feet long, with one or more poisonous barbs near the base. It weighs at least 3,000 pounds.

COMBAT

A sea bat is willing to chase down its victims, but normally buries itself in silt and waits until it senses the approach of prey. It then burst out of the mud and tries to swallow and paralyze as many opponents as it can. Sea bats do not attack large creatures except in self defense, since they are unable to eat creatures too big to swallow. They are canny enough to avoid large groups.

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

Poison (Ex): Injury, Fortitude DC 16, initial damage paralysis for 2d4 rounds, secondary damage 1d4 Dex. The save DC is Constitution-based.

Swallow Whole (Ex): A sea bat can try to swallow a grabbed opponent of two or more sizes smaller than itself by making a successful grapple check. Once inside, the opponent takes 2d6+9 points of crushing damage plus 6 points of acid damage per round from the ray's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge sea bat's interior can hold 1 Medium, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents.

Skills: A sea bat 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.

*When it is lying still along the seafloor, a sea bat has a +12 racial bonus on Hide checks. Further, a sea bat can bury itself in silt or mud with only its eyes showing, gaining a +10 cover bonus on Hide checks.

Originally appeared in Monster Manual (1977).
 
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Shade

Monster Junkie
Pliosaur

http://www.enworld.org/forum/general-monster-talk/294285-converting-prehistoric-creatures-34.html

Pliosaur
Large Animal
Hit Dice: 5d8+20 (42 hp)
Initiative: +2
Speed: 20 ft. (4 squares), swim 50 ft.
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+12
Attack: Bite +8 melee (1d10+9)
Full Attack: Bite +8 melee (1d10+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, swallow whole, worry 2d8+12
Special Qualities: Keen scent, low-light vision
Saves: Fort +10, Ref +6, Will +2
Abilities: Str 22, Dex 14, Con 18, Int 2, Wis 13, Cha 9
Skills: Listen +5, Spot +5, Swim +14
Feats: Great Fortitude, Weapon Focus (bite)
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-9 HD (Large)
Level Adjustment: —

Pliosaur, Huge
Huge Animal
Hit Dice: 10d8+60 (105 hp)
Initiative: +1
Speed: 10 ft. (2 squares), swim 50 ft.
Armor Class: 17 (-2 size, +1 Dex, +8 natural), touch 9, flat-footed 16
Base Attack/Grapple: +7/+25
Attack: Bite +16 melee (2d8+15/19-20)
Full Attack: Bite +16 melee (2d8+15/19-20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole, worry 3d8+20
Special Qualities: Keen scent, low-light vision
Saves: Fort +15, Ref +8, Will +4
Abilities: Str 30, Dex 12, Con 22, Int 2, Wis 13, Cha 9
Skills: Listen +6, Spot +9, Swim +18
Feats: Great Fortitude, Improved Critical (bite), Power Attack, Weapon Focus (bite)
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge)
Level Adjustment: —

Pliosaur, Gargantuan
Gargantuan Animal
Hit Dice: 21d8+219 (313 hp)
Initiative: +0
Speed: Swim 60 ft.
Armor Class: 19 (-4 size, +13 natural), touch 6, flat-footed 19
Base Attack/Grapple: +15/+41
Attack: Bite +24 melee (4d8+21/19-20)
Full Attack: Bite +24 melee (4d8+21/19-20)
Space/Reach: 20 ft./15 ft.
Special Attacks: Improved grab, swallow whole, worry 6d8+28
Special Qualities: Keen scent, low-light vision
Saves: Fort +23, Ref +12, Will +8
Abilities: Str 38, Dex 10, Con 28, Int 2, Wis 13, Cha 9
Skills: Listen +8, Spot +18, Swim +22
Feats: Awesome Blow, Epic Toughness, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Natural Attack (bite), Power Attack, Weapon Focus (bite)
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 22-37 HD (Gargantuan)
Level Adjustment: —

Pliosaur, Colossal
Colossal Animal
Hit Dice: 38d8+546 (717 hp)
Initiative: +4
Speed: Swim 60 ft.
Armor Class: 22 (-8 size, +20 natural), touch 2, flat-footed 22
Base Attack/Grapple: +28/+62
Attack: Bite +39 melee (6d8+27/19-20)
Full Attack: Bite +39 melee (6d8+27/19-20)
Space/Reach: 30 ft./20 ft.
Special Attacks: Improved grab, swallow whole, worry 8d8+36
Special Qualities: Keen scent, low-light vision
Saves: Fort +35, Ref +25, Will +17
Abilities: Str 46, Dex 10, Con 34, Int 2, Wis 13, Cha 9
Skills: Listen +13, Spot +30, Swim +26
Feats: Awesome Blow, Epic Reflexes, Epic Toughness × 3, Epic Will, Great Fortitude, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Improved Natural Attack (bite), Power Attack, Weapon Focus (bite)
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 39-75 HD (Colossal)
Level Adjustment: —

This swimming reptile has a sleek body propelled by four powerful flippers and a comparatively short tail and neck. Its large head is dominated by long jaws filled with huge, conical teeth.

Pliosaurs are aquatic reptiles related to the long-necked plesiosaurs such as Elasmosaurus. While ordinary plesiosaurs had small heads and ate prey much smaller than themselves, pliosaurs used their mighty jaws to tackle bigger prey, including large fish, ammonites and other marine reptiles.

Known species of pliosaur ranged in size from as little as 5 feet long from nose to tail to at least 50 feet in length. A typical Large pliosaur is between 10 and 12 feet long.

COMBAT

A pliosaur may try to eat creatures up to its own size, but prefers prey smaller than itself. The reptile usually charges an opponent and attempts to seize it in their jaws. Small and weak prey are normally swallowed whole once a pliosaur has them in its grip. It uses its worry special attack against more formidable prey, literally trying to shake its opponent into pieces.

A pliosaur may try to eat creatures up to its own size, but prefers prey smaller than itself. The reptile usually charges an opponent and attempts to seize it in their jaws. Small and weak prey are normally swallowed whole once a pliosaur has them in its grip. It uses its worry special attack against more formidable prey, literally trying to shake its opponent into pieces.

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

Improved Grab (Ex): To use this ability, a pliosaur must hit an opponent of up to one size smaller 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 try to swallow the foe the following round.

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

Swallow Whole (Ex): A pliosaur can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check.

The swallowed creature takes 1d10+5 points of bludgeoning damage and 6 points of acid damage per round from the pliosaur’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 45 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Large pliosaur gizzard can hold 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine opponents.

Worry (Ex): Each round a pliosaur maintains a grapple, it shakes its prey violently, dealing it 2d8+12 damage.

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

Originally appeared in Dragon Magazine #112 (1986).
 
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Shade

Monster Junkie
Spectramouse

http://www.enworld.org/forum/genera...-converting-monsters-dungeon-magazine-49.html

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

A tiny albino mouse skitters nearby.

A spectramouse is an ordinary-seeming albino mouse with an innate ability to create illusions. No one knows whether they are the product of magical experimentation or a spontaneous mutation. Spectramice are social, peaceful creatures who live in tight-knit groups. They are as intelligent as many humanoids, but are only interested in the survival of themselves and other mice. Most spectramice show no interest in abstract subjects, their thoughts concentrate on finding food and shelter, producing young, and warding off predators with their illusion powers. They do sometimes defend mundane mice as well as other spectramice.

Spectamice speak their own language. Their voices are too high-pitched for the hearing of most humanoids.

A spectramouse is 4 inches long (plus a 4 inch tail) and weighs about an ounce.

COMBAT

Spectramice prefer to avoid combat, using their illusions to frighten other creatures away. If this fails to drive away a lethal threat, a large group may resort to their phantasmal killer ability.

Illusions (Sp): Spectramice can create illusions as at-will spell-like abilities. A group of spectramice can cooperate to produce more powerful illusions. To contribute to a cooperative illusion, a spectramouse must take a standard action and be within 30 ft. of all the other spectramice in the group casting the spell. Interrupting a spectramouse from casting a cooperative illusion will only prevent the spell from being successfully cast if it reduced the number of spectramice in the group to less than the minimum number required to cast the spell (see below). The DC of the spell equals 10, plus the spell level, plus the Charisma bonus of the spectramouse with the highest Charisma in the group, plus a circumstance bonus of +1 for every two additional spectramice above the minimal number needed to cast the spell (maximum circumstance bonus +4). The spell-like ability can originate from any mouse in the group.

A single spectramouse can create a ghost sound or disguise self spell-like ability (as the spells). It can use disguise self to appear as a giant mouse or dire rat up to 1 foot tall and 3 feet long (not including tail).

Two or more spectramice can create a silent image spell-like ability.

Four or more spectramice can create a minor image spell-like ability.

Six or more spectramice can create a major image spell-like ability.

Eight or more spectramice can create a phantasmal killer spell-like ability.

Supersonic Speech (Ex): Spectramice have voices far above the frequency range of normal humanoid hearing. A spectramouse can hear normal humanoid speech, but cannot reply using its own voice. It can use ghost sound or other illusions to produce speech audible to normal humanoids. Some creatures with keen hearing, such as dogs or bats, are naturally able to hear a spectramouse's speech.

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

Originally appeared in Dungeon Magazine #8 (1987).
 

Shade

Monster Junkie
Kappa, Vampiric

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

Kappa, Vampiric
Small Monstrous Humanoid (Aquatic)
Hit Dice: 7d8+35 (66 hp)
Initiative: +5
Speed: 30 ft. (6 squares), swim 60 ft.
Armor Class: 20 (+1 size, +5 Dex, +4 natural), touch 16, flat-footed 15
Base Attack/Grapple: +7/+7
Attack: Claw +13 melee (1d6+4)
Full Attack: 2 claws +13 melee (1d6+4) and bite +10 melee (1d6+2 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, disease, dying curse, improved grab, spells
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 5, head bowl, water dependent, water immunity
Saves: Fort +7, Ref +10, Will +7
Abilities: Str 18, Dex 21, Con 21, Int 10, Wis 14, Cha 17
Skills: Escape Artist +7, Hide +14, Intimidate +7, Listen +6, Move Silently +10, Swim +12
Feats: Multiattack, Weapon Focus (claw), Spell Focus (enchantment)
Environment: Any aquatic
Organization: Solitary or pair
Challenge Rating: 7
Treasure: Standard
Alignment: Always chaotic, usually evil
Advancement: By character class
Level Adjustment: —

This scaly, hunchbacked creature, as small as a halfling, has eyes that glow with red fire. Its scaly body has a sinewy ape-like build and a shell on its back like a turtle. The head is wide and smooth like a river-polished stone, with a shallow, bowl-like depression on top that seems to be full of water. Its face is dominated by a long nose and a wide mouth full of hooked fangs. The being's three-toed feet are webbed, while its hands are more manlike apart from the long, razor-sharp talons.

Vampiric kappa are similar in habits to common kappa, except they are far more predatory. They feed off the blood of any living creature weak enough to overpower, including their common kappa cousins. Loners by nature, vampiric kappas dwell alone or with a mate, seldom forming families with their brood.

A vampiric kappa stands 3 feet tall and weighs about 40 pounds.

Kappas speak Common and their own language.

COMBAT

A vampiric kappa is a cunning combatant. It uses its spells to bewilder and weaken opponents, then delights in grappling and draining blood from its opponents. Vampiric kappa 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 spell.

Vampiric kappa 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 vampiric kappa 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.

Blood Drain (Ex): A vampiric kappa drains blood from a grabbed opponent, dealing 1d4 point of Constitution damage each round it maintains the hold as well as exposing the opponent to the kappa's disease attack.

Disease (Ex): Any creature injured by a vampiric kappa's bite or blood drain attacks is exposed to red ache.

Red ache—bite or blood drain, Fortitude DC 18, incubation period 1d3 days, damage 1d4 Str. The save DC is Constitution-based.

Dying Curse (Su): If a vampiric kappa 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 vampiric kappa, 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 vampiric kappa'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, a vampiric kappa must hit an opponent of any size with both its claw attacks. 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 drains blood.

Spells: A vampiric kappa casts spells as an 7th 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 vampiric kappa, meaning that the creature does not need a divine focus to cast them.

Typical Spells Known (6/7/7/5; save DC 13 + spell level, DC 14 + spell level for Enchantments)
0—acid splash, daze*, detect magic, ghost sound, read magic, resistance, touch of fatigue;
1st—color spray, disguise self, mage armor, obscuring mist, true strike;
2nd—blur, bull's strength, hideous laughter*;
3rd—slow, suggestion*.
*Enchantment spell.

Water Dependent (Ex): Vampiric kappa can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules).

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 Oriental Adventures (1985).
 

Shade

Monster Junkie
Lizardfolk, Sis'thik

http://www.enworld.org/forum/genera...verting-original-d-d-mystara-monsters-25.html

Lizardfolk, Sis'thik
Medium Humanoid (Reptilian)
Hit Dice: 3d8+9 (22 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+5 natural), touch 10, flat-footed 15
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d4+2) or scimitar +5 melee (1d6+3/18-20) or composite shortbow [+2 Str bonus] +2 ranged (1d6+2)
Full Attack: 2 claws +4 melee (1d4+2) and bite +2 melee (1d3+1); or scimitar +5 melee (1d6+2/18-20) and claw +2 melee (1d4+1) and bite +2 melee (1d3+1); or composite shortbow [+2 Str bonus] +2 ranged (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Desert adaptations, fire resistance 5, low-light vision, sandwalking
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 15, Dex 11, Con 16, Int 8, Wis 11, Cha 10
Skills: Hide +1*, Move Silently +2, Ride +1, Spot +2, Survival +0*
Feats: Multiattack, Weapon Focus (scimitar)
Environment: Warm deserts
Organization: Gang (2–3), band (6–10 plus 50% noncombatants plus 1 leader of 3rd–6th level), or tribe (30–60 plus 100% noncombatants, 2d4 bodyguards of 3rd–6th level, 1d4 shamans (adepts, clerics, or sorcerers of 1st to 6th level) and 1 queen of 8th–10th level)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +3

This humanoid resembles a tailless lizard covered in leathery, light tan hide.

Sis'thik, or desert scourges, are a proud race of warrior lizardfolk superbly adapted to dwell in hot and arid terrain. Sis'thik are strictly matriarchal, living in tribes ruled by a queen. Females control the tribe and do all the fighting, the noncombatant males are only allowed to contribute with mating and drudgery. These lizardfolk reproduce relatively slowly, most desert scourge females lay 2 to 8 eggs every other year.

Sis'thik tribes are nomadic and claim vast territories. The sis'thik maintain mudbrick shelters throughout their territory, usually near oases, and do not appreciate intruders using these structures. All who live in or cross their "property" do so only by the sis'thiks' goodwill. Parties seeking permission to enter desert scourge territory must abase themselves before the sis'thik queen and shower the tribe with gifts - sis'thiks favor metal goods, gems and fine wine.

Sis'thik breed various animals as mounts, particularly the xytar, and often ride them into battle. They also get meat from herds of livestock watched by the tribes' males. Sis'thik hunt many desert creatures for food, including lions, camels, jackals, and wyverns, but most savor the flesh of copper dragons. These lizardfolk also enjoy eating figs, dates, and cacti.

Desert scourge tribes occasionally form short-term alliances with blue dragons to attack humanoid settlements just outside the tribes' territory.

A sis'thik lizardfolk is usually 6 feet tall and can weigh from 200 to 250 pounds.

Sis'thik speak Draconic.

COMBAT

Desert scourges are cunning and ferocious warriors who have no scruples about using dirty tactics if it will bring them victory. They favor ambushes or surprise attacks that overwhelm their opponents like a raging sandstorm. If surprise is not possible they use archery to whittle down their enemy, concentrating fire upon the most effective target (most likely the water-carrying camels or the opponent's spellcasters).

Most sis'thiks favor scimitars and composite shortbows in battle, they may also wield falchions or spears. Sis'thiks sometimes employ heavy shields (giving them AC 17) or tower shields (AC 19), especially against opponents who have strong ranged attacks. They often drop their shields once they've entered melee, so they can use their off-hand claw attack.

Tribes that maintain xytar cavalry have two sis'thik warriors attached to each battle-trained xytar. Usually, one rider controls the xytar and wields a longspear, the other rider fires a bow or uses another longspear.

Desert Adaptations (Ex): A sis'thik can cover its eyes with nictating membranes and has natural dust-filters in its throat and nostrils, giving it immunity to blinding or chocking caused by windblown particles. Thus, a sis'thik caught in a sandstorm suffers no reduction in vision and will not choke, and it is immune to dazzling attacks and dust of sneezing and choking.

Sis'thik suffer no harm from being in temperatures up to 140 degrees Fahrenheit, and their fire resistance gives them formidable resistance to environments of a more extreme temperature.

A sis'thik requires one-fourth the water intake of a normal humanoid of its size. If it has no water, it suffers from thirst at one-quarter the rate of a normal humanoid (e.g. 4 days without water is equivalent to 1 day without water for a normal humanoid).

Sis'thiks have a +4 bonus on Fortitude checks against dehydration and heat-based effects.

Sandwalking (Ex): A sis'thik can move across sand as if it were firm ground. It can even cross shifting dunes or quicksand without penalty.

Skills: Sis'thik have a +4 racial bonus on Balance and Jump checks. When in desert terrain, sis'thik have a +4 racial bonus on Hide checks and Survival checks.

Sis'thik As Characters
Sis’thik lizardfolk characters possess the following racial traits.
  • +4 Strength, +6 Constitution, -2 Intelligence.
  • Medium size.
  • A sis'thik lizardfolk's base land speed is 30 feet.
  • Racial Hit Dice: A sis'thik begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
  • Racial Skills: A sis'thik's humanoid levels give it skill points equal to 6 × (2 + Int modifier, minimum 1). Its class skills are Hide, Move Silently, Ride, Spot and Survival. Sis'thik lizardfolk have a +4 racial bonus on Balance and Jump checks. When in desert terrain, sis'thik have a +4 racial bonus on Hide and Survival checks.
  • Racial Feats: A sis'thik lizardfolk's humanoid levels give it two feats.
  • Weapon and Armor Proficiency: A sis'thik is automatically proficient with simple weapons and shields.
  • +5 natural armor bonus.
  • Natural Weapons: 2 claws (1d4) and bite (1d3).
  • Special Qualities (see above): Desert adaptations, fire resistance 5, low-light vision, sandwalking.
  • Automatic Languages: Common, Draconic. Bonus Languages: Goblin, Gnoll, Ignan, Orc.
  • Favored Class: Fighter.
  • Level adjustment +3.
Originally appeared in DMR2 - Creature Catalog (1993).
 

Shade

Monster Junkie
Spider, Xakhun, Drop Spider

http://www.enworld.org/forum/general-monster-talk/290367-converting-monsters-dragon-magazine-43.html

Spider, Xakhun, Drop Spider
Medium Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +4
Speed: 40 ft. (8 squares), climb 30 ft.
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +2/+2
Attack: Bite +6 melee (1d6 plus poison)
Full Attack: 1 bite +6 melee (1d6 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, web
Special Qualities: Controlled drop, darkvision 60 ft., low-light vision, safety line, tremorsense 60 ft.
Saves: Fort +4, Ref +7, Will +1
Abilities: Str 10, Dex 18, Con 12, Int 7, Wis 13, Cha 7
Skills: Climb +12, Hide +8, Jump +14, Spot +9, Tumble +12
Feats: Weapon Finesse (B), Skill Focus (Tumble)
Environment: Any land
Organization: Solitary, colony (2-5), or platoon (6-10)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 3 HD (Medium); 4-6 HD (Large)
Level Adjustment: —

This enormous spider is about as big as a human. A thin membrane stretches between its legs.

The drop spider is an acrobatic variety of giant spider able to fall from any height without injuring itself. They prefer to live as high off the ground as possible, so are usually encountered atop cliffs, amid the stalagtites on a cave's ceiling, or on the highest levels of a city or forest.

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. Drop spiders and the Xakhun's leaping sword spider instinctively attack each other, so they are never kept in the same ship or building.

A typical drop spider has a body 5 feet long and weighs about 180 pounds.

COMBAT

As befits their name, drop spiders prefer to drop upon their victims' heads. Their controlled drop ability allows them to safely and accurately land on opponents from any height, but if they fall more than 100 feet they risk being stunned by the landing and unable to attack.

Controlled Drop (Ex): A drop spider never takes damage from falls, but if the spider falls 100 ft. or more it must succeed at a Fortitude save (DC = 1 per 10 ft fallen) or be stunned for 1 round. A falling drop spider can deploy a mesh between its legs which allows it to slow and precisely guide its fall. A drop spider can move 5 feet sideways for every 5 feet it falls. A drop spider can only direct its fall if it is carrying a light load and is not entangled or immobilized.

Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage 1d6 Con. The save DC is Constitution-based.

Safety Line (Ex): If a drop spider falls, it can throw out a web strand as an immediate action to secure itself to any support within 30 feet (such as a tree, cliff, or ship).

Web (Ex): Drop spiders often wait in their ship's rigging or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Drop spiders can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful DC 12 Escape Artist check or burst it with a DC 16 Strength check; such escape attempts are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

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

Originally appeared in Dragon Magazine #244 (1998).
 

Shade

Monster Junkie
Golem, Clockwork Warrior

http://www.enworld.org/forum/genera...neric-setting-second-edition-monsters-45.html

Golem, Clockwork Warrior
Large Construct
Hit Dice: 16d10+30 (118 hp)
Initiative: -1
Speed: 10 ft. (2 squares)
Armor Class: 26 (-1 size, -1 Dex, +18 natural), touch 8, flat-footed 26
Base Attack/Grapple: +12/+24
Attack: Slam +19 melee (2d8+8)
Full Attack: 2 slams +19 melee (2d8+8)
Special Attacks: Reflexive sunder
Special Qualities: Clockwork powered, construct traits, darkvision 60 ft., damage resistance 5/adamantine, galvanized movement, repaired by fire
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 27, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 17-23 HD (Large); 24-42 HD (Huge)
Level Adjustment: —

Golem, Clockwork Warrior, Lesser
Small Construct
Hit Dice: 4d10+10 (32 hp)
Initiative: -1
Speed: 10 ft. (2 squares)
Armor Class: 18 (+1 size, -1 Dex, +8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +3/+1
Attack: Heavy pick +6 (1d6+3/×4) or slam +6 melee (1d10+2)
Full Attack: Heavy pick +6 (1d6+3/×4) or slam +6 melee (1d10+2)
Special Attacks: Reflexive sunder
Special Qualities: Clockwork powered, construct traits, darkvision 60 ft., damage resistance 5/magic, galvanized movement, repaired by fire
Saves: Fort +1, Ref +0, Will +1
Abilities: Str 15, Dex 9, Con -, Int -, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary, gang (2-4), or team (5-20)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5 HD (Small); 6-11 HD (Medium); 12 HD (Large)
Level Adjustment: —

This hulking black-iron creature is shaped like an armored warrior, or rather like an empty suit of full plate. Its body is as thickly proportioned as a dwarf, but at least twice as tall. A constant humming and clicking like countless gears and levers sounds from its body.

Clockwork warrior golems are mechanical constructs that resemble iron golems, but are much more complex and less powerful. The construct consists of an ornate suit or black iron armor, inside which is the golem's clockwork of wonderfully crafted gears, cogs and levers. Some finely crafted clockwork warrior golems have clockwork parts made of precious metal, but this is not a requirement of their design.

A clockwork warrior golem is powered by its clockwork. Normally this is wound by an external power source, but the construct can disengage itself from its power-supply and operate for a few rounds before its clockwork's springs winds down. These creatures are mindless constructs, following their programmed instructions without questions or imagination. Clockwork warriors are normally programmed to defend a location, usually the entrance to a sensitive area. Their guard post is always fitted with a power-supply.

A clockwork warrior golem is 10 feet tall and weighs about 5,000 pounds. It cannot speak or make any vocal noise.

COMBAT

A clockwork warrior fights in whatever manner it was programmed to. It usually moves towards the nearest aggressor and punches with its iron fists until it or its opponents are destroyed. The golem will normally stay as close to its power-supply as possible, although it may have instructions (such as to pursue robbers) that overrule its basic programming to keep itself powered.

Clockwork Powered (Ex): Most of the time, a clockwork warrior golem is powered via a winding-sprocket set in the wall or floor which fits into the golem's back, chest, or one of its feet. Winding-sprockets are driven by some kind of magical or mechanical engine, usually a waterwheel. A winding sprocket has AC 7, hardness 15 and 30 hit points, it can be broken with a DC 30 Str check.

A clockwork warrior golem can function continuously as long as it is powered by a winding sprocket. If a clockwork golem moves out of a square containing a winding-socket it must disconnect itself from its power source and switch to internal springs for power. These springs only hold enough energy for a short period of activity. A clockwork warrior golem will grow slower and weaker as its springs wind down, as indicated in the following table:

Rounds of spring-powered activity
01-10 rounds - Moves and fights normally.
11-20 rounds - Cannot run, -4 Strength penalty.
21-30 rounds - Single action only, -12 Strength penalty.
31-40 rounds - Speed reduced to 5 ft., -20 Strength penalty.
41+ rounds - Helpless and immobile.

A clockwork warrior golem can rewind its springs by reconnecting itself to a winding-sprocket. Engaging with the winding-sprocket usually completely recharges the clockwork warrior in one round, but the rate may vary depending on the power-supply.

It is possible to rewind a clockwork golem using a giant key, but this requires enormous strength (DC 30 Strength check for 1 round's worth of winding). A creature with a Strength of 30 or more can "take 20" to rewind the clockwork at the rate of 1 round duration per 2 minutes of rewinding.

Galvanized Movement (Ex): If a clockwork golem takes electricity damage it must succeed on a Fortitude save (DC 15 or the DC of the attack) or be forced to move its base speed in a random direction at the start of its next turn. This movement is a move action by the golem, so it cannot take a full round action (such as charging or a full attack) in a round it performs galvanized movement. Reroll the direction of the galvanic movement if it would enter an obvious hazard such as a pit or pool of acid. The construct's programming causes it to avoid spaces it registers as unsafe. The construct may move through areas threatened by attacks of opportunities or traps that are not included in its programming.

Reflexive Sunder (Ex): The armor plates and gears that make up a clockwork warrior constantly shift and rotate around each other in combat, creating a grinding sound like scores of millstones crushing gravel. Anyone who strikes the warrior with a melee weapon must succeed at a DC 17 Reflex save or the armor plates crush the weapon for 2d8+8 points of damage; if it is a natural weapon, the attacker takes the damage instead. The save DC is Dexterity-based.

Repaired by Fire (Ex): If a clockwork warrior golem is hit by an attack that deals fire damage (whether magical or mundane) it heals 1 point of damage for every 4 points of fire damage the attack would normally deal.

Construction
Building a clockwork warrior golem requires 10,000 pounds of high quality metals worked into intricate shapes, plus forging equipment, fuel and other tools. These materials are used to create the golem's body, plus the external power-supply and winding-sprocket that gives the golem motive force, and have a total cost of at least 15,000 gold pieces. Assembling these components requires a DC 25 Craft (armorsmithing) check and a DC 30 Craft (trapmaking) check.

Additional winding-sprockets (200 gp) and power-supplies (4000 gp) can be constructed. If such backup power systems are created at the same time as the clockwork warrior golem itself, no additional skill checks are required. Creating backup systems at a later date requires a DC 15 Craft (trapmaking) check and DC 15 Craft (trapmaking) check.

CL 13th; Craft Construct, mass bull's strength, fabricate, caster must be at least 13th level; Price 75,000 gp; Cost 45,000 gp + 2,400 XP.

Lesser Clockwork Warrior Golem

A lesser clockwork warrior golem is 4 feet tall and weighs about 300 pounds.

COMBAT

Clockwork Powered (Ex): A lesser clockwork warrior's clockwork loses power much more rapidly than a standard clockwork warrior, as shown in the table below. Its internal springs are much smaller and weaker, rewinding a lesser clockwork golem with a key requires a DC24 Strength check.

Rounds of spring-powered activity
01-03 rounds - Moves and fights normally.
04-06 rounds - Cannot run, -2 Strength penalty.
07-09 rounds - Single action only, -4 Strength penalty.
10-12 rounds - Speed reduced to 5 ft., -8 Strength penalty.
13+ rounds - Helpless and immobile.

Reflexive Sunder (Ex): DC 11, 1d6+2 damage.

Construction
A lesser clockwork warrior golem requires 1000 pounds of metal plus other materials costing at least 2000 gold pieces. Assembly requires a DC 20 Craft (armorsmithing) check and a DC 25 Craft (trapmaking) check. Additional winding sprockets cost 200 gold pieces each and additional power-supplies 500 gold pieces each.

Both standard clockwork warriors and lesser clockwork warriors use the same winding-sprocket, so a lesser clockwork golem can be wound by a standard clockwork warrior's power-supply. A lesser warrior's power supply can rewind a standard clockwork warrior golem at the rate of 1 round of rewinding for 1 round of spring-powered activity.

CL 9th; Craft Construct, bull's strength, fabricate, caster must be at least 9th level; Price 18,000 gp; Cost 10,000 gp + 640 XP.

Originally appeared in TSR Jam (1999).
 

Shade

Monster Junkie
Proterosuchian

http://www.enworld.org/forum/general-monster-talk/294285-converting-prehistoric-creatures-37.html

Proterosuchian
Medium Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+6
Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)
Full Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burst of speed, improved grab, worry
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Skills: Hide +8*, Listen +4, Move Silently +6, Spot +4, Swim +8
Feats: Alertness, Power Attack
Environment: Warm land
Organization: Solitary or group (2-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–5 HD (Medium), 6-9 HD (Large)
Level Adjustment: —

This creature resembles a short-tailed crocodile with a robust body that stands on four stocky legs. Its head is large and deep, with powerful spike-toothed jaws.

Proterosuchians are extinct relatives of modern crocodiles and alligators. They came in many forms and included both aquatic and terrestrial species. This entry describes an erythrosuchid, the apex predator among the proterosuchians. Erythrosuchians are fierce predators whose large heads resemble those of predatory dinosaurs. Their legs do not sprawl like a lizard, but are held under the body, allowing the animal to stand almost erect. The other proterosuchians had long tails, slimmer bodies, a sprawling gait and more modest sized heads. The other proterosuchians use the Monster Manual entries for crocodiles or monitor lizards, depending on whether they dwell on land or in water.

These apex predator proterosuchians ranged in size from 5 feet long to over 15 feet. This entry describes an average sized proterosuchian such as Shansisuchus. It is roughly 7 feet long, stands about 2 feet tall, and weighs 200 pounds or more.

COMBAT

A proterosuchian prefers to ambush its prey, but will stalk its victims if it needs to. They move with a sudden burst of speed to reach their intended victim, then try to grab their opponent in their jaws and worry them to death.

Burst of Speed (Ex): Up to three times per hour, a proterosuchian can increase its land speed to 60 ft. for 1 round as a free action. During this round, it gains a +2 dodge bonus to its Armor Class.

Improved Grab (Ex): To use this ability, a proterosuchian 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, the proterosuchian establishes a hold on the opponent with its mouth and can worry.

Worry (Ex): Each round a proterosuchian maintains a grapple, it shakes its prey violently, dealing its bite damage.

Skills: Proterosuchians have a +4 racial bonus on Hide, Move Silently and Swim checks. *In forested or overgrown areas, the Hide bonus improves to +8.

Originally appeared in Dragon Magazine #112 (1986).
 

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