Creature Catalog new 3.5 conversions (Part Two)

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Shade

Monster Junkie
http://www.enworld.org/forum/genera...-converting-real-world-animals-vermin-85.html

Snake, Giant Cobra
Large Magical Beast
Hit Dice: 3d10 (16 hp)
Initiative: +7
Speed: 30 ft. (6 squares), climb 20 ft, swim 30 ft.
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +3/+7
Attack: Bite +5 melee (1d8 plus poison)
Full Attack: Bite +5 melee (1d8 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Mesmerize animal, poison
Special Qualities: Scent
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 12
Skills: Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8
Feats: Improved Initiative, Weapon Finesse
Environment: Any warm land
Organization: Solitary, pair or quiver (3-6)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Large), 6-9 HD (Huge)
Level Adjustment: —

This enormous cobra is as long and heavy as a large python.

A giant cobra is a larger, slightly magical version of an ordinary cobra that is able to mesmerize animals by performing a swaying, hypnotic "dance". A giant cobra only hunts during the day, it will normally try to flee if encountered at night. They prefer warm-blooded prey up to the size of a gnome or roe deer, and have no compunctions against eating humanoids.

A giant cobra is intelligent enough to be trained by someone willing to brave its deadly venom. Snake-charmers, serpent cults and assassins occasionally keep these snakes. Giant cobras are most commonly trained as guards, sacred animals, or to milk them of their venom. Even "tame" giant cobras always remain dangerous and should be handled carefully.

Giant cobras lair in burrows they steal from other animals. They mate once a year, then the female builds a nest and guards her clutch off eggs until they hatch. A single female usually lays between a dozen and a score of eggs. Giant cobra eggs are prized as delicacies by some wild elves and jungle giants, and are also sought after by people wanting to hatch the young snakes and raise them.

Giant cobras are usually between 12 and 30 feet long, but they can grow considerably bigger than that. A typical specimen is 24 feet from nose to tail and weighs 500 pounds.

COMBAT

Giant cobras try to use their poison bite as often as they can. They often retreat into undergrowth or a burrow to give their poison time to work, then return to eat any victims who fall to their venom.

A giant cobra can swallow a creature up to two size categories smaller than itself, but this is a slow process requiring at least a minute of time and a non-resisting meal, not an action it can perform in combat.

Mesmerize Animals (Su): A giant cobra can paralyze animals as a standard action by swaying slowly and steadily while staring at them. Every animal within 30 feet of the snake that can see its swaying must make a successful Will save (DC 12) to avoid the effect. Failure means the creature is paralyzed for as long as the giant cobra continues to sway (requiring a standard action every round) and for 1d6 rounds thereafter. Mesmerizing sway is a mind-affecting effect. The save DC is Charisma-based.

Poison (Ex): A giant cobra has a poisonous bite that deals initial and secondary damage of 1d8 Con unless the victim succeeds at a DC 15 Fortitude save. The save DCs is Constitution-based and includes a +4 racial bonus.

Advanced Giant Cobras
Giant cobras are good candidates for the Elder Serpent template (see Dragon Magazine #313.

Originally appeared in ALQ2 - Assassin Mountain (1993).
 
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Shade

Monster Junkie
Aeserpent

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-69.html

Aeserpent
Large Magical Beast
Hit Dice: 7d10+14 (52 hp)
Initiative: +8
Speed: 40 ft. (6 squares), climb 30 ft., swim 40 ft.
Armor Class: 17 (–1 size, +4 Dex, +4 natural), touch 13, flat-footed 13
Base Attack/Grapple: +7/+16
Attack: Bite +11 melee (1d8+7 plus bloodcurse venom)
Full Attack: Bite +11 melee (1d8+7 plus bloodcurse venom)
Space/Reach: 10 ft./5 ft.
Special Attacks: Bloodcurse venom, improved grab, swallow whole
Special Qualities: Darkvision 60 ft., ophidian sovereignty, scent, shadow blend
Saves: Fort +7, Ref +9, Will +3
Abilities: Str 21, Dex 18, Con 15, Int 6, Wis 12, Cha 11
Skills: Balance +12, Climb +13, Hide +4*, Listen +4, Move Silently +8, Spot +4, Swim +13
Feats: Dodge, Improved Initiative (B), Mobility, Spring Attack
Environment: Wilderness of the Beastlands
Organization: Solitary or pair
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 8–14 HD (Large); 15–21 HD (Huge)
Level Adjustment: —

A large snake with scales so dark it looks like the night itself has streamed into slithering life. Only its thin, yellow eyes and the occasional gleam of a fang can be made out from the shiny blackness of its scales.

An aeserpent, also known as darkstrike or deathstrike, is a deadly snake that lives in dark places in the outer plane known as the Beastlands. Aeserpents are practically invisible when in darkness, and use this camouflage to ambush prey. When viewed in the light, an aeserpent's scales have a sheen that appears wet or slimy, but it is as dry to the touch as other snakeskin. Aeserpents need much more food than regular snakes, and may attack dangerous predators like bears to satisfy their hunger.

An aeserpent is at least 20 feet long and weighs 500 pounds or more.

COMBAT

Deathstrikes attack from the shadows, biting and retreating to wait for their deadly bloodcurse venom to take effect, then swallowing their weakened prey whole. When an aeserpent faces a group it tries to bite the strongest foe, since the agony of its supernatural venom may drive its victims to attack their own friends.

Bloodcurse Venom (Su): A living creature hit by an aeserpent's bite attack must succeed on a DC 15 Fortitude save or take 1d4 Constitution damage and contract the bloodcurse, a horribly magical transformation that causes a victim's flesh to destroy their own blood and sanity. Bloodcurse venom does not affect creatures without blood, such as Oozes or Plants. Creatures with immunity to poison are unaffected by it, and creatures with a bonus on saves versus poison can apply this bonus on their saving throws.

A bloodcurse victim must succeed at a DC 15 Fortitude save every minute or take 1d4 Constitution damage and 1d6 Wisdom damage. The effects of a bloodcurse continues until the victim reaches Constitution 0 (and dies) or the bloodcurse is cured as described below.

A bloodcurse victim feels their flesh changing and devouring their own blood. If they succeed at a DC 10 Heal check or Knowledge (arcana) check they realize that consuming the blood of a person untainted by bloodcurse venom will temporarily alleviated their affliction. Another creature observing the victim can discover this information with a DC 18 Heal check or Knowledge (arcana) check. A victim who drinks the blood of another creature of the same type (e.g. a human drinking the blood of a humanoid) will take no Con damage that minute, but still takes Wisdom damage if they fail the Fort save. The amount of blood that is ingested must be enough to do at least 1 hit point of damage to the creature it came from. If bloodcurse damage reduced a victim's Wisdom to 0, they go mad and start attacking other creatures to drink their blood, hoping to stave off death for a few more minutes.

Remove curse has no effect on a bloodcurse, but a delay poison or neutralize poison spell affects the bloodcurse as if it were poison. The Heal skill can be used to treat the victim, who uses the Heal check result or his or her saving throw, whichever is higher.

The save DCs are Constitution-based.

Improved Grab (Ex): To use this ability, an aeserpent must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can swallow whole.

Ophidian Sovereignty (Ex): An aeserpent is immune to spells and abilities that specifically affect snakes and reptiles, such as a Scalykind cleric's ability to rebuke or command reptilian creatures. In addition, an aeserpent has a +2 racial saving throw bonus against enchantment spells or effects.

Shadow Blend (Su): In any condition of illumination other than full daylight, an aeserpent can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Swallow Whole (Ex): An aeserpent can try to swallow a grabbed smaller than itself by making a successful grapple check. Aeserpents can only digest creatures that have been affected by their Bloodcurse Venom, so they will not swallow an opponent who shows no symptoms of poisoning. Once inside, the opponent takes 1d8+5 points of crushing damage plus 1d6 points of acid damage per round from the serpent'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 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Large aeserpent's interior can hold 1 Medium, 4 Small, 16 Tiny, or 64 Diminutive or smaller opponents.

Skills: Aeserpents have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. An aeserpent can always choose to take 10 on a Climb check, even if rushed or threatened. Aeserpents use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. An aeserpent 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 Planes of Conflict (1995).
 

Shade

Monster Junkie
Therianthrope, Leopardwere

http://www.enworld.org/forum/genera...version-thread-lycanthropes-their-ilk-36.html

Leopardwere
Medium Magical Beast
Hit Dice: 5d10+15 (42 hp)
Initiative: +8
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +5/+9
Attack: Claw +9 melee (1d4+4)
Full Attack: 2 claws +9 melee (1d4+4) and bite +7 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Command cursed wereleopard, curse of therianthropy, hamstring, improved grab, pounce, rake
Special Qualities: Damage reduction 10/silver, low-light vision, scent, wereleopard empathy
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 19, Dex 19, Con 16, Int 11, Wis 12, Cha 6
Skills: Balance +12, Climb +12, Handle Animal -2*, Hide +11*, Jump +16, Listen +8, Move Silently +11, Spot +8
Feats: Alertness, Combat Reflexes, Improved Initiative, Iron Will (B), Multiattack (B)
Environment: Warm plains and mountains
Organization: Solitary, pride (2-8) or tribe (2-8 and 1-10 wereleopards)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 6-9 HD (Medium) or by character class
Level Adjustment: +5

This athletic, muscular humanoid has the head, claws and tail of a great cat. Its skin is entirely covered by a thick spotted coat of fur.

Leopardweres are a race of ferocious pack hunters who roam stark mountains and hot deserts. Leopardweres were once normal leopards, but an unknown evil force transformed them into monsters. They may look like the hybrid form of a wereleopard, but they are not "proper" lycanthropes and possess no shapechanging ability. Their behavior is very catlike; a leopardwere spends most of its day grooming itself, sleeping, and lounging in tall trees. They enjoy lazing in the sun and rolling in the grass like a kitten, but their greatest pleasure is to hunt and kill.

The bite of a leopardwere transmits a supernatural contagion that can transform humanoids and giants into bestial, cursed wereleopards. Leopardweres can compel these bestial wereleopards to do their bidding.

A leopardwere is a strict carnivore who prefers its meat freshly killed. Their favorite food is the flesh of humanoids. A leopardwere pride usually eats any humanoid it catches, but some victims are "saved" for transformation into cursed wereleopard slaves. These wereleopards are used as laborers and cannon-fodder. Any wereleopard slave who tries to flee, or who become useless, is gleefully devoured by the pride.

A leopardwere is 5 to 6 feet tall and weighs 125 to 200 pounds. Female leopardweres usually have black fur with slightly lighter spots, males have orange fur with black spots.

Leopardweres speak their own language. They disdain the languages of humanoids and will not learn them. Leopardweres use their wereleopard empathy to order their cursed wereleopard slaves about.

COMBAT

Leopardweres normally try to hamstring opponents at the first opportunity, then pounce upon their hampered foes. They will attempt to split up enemy groups and kill them one at a time, only feasting when all their prey have been slain. Leopardweres love to cruelly toy with weak victims, and may chase fleeing prey for hours, to prolong the pleasure of the hunt. If they encounter a powerful enemy, they will force their wereleopard slaves to attack them rather than risk their own skin.

Command Cursed Wereleopard (Su): Wereleopards created by the curse of therianthropy must obey the orders of its leopardwere pride (the leopardwere that created it and all other leopardweres of its creator's pride). This functions like a command spell (no save).

Curse of Therianthropy (Su): Any humanoid, giant, or leopard hit by a leopardwere's bite attack must succeed on a DC 15 Fortitude save or contract a form of lycanthropy.

Humanoids and giants transform into cursed wereleopards. The curse reduces their minds to little better than beasts and puts them in thrall to the leopardweres that created them. A cursed wereleopard has a -6 racial penalty to Intelligence, is unable to make Control Shape checks, and can be affected by a leopardwere's command cursed wereleopard ability (see above). It is otherwise identical to a standard afflicted wereleopard.

Leopards who contract the curse of therianthropy transform into leopardweres.

Fear of Storms (Ex): Leopardweres have a terrible fear of lightning. A leopardwere that is confronted by lightning must succeed on a Will save (DC 20 for natural lightning, DC of spell or supernatural attack for magical lightning) or become frightened for 1d6 rounds. A shocking grasp or other low-level electrical spell will not frighten a leopardwere, it takes at least a lightning bolt or call lighting spell to trigger its fear of lightning.

If a leopardwere hears thunder, it must succeed on a Will save (DC 20 for a natural thunderstorm, DC of spell or supernatural attack for magical thunder), or become shaken for 1d6 rounds. Loud noises that resemble thunder, such as a shout spell or a dragonne's roar, may also cause a leopardwere to become shaken for 1d6 rounds, but the leopardwere gains a +4 bonus on its Will save.

Hamstring (Ex): A leopardwere can damage the tendons in an opponent's legs if it makes a successful bite attack against an opponent it has flanked or flat-footed. Hamstring attacks cannot affect creatures with external skeletons, such as most vermin. Creatures with immunity to critical hits are immune to being hamstrung.

The opponent must succeed on a DC 16 Fortitude save or be hamstrung. The target's speed drops by one-half and its Dexterity suffers a -4 circumstance penalty. A hamstrung creature can not take the Run action. The save DC is Dexterity-based.

A damaged hamstring normally takes 1d4+2 weeks to heal naturally (half that time if DC 15 Heal checks are used to provide long-term care), but can be instantly cured with a cure moderate wounds or higher-level healing spell.

Improved Grab (Ex): To use this ability, a leopardwere must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

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

Rake (Ex): Attack bonus +9 melee, damage 1d4+2.

Wereleopard Empathy (Ex): Communicate with leopards and wereleopards, and +4 racial bonus on Charisma-based checks against leopards and wereleopards.

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

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

In Ravenloft
Many leopardwere prides in Ravenloft serve a race of shapeshifting feline humanoids called the paka. Leopardweres native to Ravenloft speak the paka's language as well as their own.

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

Shade

Monster Junkie
Drow Spider-Destrier

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-39.html

Drow Spider-Destrier
Large Magical Beast
Hit Dice: 5d10+15 (42 hp)
Initiative: +7
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat 15
Base Attack/Grapple: +5/+14
Attack: Hoof +9 melee (1d6+5) or bite +9 melee (1d8+5 plus poison)
Full Attack: 2 hooves +9 melee (1d6+5) and bite +4 melee (1d8+2 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., low-light vision, scent, tremorsense 60 ft., web
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 20, Dex 17, Con 15, Int 4, Wis 13, Cha 6
Skills: Climb +13, Hide +8, Jump +5, Listen +8, Move Silently +8, Spot +4
Feats: Improved Initiative, Run
Environment: Underground
Organization: Domesticated
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement:6-8 HD (Large); 9-15 HD (Huge)
Level Adjustment: —

A bizarre fusion of equine and arachnid, the creature has a horse-like body supported on eight legs - four normal-looking horse legs and four spider legs. It has an equine head with venom-dripping fangs, and a spider's spinnerets on its tail end.

Spider-destriers are an unnatural hybrid of warhorse and monstrous spider. Their origins are attributed to priestesses of Lolth, and they are favored mounts in many drow communities.

Herds of spider-destriers roam large subterranean web pastures, where the webs of spiders have accumulated over centuries. In the wild, their social organization is identical to that of horses.

Spider-destriers are carnivorous, preying primarily on small subterranean herbivores. If food grows scarce, spider-destriers are known to devour their own weak and young.

A typical drow spider-destrier is 10 feet in length, stands 5½ feet high at the shoulder, and weighs about 1750 pounds.

COMBAT

Spider-destriers bite whenever possible, attempting to expose their opponents to their poison. Their drow masters often set them to ambush enemies: the spider-destrier hangs from the ceiling above a cave entrance and drops onto the last enemy to enter, both attacking and cutting off escape.

Poison (Ex): Injury, Fortitude DC 14, initial damage stunned for 1d4 minutes, secondary damage paralysed for 2d4 minutes. The save DC is Constitution-based.

Web (Ex): A drow spider-destrier can lower itself silently on silk strands, a single strand is strong enough to support the spider-horse and one creature of the same size.

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

Carrying Capacity: A light load for a spider-destrier is up to 400 pounds; a medium load, 401-800 pounds; and a heavy load, 801-1200 pounds. A spider-destrier can drag 6,000 pounds.

In Dragonlance
In the Dragonlance campaign setting, spider-destriers dwell in the demiplane known as the Deathdark, where Jiathuli, Queen of the drow, was exiled.

Originally appeared in DLS4 - Wild Elves (1991) as "Spider Horse".
 

Shade

Monster Junkie
Water Leaper

http://www.enworld.org/forum/genera...neric-setting-second-edition-monsters-54.html

Water Leaper
Small Magical Beast (Aquatic)
Hit Dice: 1d10 (5 hp)
Initiative: +1
Speed: Swim 30 ft. (6 squares)
Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +1/-3
Attack: Bite +4 melee (1d4)
Full Attack: Bite +4 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Shriek, swarmfighting, water leap
Special Qualities: Darkvision 60 ft., water dependent
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 10, Dex 13, Con 11, Int 1, Wis 12, Cha 2
Skills: Hide +9, Jump +10, Listen +3, Spot +3
Feats: Improved Bull Rush (B), Weapon Finesse (B), Weapon Focus (bite)
Environment: Temperate aquatic
Organization: Pack (4-24)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —

This grotesque creature resembles a legless, winged toad with a long tail. The beast has a broad mouth filled with sharp teeth, slimy skin, and a body covered in warts. Its flattened tail is like an eel or lizard, and ends in a barbed fork. The wings are shaped like a bat's, but have a transparent membrane and fan of rays like a fish's fins.

Water leapers, known as llamhigyn y dwr in their native land, are named after their propensity for leaping out of the water to attack passers-by. These half-fish, half-frog creatures are much loathed for their destructive habits. They prefer to live in lakes, but are also found in slow-flowing rivers and freshwater swampland such as bogs, fens or marshes.

Llamhigyn y dwr prefer to eat land animals, but mostly have to satisfy themselves with fish. Their favorite meats are human, sheep and cattle. Water leapers are malicious creatures who often attack livestock, fishing folk and swimmers. They regularly destroy nets and fish traps, as much out of spite as to eat any fish caught in them.

A large school of water leapers will attack almost anything, and its appetite is so voracious they can quickly decimate their lake or river's fish stocks. They prey on animals who come to the water to drink. No normal animal eats water leapers, their only enemies are more powerful water monsters and hostile humanoids.

A water leaper is some 3 feet in length from nose to tail and weighs about 20 pounds.

COMBAT

A single water leaper poses little threat to a human-sized victim, but a school of water leapers attacks like a wolf pack. One member of the pack stands aside and uses its shriek attack every round, while the others make bite attacks. They typically concentrate their attack on a single victim.

Water leapers can use their water leap special attack to attack an opponent within 60 ft. of the water. However, water leapers prefer to fight in the water. They have many tricks to get a victim into the water, such as pulling on a fishing line, making a bull rush attack against an opponent on a boat or bridge, or using a shriek special attack near the bank of a river or lake and hoping the startled prey will fall in.

Shriek (Su): Water leapers can emit a horrible shriek as a standard action. All creatures within 30 feet of a shrieking water leaper must make a successful Fortitude save at the start of their next initiative count or be stunned for 1 round. Only one saving throw per round is required, no matter how many water leapers are shrieking, at the highest DC within range of each victim. A typical water leaper's shriek is DC 11. Each round that the shrieking continues, victims must make another successful Fortitude save at the beginning of their initiative to be able to act. This is a sonic effect. The save DC is Constitution-based.

Swarmfighting (Ex): Water leapers can coordinate melee attacks against a single target and are adept at fighting side by side in close quarters. When a water leaper engages a Small or larger creature in melee, and at least one other water leaper occupies the target's space, it gains a +1 morale bonus on the attack roll. This bonus increases by +1 for each additional water leaper beyond the first that occupies the target's space.

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

Water Leap (Ex): If a water leaper jumps out of water it can fly for 1 round at a speed of 30 feet (poor maneuverability). It can make a charge attack as part of a water leap. A water leaper can also use its wings as airbrakes, negating falling damage from a fall of any height.

Skills: A water leaper has a +4 racial bonus on Hide checks and a +10 racial bonus on Jump checks. A water leaper 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 HR3 - Celts Campaign Sourcebook (1992).
 

Shade

Monster Junkie
Busen

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-72.html

Busen
Medium Outsider (Extraplanar, Lawful)
Hit Dice: 8d8+24 (60 hp)
Initiative: +5
Speed: 50 ft. (10 squares)
Armor Class: 20 (+5 Dex, +5 natural), touch 15, flat-footed 15
Base Attack/Grapple: +8/+12
Attack: Weaponlike protrusion +12 melee (1d10+4)
Full Attack: 2 weaponlike protrusions +12 melee (1d10+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Weaponlike protrusions, whirlwind attack
Special Qualities: Darkvision 60 ft., immunity to charm, electricity, paralysis, and sleep, "invisible in darkness", resistance to cold X, spell resistance CR+7, telepathy x ft., vulnerability to fire
Saves: Fort +9, Ref +11, Will +9
Abilities: Str 19, Dex 20, Con 17, Int 16, Wis 16, Cha 11
Skills: 11 at 11 ranks
Feats: 3
Environment: Peaceable Kingdoms of Arcadia
Organization: Solitary or x (2-3)
Challenge Rating: x
Treasure: None
Alignment: Always lawful, often neutral
Advancement: x
Level Adjustment: —

The shiny black skin of this featureless entity reflects light as a puddle of oil reflects a torch. Odd ridges seem barely restrained from protruding through its skin.

Flavor text.

A busen's malleable form generally remains around 6 feet in length or height. It weighs around x pounds.

Buseni communicate telepathically.

COMBAT

Tactics.

A busen's natural attacks and any weapons it wields are treated as lawful-aligned for purposes of overcoming damage reduction.

Originally appeared in Planes of Law (1995).
 
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Shade

Monster Junkie
Ooze, Dense Pudding

http://www.enworld.org/forum/genera...conversion-thread-finishing-off-oozes-51.html

Ooze, Dense Pudding
Huge Ooze
Hit Dice: 10d10+60 (160 hp)
Initiative: -1
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 3 (-2 size, -5 Dex), touch 3, flat-footed 3
Base Attack/Grapple: +7/+18
Attack: Slam +9 melee (2d6+4 plus 1d6 acid and disease)
Full Attack: Slam +9 melee (2d6+4 plus 1d6 acid and disease)
Space/Reach: 15 ft./10 ft.
Special Attacks: Acid, constrict 2d6+4 plus 1d6 acid and disease, disease, improved grab
Special Qualities: Blindsight 60 ft., damage reduction 6/—, hearty, immunity to slashing and piercing damage, immunity to acid, cold, electricity and fire, ooze traits, spell resistance 14, split
Saves: Fort +9, Ref -2, Will +3
Abilities: Str 17, Dex 1, Con 22, Int 10, Wis 11, Cha 1
Skills: Climb +11, Hide -2*, Listen +8, Move Silently +10
Feats: Improved Initiative, Reckless Offense, Stealthy, Weapon Focus (slam)
Environment: Underground
Organization: Solitary
Challenge Rating: 8
Treasure: None
Alignment: Always neutral evil
Advancement: 11-15 HD (Huge); 16-30 HD (Gargantuan)
Level Adjustment: —

This viscous pile of slime resembles a massive lump of dark blue oatmeal.

Dense puddings are a variety of subterranean pudding, a family of underground oozes related to the black pudding. All subterranean puddings are intelligent, unlike most oozes, but they only use their intelligence to pursue food and reproduction. They have no interest in more abstract goals.

A typical dense pudding measures 15 feet across and 2 feet thick. It weighs about 22,500 pounds.

COMBAT

Dense puddings prefer to hide in shadows in order to attack with surprise. They often climb across cavern walls and low ceilings to drop upon their prey. These oozes are as intelligent as many humanoids, so can learn tricks and tactics to gain advantages over their opponents.

Acid (Ex): A dense pudding secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.

Blindsight (Ex): A dense pudding's entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

Constrict (Ex): A dense pudding deals automatic slam, acid and disease damage with a successful grapple check.

Disease (Ex): Slimy Doom—acid, Fortitude DC 21, incubation period 1 day, damage 1d4 Con. When damaged, character must succeed on another saving throw or 1 point of damage is permanent drain instead. The save DC is Constitution-based.

Hearty (Ex): When fully healed, a dense pudding always has the maximum number (10 + Con modifier) of hit points per HD.

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

Split (Ex): Fire and electricity attacks deal no damage to a dense pudding. Instead the creature splits into two identical puddings, each with half of the original's current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 it points.

Skills: A dense pudding has a +4 racial bonus on Move Silently checks. Dense puddings have a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

*A dense pudding has a +12 circumstance bonus to Hide checks in natural underground terrain such as caves.

Originally appeared in Ruins of Undermountain II: The Deep Levels (1994).
 

Shade

Monster Junkie
Jagwere

http://www.enworld.org/forum/genera...version-thread-lycanthropes-their-ilk-38.html

Jagwere
Medium Magical Beast
Hit Dice: 5d10+15 (42 hp)
Initiative: +8
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +5/+10
Attack: Claw +10 melee (1d4+5)
Full Attack: 2 claws +10 melee (1d4+5) and bite +8 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pounce
Special Qualities: Damage reduction 5/darkwood, fear of flames, low-light vision, scent, jaguar empathy, vulnerability to fire
Saves: Fort +7, Ref +8, Will +4
Abilities: Str 21, Dex 18, Con 17, Int 11, Wis 12, Cha 6
Skills: Balance +11, Climb +13, Hide +12*, Jump +16, Listen +10, Move Silently +12, Spot +10, Swim +11
Feats: Alertness, Combat Reflexes, Improved Initiative, Iron Will (B), Multiattack (B)
Environment: Warm forests
Organization: Solitary, pride (2-8) or tribe (8-18)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: 6-9 HD (Medium) or by character class
Level Adjustment: +5

This athletic, muscular humanoid possesses the head, claws and tail of a great cat. Its skin is entirely covered by a thick spotted coat of fur.

A jagwere is a magical beast that takes the form of a humanoid-jaguar hybrid. Jagweres live in tightly knit groups that consider themselves the custodians of their jungle homes. They lurk in the dark hearts of jungles, usually near ancient forgotten ruins. These creatures are highly territorial. Should other creatures intrude into their lands, the jagweres often stalk them for sport. They may toy with intruders for days, until the unwanted visitors either leave, or the jagweres grow bored or angry and move in for the kill. Should a creature threaten their carefully hidden community, a jagwere will kill without mercy.

A jagwere has the same diet as a jaguar, eating various jungle animals. Most of these jaguar-folk do not hunt sentient races, claiming their flesh taste bitter and unhealthy. However, evil jagweres have a tendency to devour intelligent creatures, often leaving their territories to hunt them.

Jagweres use tools made from local materials, including incredibly sharp obsidian blades, but spurn the use of artificial weapons. They weave their own clothing, preferring brightly colored loincloths and wraps that drape over one shoulder.

A jagwere is 5 to 6 feet tall and weighs 125 to 200 pounds.

Jagweres speak Common and their own language.

COMBAT

Jagweres prefer their teeth and claws in combat. They attack most effectively from surprise, moving silently through the jungle before springing on their victims. They will sometimes play with their prey, darting in and out of the undergrowth to build up their victims' fear, then striking quickly and without mercy.

Fear of Flames (Ex): A jagwere that suffers fire damage from an attack must succeed on a Will save (DC = 10 for nonmagical fire, DC of spell or supernatural attack for magical fire) or become panicked for 1d6 rounds.

Improved Grab (Ex): To use this ability, a jagwere must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a jagwere charges a foe, it can make a full attack.

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

Skills: A jagwere has a +6 racial bonus on Balance, Jump and Swim checks. Jagweres also have a +4 racial bonus on Hide, Listen, Move Silently and Spot checks. Jagweres have a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

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

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

Monster Junkie
Lycanthrope, Werejaguar

http://www.enworld.org/forum/genera...version-thread-lycanthropes-their-ilk-38.html

Werejaguar, Human Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 4d8+12 (35 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 studded leather armor, +2 natural), touch 10, flat-footed 15
Base Attack/Grapple: +4/+5
Attack: Spear +5 melee (1d8+1/×3) or spear +4 ranged (1d8+1/×3)
Full Attack: Spear +5 melee (1d8+1/×3) or spear +4 ranged (1d8+1/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, jaguar empathy, low-light vision, scent
Saves: Fort +7, Ref +4, Will +3
Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills: Balance +1, Climb +1, Handle Animal +3, Hide +1, Jump +2, Listen +6, Move Silently +1, Spot +6, Swim +2
Feats: Alertness, Combat Reflexes, Improved Initiative, Iron Will (B), Multiattack (B), Weapon Finesse (B)
Environment: Warm forests
Organization: Solitary or family (2-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Werejaguar, Jaguar Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 4d8+12 (35 hp)
Initiative: +8
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +4/+9
Attack: Bite +9 melee (1d8+5)
Full Attack: Bite +9 melee (1d8+5) and 2 claws +7 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy, improved grab, pounce, rake 1d3+2
Special Qualities: Alternate form, jaguar empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +9, Ref +8, Will +3
Abilities: Str 21, Dex 19, Con 16, Int 10, Wis 11, Cha 8
Skills: Balance +11, Climb +13, Handle Animal +3, Hide +9*, Jump +16, Listen +6, Move Silently +9, Spot +6, Swim +12
Feats: Alertness, Combat Reflexes, Improved Initiative, Iron Will (B), Multiattack (B), Weapon Finesse (B)
Environment: Warm forests
Organization: Solitary or family (2-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

Werejaguar, Hybrid Form
Medium Humanoid (Human, Shapechanger)
Hit Dice: 1d8+1 plus 4d8+12 (35 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +4/+9
Attack: Spear +9 melee (1d8+7/×3); or claw +9 melee (1d4+5); or spear +8 ranged (1d8+5/×3)
Full Attack: Spear +9 melee (1d8+7/×3) and bite +7 melee (1d8+2); or 2 claws +9 melee (1d4+5) and bite +7 melee (1d8+2); or spear +8 ranged (1d8+5/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Curse of lycanthropy
Special Qualities: Alternate form, jaguar empathy, damage reduction 10/silver, low-light vision, scent
Saves: Fort +9, Ref +8, Will +3
Abilities: Str 21, Dex 19, Con 16, Int 10, Wis 11, Cha 8
Skills: Balance +11, Climb +13, Handle Animal +3, Hide +9*, Jump +12, Listen +6, Move Silently +9, Spot +6, Swim +12
Feats: Alertness, Combat Reflexes, Improved Initiative, Iron Will (B), Multiattack (B), Weapon Finesse (B)
Environment: Warm forests
Organization: Solitary or family (2-4)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +3

This athletic, muscular humanoid has the head, claws and tail of a great cat. The creature's skin is hidden by lush fur, creamy white on its belly, golden with black spots elsewhere.

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

COMBAT

A werejaguar will try to ambush opponents, ideally from behind. They mostly use their spears to make ranged attacks, favoring their claws and fangs for melee. Werejaguars are secretive and prefer to kill in jaguar form, since witnesses often mistake them for mundane animals. This allows the lycanthrope to hide in human guise when hunters search for the "man-eating jaguar". Werejaguars normally only fight in hybrid form when they are confident about leaving no survivors or if their true nature has already been exposed.

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

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

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

Improved Grab (Ex): To use this ability, a werejaguar in jaguar form must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

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

Rake (Ex): Attack bonus +9 melee, damage 1d3+2.

Skills: In jaguar or hybrid form, werejaguars have a +6 racial bonus on Balance, Jump and Swim checks plus a +4 racial bonus on Hide and Move Silently checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.

*In areas of tall grass or heavy undergrowth, the Hide bonus of a werejaguar in jaguar or hybrid form improves to +8.

Originally appeared in Dragon Magazine #40 (1980).
 

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