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Shade

Monster Junkie
Tymher-haid

http://www.enworld.org/forum/general-monster-talk/258154-converting-monsters-dragon-magazine-25.html

Tymher-haid
Fine Undead (Incorporeal, Swarm)
Hit Dice: 9d12 (58 hp)
Initiative: +5
Speed: Fly 50 ft. (perfect)(10 squares)
Armor Class: 24 (+8 size, +5 Dex, +1 deflection), touch 24, flat-footed 19
Base Attack/Grapple: +4/-
Attack: Swarm (2d6 fire)
Full Attack: Swarm (2d6 fire)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Darkvision 60 ft., hivemind, immune to weapon damage, immunity to fire, incorporeal traits, swarm traits, undead traits, vulnerability to water
Saves: Fort +3, Ref +10, Will +9
Abilities: Str —, Dex 20, Con —, Int 3, Wis 12, Cha 13
Skills: Listen +9, Spot +9
Feats: Ability Focus (distraction), Alertness, Iron Will, Lightning Reflexes
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral evil
Advancement: —
Level Adjustment: —

A loosely defined mass of small, multicolored sparks forms a brilliant display in the air. The individual sparks swoop and dive in intricate arcs.

A a tymher-haid, or “ghost-swarm”, arises when a large number of weak creatures are not given proper funerary rites. They often arise spontaneously in places of great carnage, such as gutted dungeons and bloodied battlefields. They often do not arise until years after the deaths of the once-living that become them.

Tymher-haids draw no joy from slaughter, nor do they have a supernatural need to feed on the living. As a result, they function more like an uncaring force of nature than as a ravenous ghoul or vengeful wraith.

Tymher-haids usually have short unlives, for their vulnerability to water makes them extremely susceptible to rain. As a result, they rarely stray far from their places of origin.

Tymher-haid do not speak or understand any languages.

COMBAT

A tymher-haid is a straightforward combatant, descending on victims like a swarm of wasps.

Distraction (Ex): Any living creature vulnerable to a tymher-haid swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 17 Fortitude save negates the effect. Even after a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a DC 20 Concentration check. The save DC is Charisma-based.

Hive Mind (Ex): Any tymher-haid swarm with at least 1 hit point per Hit Die (or 9 hit points, for a standard tymher-haid swarm) forms a hive mind, giving it an Intelligence of 3. When a tymher-haid swarm is reduced below this hit point threshold, it becomes mindless.

Vulnerability to Water (Ex): Tymher-haid swarms are particularly vulnerable to water, and contact with it (such as wading into a pool or being splashed with a vial or bucket of water) inflicts 1d6 points of damage per strike. Complete immersion (including being caught in the rain or being subjected to a high volume of water, as from the geyser function of a decanter of endless water) inflicts 3d6 points of damage per round. Holy water inflicts double this damage (e.g. 2d6 per vial).

Originally appeared in Dragon Magazine #186 (1992).
 
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Shade

Monster Junkie
Firegaunt

http://www.enworld.org/forum/genera...thread-finishing-off-giants-their-kin-37.html

Firegaunt
Large Undead (Fire)
Hit Dice: 16d12+32 (136 hp)
Initiative: -2
Speed: 40 ft. (8 squares)
Armor Class: 21 (–1 size, -2 Dex, +14 natural), touch 7, flat-footed 21
Base Attack/Grapple: +8/+26
Attack: Greatsword +20 melee (3d6+19) or slam +20 melee (1d4+13 plus 2d20 fire) or rock +6 ranged (2d6+13 plus 2d6 fire)
Full Attack: Greatsword +20/+15 melee (3d6+19) and bite +18 melee (1d6+6) or 2 slams +20 melee (1d4+13 plus 2d20 fire) and bite +18 melee (1d6+6) or rock +6 ranged (2d6+13 plus 2d6 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Burning touch, rock throwing
Special Qualities: Darkvision 60 ft., fiery illumination, immunity to fire, low-light vision, melt weapons, rock throwing, unholy toughness, vulnerability to cold, vulnerability to water
Saves: Fort +5, Ref +3, Will +14
Abilities: Str 37, Dex 7, Con —, Int 10, Wis 14, Cha 15
Skills: Climb +32, Intimidate +21, Jump +36, Spot +21
Feats: Cleave, Great Cleave, Improved Sunder, Iron Will, Multiattack, Power Attack
Environment: Temperate mountains
Organization: Solitary or pair
Challenge Rating: 11
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: —

Resembling a massive emaciated dwarf with a pronounced muzzle, this undead giant somewhat resembles a baboon. Rippling tongues of flame cover its entire body, and its eyes have been replaced with flickering fire. Portions of its flesh have decomposed, and through these holes burst jets of flame several feet in length. What remains of its armor is charred and melted. The sulfuric scent that accompanies the monstrosity is nearly overwhelming.

Firegaunts arise from the remains of fire giants who have frozen to death, their bodies spontaneously combusting into unexpiring torches. They have also been rumored to arise from fire giants so given to rage while alive that their fiery tempers burn brighter after death.

Firegaunts are instintively destructive, prone to long, seemingly aimless rampages, burning and slaying everything in their path, including their former kinsmen. They do not seek the company of others of their kind, although the paths of a pair of firegaunts may cross for time, doubling the devastation wrought.

Since they shed constant light, firegaunts have no aversion to sunlight. However, their nocturnal rampages are more impressive, and they often favor night attacks for the added intimidation factor.

Firegaunts are about 12 feet tall and weigh about 4,000 pounds.

Firegaunts speak Giant.

COMBAT

Firegaunts exist simply to smash and burn, throwing burning boulders until they close to melee range, then pounding, biting, and burning all prey and obstacles in their path.

Burning Touch (Su): A firegaunt's slam attacks deal an additional 2d20 points of fire damage (Fort DC 20 halves the damage). Similarly, any creature striking a firegaunt with natural attacks or unarmed strikes or grappling a firegaunt suffers 2d20 points of fire damage (Fort DC 20 half). Additionally, any creature subject to the fire damage must succeed on a DC 20 Reflex save or catch on fire. The flame burns for 1d4 rounds. Unless it is still in contact with the firegaunt, a burning creature can take a move action to put out the flames. A firegaunt's burning touch is a death effect, so raise dead will not restore a creature slain in by a firegaunt's burning touch to life (although resurrection or similar magic will). The save DC is Charisma-based.

Fiery Illumination (Ex): A firegaunt's flaming body continuously sheds light as a torch.

Melt Weapons (Ex): Any metal weapon that strikes a firegaunt must succeed on a DC 20 Fortitude save or melt away into slag. The save DC is Charisma-based.

Rock Throwing (Ex): Firegaunts are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A firegaunt can hurl rocks weighing 60 to 80 pounds each (Medium objects) up to five range increments, as if it were a Huge giant. The range increment is 140 feet for a firegaunt's thrown rocks.

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

Vulnerability to Water (Ex): Firegaunts are particularly vulnerable to water, and contact with it (such as wading into a pool or being splashed with a vial or bucket of water) inflicts 2d6 points of damage per strike. Complete immersion (including being caught in the rain or being subjected to a high volume of water, as from the geyser function of a decanter of endless water) inflicts 6d6 points of damage per round.

Originally appeared in Dragon Magazine #254 (1998).
 
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Shade

Monster Junkie
Resident

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-29.html

Resident
Medium Undead (Incorporeal)
Hit Dice: 6d12 (39 hp)
Initiative: +3
Speed: Fly 50 ft. (perfect) (10 squares)
Armor Class: 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14
Base Attack/Grapple: +3/—
Attack: Incorporeal touch +6 melee (1d6 cold)
Full Attack: Incorporeal touch +6 melee (1d6 cold)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, incorporeal grasp, keen of despair
Special Qualities: Darkvision 60 ft., incorporeal traits, natural invisibility, rejuvenation, spell resistance 11, +2 turn resistance, undead traits, vulnerability to remove curse
Saves: Fort +2, Ref +5, Will +7
Abilities: Str —, Dex 16, Con —, Int 10, Wis 14, Cha 19
Skills: Hide +12, Listen +13, Search +12, Spot +13
Feats: Ability focus (keen of despair), Alertness, Skill Focus (Search)
Environment: Any
Organization: Solitary
Challenge Rating: 5
Treasure: None
Alignment: Usually lawful neutral
Advancement: 7-14 HD (Medium)
Level Adjustment: —

A soundless, vaporous apparition of roughly humanoid shape briefly flickers nearby.

A resident is a tormented soul, doomed to exist among the living until it can find self-forgiveness. In life, a resident was a person who was offered true love, but lacked the courage or conviction to accept the blessing and thus lost it, becoming embittered.

A resident haunts a fixed location, usually a place where its love once lived or where the two met in life. However, should it discover someone who strongly resembles its lost love, the resident often abandons its vigil and proceeds to follow this surrogate love, who will never be harmed. It seeks not to impose its own will on the world, but instead seeks a focus for its existence.

A resident allows its love to lead his or her own life and defeat ordinary challenges without interference. Although an unattached resident usually remains close to home, it also walks among the living to remind itself of what could have been. Thus, its faith in its curse is renewed. It is a driven creature, clinging to self-hatred and anger, quick to offer love and devotion, and quick to defend its beloved surrogate.

A resident's presence is evident by its deeds, such as completing chores on its surrogate's behalf, recovering lost or desired objects and leaving them where its surrogate can find them, and the like.

A resident is also a protector of its love, and it seeks vengeance on anyone who troubles the surrogate, particularly if the offender is beyond the surrogate's reach. To annoy a surrogate is to risk punishment; to gain its hatred by harming its beloved is to court death.

Residents are 5 to 7 feet tall and weightless.

Residents speak any languages they knew in life (usually Common).

COMBAT

A resident usually remains invisible, even when it attacks, but it can choose to appear as a soundless, vaporous apparition of manlike shape. In melee, a resident only attacks if its surrogate is in trouble. A resident usually just attempts to grab an opponent in its incorporeal grasp until it is dead or incapacitated.

Keen of Despair (Su): A resident can unleash its keen as either a 60-foot cone or 30-foot spread centered on itself. Creatures in the area must succeed on a DC 17 Fortitude save or become paralyzed with fear for 1d6 rounds. Once a resident keens, it must wait 1d4 rounds before it can do so again, and it can keen no more than three times per day. This is a sonic, fear effect. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, a resident must hit a Large or smaller opponent with a incorporeal touch attack. Despite being incorporeal, 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 with its incorporeal grasp (see below).

Incorporeal Grasp (Su): Unlike most incorporeal creatures, a resident may make grapple attacks against corporeal creatures. Both the resident and its opponents use their Charisma modifiers for performing grapple checks.

Each round, the attached resident deals 1d8 points of cold damage and 1 point of each of Str, Dex, and Cha damage.

Natural Invisibility (Su): This ability is constant, allowing a resident to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.

Rejuvenation (Su): In most cases, it’s difficult to destroy a resident through simple combat: The “destroyed” spirit will often restore itself in 2d6 days. Even the most powerful spells are usually only temporary solutions. A resident that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + resident's HD) against DC 16. As a rule, the only way to get rid of a resident for sure is to confront it with evidence that its surrogate does not wish it around, and then cast an atonement spell upon it.

Telekinesis (Su): A resident can use telekinesis as a standard action (caster level 6th). When a resident uses this power, it must wait 1d4 rounds before using it again.

Vulnerability to Remove Curse (Su): A remove curse or break enchantement spell cast upon a resident destroys it immediately unless it succeeds on a Will save. The resident will rejuvenate as normal if destroyed in this manner. Regardless of whether the save is successful, casting one of these spells upon a resident triggers its keen of despair ability as an immediate action (even if the resident hasn't waited 1d4 rounds since its last use).

Originally appeared in Van Richten's Monster Hunter's Compendium, Volume Two (1999).
 
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Shade

Monster Junkie
Lomendur, Tabur

http://www.enworld.org/forum/genera...nversion-thread-supernatural-familiars-4.html

Lomendur, Tabur
Tiny Outsider (Extraplanar, Lawful)
Hit Dice: 3d8 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares), fly 40 ft. (perfect), swim 40 ft.
Armor Class: 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple: +3/-5
Attack: Unarmed strike +5 melee (1d3)
Full Attack: Unarmed strike +5 melee (1d3) or flurry of blows +3/+3 melee (1d3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Martial artist, spell-like abilities
Special Qualities: Alternate form, damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to petrification and poison, low-light vision, resistance to acid 5 and fire 5
Saves: Fort +3, Ref +5, Will +5
Abilities: Str 10, Dex 15, Con 10, Int 10, Wis 14, Cha 13
Skills: Diplomacy +7, Disguise +7, Hide +16, Knowledge (any one) +6, Listen +8, Move Silently +8, Spellcraft +6, Spot +8
Feats: Deflect Arrows, Improved Unarmed Strike (B), Stunning Fist
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always lawful neutral
Advancement: 4–6 HD (Tiny)
Level Adjustment: — (Improved Familiar)

This creature resembles a small, white marble statue of a humanoid. It has perfect, symmetrical proportions, and pure white hair that matches its skin. Its eyes look like silvery pools.

Lomendur are lesser beings of neutrality that often serve as familiars to spellcasters of similar alignment.

Tabi hail from the Clockwork Nirvana of Mechanus. They are wholly devoted to order and discipline untainted by cruelty or kindness; good and evil are irrelevant to them. They never let other considerations get in the way of true harmony and order.

A tabur stands 2 feet tall and weighs 6 pounds.

Lomendur speak Common, Celestial, and Infernal.

A tabur can be aquired as a familiar with the Improved Familiar feat, beginning at 7th level if the character is of neutral good alignment.

COMBAT

A tabur only battles when necessary to preserve or restore order. It fights much like a monk, using martial arts to great effect. A tabur often uses its feign death ability before a fight, to surprise foes with a sudden strike.

A tabur's natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.

Alternate Form (Su): A tabur can assume another form at will as a standard action. Each tabur can assume one or two forms from the following list: badger, dog, hawk, or Tiny hare (see below).

Tiny Hare Form:
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +3/-5
Attack: Bite +5 melee (1d3)
Full Attack: Bite +5 melee (1d3)
Special Attacks: —
Special Qualities: Low-light vision, scent
Space/Reach: 2-1/2 ft./0 ft.
Abilities: Str 10, Dex 15, Con 10
Skills: In its Tiny hare form, a lomendur gains a +4 racial bonus on Listen checks and an additional +4 speed bonus on Jump checks.
Feats: In its Tiny hare form, a lomendur gains Run as a bonus feat.

Feign Death (Su): A tabur can place itself in a cataleptic state that is nearly impossible to distinguish from death. Although able to smell, hear, and know what is going on, the tabur is blind and has no sense of touch or pain. Its breathing is slowed to the point of being undetectable.

A creature examining the tabur may attempt a Heal check opposed by the tabur's Disguise check to detect the ruse. The tabur gains a +10 circumstance bonus on Disguise checks to feign death.

Martial Artist (Ex): A tabur has the unarmed strike damage and flurry of blows ability of a monk of its size and Hit Dice.

Spell-Like Abilities: At will—detect evil, detect good, speak with animals; 1/day—hold person (DC 14). Caster level 6th. The save DCs are Charisma-based.

Once per week a tabur can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

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

Originally appeared in Dragon Magazine #86 (1984).
 
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Shade

Monster Junkie
Lurker Between

http://www.enworld.org/forum/general-monster-talk/82565-send-clowns-converting-oddballs-17.html

Lurker Between
Diminutive Aberration
Hit Dice: 1d8 (4 hp)
Initiative: +6
Speed: 5 ft. (1 square), climb 5 ft.
Armor Class: 20 (+4 size, +6 Dex), touch 20, flat-footed 14
Base Attack/Grapple: +0/–16
Attack: —
Full Attack: —
Space/Reach: 1 ft./0 ft.
Special Attacks: x
Special Qualities: Damage reduction 5/slashing or piercing, darkvision 60 ft., low-light vision, scent, tremorsense x ft.
Saves: Fort +0, Ref +6, Will +6
Abilities: Str 1, Dex 22, Con 11, Int 5, Wis 18, Cha 4
Skills: 4
Feats: 1
Environment: Underground
Organization: Solitary, pair, or flock (3-5)?
Challenge Rating: x
Treasure: None
Alignment: Always neutral
Advancement: x-x HD (Diminutive)
Level Adjustment: —

Desc.

Flavor text.

COMBAT

Tactics.

Originally appeared in Imagine Magazine #21 (1984)
 

Shade

Monster Junkie
Ray, Electric

http://www.enworld.org/forum/general-monster-talk/260747-converting-real-world-animals-vermin-7.html

Ray, Electric
Medium Animal (Aquatic)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: Swim 30 ft. (6 squares)
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+2
Attack: —
Full Attack: —
Space/Reach: 5 ft./5 ft.
Special Attacks: Lethal shock, stunning shock
Special Qualities: Low-light vision
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 12, Dex 15, Con 13, Int 1, Wis 12, Cha 4
Skills: Hide +6*, Move Silently +4, Spot +5
Feats: Stealthy
Environment: Warm aquatic
Organization: Solitary, pair, or school (5-12)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: —

This large, flat ray is as long as a human. Its body is disc-shaped, projecting caudal fins of varying lengths.

Electric rays, also known as torpedo rays, have a special organ that generates electricity. This energy is stored in its tissues, and can be released in a stunning jolt.

Females electric rays are ovoviviparous, meaning they form eggs but do not lay them. The young emerge from the eggs within the body of the female, and she gives live birth.

An electric ray is 6 feet long and weighs roughly 200 pounds.

COMBAT

An electric ray emits a stunning shock to capture prey or to deter predators. If greatly threatened, it unleashes its lethal shock, then flees.

Lethal Shock (Su): Once every 5d4 rounds, an electric ray may release a burst of electricity. This effect has a radius of 15 feet, and deals 2d6 points of electricity damage and stuns victims for 2d4 rounds. A DC 12 Reflex save negates the stunning effect and reduces the damage by half. The save DC is Constitution-based.

Stunning Shock (Su): Once per round, an electric ray can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents (Reflex DC 12 half ). The save DC is Constitution-based.

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

*When it is lying still along the seafloor, an electric ray has a +4 racial bonus on Hide checks.

Originally appear in Dragon Magazine #116 (1986).
 
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Shade

Monster Junkie
Umibozu

http://www.enworld.org/forum/genera...l-qadim-oriental-adventures-creatures-48.html

Umibozu
Gargantuan Undead (Aquatic)
Hit Dice: 22d12 (143 hp)
Initiative: +6
Speed: 50 ft. (10 squares), swim 50 ft.
Armor Class: 20 (-4 size, +2 Dex, +12 natural), touch 8, flat-footed 18
Base Attack/Grapple: +11/+35
Attack: Tentacle +19 melee (2d8+12/19-20)
Full Attack: 6 tentacles +19 melee (2d8+12/19-20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Capsize, stunning strike
Special Qualities: Darkvision 60 ft., +2 turn resistance, undead traits
Saves: Fort +7, Ref +11, Will +18
Abilities: Str 34, Dex 15, Con —, Int 7, Wis 20, Cha 20
Skills: Intimidate +30, Spot +30, Swim +20
Feats: Awesome Blow, Combat Reflexes, Dire Charge, Improved Critical (tentacle), Improved Initiative, Improved Sunder, Lightning Reflexes, Power Attack
Environment: Any aquatic
Organization: Solitary
Challenge Rating: 11
Treasure: Standard
Alignment: Always lawful evil
Advancement: 23-44 HD (Gargantuan); 45-66 HD (Colossal)
Level Adjustment: —

The water begins to bubble and swell before a massive, dark-gray entity surfaces. Its head vaguely resembles that of a shaven monk, although its eyes are oversized for its face. Long, serpentine tentacles lash about, dripping rivulets of seawater.

Umibozu are massive, undead that harass seafaring vessels and their crews. It is unknown whether umibozu are a collective entity formed from monks who lost their lives at sea, or simply undead versions of an unknown gigantic yōkai. Regardless of their origin, these cruel undead will often toy with sailors, demanding a bucket be placed upon the deck which it will fill with seawater until the ship sinks. Enterprising seafarers have designed variant bags of holding known as bottomless barrels to avoid such fates when sailing through umibozu-infested waters.

Umibozu stand 40 feet tall. Coloration ranges from dark gray to utterly black, except for glowing yellow or scarlet eyes.

Umibozu speak Aquan, Common, and Infernal.

COMBAT

Umibozu enjoy frightening and intimidating crews before tearing a ship asunder. They also like batting sailors into the sea with their massive tentacles, one at a time.

Capsize (Ex): A submerged umibozu that surfaces under a boat or ship less than 30 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 30 to 80 feet long and a 20% chance to capsize one over 80 feet long.

Crushing Blow (Ex): As a full-round action, an umibozu can set up vibrations within the hull of a boat that can split its hull asunder. The ship is hit automatically, taking XdY+Z slam damage. The ship's pilot must make a DC 33 Profession (sailor) check after each hit to keep the vessel from being breached and sinking in 1d10 minutes. Apply a modifier to the DC based on the type of ship: rowboat +4, keelboat +2, sailing ship or longship +0, warship -3, galley -5. Regardless of the ship's saving throw result, characters aboard the ship must make DC 33 Reflex saves; a successful save means the character takes 1d4 points of damage; on a failed save, a character on deck is hurled overboard and a character belowdecks takes 2d4 points of damage. The save and check DCs are Strength-based.

Stunning Strike (Ex): Any creature struck by two of an umibozu's tentacle attacks in a single round must make a DC 33 Fortitude save or be stunned for 2d4 rounds. The save DC is Strength-based.

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

Based on the sea bonze that originally appeared in Dragon Magazine #26 (1979).
 
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Shade

Monster Junkie
Vrykolakas, Greater

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-47.html

Vrykolakas, Greater
Medium Undead (Extraplanar)
Hit Dice: 13d12 (84 hp)
Initiative: +10
Speed: 30 ft. (6 squares)
Armor Class: 25 (+6 Dex, +9 natural), touch 16, flat-footed 19
Base Attack/Grapple: +6/+14
Attack: Slam +15 melee (1d10+8 plus energy drain)
Full Attack: 2 slams +15 melee (1d10+8 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Call of the dead, energy drain, fear aura, life-sapping gaze, oppress sleeper
Special Qualities: Damage reduction 10/silver, darkvision 60 ft., fast healing 5, rejuvenation, spell resistance 16, undead traits, vulnerability to exorcism
Saves: Fort +4, Ref +10, Will +8
Abilities: Str 26, Dex 22, Con —, Int 10, Wis 13, Cha 23
Skills: Bluff +11, Hide +26, Intimidate +17, Listen +23, Move Silently +16, Search +8, Spot +23
Feats: Ability Focus (fear aura), Cleave, Combat Reflexes, Improved Initiative (B), Lightning Reflexes (B), Power Attack, Weapon Focus (slam)
Environment: Infinite Layers of the Abyss
Organization: Solitary or oppression (1 plus 2-10 lesser vryolakas)
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 14-20HD (Medium); 21-26 HD (Large)
Level Adjustment: —

The skin of this cadaverous humanoid is distended, hard, and livid. Its body is so swollen that its arms are stretched out on each side like the arms of a cross. Its body and head are nearly devoid of hair, except upon its face, which is covered with dark and curly hair. Its gaping mouth sports white, sharp teeth.

Vrykolakas are vampiric undead that aries when a demonic spirit from the Abyss enters an animates a corpse.

Vrykolakas delight in inflicting random violence and spreading panic. They feed upon terror and fright rather than blood. Although they are nocturnal like most undead, they have no aversion to sunlight and often terroize victims during the day for the added fright it causes.

Vrykolakas grow in power the longer they feed, eventually becoming the horrific greater vrykolakas after 80 days. In a short time, a single vrykolakas can gather a large pack of spawn. As its power grows, so does its audacity and bloodlust. A single vrykolakas can completely devastate entire villages.

Legends tell of an entire Isle of the Undead, a locale decimated by a great cataclysm whose inhabitants are now all walking dead. The stories claim that this isle is so thick with vrykolakas that these unholy horrors pace the shores, branzenly awaiting anyone to dare set foot on shore.

A vrykolakas is as tall as it was in life. They are often bloated on the blood of their victims and can weigh up to twice what they did in life, but a vrykolakas that has not fed for a long time shrivels like a dried-out wineskin and sounds as hollow as a drum. Such a creature may only weigh half what it did in life. A vrykolakas that was once an average male human may be anywhere between 90 and 360 pounds.

Vrykolakas speak Abyssal and Common.

COMBAT

Vrykolakas prefer to elevate the feelings of dread and terror in their victims before restorting to straightforward violence, using its call of the dead and oppress sleeper abilities. In melee, it is a savage, feral adversary.

Call of the Dead (Su): Once a night, a greater vrykolakas can call out the name of a sapient creature within 200 feet. This supernatural attack does not need line of sight, the intended target just needs to be able to hear the vrykolakas's call. This is a sonic, mind-affecting, fear effect.

The vrykolakas must call out the target's personal, individual name. If the target is a stranger or is using a false name the call automatically fails. Assuming the call uses the correct name, the target must succeed at a DC 22 Will save or be affected by the call and cry out an answer to the vrykolakas. Those affected will feel a impending sense of dread, and become convinced that a ghastly death is inexorably creeping up on them. At noon the following day, the call's curse will complete itself, and the target must make a DC 22 Fortitude save or drop dead from fright. Even if the Fortitude save is successful, the subject takes 3d6 points of damage. A remove curse or break enchantment spell can remove the call of the dead before it manifests itself. The save DCs are Charisma-based.

Energy Drain (Su): Living creatures hit by a greater vrykolakas's slam attack gain two negative levels. The DC is 22 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vrykolakas gains 5 temporary hit points.

Fast Healing (Ex): A greater vrykolakas heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, its body dissolves into invisible vapour (as per the invisibility plus gaseous form spells) and flies directly back to its lair. Any additional damage dealt to a vrykolakas forced into gaseous form has no effect. If it cannot enter its lair due to a protection from evil effect or the like, it travels to the nearest suitable spot such as an open grave, the cellar of an abandoned house or a cave. Once it reaches its destination, the gaseous form ends and the vrykolakas resumes corporeal form. The vrykolakas is then helpless for the next hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.

If the vrykolakas is burnt to ashes (-10 hit points or less) while it is resting as a corpse during the day, or after it has been rendered helpless as described above, it is permanently destroyed.

Fear Aura (Su): A greater vrykolakas can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 24 Will save or be affected as though by a fear spell (caster level 13th). A creature that successfully saves cannot be affected again by the same greater vrykolakas's aura for 24 hours. The save DC is Charisma-based.

Life-Sapping Gaze (Su): Energy drain, 2 negative levels, 30 feet, Fortitude DC 22 negates. The save DC is Charisma-based.

Oppress Sleeper (Su): Once per night, a greater vrykolakas can sit upon a sleeping creature, causing agonizing nightmares of a horrific presence crushing them under its oppressive weight. The victim gets no benefit from their night's sleep, and takes 1 point of Constitution drain. Any humanoid slain by this ability rises as a vrykolakas the following night. Such vrykolakas are under the command of the vrykolakas that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. At any given time a vrykolakas may have enslaved vrykolakas totaling no more than half its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vrykolakas.

Rejuvenation (Su): In most cases, it’s difficult to destroy a greater vrykolakas through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A greater vrykolakas that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + greater vrykolakas's HD) against DC 16. The only way to permanently destroy a greater vrykolakas is to burn its body while it is helpless (see fast healing, above).

Vulnerability to Exorcism (Ex): A greater vrykolakas is destroyed if a banishment spell or greater spell with the power to banish evil extraplanar creatures is successfully cast upon it. Its body decays into dust and bones within a round. However, it will reform (see rejuvenation, above) unless the remains are immolated in fire.

Skills: Greater vrykolakas have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, and Spot checks.

Originally appeared in Dragon Magazine #126 (1987).
 
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Shade

Monster Junkie
Phantasm

http://www.enworld.org/forum/general-monster-talk/78935-converting-monsters-dungeon-magazine-50.html

Phantasm
Large Outsider (Extraplanar, Good)
Hit Dice: 4d8+8 (26 hp)
Initiative: +3
Speed: 50 ft. (10 squares), fly 60 ft. (average)
Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: +4/+12
Attack: Hoof +7 melee (1d6+4)
Full Attack: 2 hooves +7 melee (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Cursed wound, mark of the phantasm, spell-like abilities
Special Qualities: Darkvision 60 ft., low-light vision, planar journey, spell resistance 20
Saves: Fort +6, Ref +7, Will +7
Abilities: Str 19, Dex 16, Con 15, Int 14, Wis 13, Cha 18
Skills: Appraise +9, Diplomacy +13, Heal +8, Knowledge (arcana) +9, Knowledge (the planes) +9, Listen +8, Move Silently +10, Sense Motive +8, Spot +8, Survival +1 (+3 on other planes), Use Magic Device +11
Feats: Flyby Attack, Iron Will
Environment: Ethereal Plane
Organization: Solitary
Challenge Rating: 4
Treasure: No coins; triple goods (gems and jewelry only); triple items (no potions or scrolls)
Alignment: Always neutral good
Advancement: 5-9 HD (Large) and 10-16 HD (Huge)
Level Adjustment: —

This large, majestic white deer flies on rainbow-colored wings.

Phantasms are deerlike creatures native to the Ethereal Plane. About once a century, a phantasm visits the Material Plane, observing the many things that go on in the world and collecting various magical items to take back to its lair. Phantasms draw nourishment from magical energies. Doing so has no adverse effect upon the magic item. Each magic item has a unique "flavor", so phantasms generally seek out a wide variety of magic items upon which to feed.

Phantasms may spend only a single year at a time upon the Material Plane. Each day thereafter, the phantasm permanently loses 1 hit point each day.

Good-aligned creatures may form friendships with phantasms, but relationships with non-ethereal creatures are always brief due to the phantasm's limited time on the Material Plane. A phantasm rarely tells any non-phantasm the location of its lair, out of fear for the safety of its kin. On rare occasions, a phantasm might reward those who aid it with a gift from its treasure store, most often to spellcasters who remove its wounds.

A typical phantasm stands 8 feet high at the shoulder, weighs 2,000 pounds, and has a wingspan of 25 feet.

Phantasms speak Common.

COMBAT

Phantasms never initiate hostilities, fighting only if they cannot escape pursuit.

A phantasm's natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

Cursed Wound (Ex): The damage a phantasm deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a phantasm must succeed on a DC 18 caster level check, or the spell has no effect on the injured character. Likewise, wounds dealt upon the phantasm do not heal naturally and resist healing magic in a similar manner. The save DC is Charisma-based and includes a +2 racial bonus.

Mark of the Phantasm (Su): Once per day, a phantasm may attempt target a single creature within 30 feet that has attacked it with a special curse. The target must succeed on a DC 20 Will save or become a pariah among all humanoids and phantams. An affected creature is indeliby marked as a foe of phantasms, and all phantasms can detect the creature's presence if within one mile. All humanoids within 30 feet of the creature must succeed on a DC 20 Will save or gain an aversion to the victim for 10 minutes. Affected humanoids must stay at least 20 feet from the victim, alive or dead; if already within 20 feet, they move away. A humanoid unable to move away, or one attacked by the victim, is overcome with revulsion. This revulsion causes the humanoid to become hostile to the victim and lasts until the humanoid is no longer within 20 feet of the curse's victim. The aversion is a compulsion effect. A remove curse or similar magic removes this effect. This ability is otherwise similar to antipathy as the spell (caster level 16th). The save DC is Charisma-based and includes a +4 racial bonus.

Planar Journey (Sp): Once every 111 years, a phantasm may enter the Material Plane. This ability transports the phantasm and any treasure it carries, but cannot transport others. It is otherwise similar to the plane shift spell (caster level 13th).

At any point within the next year, the phantasm may use plane shift to return to the Ethereal Plane in a similar manner.

Spell-Like Abilities: Always active—detect magic, read magic; 1/day—haste. Caster level 4th. The save DCs are Charisma-based.

Originally appeared in Dungeon Magazine #5 (1987).
 
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Shade

Monster Junkie
http://www.enworld.org/forum/general-monster-talk/259739-special-conversion-thread-aboleths-14.html

Aboleth, Grand
Colossal Aberration (Aquatic)
Hit Dice: 40d8+400 (580 hp)
Initiative: +5
Speed: 10 ft. (2 squares), swim 60 ft.
Armor Class: 21 (-8 size, +1 Dex, +18 natural), touch 3, flat-footed 20
Base Attack/Grapple: +30/+64
Attack: Tentacle +40 melee (4d8+18 plus slime)
Full Attack: 4 tentacles +40 melee (4d8+18 plus slime)
Space/Reach: 30 ft./30 ft.
Special Attacks: Enslave, frightful presence, psionics, slime, spells
Special Qualities: Amphibious, darkvision 60 ft., knowledgeable, mucus cloud, telepathy 60 ft., telepathic overmind
Saves: Fort +23, Ref +14, Will +34
Abilities: Str 46, Dex 12, Con 30, Int 33, Wis 31, Cha 31
Skills: Bluff +53, Concentration +53, Diplomacy +61, Disguise +10 (+14 acting), Intimidate +57, Knowledge (arcana) +54, Knowledge (history) +54, Knowledge (religion) +54, Knowledge (the planes) +54, Listen +53, Sense Motive +53, Spellcraft +61 (+65 scrolls), Spot +53, Survival +10 (+14 on other planes), Swim +26, Use Magic Device +53 (+57 scrolls)
Feats: Ability Focus (enslave), Automatic Quicken Spell, Combat Casting, Epic Spellcasting, Improved Initiative, Improved Spell Capacity (x2), Iron Will, Quicken Spell, Quicken Spell-Like Ability (telekinesis), Skill Focus (Spellcraft), Spell Knowledge (x2), Spell Stowaway (time stop)
Environment: Underground
Organization: City (grand aboleth plus 1d2 ruler aboleths plus 3-8 noble aboleths, 7-12 greater aboleths, 35-60 aboleths or saltwater aboleths and 60-160 skum)
Challenge Rating: 27
Treasure: Quadruple standard
Alignment: Lawful evil
Advancement: —
Level Adjustment: —

Resembling a primeval fish over seventy feet long, this bloated monstrosity has an oversized bulbous head and crescent-shaped tail. Bony ridges protect its three slit-shaped eyes, stacked horizontally on the front of its head. Long tentacles writhe about its body, dripping mucus.

The grand aboleth is the largest aboleth in existence. It dwells in a vast chamber in the midst of the largest aboleth city, which floats on the lowest portion of the worlds underground seas. All aboleths follow its commands, and the grand aboleth is in constant telepathic communication with all aboleths on its world.

It is rumored that multiple grand aboleths exist, each on a different world of the Material Plane.

The grand aboleth has a pink belly. Four pulsating blue-black orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. The grand aboleth is over 70 feet long and weighs many tons.

Aboleths speak their own language, as well as Undercommon and Aquan.

COMBAT

The grand aboleth attacks by flailing with its long, slimy tentacles, although it prefers to fight behind its aboleth servants, using its psionic powers at range.

Astral Caravan (Sp): Once per day, the grand aboleth can lead an expedition through the Astral Plane. This functions exactly as the psionic power of the same name, with augmentation.

Enslave (Su): At will, the grand aboleth can attempt to enslave any one living creature within 60 feet. The target must succeed on a DC 33 Will save or be affected as though by a dominate person spell (caster level 20th). An enslaved creature obeys the aboleth’s telepathic commands until freed by break enchantment (remove curse has no effect), and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 5 miles from its slave. The save DC is Charisma-based and includes a +3 racial bonus.

Frightful Presence (Su): The grand aboleth can inspire terror by charging or attacking. Affected creatures must succeed on a DC 28 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the grand aboleth. The save DC is Charisma-based.

Knowledgeable (Ex): The grand aboleth makes Knowledge checks for any Knowledge skills as if it had a minimum of 10 ranks in that skill. To surpass the 10-rank minimum, it must assign more than 10 ranks to the skill as normal. Additionally, the grand aboleth gains a +20 racial bonus on all Knowledge checks.

Mucus Cloud (Ex): The grand aboleth underwater surrounds itself with a viscous cloud of mucus roughly 20 feet thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 28 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.

Psionics (Sp): At will—astral projection, detect chaos/evil/good/law, detect magic, detect thoughts (DC 23), dimension door, hypnotic pattern (DC 22), illusory wall (DC 24), levitate, major image (DC 22), mirage arcana (DC 25), persistent image (DC 25), programmed image (DC 26), project image (DC 27), telekinesis (DC 25), veil (DC 26). 3/day—energy resistance, freedom of movement, heal, quickened telekinesis (DC 25). Effective caster level 30th. The save DCs are Charisma-based.

Slime (Ex): A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 28 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.

A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.

Spells: The grand aboleth casts spells as a 30th-level sorcerer.

Sorcerer Spells Known (6/9/9/8/8/8/8/7/7/7/2/1, 4 epic/day, save DC 20 + spell level):
0 (automatically quickened)—arcane mark, dancing lights, detect magic, ghost sound, mage hand, prestidigitation, read magic, resistance, touch of fatigue;
1st (automatically quickened)—chill touch, color spray, mage armor, true strike, ventriloquism;
2nd (automatically quickened)—blur, daze monster, mirror image, misdirection, touch of idiocy;
3rd (automatically quickened)—dispel magic, dispacement, haste, rage;
4th—black tentacles, confusion, crushing despair, enervation;
5th—cloudkill, feeblemind, mind fog, waves of fatigue;
6th—control water, greater dispel magic, true seeing;
7th—finger of death, greater teleport, insanity;
8th—antipathy, demand, mind blank, moment of prescience;
9th—foresight, mage's disjunction, mass hold monster, power word kill, time stop, weird;
Epic—soul dominion, soul scry.

Telepathic Overmind (Su): The grand aboleth's telepathy extends to anywhere on the same plane when it communicates with its slaves and subject aboleths.

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

Psionic Grand Aboleth

The psionic grand aboleth does not possess spell-like abilities or the enslave ability of the standard grand aboleth. Instead, it has psi-like abilities, including psionic dominate.

Special Attacks: Bite, enslave, frightful presence, psionics, psi-like abilities, slime
Special Qualities: Amphibious, astral projection, darkvision 60 ft., knowledgeable, mucus cloud, telepathy 60 ft.
Skills: Autohypnosis +57, Bluff +53, Concentration +57, Diplomacy +61, Disguise +10 (+14 acting), Intimidate +57, Knowledge (history) +54, Knowledge (psionics) +54, Knowledge (the planes) +54, Listen +53, Psicraft +61 (+65 power stones), Sense Motive +53, Spot +53, Survival +10 (+14 on other planes), Swim +26, Use Psionic Device +53 (+57 power stones)
Feats: Ability Focus (enslave), Alertness, Combat Manifestation, Extend Power, Epic Expanded Knowledge, Improved Initiative, Improved Manifestation (x2), Improved Metapsionics, Iron Will, Maximize Power, Psionic Meditation, Quicken Power, Twin Power

Astral Projection (Ps): The psionic grand aboleth may use astral projection as a psi-like ability. This otherwise functions as the spell of the same name. This is the equivalent of a 9th-level power.

Psionic Powers: The psionic grand aboleth manifests powers as a 30th-level psion. It has mastered psionics, and may select its powers from all disciplines. The save DCs are Intelligence-based.

Typical Psion Powers Known (power points 443):
1st—burst, dissipating touch, force screen, inertial armor, offensive precognition, offensive prescience;
2nd—biofeedback, brain lock, clairvoyant sense, cloud mind, inflict pain;
3rd—dispel psionics, energy retort, escape detection, forced share pain, hostile empathic transfer, hustle;
4th—correspond, death urge, mindwipe, quintessence, power leech, psionic modify memory, remote viewing, schism, thieving mindlink;
5th—baleful teleport, clairtangent hand, ectoplasmic shambler, metaconcert, mind probe, psionic true seeing, psychic crush, shatter mind blank;
6th—form of doom*, mass cloud mind, mind switch, null psionics field, temporal acceleration;
7th—crisis of life, fate of one, fission, insanity, reddopsi, ultrablast;
8th—astral seed, bend reality, hypercognition, mass time hop, mind seed, psionic greater teleport, true metabolism;
9th—affinity field, assimilate, psychic chirurgery, time regression, timeless body.
*Acquired via Epic Expanded Knowledge feat.

Psi-Like Abilities: At will—adapt body, astral traveler, body equilibrium, disable (65-ft. cone, 23 HD, DC 30*), false sensory input (eight targets, DC 23*), mental disruption (50-ft. radius, DC 30*), mindlink (unwilling, twenty targets, DC 21*), psionic dimension door (move action*), psionic levitate, read thoughts (DC 22), telekinetic force (625 lbs., DC 22*), telekinetic maneuver (+33 check modifier*), telekinetic thrust (625 lbs., DC 23*); 3/day—body adjustment (8d12*), ego whip (ML 14th, 3d4, DC 26*), id insinuation (ML 14th, six targets, DC 27*), psionic dominate (any 2 targets, 20 days, DC 32*), thought shield (power resistance 30, 18 rounds*); 1/day—astral caravan (25% miss chance, observed speed 40 ft., Knowledge (the planes) check once every 12 hours*), psionic modify memory (DC 24), remote viewing (DC 24), wall of ectoplasm (DC 24). Manifester level 30th. The save DCs are Charisma-based.

*Includes augmentation for the aboleth’s manifester level.

The Grand Aboleth and Lords of Madness
If you are using Lords of Madness in your campaign, the grand aboleth may qualify for a number of the aboleth specific feats.

Originally appeared in Dragon Magazine #131 (1988).
 
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