Creature Catalog new 3.5 conversions

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Monster Junkie
Diplocaulus

http://www.enworld.org/forum/general-monster-talk/67093-converting-prehistoric-animals-31.html

Diplocaulus
Small Animal (Aquatic)
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 5 ft. (1 square), swim 40 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-9
Attack: Bite +4 melee (1d4-1)
Full Attack: Bite +4 melee (1d4-1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Amphibious, hard to swallow, hydrofoil, low-light vision
Saves: Fort +3, Ref +2, Will +0
Abilities: Str 9, Dex 14, Con 13, Int 1, Wis 11, Cha 5
Skills: Hide +12, Listen +3, Move Silently +7, Spot +3, Swim +8
Feats: Alertness, Weapon Finesse (B)
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny), 3-4 HD (Small)
Level Adjustment: -

This three-foot-long amphibian has a pancack-shaped body and a large, boomerang-shaped head. Its legs are short, and its tail is long and flat.

A diplocaulus is a prehistoric amphibian with an odd-shaped head. This oversized head makes it difficult to swallow by the many larger predators in its environment.

A diplocaulus spends most of its time on the bottom of rivers and streams, waiting for small fish and insects on which to prey.

A diplocaulus is about 3 feet long and weighs x pounds.

COMBAT

A diplocaulus generally attempts to escape if threatened by a larger creature.

Hard to Swallow (Ex): A diplocaulus counts as one size category larger for the purposes of being swallowed whole.

Hydrofoil (Ex): A diplocaulus gains a +4 bonus on any Swim check made to swim against a current.

Skills: A diplocaulus has a +4 racial bonus on all Hide and Move Silently checks. A diplocaulus has a +8 racial bonus on any Swim checks to perform some special action or avoid a hazard. It can always take 10 on Swim checks 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) as "Labrynthodont".
 
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Monster Junkie
Partridge, Giant

http://www.enworld.org/forum/genera...-converting-monsters-imagine-magazine-26.html

Partridge, Giant
Large Magical Beast
Hit Dice: 4d10+4 (26 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 13 (-1 size, +3 Dex, +1 natural), touch 12, flat-footed 10
Base Attack/Grapple: +4/+10
Attack: Wing +5 melee (1d3+2)
Full Attack: 2 wings +5 melee (1d3+2) and bite +3 melee (1d8+1)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: Low-light vision
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 15, Dex 16, Con 12, Int 10, Wis 11, Cha 11
Skills: Listen +9, Spot +9
Feats: Alertness, Multiattack
Environment: Any
Organization: Solitary, pair, or flock (3-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-6 HD (Large), 7-9 HD (Huge)
Level Adjustment: -

This large avian resembles a partridge grown to incredible proportions.

Like giant eagles and giant owls, giant partridges are much larger and more intelligent versions of their lesser kin. Legends tell of certain island societies which create alabaster statues of partridges that are a form of figurine of wondrous power, releasing a giant partridge when the temples they guard are intruded upon.

A typical giant partridge stands about 7 feet tall, has a wingspan of up to 15 feet, and resembles its smaller cousins in nearly every way, except size.

Giant partridges speak Common or Sylvan.

COMBAT

Giant partridges found in the wild typically flee rather than fight. However, if cornered or magically compelled to fight, the partridge will attack in wild flurry of beak and feathers.

Originally appeared in Imagine Magazine #17 (1984).
 
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Shade

Monster Junkie
Callicantzaros, Great

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-14.html

Callicantzaros, Great
Large Fey
Hit Dice: 18d6+54 (117 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 21 (-1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
Base Attack/Grapple: +9/+21
Attack: Bite +16 melee (3d6+8)
Full Attack: Bite +16 melee (3d6+8) and 2 claws +14 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Greater dancing frenzy
Special Qualities: Damage reduction 10/cold iron, light sensitivity, low-light vision, tomb-tainted
Saves: Fort +9, Ref +14, Will +12
Abilities: Str 27, Dex 16, Con 16, Int 13, Wis 12, Cha 20
Skills: Balance +26, Bluff +26, Climb +29, Disguise +28 (+30 acting), Intimidate +28, Jump +18, Perform (dance) +26, Tumble +24
Feats: Combat Expertise, Dodge, Mobility, Multiattack, Power Attack, Spring Attack, Whirlwind Attack
Environment: Any land
Organization: Solitary or party (1 plus 2-20 callicantzari)
Challenge Rating: 10
Treasure: Standard
Alignment: Always neutral evil
Advancement: 19-30 HD (Large); 31-54 HD (Huge)
Level Adjustment: -

This dead-black skinned humanoid stands over ten feet tall, its huge head disproportionate to its body. Its simian arms end in vulturelike curled talons. Cold, red eyes glare from a dark black face, while a blood-red tongue lolls from its large, fang-filled mouth.

Callicantzari are malicious, man-eating fey with close ties to the nether realms. Although living, they share many traits and predilections of ghouls.

Callicantzari are nocturnal, hiding in dank, dark places until sunset. They feed on snakes and snails and other creepy crawlies until night falls and they can hunt the humanoid flesh they crave most. During the nighttime hours, the callicantzari run wild in an orgy of dancing, destruction, greed and lust.

Great callicantzari are far more intelligent than their common kin, and often lead groups of them. They lead their lessers in wild, frenzied revels on holy days like the winter solstice and fall equinox. They often invite cruel nymphs, satyrs and other fey to join them, giving rise to rumors of witchcraft.

The great callicantzari are smart enough to be favored by the Queen of Air and Darkness, and they try (without much luck) to get their lessers to show Her the reverence She deserves.

The great callicantzari lord over lesser callicantzari regardless of the lesser's power, taking great pride in bullying around advanced lesser callicantzari the size of houses.

A great callicantzaros is between 10 and 13 feet tall and weighs 800 to 1,200 pounds. Appearances vary wildly, but always are a blend of human and bestial traits. Common bestial traits include goatlike or donkey ears, tusks, and goat legs. Many are lame, with greatly distorted legs, giving them a peculiar, shambling gait that belies their swiftness and agility.

Great callicantzari speak Sylvan and Common.

COMBAT

Greater callicantzari are far more intelligent than their lesser kin, employing better tactics. However, they are unable to impose discipline on the lesser callicantzari.

Greater Dancing Frenzy (Su): A great callicantzaros can dance itself into a frenzy. If a great callicantzaros spends a move action to make a DC 30 Perform (dance) check, it gains a +1 to attack and damage rolls and an additional +1 for each 5 points the check exceeds DC 30. A great callicantzaros may choose to spend only a swift action on the Perform (dance) check, but the DC increases by 5.

In addition, the great callicantzaros may choose to use its Perform (dance) check result in place of any necessary Reflex save in the same round that it has danced. Also, a successful Perform (dance) check grants any (lesser) callicantzari within 30 ft a +2 circumstance bonus to dance checks for one round and causes the (lesser) callicantzari to succeed automatically at Will saves to avoid taking full-round actions of dancing for the following round.

If a great callicantzaros has made a successful Perform (dance) check for three successive rounds, it also gains +4 Str and +4 Con as long as it spends a move (or swift) action to make a Perform (dance) check. However, each round that it benefits from enhanced Str and Con, it must make a DC 30 Will save or spend its full round dancing without taking any other actions.

Light Sensitivity (Ex): Callicantzari are dazzled in bright sunlight or within the radius of a daylight spell.

Spell-Like Abilities: 3/day--confusion (DC 17). Caster level 12th. The save DC is Charisma-based.

Tomb-Tainted (Ex): Although fey, callicantzari are harmed by positive energy and healed by negative energy. They are treated as undead for purposes of spells and effects that treat undead differently (such as searing light or a holy water). Unlike its lesser kin, a great callicantzari may not be turned as if it were an undead creature.

Originally appeared in Dragon Magazine #138 (1988).
 
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Shade

Monster Junkie
Haun

http://www.enworld.org/forum/general-monster-talk/240597-converting-forgotten-realms-monsters.html

Haun
Small Magical Beast (Psionic)
Hit Dice: 1d10+1 (6 hp)
Initiative: +1
Speed: 20 ft. (4 squares), burrow 10 ft.
Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +1/-5
Attack: Bite +3 melee (1d4-2)
Full Attack: Bite +3 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burrow into flesh, psi-like abilities
Special Qualities: Darkvision 60 ft., leap, low-light vision
Saves: Fort +2, Ref +2, Will +0
Abilities: Str 7, Dex 13, Con 13, Int 16, Wis 14, Cha 16
Skills: Autohypnosis +6, Concentration +5, Hide +9, Listen +6, Spot +6
Feats: Rapid Metabolism, Weapon Finesse (B)
Environment: Cold deserts
Organization: Solitary or brood (2-5)
Challenge Rating: 2
Treasure: Standard (lair only)
Alignment: Usually chaotic, often evil
Advancement: By character class (favored class: psion)
Level Adjustment: -

A four-foot-long, furry gray maggot undulates forth. Its furry gray flesh is dotted with purple and black warts. Its small, hairless face is slimy, with two tiny black eyes. Its mouth is filled with serrated teeth.

Hauns are parasitic ice worms, most frequenlty found on a haundar host. They use these huge ice slugs as moving fortresses, living within a hollowed-out chamber in the fat under the thickest part of the haundar's carapace. When a huandar is encountered, the haun leaps upon its tail, then crawls to the beginning of its armored back and burrows within, cutting small slits in the carapace perodically to further form a fortress.

When not infesting a haundar, hauns are found in networks of tunnels dug through the ice. Several broods often occupy the same network of tunnels. All hauns are fiercely independent and are prone to in-fighting.

Hauns feed primarily on lichen and rotten flesh, the latter of which they obtain from the remains of other creatures' kills. Hauns particularly covet sha'az eggs, which reduce a creature's tolerance to psionic control. Hauns may pass along the contents of these eggs to a haundar host through injection, helping to keep the larger beast subservient. Hauns maintain control over their hosts through threats of pain passed along through the mindlink. Over several years, the haundar generally becomes fully submissive to the tiny parasite within. A haundar host is considered a status symbol among hauns.

Hauns naturally produce silk, which they use to seal openings, store food, or fashion a comfortable cocoon.

A haun is around 4 feet long and weighs 10 to 15 pounds.

Hauns speak their own language, a series of slight hums, clicks, chatters, snaps, pops, clicks, and growls. They may communicate telepathically through their mindlink power.

COMBAT

Hauns prefer to avoid melee, staying within a haundar fortress if possible. If without a haundar host, hauns generally team up on victims, using telekinetic manuevers to trip an opponent, allowing their allies to bite the downed foe.

Burrow into Flesh (Ex): A haun may burrow under the skin of any Large or larger creature by chewing. This process does 1d4 hp damage per round for 1d6 rounds (until the haun has dug out a shelter for itself). Haundar and similarly blubbery creatures do not take damage because the haun prefers to dig into the fatty tissue.

Leap (Ex): As a move actions, a haun can jump 20 feet horizontally or 10 feet vertically, without making a Jump check.

Psi-Like Abilities: At will—mindlink; 3/day—aversion (6 hours, DC 16*), concealing amorpha, control object, inflict pain (2 targets, DC 16*); 1/day—inertial barrier, telekinetic manuever (+8 bonus). Manifester level 5th. The save DCs are Charisma-based.

*Includes augmentation for the haun's manifester level.

Non-Psionic Hauns

If you are not using psionics in your campaign, remove the Psionic subtype and replace the psi-like abilities with the following spell-like abilities:

Spell-Like Abilities: At will—telepathic bond; 1/day—invisibility, scare (DC 15), shield, suggestion (DC 16), telekinesis (DC 18). Caster level 5th. The save DCs are Charisma-based.

Originally appeared in Monstrous Compendium Forgotten Realms Appendix (MC11)(1991).
 
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Shade

Monster Junkie
Eogyrinus

http://www.enworld.org/forum/general-monster-talk/67093-converting-prehistoric-animals-31.html

Eogyrinus
Large Animal (Aquatic)
Hit Dice: 4d8+28 (46 hp)
Initiative: +1
Speed: 5 ft. (1 square), swim 30 ft.
Armor Class: 12 (-1 size, +1 Dex, +2 natural), touch 10, flat-footed 11
Base Attack/Grapple: +3/+13
Attack: Bite +9 melee (1d8+9)
Full Attack: Bite +9 melee (1d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Death roll, improved grab
Special Qualities: Amphibious, low-light vision
Saves: Fort +11, Ref +5, Will +1
Abilities: Str 23, Dex 12, Con 25, Int 1, Wis 11, Cha 5
Skills: Hide +3*, Listen +3, Move Silently +3, Spot +4, Swim +17
Feats: Stealthy, Weapon Focus (bite)
Environment: Warm forests and marshes
Organization: Solitary or pod (2-12)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 5-6 HD (Large); 7-14 HD (Huge)
Level Adjustment: -

This amphibian is the size of a large crocodile, with a long, slender body and short legs. Its crocodilian head bears a maw filled with sharp teeth.

Eogyrinus (Ee-owe-jiy-rin-us) is a large, predatory amphibian found in rainforests, wetlands, and warm marshes. It preys mostly on fish, but enjoys hunting anything smaller than itself that wanders too close.

An eogyrinus is about 15 feet long and weighs close to 1,000 pounds.

COMBAT

Eogyrinus hunt prey much like crocodiles, hiding the bulk of its body underwater, with only its eyes and nostrils breaking the surface. It grabs prey that approaches the water, drags it under, and attempts to rip it apart with its death roll.

Death Roll (Ex): An eogyrinus that successfully gets a hold on an opponent with its improved grab ability lodges its prey against natural terrain or even another eogyrinus, then bites down hard and twists its body to tear off large pieces of meat. If another eogyrinus joins the grapple, both eogyrinuses deal maximum damage. This attack deals bite damage each round until the victim breaks free, the eogyrinus is slain, or the victim dies.

Improved Grab (Ex): To use this ability, an eogyrinus 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 use its death roll in the following round.

Skills: An eogyrinus has a +8 racial bonus on any Swim check to perform a 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.

*An eogyrinus gains a +4 racial bonus on Hide checks when in the water. Further, an eogyrinus can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Originally apperead in Dragon Magazine #176 (1991).
 
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Shade

Monster Junkie
Necromantic Sludge

http://www.enworld.org/forum/genera...conversion-thread-finishing-off-oozes-15.html

Ooze, Necromantic Sludge
Medium Ooze
Hit Dice: 4d10+16 (38 hp)
Initiative: -1
Speed: 5 ft. (1 square)
Armor Class: 5 (-5 Dex), touch 5, flat-footed 5
Base Attack/Grapple: +3/+5
Attack: Slam +6 melee (1d4+2 plus necromantic touch)
Full Attack: Slam +6 melee (1d4+2 plus necromantic touch)
Space/Reach: 5 ft./5 ft.
Special Attacks: Necromantic touch, zombify
Special Qualities: Lifesense 300 ft., ooze traits, quell enhancement, spell reflection, spell resistance 18
Saves: Fort +5, Ref -4, Will +2
Abilities: Str 14, Dex 1, Con 18, Int 7, Wis 13, Cha 7
Skills: Spot +8
Feats: Improved Initiative, Weapon Focus (slam)
Environment: Underground
Organization: Solitary or pack (2-6)
Challenge Rating: 4
Treasure: Standard
Alignment: Always neutral evil
Advancement: 5-6 HD (Medium), 7-12 HD (Large)
Level Adjustment: -

A puddle of vile, black goo begins to flow forth.

The first necromantic sludge was an accidental byproduct of a failed attempt at lichdom. Attempting to achieve eternal unlife through the use of alchemy, rather than more traditional methods of achieving lichdom, the necromancer instead found himself with a foul mess. He discarded the goo into the sewers beneath his keep, and thought no more of it. The necromantic sludge hungered for the life force of humanoids, and began to slay those who ventured too near to sewer entrances. Growing in size and strength, it eventually budded another of its kind, and since then, the population increased significantly and ventured forth to all corners of the world.

Necromantic sludge desires only the life force of humanoids, although its necromantic touch is deadly to all living things. It is left alone by other sewer-dwelling predators, even other oozes, for its substance is to vile to consume.

It is unknown whether necromantic sludge seeks out humanoids based on a necromantic urge to eradicate the living, or because of some inherent need to fulfill their creator's orginal quest to achieve undeath.

Necromantic sludge can grow to a diameter of up to 4 feet and a thickness of about 3 inches. A typical specimen weighs about 75 pounds.

COMBAT

Necromantic sludge constantly detects the life force of creatures, and insinctively seeks out humanoids to slay. Once a humanoid corpse is available, the sludge flows into the body and animates it as a form of zombie. Groups of necromantic sludges sometimes employ simple tactics, such as lying still in an inhabited zombie, pretending to be a corpse, then attacking en masse when someone comes to investigate the cadaver.

Necromantic Touch (Su): Any creature that touches a necromantic sludge (or makes a successful natural or unarmed attack against a necromantic sludge), including taking damage from the sludge's slam attack, takes 1 point of negative energy damage and an additional 1 point of negative energy damage each round afterward. This continuing damage can be stopped by a cure spell, heal spell, or a DC 16 Heal check. The check DC is Constitution-based.

The ooze feeds in this manner, healing 1 hit point for every point of damage dealt through initial contact. If the necromantic sludge is already at its maximum hit points, it gains any additional as temporary hit points. Continuing damage does not heal the ooze, but additional contact will.

Lifesense (Su): Unlike most oozes, a necromantic sludge lacks blindsight. Instead, a necromantic sludge notices and locates living creatures within 300 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

Quell Enhancement (Su): A necromantic sludge ignores any enhancement bonus on weapons used against it, including natural weapons. Thus, a +3 longsword is effectively just a masterwork longsword when attacking the creature, and the magic fang spell provides no enhancement bonus to a natural weapon's attack or damage rolls against the sludge. This protection extends to corpses the sludge is animating with its zombify ability.

Spell Reflection (Su): Any spell or effect that targets the necromantic sludge and does not overcome its spell resistance is reflected directly back at the caster or the user of the item that generated it. This new target is entitled to a saving throw if the effect permits one.

Zombify (Su): As a full-round action, a necromantic sludge can flow into the skin of a slain humanoid opponent. The victim gains the zombie template for as long as the necromantic sludge inhabits it. The necromantic sludge may discard the body at any time (another full-round action), at which point it becomes an inanimate corpse again. A zombie reduced to 0 hp is unsuitable for additional zombification.

While controlling a zombie, all damage directed at the creature is absorbed by the zombie first. Targeted spells may not be directed at the sludge, but can be directed at the zombie. If the zombie sustains enough damage in a single attack to destroy it, any remaining damage is transferred to the sludge.

The necromantic sludge uses its own mental ability scores while controlling the zombie. It may wield weapons with the zombie body, and is considered proficient in all simple weapons.

When riding a zombie commoner:
Speed: 30 ft. (6 squares; can't run)
Armor Class: 7 (-5 Dex, +2 natural), touch 5, flat-footed 7
Hit Dice: 4d10+32 (54 hp)
Attacks: Slam +6 melee (1d6+2 plus necromantic touch) or club +5 melee (1d6+2)
Special Attacks: Necromantic touch
Special Qualities: Lifesense 300 ft., quell enhancement, spell reflection, spell resistance 18

Originally appeared in Dragon Magazine #238 (1997).
 
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Shade

Monster Junkie
Ether Shadow

http://www.enworld.org/forum/general-monster-talk/78935-converting-monsters-dungeon-magazine-28.html

Ether Shadow
Medium Undead (Incorporeal)
Hit Dice: 9d12+27 (85 hp)
Initiative: +3
Speed: Fly 40 ft. (good) (8 squares)
Armor Class: 16 (+3 Dex, +3 deflection), touch 16, flat-footed 13
Base Attack/Grapple: +4/-
Attack: Incorporeal touch +7 melee (1d6+3 negative energy damage plus 1d8 Str)
Full Attack: Incorporeal touch +7 melee (1d6+3 negative energy damage plus 1d8 Str)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, spell-like abilities, strength damage
Special Qualities: Darkvision 60 ft., immunity to cold and mind-affecting spells and abilities, incorporeal traits, permanent manifestation, +2 turn resistance, undead traits, unholy toughness
Saves: Fort +3, Ref +6, Will +8
Abilities: Str —, Dex 17, Con —, Int 12, Wis 14, Cha 16
Skills: Hide +18*, Knowledge (the planes) +13, Listen +18, Search +17, Spot +18, Survival +2 (+4 following tracks, +4 on other planes)
Feats: Ability Focus (nightmare), Alertness, Flyby Attack, Skill Focus (Hide)
Environment: Any land or Ethereal Plane
Organization: Solitary or Umbra (ether shadow plus 1d6 shadows)
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: 10-27 HD (Medium)
Level Adjustment: —

A man-sized patch of shadow floats nearby.

Ether shadows are the progenitors of lesser and greater shadows. These gloomy undead coexist on both a Material Plane and the Ethereal Plane, making them difficult to kill.

Ether shadows are created in a dark ritual, forever binding part of their essence to the Material Plane on which it is conducted, while the rest is tied to the Ethereal Plane, and both are tainted with negative energy.

An ether shadow is 5 to 6 feet tall and is weightless. Ether shadows can form their bodies into any shapes they desire, and may even appear two-dimensional. Regardless of form, they are always featureless, and some shade of gray or black in coloration.

An ether shadow cannot speak intelligibly.

A spellcaster of 16th or higher level can create an ether shadow by casting create greater undead as part of a dark ritual involving anointing the corpse with the blood of an ethereal creature.

COMBAT

Ether shadows use their stealth and cunning to great advantage, hiding in the shadows or making fly-by attacks beginning and ending in solid objects.

Create Spawn (Su): Any humanoid reduced to Strength 0 by an ether shadow dies and becomes a shadow under the control of its killer within 1d4 rounds.

Permanent Manifestation (Su): An ether shadow dwells on the Ethereal Plane, but it is permanently manifested on the plane where it was created (usually the Material Plane; substitute in the following as needed). An ether shadow is therefore partly in the Material Plane and visible but incorporeal on the Material Plane. A manifested ether shadow can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ether shadow can pass through solid objects at will, and its own attacks pass through armor. A manifested ether shadow always moves silently. A manifested ether shadow can strike with its touch attack or with a ghost touch weapon. A manifested ether shadow remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ether shadow can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ether shadow's incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

Because an ether shadow is always manifested, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ether shadow’s touch spells don’t work on nonethereal targets.

A manifested ether shadow may take any shape it desires, but it always remains black or gray and appears somewhat insubstantial.

An ether shadow has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Spell-Like Abilities: 1/day—dream; 1/week—nightmare (DC 20). Caster level 9th. The save DCs are Charisma-based.

Strength Damage (Su): The touch of an ether shadow deals 1d8 points of Strength damage to a living foe.

Unholy Toughness (Ex): An ether shadow gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.

Skills: Ether shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *An ether shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks.

Originally appeared in Dungeon Magazine #35 (1992).
 
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Shade

Monster Junkie
Grave Mist

http://www.enworld.org/forum/genera...ing-monsters-d-d-official-video-games-16.html

Grave Mist
Medium Undead (Incorporeal)
Hit Dice: 7d12 (45 hp)
Initiative: +8
Speed: Fly 30 ft. (good) (6 squares)
Armor Class: 16 (+4 Dex, +2 deflection), touch 16, flat-footed 12
Base Attack/Grapple: +3/-
Attack: Incorporeal touch +7 melee (1d4 plus 1d6 Constitution damage)
Full Attack: Incorporeal touch +7 melee (1d4 plus 1d6 Constitution damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constitution damage, create spawn
Special Qualities: Absorb cold, darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Saves: Fort +2, Ref +6, Will +6
Abilities: Str —, Dex 18, Con —, Int 9, Wis 12, Cha 15
Skills: Hide +14, Listen +11, Spot +11
Feats: Ability Focus (Constitution damage), Flyby Attack, Improved Initiative
Environment: Any
Organization: Solitary or group (1-4)
Challenge Rating: 6
Treasure: None
Alignment: Always chaotic evil
Advancement: 8-14 HD (Medium)
Level Adjustment: —

A gray, swirling mist outlines a vaguely humanoid shape. It is featureless except for dark, black holes giving a semblance of eyes.

Grave mists feed on the lingering remnants of life essence clinging to dead bodies. As a result, they are most frequently encountered in desolate graveyards, burial grounds, and other locales where corpses are present.

Grave mists wander in loose groups, ever on the lookout for corpses. They are often drawn to the sites of recent battles, and have been known to watch from a distance, patiently awaiting the end of a confict before swooping in like vultures to feed on the dead.

A grave mist is 6 feet tall and is weightless.

A grave mist speaks Common.

COMBAT

Grave mists simply drain the life from those they touch with their chilling touch.

Absorb Cold (Su): A magical attack that deals cold damage heals a grave mist for 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause a grave mist to exceed its full normal hit points, any excess hit points are lost. A grave mist gets no saving throws against cold effects.

Constitution Damage (Su): Living creatures hit by a grave mist's incorporeal touch attack must succeed on a DC 17 Fortitude save or take 1d6 points of Constitution damage. The save DC is Charisma-based. On each such successful attack, the grave mist gains 5 temporary hit points.

Create Spawn (Su): Any humanoid slain by a grave mist becomes a grave mist in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the grave mist that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Originally appeared in Eye of the Beholder III: Assault on Myth Drannor Rule Book (1993).
 
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Shade

Monster Junkie
Wailing Wight

http://www.enworld.org/forum/general-monster-talk/219404-converting-monsters-dragon-magazine-12.html

Wight, Wailing
Medium Undead
Hit Dice: 8d12 (52 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17
Base Attack/Grapple: +4/+5
Attack: Slam +6 melee (1d6+1 plus energy drain)
Full Attack: Slam +6 melee (1d6+1 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, energy drain, wail
Special Qualities: Damage reduction 5/silver, darkvision 60 ft., undead traits
Saves: Fort +2, Ref +5, Will +7
Abilities: Str 12, Dex 16, Con —, Int 11, Wis 13, Cha 17
Skills: Balance +5, Hide +15, Jump +3, Listen +14, Spot +14, Tumble +14
Feats: Alertness, Blind-Fight, Weapon Focus (slam)
Environment: Any
Organization: Solitary, pair, gang (3–5), or pack (6–11)
Challenge Rating: 5
Treasure: None
Alignment: Always lawful evil
Advancement: 9-16 HD (Medium)
Level Adjustment: —

The eyes of this walking, dessicated corpse burn with malevolence. It unleashes a howl of pure pain from between its jagged, needlelike teeth.

Wailing wights originally arose from the remains of several priests of Acererak in the Undertomb beneath the Tomb of Horrors. The screaming wails that accentuate their betrayal can sap the life from those unfortunate enough to encounter them.

Wailing wights have been compared to both agarats and banshees, and while they do share some common traits, are a completely different strain of undead.

A wailing wight is about the height and weight of a human.

Wailing wights speak Common.

A wailing wight can be created by a spellcaster of 15th-level or higher using create undead.

COMBAT

Wailing wights unleash their mournful screams before pummelling opponents with their fists.

Create Spawn (Su): Any humanoid slain by a wailing wight becomes a wight in 1d4 rounds. Spawn are under the command of the wailing wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Energy Drain (Su): Living creatures hit by a wailing wight’s slam attack gain one negative level. The DC is 17 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wailing wight gains 5 temporary hit points.

Wail (Su): As a standard action, a wailing wight can unleash a screaming wail. All creatures within 30 feet that can hear the wailing must succeed on a DC 17 Fortitude save or gain 1 negative level. If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a –1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). The save DC is Charisma-based.

Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.

Assuming the subject survives, it regains one lost level per hour. Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from the wail don’t last long enough to do so.

An undead creature that hears the wail gains 1d4x5 temporary hit points for 1 hour.

Originally appeared in Dragon Magazine #249 (1998).
 
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Shade

Monster Junkie
Mist, Scarlet Dancer

http://www.enworld.org/forum/genera...s-second-edition-monstrous-compendiums-4.html

Mist, Scarlet Dancer
Fine Undead (Incorporeal, Swarm)
Hit Dice: 10d12 (65 hp)
Initiative: +11
Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 25 (+8 size, +7 Dex), touch 25, flat-footed 18
Base Attack/Grapple: +5/-
Attack: Swarm (1d6 plus blood drain)
Full Attack: Swarm (1d6 plus blood drain)
Space/Reach: 10 ft./5 ft.
Special Attacks: Blood drain, cling, distraction
Special Qualities: Darkvision 60 ft., immune to weapon damage, incorporeal traits, lifesense 100 ft., swarm traits, undead traits
Saves: Fort +5, Ref +10, Will +7
Abilities: Str —, Dex 25, Con —, Int 4, Wis 10, Cha 10
Skills: Hide +27, Listen +6, Spot +6
Feats: Ability Focus (distraction), Alertness, Great Fortitude, Improved Initiative
Environment: Any marsh or underground
Organization: Solitary or cluster (2-5 swarms)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

As the knot of mist flows forward, it becomes apparent that it is composed of hundreds of tiny mistlings of vaguely humanoid shape. Their bodies consist of arms and a torso which trail off into indistinct vapor.

Scarlet dancers are vaporous undead believed to be miniature versions of the deadly crimson death. Found mostly in sewers and other subterranean areas teeming with vermin, these tiny undead gather in clusters of over a hundred of their kind. Scarlet dancers instinctively flee from sunlight, despite it causing them no real harm.

Scarlet dancers have an innate hunger for the blood of the living, and, as such, spend all their time seeking out warm-blooded creatures upon which to feed. Once sated, the swarm falls into a torpor for a few hours, before its eternal cravings resume. Although they are opportunity predators, feeding mostly on the vermin found in the sewers where they cluster, scarlet dancers prefer the blood of humanoids.

A single scarlet dancer is about 2 inches in diameter and weightless. Its coloration is grayish-white, but as it feeds, the mist turns blood-red.

Scarlet dancers do not speak.

COMBAT

Each individual scarlet dancer within the swarm attacks by extending a vaporous tendril and wrapping it around its opponent. They cling tenaciously to their prey until enough blood has been drained to temporarily sate their supernatural hunger.

Blood Drain (Ex): A scarlet dancer swarm drains blood and deals 1d6 points of damage and 1d6 points of Constitution damage to any creature whose space it occupies at the end of its move. Once it has dealt 20 points of Constitution damage, it detaches and flies off to "digest" the meal for 1d4 hours. While sated, the scarlet dancer moves at only half speed and its maneuverability is reduced to good. It also loses its Dexterity bonus to AC. If its victim dies before the swarm's appetite has been sated, the swarm seeks a new target.

Cling (Ex): Once a swarm of scarlet dancers surrounds a creature, they cling to the victim with incorporeal tendrils. The victim is free to move and is not considered grappled, but the scarlet dancer swarm moves with the victim; thus, the victim will begin its next turn with the swarm in its space, and will be vulnerable to the swarm's distraction ability. The victim may escape with a successful DC 22Escape Artist or Tumble check, a freedom of movement effect, or by slaying the swarm. The save DC is Dexterity-based.

Distraction (Ex): Any living creature vulnerable to a scarlet dancer swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 15 Fortitude save negates the effect. Even after a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 22 Concentration check. The save DC is Charisma-based.

Lifesense (Su): A scarlet dancer swarm notices and locates living creatures within 100 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

In the Realms

Scarlet dancers first appeared in the bowels of Zhentil Keep, and most still reside in the sewer tunnels beneath that dreadful locale. Rumors suggest that scarlet dancers were the result of a failed Zhentarim experiment, but no hard evidence exists to support this claim. Regardless, the lords of Zhentil Keep keep a close eye on the scarlet dancer population, fearful of an outbreak reaching the surface.

Originally appeared in Ruins of Zhentil Keep (1995).
 
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