Creature Catalog new 3.5 conversions

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Monster Junkie
Bloody Bones

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-18.html

Bloody Bones
Medium Undead
Hit Dice: 3d12 (19 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+5
Attack: Slam +5 melee (1d10+7) or scimitar +5 melee (1d6+4/18-20)
Full Attack: Slam +5 melee (1d10+7) or scimitar +5 melee (1d6+4/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fear gaze, sneak attack +1d6, squeeze
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., +2 turn resistance, undead traits
Saves: Fort +1, Ref +4, Will +5
Abilities: Str 18, Dex 16, Con —, Int 6, Wis 13, Cha 15
Skills: Hide +9, Move Silently +9, Spot +5
Feats: Improved Initiative, Stealthy
Environment: Any
Organization: Solitary or gang (2-12)
Challenge Rating: 3
Treasure: Half coins, no goods, no items
Alignment: Usually neutral evil
Advancement: By character class (favored class: rogue)
Level Adjustment: —

A bloody humanoid skeleton sits atop a pile of bones. A few shreds of flesh still cover portions of its frame.

Bloody bones arise from the remains of the most vile criminals. Cursed to continue to ply their gruesome trades in eternal undeath, bloody bones rob and murder the living with reckless abandon.

Because bloody bones have a supernatural ability to squeeze in areas normally far to small to accommodate them, they often make their lairs in secluded caverns and concealed pits.

Bloody bones are 5 to 6 feet tall and weigh 75 to 175 pounds.

Bloody bones speak the languages they spoke in life (usually Common).

COMBAT

Thanks to their ability to squeeze into far-too-small spaces, bloody bones often lie in ambush in cupboards, under beds, beneath stairs, or in tight crawlspaces.

Fear Gaze (Su): Fear, 30 feet. A creature that meets the gaze of a bloody bones must succeed on a DC 13 Will save or be frightened for 5 rounds. A frightened creature becomes panicked. A panicked creature cowers in fear. This is a mind-affecting fear effect. The save DC is Charisma-based.

Squeeze (Su): A bloody bones can squeeze through seemingly impossible portals. As a move action, a bloody bones can pass through an opening as if it were a Fine creature. A bloody bones must end its movement in an region large enough to hold a Tiny creature, but it can take no actions other than movement unless it is in an area large enough that a Tiny creature could normally squeeze through.

Advanced Bloody Bones

A bloody bones with class levels that grant sneak attack stack with its inherent sneak attack ability. Thus a 3rd-level bloody bones rogue has a sneak attack of +3d6.

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

Monster Junkie
Blood Warrior

http://www.enworld.org/forum/general-monster-talk/240597-converting-forgotten-realms-monsters-4.html

Blood Warrior
Medium Undead
Hit Dice: 8d12+8 (60 hp)
Initiative: +1
Speed: 20 ft. (4 squares) in banded mail; base speed 30 ft.
Armor Class: 19 (+1 Dex, +2 natural, +6 banded mail), touch 11, flat-footed 18
Base Attack/Grapple: +8/+13
Attack: Slam +13 melee (1d10+6) or lance +13 melee (1d8+6/x3)
Full Attack: Slam +13 melee (1d10+6) or lance +13/+8 melee (1d8+6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Martial training, necessary slaughter, unholy prowess
Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., undead traits, unholy toughness
Saves: Fort +2, Ref +3, Will +6
Abilities: Str 19, Dex 12, Con —, Int 6, Wis 10, Cha 13
Skills: Intimidate +12, Ride +6* (*includes -6 armor check penalty)
Feats: Mounted Combat, Ride-By Attack, Spirited Charge
Environment: Any
Organization: Solitary or troop (50-500)
Challenge Rating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: See text
Level Adjustment: —

The man appears to be human, but his gray, dessicated flesh and infernal glowing red eyes indicate he is no human.

Blood warriors are a specialized form of undead created by the mighty Bhaalspawn known as Kazgaroth. Transformed by Kazgaroth's corrupting mass charm, these undead warriors serve the Beast fanatically.

Blood warriors are the height and weight of humans.

Blood warriors speak the languages they spoke in life (usually Common).

COMBAT

Blood warriors fight much as they did in life, using any weapons at their disposal. They follow the commands of Kazgaroth with fanatical devotion.

Martial Training (Ex): Blood warriors arose from talented fighters transformed by Kazgaroth's corrupting charm. As a result, they possess the base attack bonus of a fighter of their level, and qualify for feats as if they were fighters of a level equal to their Hit Dice.

Necessary Slaughter (Su): Blood warriors must kill to maintain their strength. If a troop of blood warriors fails to kill sentient creatures with Hit Dice totaling at least that of the troop's Hit Dice each week, each member of the troop gains one positive level.

Additionally, should a blood warrior be destroyed, each remaining member of the troop gains one positive level.

When the troop slays a number of Hit Dice of sentient creatures equal to its own total Hit Dice, each member of the troop removes one positive level. If a blood warrior currently has no positive levels, it gains one negative level.

Undead react to positive levels the way nonundead react to negative levels. An undead character with positive levels at least equal to its current level is instantly destroyed. After 24 hours, an undead must make a DC 18 Will save. If the saving throw succeeds, the positive level goes away with no harm to the creature. The afflicted creature makes a separate saving throw for each positive level it has gained. If the save fails, the positive level goes away, but the creature's level (or HD) is also reduced by one.

A blood warrior with a negative level gains a +1 competence bonus on all skill checks and ability checks, attack rolls, and saving throws, and gains one effective level or Hit Die (whenever level is used in a die roll or calculation) for each negative level. A spellcaster gains one spell slot of the highest level of spells she can cast and (if applicable) one prepared spell of that level. These gains persist until the negative level goes away (is removed by the gain of a positive level). A negative level that is not removed by a positive level for 3 weeks becomes permanent, resulting in advancement by 1 HD.

Unholy Prowess (Su): A blood warrior gains a profane bonus to attack rolls, grapple checks and Strength-based skill checks equal to its Charisma bonus. This bonus is already factored in above.

Unholy Toughness (Ex): A blood warrior gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.

In the Realms

Each time Kazgaroth appears in the Realms, he creates a new contingent of Blood Warriors. The latest incarnation is known as the Blood Riders. These former Northmen cavalry assisted Kazgaroth's invasion of the isle of Gwynneth. Their leader, Laric, managed to capture a powerful druid, but was later tracked down and destroyed.

Originally appeared in Villains’ Lorebook (1998).
 
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Shade

Monster Junkie
Ooze, Deadly Pudding

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

Ooze, Deadly Pudding
Medium Ooze
Hit Dice: 6d10+30 (63 hp)
Initiative: -5
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 5 (-5 Dex), touch 5, flat-footed 5
Base Attack/Grapple: +4/+5
Attack: Slam +5 melee (2d4+1 plus 1d4 acid)
Full Attack: Slam +5 melee (2d4+1 plus 1d4 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, constrict 2d4+1 plus 1d4 acid, improved grab
Special Qualities: Blindsight 60 ft., camouflage, immunity to cold, ooze traits, split, wallcrawling
Saves: Fort +7, Ref -3, Will -3
Abilities: Str 12, Dex 1, Con 21, Int –, Wis 1, Cha 1
Skills: Climb +9
Feats: —
Environment: Any temperate or arctic land and underground
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Medium); 10-18 HD (Large)
Level Adjustment: —

A large mass of goo flows along the ceiling, seemingly defying gravity.

Deadly puddings are smaller cousins of the black pudding. They can be found in nearly any environment.

A deadly pudding is typically about 6 feet long and 4 feet wide, with a thickness of about 3 inches, but can compress its body to flow through cracks as small as half an inch across. A typical specimen weighs about 250 pounds.

COMBAT

A deadly pudding attempts to envelop and squeeze its prey, they often use their wallclimbing ability to drop upon their victims from above.

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

Camouflage (Ex): The coloration and texture of deadly puddings match the terrain of their native environment, so an arctic-dwelling pudding looks like a snowdrift, a swamp-dwelling one resembles a mudslick, a desert-dwelling pudding appears as a khaki pile of dried earth, and so on. It takes a DC 15 Spot check to notice a deadly pudding which matches the terrain. If a deadly pudding moves from one terrain type to the other it can change its appearance to match its new habitat; this process takes about a week.

A character can substitute a Knowledge (nature) or Survival check to notice a camouflaged deadly pudding.

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

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

Split (Ex): Blows from weapons and electricity attacks cause a deadly pudding to divide into two identical oozes, each with half of the original’s current hit points, rounded down, after subtracting the damage of the attack which caused the split.

Wallcrawling (Ex): A deadly pudding need not make Climb checks to traverse a vertical or horizontal surface (even upside down). It retains its Dexterity bonus to Armor Class while climbing and opponents get no special bonus to their attacks against it.

Skills: A deadly pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Originally appeared in Dungeons and Dragons Adventure Game (1999).
 
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Shade

Monster Junkie
Wyrd (template)

http://www.enworld.org/forum/genera...nverting-original-d-d-mystara-monsters-5.html

Wyrd

A slender figure in a dark, hooded robe draws near. As it lifts its head, a dark, skeletal face is faintly visible. Its eyes flare with reddish light, and two spheres of similar colored light, each the size of a grapefruit, appear in each hand. Their faint glow is like the last embers of a dying fire.

Wyrds are undead elves with strong ties to the Positive Energy Plane. They despise the living, particularly elves, and relentlessly attack any creatures they encounter. Since they are frequently found in areas common to elvenkind, they are a pox upon forests and the sylvan creatures within. Elves return the wyrds' hatred, and seek to exterminate them at first sighting. Wyrds can even be found in the subterranean depths tormenting drow, or even deep in the sea where they are a blight to aquatic elves.

The origin of wyrds is unknown. The most likely theory is that they are the spirits of elves abandoned by their kin, left to die violent, solitary deaths. They tend to be most common near locales of ancient evil, ruined temples, scenes of great treachery, and battleground where evil triumphed over good. To date, all attempts by necromancers to create wyrds have failed.

In battle, wyrds focus their attention on elves above all others. Since they prefer to attack at range, their secondary targets are those who can return ranged fire or spells.

A wyrd speaks any languages it knew in life.

Creating a Wyrd

“Wyrd” is an acquired template that can be added to any humanoid with the elf subtype (referred to hereafter as the base creature). If the base creature has less than 8 Hit Dice, it becomes a lesser wyrd, while those of 8 or greater Hit Dice become greater wyrds.

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

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

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

Speed: Greater wyrds have a fly speed of 60 feet, unless the base creature has a higher fly speed, with good maneuverability.

Armor Class: A wyrd gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.

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

Dreadful Presence (Su): A creature who views a greater wyrd must succeed on a Will save or be filled with chilling dread. The affected creature suffers a -3 penalty on attack rolls and damage rolls for 24 hours. The dread effect can also be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell). A creature that successfully saves cannot be affected again by the same wyrd's dreadful presence ability for 24 hours.

Light Spheres (Su): As a swift action, a wyrd may create a pair of glowing spheres of intense light. These spheres may be wielded as melee weapons, and the wyrd may fight with one in each hand at no penalty. A sphere may also be hurled as a ranged touch attack, with a range of 60 feet and a 30-foot range increment.

A lesser wyrd's spheres are glowing red and deal 1d6 points of damage. A greater wyrd's spheres glow a sickly green and deal 1d10 points of damage and expose the target to its paralysis (see below).

Elves and undead creatures take half again as much (+50%) damage from a wyrd's light spheres, while elves or undead creatures particularly vulnerable to bright light (such as drow or vampires) take double damage. A construct or inanimate object takes only half damage.

Wyrds are immune to the effects of light spheres.

Paralysis (Su): A creature struck by a greater wyrd's light spheres must succeed on a Fortitude save or be paralyzed for 1d4x10 minutes. Elves are immune to this paralysis.

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

Damage Reduction (Su): A lesser wyrd has damage reduction 5/magic or silver. A greater wyrd has damage reduction 10/magic or silver.

In Between the Dark and the Light (Ex): Although undead, wyrds are strongly tied to the Positive Energy Plane, and thus are harmed by negative energy and healed by positive energy. Wyrds do not count as undead for the purposes of light-based spells that deal extra damage to undead creatures, such as searing light.

Turn Resistance (Ex): A lesser wyrd has +2 turn resistance. A greater wyrd has +4 turn resistance.

Abilities: Increase from the base creature as follows: Dex +4, Cha +4. Being undead, a wyrd has no Constitution score.

Skills: Wyrds gain a +8 racial bonus on Move Silently checks.

Environment: Any.
Organization: Solitary or cabal (2-6)(lesser) or solitary or pair (greater).
Challenge Rating: Same as the base creature +1 (lesser) or same as the base creature +2 (greater).
Treasure: Standard.
Alignment: Always chaotic evil.
Advancement: Same as the base creature, except a lesser wyrd that advances to 8 or more Hit Dice becomes a greater wyrd.
Level Adjustment: Same as the base creature +3 (lesser) or same as the base creature +5 (greater).

Sample Wyrds

Lesser Wyrd, Wood Elf 4th-Level Ranger
Medium Undead (Augmented Humanoid [Elf])
Hit Dice: 4d12 (26 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 19 (+5 Dex, +2 leather, +2 deflection), touch 17, flat-footed 14
Base Attack/Grapple: +4/+7
Attack: Longsword +7 melee (1d8+3/19–20) or light sphere +7 melee (1d6) or longbow +9 ranged (1d8/x3) or light sphere +9 ranged (1d6)
Full Attack: Longsword +7 melee (1d8+3/19–20) or light sphere +7 melee (1d6) or longbow +9 ranged (1d8/x3) or light sphere +9 ranged (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Favored enemy (humanoid [orc]), light spheres, spells
Special Qualities: Animal companion (Small viper), damage reduction 5/magic or silver, elven traits, in between the dark and the light, +2 turn resistance, wild empathy
Saves: Fort +4, Ref +9, Will +2
Abilities: Str 16, Dex 20, Con —, Int 10, Wis 13, Cha 14
Skills: Climb +10, Knowledge (nature) +7, Move Silently +20, Ride +12, Survival +8 (+10 in aboveground natural environments), Swim +10
Feats: Endurance (B), Far Shot, Point Blank Shot, Rapid Shot, Track (B)
Environment: Any
Organization: Solitary or cabal (2-6)
Challenge Rating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class or to greater wyrd (at 8 or more Hit Dice)
Level Adjustment: +3

Ranger Spells Prepared: (Caster level 2nd, save DC = 11 + spell level)
1st—longstrider.

The elf ranger presented here had the following ability scores before racial adjustments and 4th-level ability score increase: Str 14, Dex 15, Con 8, Int 12, Wis 13, Cha 10.

Greater Wyrd, Wood Elf 8th-Level Ranger
Medium Undead (Augmented Humanoid [Elf])
Hit Dice: 8d12 (52 hp)
Initiative: +5
Speed: 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: 24 (+5 Dex, +7 +3 mithral chain shirt, +2 deflection), touch 17, flat-footed 19
Base Attack/Grapple: +8/+11
Attack: Longsword +11 melee (1d8+3/19–20) or light sphere +11 melee (1d10 plus paralysis) or longbow +13 ranged (1d8/x3) or light sphere +13 ranged (1d10 plus paralysis)
Full Attack: Longsword +11/+6 melee (1d8+3/19–20) or light sphere +11/+6 melee (1d10 plus paralysis) or longbow +13/+8 ranged (1d8/x3) or light sphere +13/+8 ranged (1d10 plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dreadful presence (DC 16), favored enemy (humanoid [elf] +4, humanoid [orc] +2), light spheres, paralysis, spells
Special Qualities: Animal companion (leopard), damage reduction 10/magic or silver, elven traits, in between the dark and the light, swift tracker, +4 turn resistance, wild empathy, woodland stride
Saves: Fort +6, Ref +11, Will +4
Abilities: Str 16, Dex 20, Con —, Int 10, Wis 14, Cha 14
Skills: Climb +14, Knowledge (nature) +11, Move Silently +24, Ride +16, Survival +13 (+15 in aboveground natural environments), Swim +14
Feats: Endurance (B), Far Shot, Manyshot (B), Point Blank Shot, Precise Shot, Rapid Shot (B), Track (B)
Environment: Any
Organization: Solitary or pair
Challenge Rating: 10
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +5

Ranger Spells Prepared: (Caster level 4th, save DC = 12 + spell level)
1st—entangle, longstrider.
2nd—spike growth.

The elf ranger presented here had the following ability scores before racial adjustments and 4th- and 8th-level ability score increase: Str 14, Dex 15, Con 8, Int 12, Wis 13, Cha 10.

Originally appeared in B10 - Night's Dark Terror (1986) and later in Mystara Monstrous Compendium Appendix (1994).
 
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Shade

Monster Junkie
Bole-Undead (template)

http://www.enworld.org/forum/genera...nverting-monsters-polyhedron-magazine-18.html

Bole-Undead

Bole-undead are created in a special cauldron manufactured from the bole (or trunk) of a great tree befouled by evil magic. Any corporeal undead can be created in this manner, and normally mindless undead instead gain a small bit of sentience. When destroyed bole-undead decay into dust instantly. Purifying the bole in which they were created immediately destroys bole-undead.

Bole-undead are accompanied by an unnatural odor akin to rotting vegetation, harmless but unpleasant to most creatures, but disturbing to animals. This stench is concentrated in their bodies, making their natural attacks sickening to most victims.

Creating a Bole-Undead

“Bole-undead” is an acquired template that can be added to any corporeal undead creature (referred to hereafter as the base creature).

A bole-undead has all the base creature’s statistics and special abilities except as noted here.

Size and Type: The creature’s size and type are unchanged.

Hit Dice: The base creature gains 3 additional Hit Dice. Modify base attack bonus, saving throws, skills, and feats accordingly.

Base Attack: A bole-undead has a base attack bonus equal to 1/2 its total Hit Dice (round down).

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

Noisome Odor (Ex): Animals, whether wild or domesticated, fear the unnatural odor of a bole-undead. They will not willingly approach nearer than 30 feet and if forced to do so, must succeed on a Will save or become panicked as long as they are within that range. Animals with the scent ability suffer a -4 circumstance penalty on their saving throws.

Sickening Strike (Ex): A creature struck by a bole-undead's natural attacks must succeed on a Fortitude save or be sickened for 10 rounds. Creatures that successfully save cannot be affected by the same bole-undead's sickening strike for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Special Qualities: A bole-undead retains all the base creature’s special qualities and gains those described below.

Greater Turn Resistance (Ex): A bole-undead gains +2 turn resistance. If the base creature already possesses this ability, its existing turn resistance improves by +2. Additionally, a a bole-undead recovers from being turned or rebuked in only five rounds, rather than ten as in most undead.

Greater Vulnerability to Holy Water (Ex): Bole-undead take double damage from holy water (for example, a direct hit by a flask of holy water does 4d4 hp damage to a bole-undead).

Magic Mouth (Su): Formerly mindless undead gain a limited ability to repeat short messages from their master. This functions like the magic mouth spell, except the message is permanent until the master chooses to give it a new message (or orders it to give no message).

Saves: A bole-undead's base saving throws are as follows: Fort and Reflex equal Hit Dice/3 (round down), Will equals Hit Dice/2 (round down) + 2.

Abilities: Increase from the base creature as follows: Dex +4, Cha +4. Mindless undead gain an Intelligence score of 2, and gain a Charisma score of 11 (if not already higher after applying the +4 adjustment).

Skills: The bole-undead gains skill points equal to (4 + Int modifier, minimum 1) x 3. If the base creature was previously mindless, it gains 1 skill point per Hit Die, plus 3 additional skill points for the first Hit Die.

Feats: If the base creature was previously mindless, it gains 1 feat plus 1 additional feat per 3 Hit Dice.

Environment: Any.
Organization: Same as the base creature.
Challenge Rating: Same as the base creature +1.
Treasure: Same as the base creature.
Alignment: Same as the base creature.
Advancement: Same as the base creature.
Level Adjustment: Same as the base creature +1.

Sample Bole-Undead

Bole-Skeleton, Human Warrior Skeleton
Medium Undead
Hit Dice: 4d12 (26 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple +2/+3
Attack: Rapier +6 melee (1d6+1/18–20) or claw +5 melee (1d4+1)
Full Attack: Rapier +6 melee (1d6+1/18–20) or 2 claws +5 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Noisome odor (DC 12), sickening strike (DC 12)
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60 ft., +2 greater turn resistance, greater vulnerability to holy water, immunity to cold, magic mouth, undead traits
Saves: Fort +1, Ref +4, Will +4
Abilities: Str 13, Dex 17, Con —, Int 2, Wis 10, Cha 11
Skills: Spot +4, Listen +3
Feats: Improved Initiative (B), Weapon Finesse, Weapon Focus (rapier)
Environment: Any
Organization: Any
Challenge Rating: 1
Treasure: None
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —

Bole-zombie, Troglodyte Zombie
Medium Undead
Hit Dice: 7d12+3 (48 hp)
Initiative: +0
Speed: 30 ft. (6 squares; can’t run)
Armor Class: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +3/+4
Attack: Greatclub +5 melee (1d10+1) or bite +4 melee (1d4+1) or slam +4 melee (1d6+1) or javelin +3 ranged (1d6+1)
Full Attack: Greatclub +5 melee (1d10+1) or bite +4 melee (1d4+1) or slam +4 melee (1d6+1) or javelin +3 ranged (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Noisome odor (DC 13), sickening strike (DC 13)
Special Qualities: Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits, +2 greater turn resistance, greater vulnerability to holy water, magic mouth
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 12, Dex 11, Con —, Int 2, Wis 10, Cha 11
Skills: Listen +5, Spot +5
Feats: Toughness , Power Attack, Cleave, Weapon Focus (greatclub)
Environment: Underground
Organization: Any
Challenge Rating: 2
Treasure: None
Alignment: Always neutral evil
Advancement: —
Level Adjustment: —

Bole-Wight
Medium Undead
Hit Dice: 7d12 (26 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Slam +6 melee (1d4+1 plus energy drain)
Full Attack: Slam +6 melee (1d4+1 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, energy drain (DC 17), noisome odor (DC 17), sickening strike (DC 17)
Special Qualities: Darkvision 60 ft., +2 greater turn resistance, greater vulnerability to holy water, undead traits
Saves: Fort +2, Ref +5, Will +6
Abilities: Str 12, Dex 16, Con —, Int 11, Wis 13, Cha 19
Skills: Hide +13, Listen +13, Move Silently +21, Spot +13
Feats: Alertness, Blind-Fight, Weapon Finesse
Environment: Any
Organization: Solitary, pair, gang (3–5), or pack (6–11)
Challenge Rating: 4
Treasure: None
Alignment: Always lawful evil
Advancement: 8 HD (Medium)
Level Adjustment: —

Orginally appeared in Polyhedron Magazine #35 (1987).
 
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Shade

Monster Junkie
Moor Hound

http://www.enworld.org/forum/genera...s-second-edition-monstrous-compendiums-6.html

Moor Hound
Large Construct
Hit Dice: 8d10+30 (74 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 19 (-1 size, +1 Dex, +9 natural), touch 10, flat-footed 18
Base Attack/Grapple: +6/+16
Attack: Bite +12 melee (1d6+6)
Full Attack: Bite +12 melee (1d6+6) and 2 claws +6 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pack tactics
Special Qualities: Construct traits, damage reduction 10/magic, darkvision 60 ft., gaseous, low-light vision, nocturnal return, vulnerability to sunlight
Saves: Fort +2, Ref +3, Will +4
Abilities: Str 22, Dex 13, Con —, Int 12, Wis 15, Cha 13
Skills: Jump +14, Listen +13, Spot +13, Survival +13
Feats: Power Attack, Track, Weapon Focus (bite)
Environment: Any marsh
Organization: Solitary or pack (1 plus 2–20 bog hounds)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral evil
Advancement: 9-16 HD (Large)
Level Adjustment: —

A coal-black hound with flaming red eyes appears to form from the vapors of the bog. Its massive jaws could easily swallow a man's head.

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

A moor hound is created singly, generally alongside a pack of bog hounds which it will lead.

A moor hound is about 10 feet long and weighs 50 pounds.

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

COMBAT

A moor hound leads is pack of bog hounds in battle, seeking to maximize the benefits of their pack tactics.

Gaseous (Ex): A moor hound's insubstantial form grants it several benefits. A moor hound doesn't actually fly, but floats just above the ground. As a result, it is not subject to ground terrain effects, such as ice or a grease spell, but it is subject to winds as if it were a flying creature. It cannot wear armor, manipulate solid objects, or enter water or other liquids. It can pass through small holes or narrow openings--even mere cracks. It also can occupy squares occupied by enemies.

Nocturnal Return (Su): When a moor hound is reduced to 0 hit points, it flees, trailing ghostly blood to the nearest swamp or bog, where it disappears into the ground. The next night, it re-emerges, completely healed. This ability is negated in natural sunlight (see Vulnerability to Sunlight).

The patch of swamp or bog containing a regenerating moor hound emits a strange mist at all times, which requires a DC 15 Spot check to notice. The regenerating moor hound can be exhumed from the ground by digging up a cube of earth 10 feet on a side (or by use of a move earth spell or similar magic). The regenerating moor hound is helpless until sunset, and, if exposed to sunlight, can be killed.

Pack Tactics (Ex): Moor hounds always work in concert with a pack of bog hounds. 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.

Vulnerability to Sunlight (Ex): If exposed to natural sunlight (but not a daylight spell or other artificial light) to the slightest degree, a moor hound loses its nocturnal return ability until the following sundown and can therefore be destroyed.

Construction

A moor hound's body must be sculpted from peat filled with swamp gas weighing at least 50 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 9th; Craft Construct, animate dead, false life, gaseous form, lesser geas/quest, misdirection, caster must be at least 9th level; Price 10,000 gp; Cost 5,000 + 400 XP.

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

Monster Junkie
Beholder, Kasharin

http://www.enworld.org/forum/genera...ting-creatures-other-campaign-settings-7.html

Beholder, Kasharin
Large Aberration
Hit Dice: 11d8+44 (93 hp)
Initiative: +6
Speed: 5 ft. (1 square), fly 20 ft. (good)
Armor Class: 26 (-1 size, +2 Dex, +15 natural), touch 11, flat-footed 24
Base Attack/Grapple: +8/+16
Attack: Bite +11 melee (1d12+4 plus blinding rot)
Full Attack: Bite +11 melee (1d12+4 plus blinding rot)
Space/Reach: 10 ft./5 ft.
Special Attacks: Blinding rot, deathcharm eye
Special Qualities: Darkvision 60 ft., flight, tomb-tainted
Saves: Fort +9, Ref +5, Will +11
Abilities: Str 18, Dex 14, Con 18, Int 13, Wis 15, Cha 15
Skills: Hide +8, Knowledge (arcana) +13, Listen +4, Search +11, Spot +14, Survival +2 (+4 following tracks)
Feats: Alertness (B), Flyby Attack, Great Fortitude, Improved Initiative, Iron Will
Environment: Cold Hills
Organization:: Solitary, pair, or cluster (3-6)
Challenge Rating: 12
Treasure: Double standard
Alignment: Usually neutral evil
Advancement: 12-16 HD (Large); 17-33 HD (Huge)
Level Adjustment: —

Floating in the air is an orb-shaped, bulbous creature with a central, unblinking eye, and a large maw filled with daggerlike teeth. Its scales are curled and separated, and its overall appearance suggested it was burnt and blackened by intense heat. Several withered stalks protrude from its top, and smaller stumps are visible where others may have once stood.

Kasharin are beholders that have succumbed to a disease known as the Blinding Rot. The affliction causes the beholder's eyestalks to wither and become useless, and leaves the creature in a condition not unlike a living death. Its central eye no longer deadens magic, but rather charms or kills the living.

The so-called "beholder-mummies" retain the xenophobic hatred possessed by beholderkind, but have turned their animosity toward non-kasharin, considering their new forms to be the perfected state of the beholder form. In fact, kasharin will even tolerate other former beholderkin, such as gauths or death kisses, into their ranks. They consider surviving the transformation brought on by the Blinding Rot as a rite of passage into a new subrace of beholderkind. Kasharin are more tolerant of undead than standard beholders, and have been known to associate with undead that they do not consider dangerous to their kind. Most beholders destroy kasharin on sight, such is the severity of their xenophobia.

Rumors suggest that the Blinding Rot was actually created by ambitious beholders as an "ultimate unifier" of the beholder race. Whether or not this is true, the kasharin have become a potent subrace formed from various factions of beholderkind.

A kasharin is an 8-foot-wide orb dominated by a central eye and a large, toothy maw. Ten smaller eyes on stalks sprout from the top of the orb.

Kasharin speak their own language and Common.

COMBAT

Kasharin generally rely on their deathcharm eye in battle, but are potent melee combatants should foes prove resistant to their gazes.

Blinding Rot (Su): Supernatural disease—bite, Fortitude DC 17, incubation period 1 minute; damage 1d6 Con and permanent blindness. The save DC is Charisma-based.

Unlike normal diseases, blinding rot continues until the victim reaches Constitution 0 or is cured as described below. A beholder or beholderkin that reaches Constitution 0 immediately becomes a standard kasharin (regardless of its original size and subrace). All other creatures reduced to Constitution 0 simply perish.

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

To eliminate blinding rot, 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 blinding rot can be magically cured as any normal disease.

An afflicted non-beholder who dies of blinding rot withers while its skin blackens and cracks until it eventually crumbles into a broken husk.

Deathcharm Eye (Su): A kasharin may choose to produce one of two effects from its central eye in a given round. The first effect is a charming gaze (as charm monster) to a range of 60 ft. (Will DC 17 negates). The second is a death gaze to a range of 120 ft. (Fort DC 17 negates). The save DCs are Charisma-based.

Flight (Ex): A kasharin's body is naturally buoyant. This buoyancy allows it to fly at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect (as the spell) with personal range.

Tomb-Tainted (Ex): Although aberrations, kasharin 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 holy water). A kasharin may be turned as if it were an undead creature.

Originally appeared in Legend of Spelljammer (1991).
 
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Shade

Monster Junkie
Ghul, Lesser

http://www.enworld.org/forum/genera...l-qadim-oriental-adventures-creatures-13.html

Ghul, Lesser
Medium Undead (Shapechanger)
Hit Dice: 3d12 (19 hp)
Initiative: +6
Speed: 30 ft. (6 squares), burrow 5 ft.
Armor Class: 17 (+2 Dex, +4 natural, +1 insight), touch 13, flat-footed 15
Base Attack/Grapple: +1/+3
Attack: Claw +3 melee (1d4+2)
Full Attack: 2 claws +3 melee (1d4+2) and bite +1 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: 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, undead traits
Saves: Fort +1, Ref +3, Will +3
Abilities: Str 14, Dex 15, Con —, Int 8, Wis 10, Cha 12
Skills: Bluff +4, Concentration +5, Disguise +5*, Intimidate +4, Move Silently +5, Spot +4
Feats: Improved Initiative (B), Multiattack, Persuasive
Environment: Warm deserts and mountains
Organization: Solitary or pack (2-6)
Challenge Rating: 2
Treasure: Standard
Alignment: Always neutral evil
Advancement: By character class or to great ghul (see text)
Level Adjustment: +6

This repulsive humanoid has pale whilte skin and thick black hair. 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.

Lesser ghuls form the bottom of the hierarchy of ghuldom, standing only a notch ghouls. Evil genies tend to take them as slaves, forcing them into menial labor.

Unlike great ghuls, lesser ghuls cannot create new ghuls from slain janni. In fact, some powerful genies seem to have discovered how to create lesser ghuls from humanoids as well as jann. They are much less likely to become magi, and are more likely to become rogues. Lesser ghuls can be promoted to great ghuls by efreet and other powerful genies, although the methods used to do so are unknown.

Like great ghuls, most lesser ghuls are females, and all are talented shapeshifters. And, like their greater kin, their feet always remain those of a donkey in any form. They generally dress in black wool abas and matching silk burqas, which mask all but their eyes. They color their fingertips red with henna as a sign of subservience.

Lesser ghuls are rarely found on their own, as most are slaves to great ghuls and evil genies.

Although undead creatures, lesser 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 lesser ghul stands 6 feet tall and weighs only around 120 pounds. Its pale white skin is always cold and clammy.

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

COMBAT

If forced to fight, lesser ghuls battle with tooth and nail, and use their invisibility and shocking grasp abilities to maximum effect.

Diminished Change Shape (Su): A lesser 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): Lesser ghuls are dazzled in bright sunlight or within the radius of a daylight spell.

Otherworldly Insight (Ex): Lesser ghuls have an insight bonus to Armor Class equal to their Charisma modifiers (+1 for a typical lesser ghul).

Spell-Like Abilities: At will—invisibility (self only), shocking grasp. Caster level equals twice ghul's Hit Dice (6th for a typical lesser 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 10 ft.

Skills: Mountain lesser 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 Caravans (1994).
 
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Shade

Monster Junkie
Marble Pudding

http://www.enworld.org/forum/genera...conversion-thread-finishing-off-oozes-20.html

Ooze, Marble Pudding
Medium Ooze
Hit Dice: 8d10+40 (84 hp)
Initiative: -5
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 5 (-5 Dex), touch 5, flat-footed 5
Base Attack/Grapple: +6/+9
Attack: Slam +10 melee (1d6+4 plus 1d6 acid)
Full Attack: Slam +10 melee (1d6+4 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, adhesive, constrict 1d6+4 plus 1d6 acid
Special Qualities: Blindsight 90 ft., immunity to acid, immunity to cold, mimic stone, ooze traits, split, wallcrawling
Saves: Fort +7, Ref -1, Will -1
Abilities: Str 16, Dex 1, Con 20, Int 1, Wis 1, Cha 1
Skills: Climb +11, Disguise +6* (+14 mimicking stone)
Feats: Iron Will, Lightning Reflexes, Weapon Focus (slam)
Environment: Underground
Organization: Solitary
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: 9-15 HD (Medium); 16-24 HD (Large)
Level Adjustment: —

The slab of rock exudes slimy tentacles, revealing a pliant body streaked with white and black, giving it the appearance of marble.

Marble puddings are believed by many sages to be a "missing link" between oozes and mimics. As if this theory hadn't caused enough debate among academic circles, a few radical scholars have postulated they may also be related to ropers and storopers. Regardless of their classifications and ties to other entities, marble puddings are deadly enough in their own right.

Marble puddings feed on anything that wanders near, showing no preference for a specific type of prey. They can go weeks between meals.

A typical marble pudding is roughly 5 feet across and a foot thick, weighing some 1200 pounds. Their flesh is denser than most other oozes. They are naturally gray, with streaks of white or black over their surfaces, giving them their distinct “marble” look, but can change their colour and texture to match any kind of background stone.

COMBAT

Marble puddings are not active hunters, preferring to lie in ambush mimicking slabs of rock until prey wanders by, whereupon they attempt to grapple them with an adhesive pseudopod and crush and dissolve their prospective meal. They seldom use their wallclimbing ability to set up an ambush, unless their territory has a lot of flying animals inhabiting it, such as a bats' roost.

Acid (Ex): A marble pudding secretes a powerful acid that can dissolve flesh. Any melee hit or constrict attack deals acid damage.

Adhesive (Ex): A marble pudding's pseudopods can exude a thick slime that acts as a powerful adhesive, holding fast any creatures or items that it touches. An adhesive-covered marble pudding automatically grapples any creature it hits with its slam attack. An opponent can break this adhesive's hold with a DC 18 Strength check, although they must still succeed at a grapple or Escape Artist check to escape the grapple, and if they fail at this the pudding can re-adhere itself as a free action. The check DCs are Constitution-based.

Strong alcohol dissolves the adhesive, but the marble pudding still can grapple normally. A marble pudding can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.

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

Mimic Stone (Ex): A marble pudding can harden the surface of their normally pliant bodies to a rock-like hardness, while changing its color and texture to appear like any stone it is in contact with. In this condition a marble pudding is very hard to distinguish from a chunk of rock, characters who examines the marble pudding can detect the ruse with a successful Spot check opposed by the pudding’s Disguise check. Of course, by this time it is generally far too late.

While mimicking stone a marble pudding cannot move, but gains hardness 8 and is fully aware of its surroundings. A marble pudding can revert to its pliant state as a free action in order to move or attack.

A character with stonecunning can apply that bonus to their Spot checks to notice a camouflaged marble pudding. If they possess skill ranks in Knowledge (geology) or Knowledge (mining) they can substitute that bonus for Spot in the check to notice the monster.

Split (Ex): Blows from weapons and electricity attacks cause a marble pudding to divide into two identical oozes, each with half of the original’s current hit points, rounded down, after subtracting the damage of the attack which caused the split. A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.

Wallcrawling (Ex): A marble pudding need not make Climb checks to traverse a vertical or horizontal surface (even upside down). It retains its Dexterity bonus to Armor Class while climbing and opponents get no special bonus to their attacks against it.

Skills: A marble pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A marble pudding has a +8 racial bonus on Disguise checks when masquerading as a stone.

Originally appeared in Dragon Magazine #251 (1998).
 
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Shade

Monster Junkie
Erythrosuchus

Converting prehistoric animals - Page 32 - EN World D&D / RPG News

Erythrosuchus
Large Animal
Hit Dice: 11d8+33 (82 hp)
Initiative: +5
Speed: 40 ft. (8 squares)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +7/+16
Attack: Bite +12 melee (3d8+5/19-20)
Full Attack: Bite +12 melee (3d8+5/19-20) and tail slap +11 (2d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, swallow whole, worry
Special Qualities: Blindsense 30 ft., low-light vision, scent
Saves: Fort +8, Ref +6, Will +3
Abilities: Str 20, Dex 13, Con 17, Int 1, Wis 12, Cha 6
Skills: Listen +6, Spot +6, Survival +5
Feats: Endurance, Improved Critical (bite), Improved Initiative, Weapon Focus (bite), Track (B)
Environment: Warm coastal and marsh
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 12-14 HD (Large), 15-21 HD (Huge)
Level Adjustment: -

This large reptile is over fifteen feet long, crawling on four semi-vertical legs. Its huge head possesse a terrifying maw.

During the early days of the dinosaurs, they were not actually the dominant life on the planet. Crocodile-like archosaurs such as Erythrosuchus had a wider variety of body plans and were more common. It was mainly by chance that the dinosaurs were able to spread, but in some remote valleys of lost worlds, the crocodilians remain supreme.

An erythrosuchus is 15 to 20 feet long, weighing upwards of 1,000 pounds.

COMBAT

Erythrosuchus attack with their incredibly powerful jaws, capable of tearing through steel and bone with little effort.

Improved Grab (Ex): In order to use this ability, an erythrosuchus must hit an opponent with its bite attack. It can then make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it uses its worry attack or attempts to swallow whole.

Swallow Whole (Ex): An erythrosuchus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 3d8 points of bludgeoning damage and 1d8 points of acid damage per round from the gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Large erythrosuchus's gizzard can hold 2 Small, 8 Tiny, or 16 Diminutive or smaller opponents.

Worry (Ex): Each round an erythrosuchus maintains a grapple, it shakes its prey violently, dealing 3d8+5points of damage.

Originally appeared in Dragon Magazine #176 (1991).
 
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