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Monster Junkie
Bog Hound

http://www.enworld.org/forum/genera...s-second-edition-monstrous-compendiums-5.html

Bog Hound
Medium Construct
Hit Dice: 2d10+20 (31 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d4+3)
Full Attack: Bite +4 melee (1d4+3) and 2 claws -1 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pack tactics
Special Qualities: Construct traits, darkvision 60 ft., low-light vision, rejuvenation, vulnerability to sunlight
Saves: Fort +0, Ref +1, Will +1
Abilities: Str 16, Dex 13, Con —, Int 3, Wis 12, Cha 8
Skills: Spot +6
Feats: Power Attack
Environment: Any marsh
Organization: Solitary or pack (2–20 plus 1 moor hound pack leader)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: 3-7 HD (Medium)
Level Adjustment: —

This large war dog appears to be composed of mud and straw. Its hide is muddy brown with yellow splotches. Empty black sockets stare from above its fierce maw.

Bog hounds are vile constructs that spontaneously arise from cursed bogs. They may also be crafted by evil spellcasters.

Bog hounds are generally created in packs, which are always led by a moor hound. They follow the moor hound unswervingly, for should it be destroyed, the bog hounds share its demise.

A bog hound is about 6 feet long and weighs 75 pounds.

Bog hounds cannot speak, but understand the commands of their creator.

COMBAT

Tactics.

Pack Tactics (Ex): When two or more bog hounds flank an opponent, they receive double the normal bonus on attack rolls (+4). Additionally, a bog hound flanking an opponent deals an additonal +1 point of damage for each bog hound within 30 feet. A moor hound counts as 2 bog hounds for determining the damage bonus.

Rejuvenation (Su): As long as the moor hound leading a pack exists, the bog hounds within its pack cannot be destroyed through simple combat. If reduced to 0 hit points or fewer in combat, a bog hound dissolves into scattered straw and mud as a gasp of vapor escapes from its body. The supernatural essence restores its physical body in 1d4 days. A bog hound cannot rejuvenate while petrified by sunlight. Even the most powerful spells are usually only temporary solutions. When the moor hound leading a pack is destroyed, it releases a ghostly howl, immediately answered by all remaining bog hounds of its pack, before they crumble forever into mud and straw.

Vulnerability to Sunlight (Ex): If exposed to natural sunlight (but not a daylight spell or other artificial light), a bog hound instantly transforms into an inanimate statue of straw and mud, trapped in its current pose. The bog hound is treated as petrified, except it has 0 hardness and only 2 hit points per inch of thickness.

Construction

A bog hound's body must be sculpted from straw and mud weighing at least 75 pounds, treated with corpse fats and the ashes of a hound who died protecting its master. Creating the body requires a DC 20 Craft (sculpting) check or a DC 20 Craft (weaving) check.

CL 7th; Craft Construct, animate dead, false life, lesser geas/quest, misdirection, caster must be at least 7th level; Price 3,000 gp; Cost 1,500 + 120 XP.

Originally appeared in Howls in the Night (1994).
 
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Shade

Monster Junkie
Living Pool

http://www.enworld.org/forum/genera...conversion-thread-finishing-off-oozes-17.html

Ooze, Living Pool
Huge Ooze
Hit Dice: 13d10+91 (162 hp)
Initiative: -2
Speed: 10 ft. (2 squares), swim 10 ft.
Armor Class: 6 (-2 size, -2 Dex), touch 6, flat-footed 6
Base Attack/Grapple: +9/+24
Attack: Slam +14 melee (2d6+10 plus 1d8 acid)
Full Attack: Slam +14 melee (2d6+10 plus 1d8 acid)
Space/Reach: 15 ft./15 ft.
Special Attacks: Acid, engulf, improved grab, thickening
Special Qualities: Blindsight 60 ft., damage reduction 5/bludgeoning, ooze traits, transparent camouflage
Saves: Fort +11, Ref +2, Will +3
Abilities: Str 24, Dex 6, Con 24, Int —, Wis 9, Cha 6
Skills: Swim +15
Feats: —
Environment: Warm and temperate land and underground
Organization: Solitary
Challenge Rating: 6
Treasure: 1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone)
Alignment: Always neutral
Advancement: 14-26 HD (Huge); 27–52 HD (Gargantuan)
Level Adjustment: —

The pool appears very still. No fish or insects swim through it. Amidst the algae, weeds, and mud that line its bottom is the glint of metal.

A living pool is a predatory ooze, most closely related to the gelatinous cube. It pretends to be a pool of water, lying in wait for prey. Its consistency is close to that of water, but it quickly thickens when prey enters its "water" or is pulled in with a psedudopod. Because its acid is harmless to metal and stone, it often absorbs silt and polished stones from the surface of actual ponds to improve its disguise, as well as carrying around the inorganic treasures of its past meals as lures for its next meal.

A typical living pool is about ten feet thick and twenty feet in diameter, weighing some 50,000 pounds.

COMBAT

A typical living pool typically lies in ambush, awaiting the approach of prey. When prey comes close enough to drink, the pool lashes out with a pseudopod and attempts to draw it into its body, where it will quickly drown while its digestive fluids do their work.

Acid (Ex): A living pool’s acid does not harm metal or stone.

Engulf (Ex): A living pool may attempt to draw a grappled victim into its fluid body with another successful grapple check. Engulfed creatures must succeed at Constitution checks each round or begin to drown (see drowning rules in the DMG), are subject to the pool's acid, and are considered to be grappled and trapped within the pool's body. Because the living pool is composed of acid, not water, spells such as water breathing offer no help in surviving the effect of drowning in their fluids.

A trapped victim can attack the living pool or make additional grapple checks to escape its grasp. The character cannot cast spells with a verbal component or use any other item or ability that requires speech.

While holding a victim, the living pool can continue to make slam attacks at no penalty.

Improved Grab (Ex): To use this ability, a living pool 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 attempt to drown the victim.

Thickening (Ex): Once a living ooze begins to drown a victim, it instinctively thickens its consistency. The living pool's speed is reduced by 5 feet, and its damage reduction changes to 5/slashing. Additionally, any trapped victims suffer a -2 penalty on attack rolls, -4 penalty on Dexterity, and -4 penalty on grapple checks.

Transparent Camouflage (Ex): Living pools are almost indistinguishable from water, it takes a DC 20 Spot check to notice a stationary living pool is not an ordinary body of water before it attacks. A moving Living Pool is hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a moving living pool, or choose to take a "refreshing dip" into a stationary one, are automatically engulfed.

Anyone with ranks in Survival or Knowledge (nature) can substitute one of those skills instead of Spot to notice that a stationary living pool is not a mundane pond.

Originally appeared in Adventure Pack I (1987).
 
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Shade

Monster Junkie
Voracious Creature (template)

http://www.enworld.org/forum/general-monster-talk/73265-converting-world-greyhawk-monsters-21.html

Voracious Creature

An emaciated man approaches, accompanied by a large snake. Both move with a slightly stiff gait.

Voracious creatures arise from the remains of populations wiped out from famine and starvation. They persist in undeath with a supernatural need to eat, but are never able to satisfy the hungry ache within them.

Both animals and humanoids may arise as voracious creatures. The nails of humanoids grow long and hard, forming dangerous claws, while animals simply grow more aggressive. Despite their unholy hunger, voracious creatures do not eat the actual flesh of their kills, instead feeding on their vitality as they savage such prey.

Voracious creatures often gather in some semblance of their original society, such as small towns or farming communities. Regardless of their origins, voracious creatures of all types cooperate and form packs, so it's not unusual to see a group of former humans traveling with voracious snakes, or encountering a farm where the reanimated livestock hunt alongside the undead farmers.

When destroyed, a voracious creature crumbles into fragments of dust and bone. Voracious creatures do not limit their predations to animals, and can sustain themselves on plant life. However, they quickly deplete all vegetation from a region, leaving barren, blighted areas behind.

Voracious creatures speak any languages they knew in life, but rarely bother to do so.

Creating a Voracious Creature

“Voracious” is an acquired template that can be added to any animal or humanoid (referred to hereafter as the base creature).

A voracious creature 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: Drop any Hit Dice from class levels (to a minimum of 1), and raise them to d12s.

Attack: A voracious creature has two claw attacks. If the base creature can use weapons, the voracious creature retains this ability. A voracious creature fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.

Full Attack: A voracious creature fighting without weapons uses both claws when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and a claw as a natural secondary attack.

Damage: Voracious creatures have claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.

Diminutive or Fine 1
Tiny 1d2
Small 1d3
Medium 1d4
Large 1d6
Huge 1d8
Gargantuan 2d6
Colossal 2d8

Special Attacks: A voracious creature retains all the base creature’s special attacks except those gained from class abilities. It also gains those described below. Save DCs are equal to 10 + 1/2 voracious creature's HD + voracious creature's Cha modifier unless otherwise noted.

Constitution Damage (Su): Living creatures hit by a voracious creature's natural attacks take 1 point of Constitution damage. On each such successful attack, the voracious creature gains 5 temporary hit points. Unlike normal Constitution damage, this damage cannot be healed naturally until the victim eats a full meal.

Create Spawn (Su): Any humanoid slain by a voracious creature becomes a voracious creature in 24 hours. This can be avoided by casting gentle repose on the corpse, or burying it on hallowed ground or with a full meal.

Special Qualities: A voracious creature retains all the base creature’s special qualities,except for those that come from class abilities. It also gains those described below.

Need to Feed (Ex): A voracious creature is driven by a consuming hunger. Whenever it can see or smell food, the voracious creature must succeed at a DC 15 Will save or immediately stop to eat that food. If the food is dried or salted, such as trail rations, the voracious creature has a +2 bonus on the save. When eating, a voracious creature can do nothing else. It loses its Dexterity bonus to AC and does not make attacks of opportunity. Strangely, voracious creature do not consider their kills to be food.

Abilities: Adjust from the base creature as follows: Int -4. Being undead, a voracious creature has no Constitution score.

Environment: Warm forests.
Organization: Solitary or pack (2-12).
Challenge Rating: Same as the base creature +1.
Treasure: None.
Alignment: Always neutral evil.
Advancement: Same as the base creature (by improving racial Hit Dice only).
Level Adjustment: Same as the base creature +2.

Sample Voracious Creature

Voracious 1st-level Human Commoner
Medium Undead (Augmented Humanoid)
Hit Dice: 1d12 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 studded leather, +1 light shield), touch 11, flat-footed 14
Base Attack/Grapple: +0/+0
Attack: Quarterstaff +0 melee (1d8+1/19–20) or claw +0 melee (1d4 plus 1 Con)
Full Attack: Quarterstaff +0 melee (1d8+1/19–20) and claw -5 melee (1d4 plus 1 Con) or 2 claws +0 melee (1d4 plus 1 Con)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constitution damage, create spawn
Special Qualities: Darkvision 60 ft., need to feed
Saves: Fort +1, Ref +0, Will –1
Abilities: Str 13, Dex 11, Con —, Int 6, Wis 9, Cha 8
Skills: Handle Animal +3, Profession (farmer) +3, Ride +4
Feats: 2
Environment: Warm forests
Organization: Solitary or pack (2-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: —
Level Adjustment: +0

The human commoner presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Voracious Small Viper
Small Undead (Augmented Animal)
Hit Dice: Hit Dice: 1d12 (6 hp)
Initiative: +7
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/–6
Attack: Bite +4 melee (1d2–2 plus poison plus 1 Con)
Full Attack: Bite +4 melee (1d2–2 plus poison plus 1 Con)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constitution damage, create spawn, poison
Special Qualities: Darkvision 60 ft., need to feed, scent
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6
Feats: Improved Initiative, Weapon Finesse (B)
Environment: Warm forests
Organization: Solitary or pack (2-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —

Poison (Ex): Bite, Fort DC 10, initial and secondary damage 1d6 Con. The save DC is Constitution-based.

Originally appeared in Scarlet Brotherhood (1999) as "Ravenous". Renamed to avoid confusion.
 
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Shade

Monster Junkie
Wraith-Spider

http://www.enworld.org/forum/genera...neric-setting-second-edition-monsters-24.html

Wraith-Spider
Medium Undead
Hit Dice: 3d12 (19 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Bite +4 melee (1d6 plus energy drain and poison)
Full Attack: Bite +4 melee (1d6 plus energy drain and poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy drain, poison, web
Special Qualities: All-around vision, damage reduction 5/magic or silver, darkvision 60 ft., tremorsense 60 ft., +2 turn resistance, vermin traits
Saves: Fort +1, Ref +4, Will +3
Abilities: Str 11, Dex 17, Con —, Int 10, Wis 10, Cha 10
Skills: Climb +11, Hide +13*, Jump +0*, Listen +6, Move Silently +17*, Search +4, Spot +10*
Feats: Ability Focus (energy drain), Ability Focus (poison), Weapon Finesse (B)
Environment: Temperate forests
Organization: Solitary or colony (3–18)
Challenge Rating: 4
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 4 HD (Medium); 5-9 HD (Large); 10-23 HD (Huge); 24-47 HD (Gargantuan); 48-64 HD (Colossal)
Level Adjustment: —

An insubstantial, vaguely spider-shaped collection shadows crawls forth on eight legs that trail off into dark mist. Glowing red pinpricks of eyes look in all directions.

Wraith-spiders are unusual undead first created by the drow, who utilized them primarily as guardians, although they have been used in battle against duergar and other Underdark foes. Wraith-spiders instinctively gather treasure from their kills, adding it to the caches they protect.

A wraith-spider is about 5 feet in diameter and weighs 175 to 200 pounds.

Wraith-spiders do not speak, but understand Common and Undercommon. They possess a non-verbal language used to communicate with others of their kind.

COMBAT

A wraith-spider is generally encountered as a guardian, and fulfills its guard duty to the best of its ability. In combat, wraith-spiders attempt to bite and slay anything they can reach or catch in their webs.

All-Around Vision (Ex): A wraith-spider's many eyes give it a +4 racial bonus on Spot and Search checks, and it can't be flanked.

Create Spawn (Su): Any creature slain by a wraith-spider's poison becomes a free-willed wraith-spider within 1d4 rounds. Any spider slain by a wraith-spider's energy drain arises as a free-willed wraith-spider within 1d4 rounds. A creature who becomes a wraith-spider in this way retains none of the abilities it possessed in life.

Energy Drain (Su): Living creatures hit by a wraith-spider's bite attack gain one negative level. The DC is 13 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wraith-spider gains 5 temporary hit points.

Incorporeal Movement (Su): When willingly moving, a wraith-spider becomes incorporeal. A wraith-spider can suppress or resume this ability as a move action.

Phantom Web (Ex): A wraith-spider can throw a foul green-glowing web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet and a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. The web anchors the target in place, allowing no movement. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free.

An entangled creature takes 1d4 points of cold damage each round. It can escape with a DC 11 Escape Artist check or burst the web with a DC 15 Strength check. Both are standard actions. The check DCs are Charisma-based, and the Strength check DC includes a +4 racial bonus.

A wraith-spider can create sheets of sticky webbing from 5 to 20 feet across. The spider usually positions these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 10 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Each 5-foot section of webbing has 8 hit points and damage reduction 5/magic or silver.

A wraith-spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d6 Con. The save DC is Charisma-based.

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

Skills: Wraith-spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb and Move Silently checks. A wraith-spider can always choose to take 10 on Climb checks, even if rushed or threatened. Wraith-spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Wraith-spiders gain an additional +8 racial bonus on Move Silently checks when using their webs. *Wraith-spiders have a +8 racial bonus on Hide checks in areas of shadowy illumination or darkness.

Advanced Wraith-spiders

When improving wraith-spiders by Hit Dice, follow the standard advancement rules with the following exceptions.

First, Dexterity does not decrease with size.

Poison damage increases as follows: Large: 1d8, Huge 2d6, Gargantuan 2d8, Colossal 3d6.

Web hit points increase as follows: Large: 14, Huge 16, Gargantuan 18, Colossal 20.

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

Monster Junkie
Goblin Vampire

http://www.enworld.org/forum/genera...ting-creatures-other-campaign-settings-6.html

Goblin Vampire

The creature resembles a goblin, but is nearly twice its size, with wicked, saberlike fangs reaching halfway down its chest. Its hands are blackened and shriveled, ending in long, curved talons. Its eerie eyes pulsate with a supernatural orange glow.

Goblin vampires are a special strain of undead that primarily affects goblinoids, spread when a goblin vampire slays a goblinoid victim. More rarely, members of other races are transformed into goblin vampires as the result of a terrible curse.

Goblin vampires feed on blood and fear, supernaturally craving both. These solitary predators stalk the land seeking living prey on which to feed. Goblin vampires harbor a great resentment for goblinoids, choosing them above all other potential victims.

A goblin vampire speaks any languages it knew in life, but cares nothing for conversing with its food.

Creating a Goblin Vampire

“Goblin vampire” is an acquired template that can be added to any humanoid, monstrous humanoid, or living creature with the goblinoid subtype (referred to hereafter as the base creature).

A goblin vampire 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 increased by one category.

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

Speed: A goblin vampire's base land speed increases by 10 feet.

Armor Class: A goblin vampire's natural armor bonus improves by +4.

Attack: A goblin vampire has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the goblin vampire retains this ability. A goblin vampire fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.

Full Attack: A goblin vampire fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.

Damage: Goblin vampires have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.

Size Bite Damage / Claw Damage
Fine 1 / -
Diminutive 1d2 / 1
Tiny 1d3 / 1d2
Small 1d4 / 1d3
Medium 1d6 / 1d4
Large 1d8 / 1d6
Huge 2d6 / 1d8
Gargantuan 3d6 / 2d6
Colossal 4d6 / 3d6

Special Attacks: A goblin vampire retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 goblin vampire's HD + goblin vampire's Cha modifier unless otherwise noted.

Augmented Critical (Ex): A goblin vampire deals triple damage if it scores a critical hit with its bite attack.

Create Spawn (Su): Any goblinoid slain by a goblin vampire rises as a free-willed goblin vampire in 1d4 days. Humanoids slain by a goblin vampire do not become goblin vampires; only a special curse can transform a non-goblinoid into a goblin vampire.

Improved Grab (Ex): To use this ability, a goblin vampire must hit with two 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 automatically hits with its bite attack.

Terrifying Gaze (Su): Fear, 30 feet. A creature that meets the goblin vampire's gaze must succeed on a Will save or be frightened for 5 rounds. A frightened creature becomes panicked. A panicked creature cowers in fear. Regardless of their save results, exposed creatures remain susceptible to subsequent meetings of the goblin vampire's gaze. This is a mind-affecting fear effect.

The goblin vampire feeds on fear. Each time a creature fails a saving throw against its terrifying gaze, the goblin vampire gains 5 temporary hit points that last for 24 hours.

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

Diet-Dependent: Goblin vampires are diet dependent (see the Undead Metabolism section in Chapter 1 of Libris Mortis) upon blood and fear, the former which is sated through dining on their kills, the latter which they gain through their terrifying gaze.

Spell Resistance (Ex): A goblin vampire has spell resistance equal to Hit Dice + 8.

Turn Resistance (Ex): A goblin vampire has +2 turn resistance.

Vulnerability to Moonlight (Ex): A goblin vampire takes 1d4 points of damage each round it is exposed to natural moonlight. Artificial moonlight, such as that created by some spells, causes a goblin vampire no harm.

Vulnerability to Obsidian (Ex): A successful critical hit from a piercing weapon made of obsidian destroys a goblin vampire immediately. Characters take the usual penalties if they are not proficient with the obsidian weapon.

Abilities: Modify from the base creature as follows: Dex +2, Int -4, Cha +4. Being undead, a goblin vampire has no Constitution score. Additionally, apply any ability score modifications dues to its increased size.

Feats: Goblin vampires gain Multiattack as a bonus feat.

Environment: Any.
Organization: Solitary.
Challenge Rating: Same as the base creature +2.
Treasure: Half coins; no goods; no items.
Alignment: Always chaotic evil.
Advancement: Same as the base creature.
Level Adjustment: Same as the base creature +5.

Sample Goblin Vampire

Goblin Vampire, 2nd-level Bugbear Rogue
Large Undead (Augmented Humanoid [Goblinoid])
Hit Dice: 5d12 (16 hp)
Initiative: +7
Speed: 40 ft. (8 squares)
Armor Class: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17
Base Attack/Grapple: +3/+11
Attack: Claw +10 melee (1d6+8) or morningstar +10 melee (2d6+8) or javelin +5 ranged (1d8+8)
Full Attack: 2 claws +10 melee (1d6+8) and bite +8 melee (1d8+4/x3) or morningstar +10 melee (2d6+4) and bite +8 melee (1d8+4/x3) or javelin +5 ranged (1d8+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Augmented critical, create spawn, improved grab, sneak attack +1d6, terrifying gaze (DC 14)
Special Qualities: Darkvision 60 ft., diet dependent, evasion, scent, spell resistance 13, trapfinding, +2 turn resistance, undead traits, vulnerability to moonlight, vulnerability to obsidian
Saves: Fort +1, Ref +9, Will +0
Abilities: Str 26, Dex 17, Con -, Int 9, Wis 8, Cha 14
Skills: Balance +5, Hide +5, Intimidate +7, Jump +14, Listen +6, Move Silently +13, Spot +6, Tumble +8
Feats: Combat Reflexes, Improved Initiative, Multiattack (B)
Environment: Any
Organization: Solitary
Challenge Rating: 6
Treasure: Half coins; no goods; no items
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +6

The bugbear rogue presented here had the following ability scores before racial adjustments: Str 14, Dex 15, Con 10, Int 13, Wis 8, Cha 12.

Originally appeared in Servants of Darkness (1998).
 
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Shade

Monster Junkie
Semilich (template)

http://www.enworld.org/forum/genera...ting-creatures-other-campaign-settings-6.html

Semilich

A gem-encrusted skull lies amid a few scattered bones on a large pile of dust. Suddenly, the skull rises into the air, the dust forming a column beneath it.

A semilich arises when a lich fails to achieve the transformation into a demilich. Although it has gained some significant additional powers, and has cast off the unnecessary portions of its body, it doesn't come close to rivaling the powers of a full demilich.

A semilich speaks any languages it knew as a lich.

Creating a Semilich

“Semilich” is an acquired template that can be added to any lich (referred to hereafter as the base creature).

A semilich uses all the lich's statistics and special abilities except as noted here.

A semilich's form is concentrated into a single portion of its original body, usually its skull.

Size: Medium and Large liches become Diminutive semiliches, Huge liches become Small semiliches, Gargantuan liches become Medium semiliches, and Colossal liches become Large semiliches.

Hit Dice: As lich.

Speed: Replace with fly 90 ft. (perfect) or the lich's supernatural (not natural) fly speed, whichever is better.

Armor Class: The semilich retains the lich's +5 natural armor bonus and gains an insight bonus equal to half its Hit Dice, as well as probable size adjustment to AC (for example, +4 for its new Diminutive size for a previously Medium lich).

Attacks: The semilich gains an insight bonus equal to half its Hit Dice as a bonus on its touch attacks.

Damage: The semilich gains an enhanced touch attack over that of its previous lich form (it now uses its entire flying skull to make the touch attack), including paralyzing touch. The semilich's touch attack uses negative energy to deal 5d6 + 1.5 x semilich's Charisma modifier points of damage to living creatures (no saving throw). Liches with other natural attacks lose them.

Special Attacks: The semilich retains all the lich's special attacks and also gains those described below. Save DCs are equal to 10 + 1/2 semilich’s HD + semilich’s Cha modifier unless otherwise noted.

Fear Aura (Su): Semiliches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the semilich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the semilich's level. A creature that successfully saves cannot be affected again by the same semilich's aura for 24 hours.

Paralyzing Touch (Su): Any living creature a semilich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).

The effect cannot be dispelled. Anyone paralyzed by a semilich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.

Perfect Automatic Still Spell (Ex): A semilich can cast all the spells it knows without gestures.

Spells: The semilich can cast any spells it could cast as a lich.

Spell-Like Abilities: 3/day—create undead, death knell, enervation, greater dispel magic, telekinesis; 1/day—create greater undead, harm (usually used to heal itself). Semiliches use these abilities as casters of a level equal to their spellcaster level, but the save DCs are equal to 10 + semilich's HD + semilich's Charisma modifier.

Special Qualities: The semilich retains all the lich's special qualities and also has those described below:

Damage Reduction (Su): A semilich retains the lich's damage reduction 15/bludgeoning and magic. Vorpal weapons, no matter their enhancement bonus, ignore this damage reduction but do only half damage to a semilich (semiliches cannot be beheaded).

Spell Immunity (Ex): A semilich gains a permanent form of the spell immunity spell, rendering it immune to the effects of one chosen spell for every four Hit Dice it possesses. This otherwise functions exactly as the spell of the same name.

Turn Resistance (Ex): A semilich has +8 turn resistance.

Abilities: Increase from the base lich as follows: Int +4, Wis +4, Cha +4.

Skills: Semiliches have a +12 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise, same as the lich (this overlaps with the previous racial bonus gained by the lich; it does not stack).

Environment: Same as the lich.
Organization: Solitary or troupe (semilich plus assorted undead with total Hit Dice of up to twice the semilich's Hit Dice).
Challenge Rating: Same as the lich +3.
Treasure: Same as the lich.
Alignment: Any evil.
Advancement: Same as the lich.
Level Adjustment: Same as the lich +4.

Semiliches that Become Demiliches
A semilich that completes the transformation to demilich follows these guidelines:
  • Bonus and special abilities granted by the semilich template overlap (do not stack with) those given by the demilich template.
  • Drop the spell immunity ability, as the magic immunity ability of the demilich template supercedes it.

Semilich Characters
The process of becoming a semilich can be undertaken only by a lich acting of its own free will. The semilich retains all class abilities it had as a lich.

The Semilich's Phylactery
A semilich retains the phylactery it created when it became a lich. Although it is encrusted with gems, it does not yet possess the ability to use soul gems.

Sample Semilich

Semilich, 11th-Level Human Wizard
Diminutive Undead (Augmented Humanoid)
Hit Dice: 11d12+3 (74 hp)
Initiative: +3
Speed: Fly 90 ft. (perfect)(18 squares)
Armor Class: 27 (+4 size, +3 Dex, +5 natural, +5 insight), touch 22, flat-footed 24
Base Attack/Grapple: +5/-7
Attack: Touch +14 melee (5d6+6 negative energy plus paralysis)
Full Attack: Touch +14 melee (5d6+6 negative energy plus paralysis)
Space/Reach: 1 ft./0 ft.
Special Attacks: Damaging touch, fear aura (DC 19), paralyzing touch (DC 19), perfect automatic still spell, spells, spell-like abilities
Special Qualities: Damage reduction 15/bludgeoning and magic, darkvision 60 ft., immunity to cold, electricity, polymorph, and mind-affecting effects, spell immunity (2 spells), +8 turn resistance, undead traits
Saves: Fort +3, Ref +6, Will +11
Abilities: Str 10, Dex 16, Con -, Int 23, Wis 18, Cha 19
Skills: Concentration +17, Decipher Script +16, Hide +31, Knowledge (arcana) +20, Listen +18, Move Silently +20, Search +22, Sense Motive +14, Spellcraft +22, Spot +18
Feats: Combat Casting, Craft Wondrous Item, Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus (evocation), Still Spell, Toughness
Environment: Temperate plains
Organization: Solitary or troupe (semilich plus assorted undead with up to 22 total Hit Dice)
Challenge Rating: 16
Treasure: Standard coins; double goods; double items
Alignment: Neutral evil
Advancement: By character class
Level Adjustment: +8

A gem-encrusted skull lies amid a few scattered bones on a large pile of dust. Suddenly, the skull rises into the air, the dust forming a column beneath it.

Combat

A semilich's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

The Will save against this lich's fear aura and damaging touch, and the Fortitude save against its paralyzing touch, have a DC of 19.

Spell-Like Abilities: 3/day—create undead, death knell (DC 25), enervation, greater dispel magic, telekinesis (DC 25); 1/day—create greater undead, harm (DC 25; usually used to heal itself). Caster level 11th. The save DCs are equal to 10 + semilich's HD + semilich's Charisma modifier.

Wizard Spells Prepared (4/5/5/5/4/2/1; save DC 16 + spell level). 0-acid splash, detect magic, ray of frost*, touch of fatigue; 1st-expeditious retreat, magic missle (3), ray of enfeeblement; 2nd-mirror image, protection from arrows, scorching ray*, spectral hand, web; 3rd--dispel magic, fireball*, haste, lightning bolt*, vampiric touch; 4th-enervation, fear, ice storm*, shout*; 5th-cone of cold*, teleport; 6th-disentegrate.

*Because of Spell Focus (evocation) the save DC for these spells is 18 + spell level.

Possessions: Bracers of armor +4*, cloak of resistance +1*, potion of gaseous form, ring of protection +1*, scroll of summon monster IV (8th level), wand of magic missle (50 charges, 9th level).

Can no longer use; stat block modified accordingly.

Originally appeared in Polyhedron #42 (1988).
 
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Shade

Monster Junkie
Ghul, Great

http://www.enworld.org/forum/genera...l-qadim-oriental-adventures-creatures-11.html

Ghul, Great
Medium Undead (Shapechanger)
Hit Dice: 4d12 (26 hp)
Initiative: +6
Speed: 50 ft. (10 squares), burrow 10 ft.
Armor Class: 20 (+2 Dex, +4 natural, +4 insight), touch 16, flat-footed 18
Base Attack/Grapple: +2/+6
Attack: Claw +6 melee (1d6+4)
Full Attack: 2 claws +6 melee (1d6+4) and bite +4 melee (2d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, diminished change shape, spell-like abilities
Special Qualities: Damage reduction 5/cold iron or magic, darkvision 60 ft., immunity to cold, light sensitivity, otherworldly insight, slow fall, +2 turn resistance, undead traits
Saves: Fort +1, Ref +3, Will +8
Abilities: Str 18, Dex 15, Con —, Int 16, Wis 19, Cha 19
Skills: Bluff +13, Concentration +11, Diplomacy +6, Disguise +11 (+13 acting), Intimidate +15, Jump +12, Move Silently +9, Spot +11
Feats: Improved Initiative (B), Multiattack, Persuasive
Environment: Warm deserts and mountains
Organization: Solitary or pack (2-6)
Challenge Rating: 3
Treasure: Standard
Alignment: Always neutral evil
Advancement: 5-8 HD (Medium); 6-12 HD (Large) or by character class
Level Adjustment: +6

This repulsive humanoid towers over seven feet tall. Its skin is pale whilte, while its hair is thick and black. Its ears and feat are those of a donkey. Bushy eyebrows droop over its eyes, and its jaw juts out prominently. Its hands bear wicked claws.

Great ghuls are undead formed from the cruelest, vilest members of an inferior order of janni. They are reviled by all geniekind, and efreet and other evil genies often force them into servitude. Greater ghuls treat lesser ghuls, ghouls, and ghasts in a similar manner.

Most great ghuls are females, which tend to beguiling and seductive. Both males and females are excellent actors and liars. Great ghuls are talented shapeshifters, but their feet always remain those of a donkey in any form. They often accentuate their disguises with makeup, clothing, and jewelery. They often wear black abas and burqas, and color their fingers with henna. Jewelry includes silver rings with turquoise settings (khamzars) on their little fingers, strings of golden beads (kitbats) woven into their hair, and bracelets of glass beads in bright colors (dalags). They are particularly fond of perfumes and other scents, which they use to maks the unpleasant odor of undeath.

Many great ghuls are giften in the arcane arts, and these ghul mages take levels in arcane spellcasting classes. Many also become sha'irs (see Dragon Compendium Volume One). Genies particularly despise ghul mages that pursue the path of sha'irs, for they resent and fear the powers gained over geniekind. Ghul mages tend to focus on necromancy or elemental magic (favoring Air, Eath, and Fire). They rarely utilize Water magic.

Great ghuls make their lairs in secluded ruins or caves in desolate deserts. Great ghuls tend to form packs with their siblings, but those who become ghul mages lead solitary, secretive existences. Shapeshifting has become second nature to ghuls, so they rarely stay in their natural forms for long, even within their homes among others of their kind.

Great ghuls tend to avoid contact with other races, except when boredom sets in. At these times, great ghuls travel in disguise among humanoid nomads and travelers, playing pranks and leading them astray. Despite their inherently evil nature, they occasionally assist humanoids in conflicts againts genies. If a great ghul finds a quest interesting, it may offer aid without any expectation of reward.

Although undead creatures, great ghuls derive great pleasure from feeding upon carrion. Ghuls delight in devouring the flesh of their victims and sucking the marrow from the bones.

A great ghul stands over 7 feet tall and weighs only around 150 pounds. Those that pursue the paths of the ghul mage are often 10 feet tall. Its pale white skin is always cold and clammy.

Great ghuls speak Abyssal, Common, Infernal, and one elemental language (Aquan, Auran, Ignan, or Terran).

COMBAT

Great ghuls fight with powerful jaws and wicked claws. They use their invisibility and shocking grasp abilities to maximum effect.

Create Spawn (Su): Any janni slain by a great ghul becomes a free-willed great ghul in 1d4 rounds. They do not possess any of the abilities they had in life.

Diminished Change Shape (Su): A great ghul can assume the form of any Small, Medium, or Large humanoid, giant, or genie. This works exactly as the change shape special ability, except that the ghul cannot transform the appearance of its feet. The ghul therefore only gains a bonus of +6 to Disguise checks when using this ability to disguise itself.

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

Otherworldly Insight (Ex): Great ghuls have an insight bonus to Armor Class equal to their Charisma modifiers (+4 for a typical great ghul).

Slow Fall (Ex): A great ghul possesses the slow fall ability of a monk of a level equal to ghul's Hit Dice (20 feet for a typical great ghul).

Spell-Like Abilities: At will—invisibility (self only), shocking grasp. Caster level equals twice ghul's Hit Dice (8th for a typical great ghul). The save DCs are Charisma-based.

Mountain Ghuls

Some ghuls have adapted to life in mountain terrain. They lack the burrow speed of the standard desert variety, but gain a climb speed of 30 ft.

Skills: Great mountain ghuls have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

Originally appeared in Monstrous Compendium Al-Qadim Appendix (1992).
 
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Shade

Monster Junkie
Ghoul, Elevated

http://www.enworld.org/forum/general-monster-talk/73265-converting-world-greyhawk-monsters-21.html

Ghoul, Elevated
Medium Undead
Hit Dice: 13d12 (84 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 21 (+5 Dex, +6 natural), touch 15, flat-footed 16
Base Attack/Grapple: +6/+7
Attack: Bite +14 melee (1d8+8 plus paralysis)
Full Attack: Bite +14 melee (1d8+8 plus paralysis) and 2 claws +12 melee (1d4+4 plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Contagious paralysis, elevated ghoul fever
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., fast healing 1, immunity to cold, +4 turn resistance, undead traits
Saves: Fort +4, Ref +9, Will +10
Abilities: Str 26, Dex 20, Con —, Int 13, Wis 14, Cha 20
Skills: Balance +17, Climb +17, Hide +19, Jump +19, Move Silently +19, Spot +12, Tumble +17
Feats: Ability Focus (contagious paralysis), Dodge, Mobility, Multiattack, Spring Attack
Environment: Any
Organization: Solitary, gang (2–4), or pack (7–12)
Challenge Rating: 9
Treasure: None
Alignment: Always chaotic evil
Advancement: 14-26 HD (Medium)
Level Adjustment: —

The mottled, decaying flesh of this nearly hairless humanoid barely contains its prominent bones. Its teeth and claws announce its carnivorous nature, and its glowing eyes burn with an unnatural hunger.

Elevated ghouls are superior in all ways to their lesser kin. Such ghouls only arise as the result of powerful magic.

An elevated ghoul is about the same height and weigh as a human.

Elevated ghouls speak the languages they spoke in life (usually Common).

An elevated ghoul can be created by an 18th-level or higher spellcaster using create undead. Alternatively, a limited wish cast on a ghoul or a ghast elevates it, but breaks the caster's control (if any) over the undead.

COMBAT

Like most ghouls, elevated ghouls prefer to attack with surprise.

Contagious Paralysis (Ex): Those hit by an elevated ghoul’s bite or claw attack must succeed on a DC 23 Fortitude save or be paralyzed for 1d4+1 rounds. This paralysis affects even creatures normally immune to paralysis (including elves). The save DC is Charisma-based.

Additionally, the paralysis is highly contagious. Anyone who touches a paralyzed victim must succeed on a DC 21 Fortitude save or be paralyzed for 1d4+1 rounds as well.

Elevated Ghoul Fever (Su): Supernatural disease—bite, Fortitude DC 21, incubation period 1 minute; damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

Unlike normal diseases, elevated ghoul fever continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Elevated ghoul fever is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with elevated ghoul fever must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate elevated ghoul fever, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the elevated ghoul fever can be magically cured as any normal disease.

An afflicted humanoid who dies of elevated ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of the elevated ghoul or any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.

Originally appeared in Return to White Plume Mountain (1999).
 
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Shade

Monster Junkie
Kazgaroth

http://www.enworld.org/forum/general-monster-talk/219413-converting-epic-level-creatures-9.html

Kazgaroth
Gargantuan Outsider (Native, Shapechanger)
Hit Dice: 26d8+222 (329 hp)
Initiative: +8
Speed: 50 ft. (10 squares)
Armor Class: 35 (-4 size, +4 Dex, +25 natural), touch 10, flat-footed 31
Base Attack/Grapple: +26/+51
Attack: Claw +36 melee (1d12+13/19-20)
Full Attack: 2 claws +36 melee (1d12+13/19-20) and bite +33 melee (3d10+6) and tail slap +33 melee (1d8+6)
Space/Reach: 20 ft./20 ft.
Special Attacks: Change shape, curse of lycanthropy, improved grab, permanent charm, spell-like abilities, swallow whole, tripping tail sweep, troop transformation
Special Qualities: Damage reduction 15/epic, darkvision 60 ft., detect magic and see invisibility, lycanthropic empathy, rejuvenation, scent, spell resistance 38
Saves: Fort +4, Ref +6, Will +10
Abilities: Str 36, Dex 18, Con 25, Int 14, Wis 17, Cha 22
Skills: Bluff +35, Concentration +36, Diplomacy +43, Disguise +35 (+39 acting), Gather Information +10, Intimidate +39, Jump +21, Knowledge (local [Moonshaes]) +31, Knowledge (religion) +31, Listen +34, Sense Motive +32, Spot +34
Feats: Awesome Blow, Dire Charge, Epic Toughness, Improved Bull Rush, Improved Critical (claw), Improved Initiative, Multiattack, Power Attack, Weapon Focus (claw)
Environment: Any (Moonshae Isles)
Organization: Solitary or army (Kazgaroth plus 50-500 blood warriors, 20-40 lycanthropes of various types, and 10-20 firbolgs)
Challenge Rating: 25
Treasure: Triple standard
Alignment: Chaotic evil
Advancement: —
Level Adjustment: —

The body of this massive creature resembles a tyrannosaur, although its forelimbs are similar in size to its hindlegs. Its beady eyes glow a fierce red, while its gigantic maw drips a steady stream of saliva that sizzles as it strikes the ground. Its thick, powerful tail lashes and bats the ground furiously, as it balances on its heavy, clawed hindlegs.

Kazgaroth the Beast is a powerful minion of Bhaal that has long haunted the Moonshae Isles. His origin is lost to the mists of time, but he is at least 5 centuries old.

A potent shapeshifter, Kazgaroth moves unnoticed among the Moonshaes, doing his dark deity's bidding or furthering his own foul schemes. His favorite schemes generally involve slaying a powerful leader and assuming his or her place. Kazgaroth's ability to create lycanthropes provides him with an ever-growing army of shapechangers. He is also venerated by a tribe of ugly, misshapen firbolgs native to the Mooshae Isles, who provide added muscle to his infantry. He rounds out his troops with his powerful ability to change an entire batallion of warriors into undead servants known as blood warriors.

Kazgaroth draws power from the death, decay, and corruption he causes. He has long battled the Earthmother and her minions, and is considered one of the greatest threats to the natural order in Faerun by druids, rangers, and other champions of nature.

Although Kazgaroth can be slain, he always rises again a few years later to once again terrorize the Moonshaes. It is said that only the legendary sword of Cymrych Hugh can permanently destroy the Beast. Even then, his essence may live on within the heart of Kazgaroth, a black, stonelike artifact of great power.

Kazgaroth is 30 feet long, stands 18 feet tall, and weighs 3 tons.

Kazgaroth speaks Abyssal, Common, Giant, and Illuskan.

COMBAT

Kazgaroth prefers to operate through trickery, deceit, and his minions, but if dragged into melee, he revels in the bloodlust of battle.

Change Shape (Su): Kazgaroth can assume the shape of any creature up to Gargantuan size. The creature’s hit dice cannot exceed twice Kazgaroth's hit dice. This new form is usually that of a bull, snake, or gargoyle. In addition, Kazgaroth can assume the exact form of any specific creature he has eaten; he gains a +10 bonus on Disguise checks to appear as that creature, and Kazgaroth takes no penalties on the Disguise check against characters familiar with the creature he emulates. In a different form, Kazgaroth loses its natural attacks, but gains all extraordinary and supernatural abilities of the new form. Kazgaroth can remain in a form until it chooses to assume a new one. A change in form cannot be dispelled, but Kazgaroth reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a Kazgaroth's bite attack must succeed on a DC 30 Fortitude save or contract lycanthropy. Kazgaroth chooses which lycanthrope template to bestow upon the victim. The save DC is Constitution-based.

Detect Magic and See Invisibility (Su): Kazgaroth continuously uses detect magic and see invisibility as the spells (caster level 20th) to a range of 300 feet.

Improved Grab (Ex): To use this ability, Kazgaroth must hit an opponent of up to one size smaller with his bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can try to swallow the foe the following round.

Lycanthropic Empathy (Ex): Kazgaroth can communicate and empathize with lycanthropes, much in the way lycanthropes communicate with animals of their type. This gives him a +4 racial bonus on all Bluff, Diplomacy and Intimidate checks made to influence lycanthropes.

Permanent Charm (Su): At will, Kazgaroth may attempt to place a powerful charm upon a single creature. This functions as charm monster (CL 20th, Will DC 29), except the range is 60 feet and the effect is permanent. Additionally, once per week the victim must succeed on a DC 29 Fortitude save or suffer 1 point of Charisma drain. The save DC is Charisma-based.

Kazgaroth may only permanently charm one creature at a time. Should he target another creature, the first victim is immediately freed from the charm, regardless of success or failure of the new target's saving throw.

Rejuvenation (Su): Although Kazgaroth can be slain in battle, he always returns in full health in 3d6 years. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy Kazgaroth is to land the killing blow with the sword of Cymrych Hugh. (DMs not playing in the Forgotten Realms should substitute other items or methods for Kazgaroth's final destruction.)

Spell-Like Abilities: 1/week—wail of the banshee (DC 18). Caster level 20th. The save DCs are Charisma-based.

Swallow Whole (Ex): Kazgaroth can try to swallow a grabbed opponent of up to Large size by making a successful grapple check. The swallowed creature takes 3d10+6 points of bludgeoning damage and 2d6 points of acid damage per round from Kazgaroth's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

Kazgaroth's gizzard can hold 2 Large, 8 Medium, 32 Small, or 128 Tiny or smaller opponents.

Tail Sweep (Ex): Kazgaroth can sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of Kazgaroth's space in any direction. Creatures within the swept area are affected if they are one or more size categories smaller than Kazgaroth. A tail sweep automatically deals tail slap damage and affected creatures must make DC 30 Reflex saves to or be knocked prone. The save DC is Strength-based.

Troop Transformation (Su): Once per year, Kazgaroth may transform up to 500 humanoids into blood warriors. Each creature must succeed on a DC 29 Will save or immediately become a typical blood warrior (regardless of its original size or type). Blood warriors are fanatically loyal to Kazgaroth, and may only be restored to their original form by a wish or miracle spell. This is a polymorph and death effect. The save DC is Charisma-based.

Skills: Kazgaroth has a +2 racial bonus on Listen and Spot checks.

Originally appeared in Villains’ Lorebook (1998).
 
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Shade

Monster Junkie
Mummy, Ice

http://www.enworld.org/forum/general-monster-talk/219404-converting-monsters-dragon-magazine-15.html

Mummy, Ice
Medium Undead (Cold)
Hit Dice: 9d12+36 (92 hp)
Initiative: +4
Speed: 20 ft. (4 squares)
Armor Class: 24 (+4 Dex, +10 natural), touch 14, flat-footed 20
Base Attack/Grapple: +4/+9
Attack: Slam +9 melee (1d6+5 plus withering fists) or weapon +9 melee (1d6+5) or frost longbow +8 ranged (1d8/x3 plus 1d6 cold)
Full Attack: Slam +9 melee (1d6+5 plus withering fists) or weapon +9 melee (1d6+5) or frost longbow +8 ranged (1d8/x3 plus 1d6 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, call blizzard, cold aura, create avalanche, despair, frostbrittle, frost bow, spells, withering fists
Special Qualities: Damage reduction 5/–, darkvision 60 ft., icewalking, immunity to cold, undead traits, unholy toughness, vulnerability to fire
Saves: Fort +3, Ref +7, Will +8
Abilities: Str 20, Dex 18, Con —, Int 14, Wis 14, Cha 19
Skills: Concentration +16, Craft (trapmaking) +11, Hide +14, Listen +14, Move Silently +14, Spot +14, Survival +11
Feats: Improved Sunder, Point Blank Shot, Power Attack, Precise Shot
Environment: Any cold
Organization: Solitary
Challenge Rating: 8
Treasure: Standard coins standard goods, double items
Alignment: Usually chaotic evil
Advancement: 10–16 HD (Medium); 17–24 HD (Large) or by character class
Level Adjustment: -

A palpable chill surrounds a humanoid figure, its dessicated skin drawn tight over its bones. Its clothing appears centuries-old, as do the ornate weapons it carries. Sunken, opaque eyes stare with a blank hatred as harsh as the unforgiving winter, while its mouth is agape in an eternal scream.

Ice mummies arise from the remains of lost travelers who succumbed to the harsh cold of icy wastes. Left to die bitter and alone, the hatred they felt for the rescuers who never came has fueled their unlife, and they now seek to punish the living who travel the same desolate terrain that brought about their ruin.

Due to their fondness for magic, ice mummies tend to carry numerous magic items. They have a special fondness for amulets.

Ice mummies are 5 to 6 feet tall and weigh about 120 pounds.

Ice mummies speak the languages they spoke in life (usually Common).

COMBAT

Ice mummies are cunning and creatively cruel. They create false trails into deadly traps, then feign distress in hopes that would-be rescuers fall into an ambush. Ice mummies often utilize barbed arrows to deal grievous wounds to those who survive initial attacks.

Breath Weapon (Su): 3/day, 20-ft. cone, 4d6 cold damage, Reflex DC 18 half. The save DC is Charisma-based.

Call Blizzard (Sp): Once per week, an ice mummy can create a blizzard. This works exactly like the control weather spell (CL 9th), except that it may only be used to create a blizzard. This is the equivalent of a 3rd-level spell.

Cold Aura (Ex): Anyone within 20 feet of an ice mummy takes 1d4 points of cold damage per round from the extreme cold of its presence.

Create Avalanche (Su): Once per day, an ice mummy can crack nearby snow and ice to create an avalanche. This avalanche originates within 120 feet of the ice mummy and must take place on terrain that has both snow or ice cover and a significant slope (DM's discretion). The avalanche moves down a 45-degree slope at a speed of 30 feet per round (slower on a gentler slope, faster on a steeper one). It spreads outward in a cone, dealing 2d6 points of damage to anyone caught in its path (DC 18 Reflex half). Those who fail their saves are buried. Buried characters take 1d6 points of nonlethal damage per minute. If a buried character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead. The save DC is Charisma-based.

Despair (Su): At the mere sight of an ice mummy, the viewer must succeed on a DC 18 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same ice mummy’s despair ability for 24 hours. The save DC is Charisma-based.

Frostbrittle (Su): Any weapon that strikes an ice mummy has its hardness reduced by 5 for 10 rounds, thereby increasing the effectiveness of sunder attempts against the weapon. In addition, rolling a 1 on an attack with the targeted weapon causes it to take damage equivalent to the amount it would have dealt on a successful hit.

Frost Bow (Su): Any bow or crossbow carried by an ice mummy functions as a frost weapon, so projectiles fired by it deal an extra 1d6 cold damage on a successful hit. This is a supernatural ability of the ice mummy, not the bow.

Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the ice mummy climbs must be icy. It is always in effect.

Spells: An ice mummy casts spells as a 6th-level sorcerer.

Sorcerer Spells Known (6/7/6/4, save DC 14 + spell level):
0—dancing lights, daze, detect magic, ghost sound, ray of frost, resistance, touch of fatigue;
1st—alarm, feather fall, mage armor, ray of enfeeblement;
2nd—minor image, pyrotechnics;
3rd—slippery slope.

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

Withering Fists (Su): Any creature hit by an ice mummy's slam attacks must make a DC 18 Fortitude save or take 1d4 points of Strength and Constitution damage. On a critical hit, this damage is instead ability drain. The save DC is Charisma-based.

New Spell

Slippery Slope
Conjuration (Creation) [Cold]
Level: Sor/Wiz 3
Components: S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One 10-foot square/level
Duration: 1 day
Saving Throw: None
Spell Resistance: No

Slippery slope covers terrain with a slick layer of glare ice. Characters walking on ice must spend 2 squares of movement to enter a square covered by ice, and the DC for Balance and Tumble checks increases by +5.

A DC 10 Balance check is required to run or charge across an ice sheet. A character standing in the area of the ice when it is created must immediately make a Balance check or fall prone. The DC of the check is equal to the spell's DC.

Material Component: A drop of white dragon blood.

New Weapon

Barbed Arrows: Barbed arrows function as normal arrows, but they remain stuck in the wound. A creature can pull a barbed arrow from a wound with two hands. This takes a full-round action to do so, but it deals damage to the victim equal to the initial piercing damage the arrow dealt. A character who succeeds on a DC 15 Heal check can remove a barbed arrow without further damage.

Originally appeared in Dragon Magazine #238 (1997).
 
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