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Shade

Monster Junkie
Vodoni Space Spider

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-32.html

Vodoni Space Spider
Large Outsider (Earth, Native)
Hit Dice: 10d8+30 (75 hp)
Initiative: +4
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 20 (-1 size, +4 Dex, +7 natural), touch 13, flat-footed 16
Base Attack/Grapple: +10/+17
Attack: Bite +12 melee (1d10+3 plus poison)
Full Attack: Bite +12 melee (1d10+3 plus poison) and 2 pincers +10 melee (1d8+1)
Space/Reach: 10 ft./10 ft.
Special Attacks: Poison, powerful jaws
Special Qualities: Breathless, crystalline, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, tremorsense 60 ft., vulnerability to sonic
Saves: Fort +10, Ref +11, Will +9
Abilities: Str 16, Dex 18, Con 17, Int 16, Wis 15, Cha 16
Skills: Balance +19, Climb +24, Diplomacy +5, Escape Artist +17, Hide +17, Intimidate +16, Jump +32, Listen +15, Move Silently +17, Sense Motive +15, Spot +19, Tumble +19, Use Rope +4 (+6 bindings)
Feats: Combat Reflexes, Improved Sunder, Multiattack, Power Attack
Environment: Any land and space
Organization: Solitary or nest (30-180 plus 3-18 diamond spinners and one master spinner)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: 11-14 HD (Large)
Level Adjustment: —

This large spider seems to be made of glass, with strange, multi-colored internal organs. It occasionally emits a high-pitched tinkling sound.

Vodoni space spiders are shy earth creatures found mostly on diamond-laden asteroids in the void of space. Many scholars believe the spiders are distant relatives of the xorn and xaren, while others postulate that space spiders are actually a more advanced space-based form of the crysmal.

The eggs of space spiders contain diamonds in them worth 10-100 gp each, making them highly-coveted by spacefaring races. It is not known whether the gems are produced naturally within the mother spider and then laid with the egg, or whether the egg-laying process requires the location of a suitable supply of diamonds. Hatchlings devour the diamond enclosed in their crystalline shell as they grow, much as a young chicken feeds off the yolk of an egg before it is ready to hatch. The young mature fully within twenty days.

Vodoni space spiders are 10 feet in diameter and weigh 10,000 pounds.

Vodoni space spiders speak Terran and their own language, which consists of a series of high-pitched tinkling sounds.

COMBAT

Vodoni space spiders are generally shy and reclusive, but will defend their eggs with great tenacity. Anyone or anything that wanders into their lair, even accidentally, is immediately killed to protect the secret location of the nest.

Breathless (Ex): Vodoni space spiders do not breathe, so they are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poisons).

Crystalline (Ex): Vodoni space spiders are considered crystalline creatures for the purposes of any spells that specifically target (or have greater effects against) crystalline creatures (such as shatter and shout).

Poison (Ex): Injury, Fortitude DC 18, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

Powerful Jaws (Ex): Vodoni space spiders ignore the first 5 points of hardness with their bite attacks.

Skills: Vodoni space spiders have a +4 racial bonus on Hide and Spot checks, a +8 racial bonus on Climb checks, and a +10 racial bonus on Jump checks. A Vodoni space spider can always choose to take 10 on Climb checks, even if rushed or threatened. Vodoni space spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

Originally appeared in SJA4 - Under the Dark Fist (1991).
 
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Shade

Monster Junkie
Devil, Mezzikim

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-8.html

Devil, Mezzikim
Medium Outsider (Baatezu, Evil, Extraplanar, Incorporeal, Lawful)
Hit Dice: 6d8+18 (45 hp)
Initiative: +3
Speed: 30 ft. (6 squares), fly 60 ft. (perfect)
Armor Class: 18 (+3 Dex, +5 deflection), touch 18, flat-footed 15
Base Attack/Grapple: +6/—
Attack: —
Full Attack: —
Space/Reach: 5 ft./5 ft.
Special Attacks: Possession, spell-like abilities
Special Qualities: Darkvision 60 ft., incorporeal traits, see in darkness, spell resistance 12, telepathy 100 ft.
Saves: Fort +8 Ref +8, Will +7
Abilities: Str —, Dex 17, Con 16, Int 10, Wis 15, Cha 20
Skills: Balance +5, Bluff +14, Concentration +12, Diplomacy +7, Disguise +14 (+16 acting), Intimidate +16, Knowledge (the planes) +9, Listen +11, Spot +11, Survival +2 (+4 on other planes), Tumble +12
Feats: Ability Focus (possession), Dodge, Mobility
Environment: Nine Hells of Baator
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always lawful evil
Advancement: 7-12 HD (Medium)
Level Adjustment: —

A sudden chill followed by a sense of foreboding sends a chill down your spine, as if an evil presence were nearby.

Mezzikim are the tortured souls of devils in Hell, sent to the Material Plane to cause pain and suffering among mortals. They come from the ranks of any lesser baatezu, most commonly abishai, barbazu, and hamatula.

Mezzikim generally arise from offenses against one of the Lords of the Nine or other baatezu nobles. Their physical bodies are restrained within magical circles and then tortured for six hundred sixty-six nights. When the ritual is complete, the souls of the devils are only too ready to flee the scarred and burned husks of their bodies. The magic of the ritual propels them to the Material Plane, where they remain as insubstantial spirits until their sentence is complete.

A mezzikim is in constant spiritual agony, which only abates when it causes suffering among mortals. Thus, a mezzikim is highly motivated to possess mortals and wreak havoc among them.

A mezzikim is 5 to 8 feet tall and weightless. Creatures able to view their true forms (such as with a true seeing effect) see a bestial-looking devil with scales, claws and wings.

Mezzikim speak Infernal, Celestial, and Draconic, and may communicate telepathically.

COMBAT

Mezzikim generally act alone, unless ordered otherwise by devils or their agents on the Material Plane. Mezzikim choose their victims quickly and randomly, their only interest the lessening of the pain of their souls. A mezzikim attempts to possess a host as soon as possible, fleeing the host if reduced to less than half its hit points.

Despite being baatezu, mezzikim do not possess the usual immunities and resistances common to their kind, since their bodies are left behind in the Nine Hells.

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

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

Possession (Su): Once per round, a mezzikim can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the mezzikim's Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the mezzikim must move into the target’s space; moving into the target’s space to use the possession ability does not provoke attacks of opportunity. The target can resist the attack with a successful DC 20 Will save. A creature that successfully saves is immune to that same mezzikim's possession for 24 hours, and the mezzikim cannot enter the target’s space. If the save fails, the mezzikim vanishes into the target’s body. The save DC is Charisma-based.

A creature possessed by a mezzikim gains the mezzikim-ridden creature template. The mezzikin can be forced to leave its host with a banishment, break enchantment, dismissal, dispel evil, dispel law, or remove curse spell. A mezzikim that loses more than half its total hit points will often flee the host body.

See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Spell-Like Abilities: 3/day—ghost sound (DC 15), prestidigitation, pyrotechnics (DC 17), ventriloquism (DC 16). Caster level 6th. The save DC is Charisma-based.

Mezzikim-Ridden Template

A creature possessed by a mezzikim acquires the mezzikim-ridden template. The creature's appearance becomes scaly and deformed by the possessing spirit.

"Mezzikim-ridden" is an acquired template that can be added to any animal, giant, humanoid, monstrous humanoid, or vermin (referred to hereafter as the base creature) that is the same size or smaller than the possessing mezzikim.

Both the mezzikim's and the base creature's statistics and special abilities are modified as noted here.

Size and Type: The creature’s type changes to outsider (Baatezu, Evil, Lawful). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.

Hit Dice: A mezzikim-ridden maintains separate hit point totals for each of its two parts.

Initiative: Same as base creature.

Speed: Same as base creature.

Armor Class: The base creature gains a natural armor bonus equal to the mezzikim's deflection bonus. If the base creature's natural armor bonus is higher, use that value.

Attacks: Same as base creature, modified by new ability modifiers.

Damage: Same as base creature.

Special Attacks: The mezzikim gains control over all special attacks that the base creature possesses, including spells and spell-like abilities, as well as retaining its own special attacks. In addition, the mezzikim-ridden creature gains the following special attacks.

Spell-Like Abilities: At will—levitate; 3/day—contagion. Caster level equals mezzikim's Hit Dice. The save DC is Charisma-based.

Spit Needles (Ex): Once every 2d4 rounds, a mezzikim-ridden creature can spit a volley of volley of poisonous needles as a standard action at a single creature. This attack has a range of 10 feet with no range increment. The needles deal 1d8 points of piercing damage plus 1d6 points of acid damage.

Special Qualities: Both the mezzikim and the base creature retain any special qualities they had previously.

Senses (Ex): The mezzikim sees and hears everything that the base creature is able to.

Shared Damage (Ex): An attack on a mezzikim-ridden deals half its damage to the mezzikim and half to the possessed creature.

Saves: A mezzikim-ridden uses the mezzikim's base Fortitude, Reflex, and Will saves.

Abilities: A mezzikim-ridden uses the Strength, Dexterity, and Constitution scores of the base creature and the Intelligence, Wisdom, and Charisma scores of the mezzikim. A mezzikim-ridden gains an additional +4 Strength.

Skills: A mezzikim-ridden uses either the base creature's or the mezzikim's ranks in a given skill, whichever is higher.

Feats: A mezzikim-ridden uses both the base creature's and the mezzikim's feats.

Environment: Same as mezzikim.
Organization: Solitary.
Challenge Rating: Same as base creature +1.
Treasure: Standard.
Alignment: Same as mezzikim.
Advancement: Same as base creature.
Level Adjustment: -.

Originally appeared in Guide to Hell (1999).
 
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Shade

Monster Junkie
Spider, Crab, Giant

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

Spider, Crab
Medium Vermin
Hit Dice: 2d8+2 (11 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +1/+3
Attack: Bite +4 melee (1d6+2 plus poison)
Full Attack: Bite +4 melee (1d6+2 plus poison) and 2 claws -1 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, poison
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +4, Ref +3, Will +0
Abilities: Str 15, Dex 17, Con 12, Int —, Wis 10, Cha 2
Skills: Climb +11, Hide +15
Feats: Weapon Finesse (B)
Environment: Temperate forests
Organization: Solitary or colony (2–5)
Challenge Rating: 1
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 3 HD (Medium); 4–7 HD (Large); 8–15 HD (Huge)
Level Adjustment: —

This man-sized spider somewhat resembles a crab, with a flattened body and two front pairs of legs angled outward.

Giant crab spiders get their name not only from their appearance, but the fact that they can move sideways or backward. These hunting spiders lie in ambush among flowers, bark, fruit or leaves, or in the crevices of the trunks or huge trees.

A giant crab spider is about 5 feet in diameter.

COMBAT

Giant crab spiders use their powerful front legs to grab and hold onto prey while paralyzing it with a venomous bite.

Improved Grab (Ex): To use this ability, a giant crab spider must hit with a claw 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 make a bite attack as a free action, gaining a +4 bonus on its attack roll with this attack.

Poison (Ex): Injury, Fortitude DC 12, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

Skills: Crab spiders have a +8 racial bonus on Climb checks and a +12 racial bonus on Hide checks. A crab spider can always choose to take 10 on Climb checks, even if rushed or threatened. Crab spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

Originally appeared in Dragon Magazine #67 (1982).
 
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Shade

Monster Junkie
Elephant Bird

http://www.enworld.org/forum/general-monster-talk/268436-converting-al-qadim-creatures.html

Elephant Bird
Medium Magical Beast
Hit Dice: 3d10+9 (25 hp)
Initiative: +2
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (1d6+3)
Full Attack: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rend fallen, wing buffet
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 17, Dex 14, Con 16, Int 2, Wis 12, Cha 5
Skills: Listen +6, Spot +10*
Feats: Alertness, Flyby Attack, Improved Overrun (B)
Environment: Warm forests
Organization: Solitary or flock (10-100)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4–8 HD (Large); 9–12 HD (Huge)
Level Adjustment: —

This man-sized bird has green plumage with red stripes running from its eyes to its tailfeathers. Its cruel, curved beak is yellow.

Elephant birds are large birds of prey that attack in hunting flights of two or three members. So named because a flight could take down prey as large as an elephant, these firece carnivores dwell near clearings in leafy, humid jungles, or in the thinning trees near the jungles' perimeters. This relatively open habitat enables them to respond quickly to the presence of prey in the jungle or near the perimeter.

Elephant birds feed on nearly anything they can find, although they prefer freshly killed meat. If none is available, they will eat carrion, and failing that, they can survive by eating berries, worms, insects, or grains. Their cooperative hunting tactics have established elephant birds at the top the food chain in their territories. Few predators hunt elephant birds, and its only natural enemies are humanoids. Humanoids who live near the birds' territories hunt them at every opportunity, for they are destructive to crops and livestock. Elephant birds have learned to avoid humanoid settlements, although they will occasionally venture into these areas if food is scarce or the pickings are too bountiful to ignore.

Elephant birds nest in the upper reaches of the trees, where they can spot those who seek to harm them long before any damage is done. Their eggs are prized as a delicacy by many jungle creatures, although the predators only dare to approach the nests while the birds are hunting. Even then, there is always the chance that several birds have remained behind.

Elephant birds are roughly 7 feet long and 5 feet tall, with a wingspan of up to 15 feet. They weigh 22 to 33 pounds.

COMBAT

Elephant birds do not initiate combat unless they are traveling in a hunting flight. When they have the advantage of numbers, they are fierce opponents. Otherwise, they are generally harmless, preferring flight to combat.

Elephant birds prefer to overrun prey, then rip it apart once it has fallen prone. They carry super-heated stones in their gullets, which they use to soften up larger prey before closing in. If prey resists the overrun attempt, an elephant bird closes in and attempts to blind it with a wing buffet, while its hunting mates rip and tear.

Elephant birds are infamous for assaulting their beleaguered prey until it finally perishes from their massed attacks.

Overrun (Ex): An elephant bird that hits with a charge attack can attempt to overrun its opponent (+3 check modifier) as a free action without provoking an attack of opportunity. If the elephant bird fails it has no risk of falling prone.

Rend Fallen (Ex): An elephant bird automatically deals an additional 1d6 points of damage to a foe it knocks prone with its overrun attack. If an opponent goes prone for any reason (perhaps as the subject of another elephant bird's overrun attack) in an area the elephant bird threatens, the elephant bird can also rend the victim as a free action (treat as the elephant bird's attack of opportunity for the round), even though it had nothing to do with overrunning the foe.

Spit Stones (Ex): An elephant bird swallows large rocks and stores them in its gullet, which superheats them magically, and can then spew these red-hot stones at opponents with tremendous force. An elephant bird can spit a single stone up to 50 feet away as a standard action, doing 1d10+3 bludgeoning damage plus 1d6 fire damage. This is a ranged attack with no range increment. An elephant bird’s gullet may hold up to 3 stones, the bird may snatch and swallow a rock as a full-round action to replenish one stone, but does not usually stop to do this during combat.

Wing Buffet (Ex): As a standard action, a flying elephant bird can buffet an opponent within melee reach with its wings. The opponent must make a DC 14 Fortitude save or be dazed for one round. The save DC is Strength-based.

Skills: Elephant birds have a +4 racial bonus on Spot checks. *This bonus improves to +8 in daylight.

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

Monster Junkie
Suicide Spirit

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-28.html

Suicide Spirit
Medium Undead (Incorporeal)
Hit Dice: 5d12 (32 hp)
Initiative: +7
Speed: Fly 60 ft. (good) (12 squares)
Armor Class: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 12
Base Attack/Grapple: +2/—
Attack: Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain)
Full Attack: Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Alternate form, aura of despair, constitution drain, create replacement, fiery touch, fireball, suicidal urge
Special Qualities: Darkvision 60 ft., incorporeal traits, rejuvenation, +2 turn resistance, undead traits, unnatural aura
Saves: Fort +1, Ref +4, Will +6
Abilities: Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15
Skills: Bluff +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks)
Feats: Alertness (B), Blind-Fight, Combat Reflexes, Improved Initiative (B)
Environment: Any
Organization: Solitary, gang (2–5), or pack (6–11)
Challenge Rating: 6
Treasure: None
Alignment: Usually chaotic evil
Advancement: 6–10 HD (Medium)
Level Adjustment: —

This spectral figure displays the marks of self-inflicted injuries. Its mournful moan and downtrodden facial expression evoke strong feelings of despair.

Suicide spirits, as their name suggests, are incorporeal undead that arise from those who took their own lives. These pitiful creatures are filled with so much despair that they project it onto others.

Suicide spirits seek the afterlife denied by them by creating a replacement, inciting a cycle of violence that can depopulate entire villages.

Suicide spirits are 6 feet tall and weightless.

Suicide spirits speak Common and Abyssal.

COMBAT

A suicide spirit's ultimate goal is to tempt a living being into killing itself, and thereby becoming a suicide spirit itself. In the process, the original suicide spirit is freed from its eternal undeath. Knowing they will reform unless this can be achieved, suicide spirits avoid their own destruction. They prefer to use their fiery forms and fireball abilities to dispatch those who resist their suicidal urges, rather than wait several days to rejuvenate before seeking a less willful potential replacement.

Alternate Form (Su): A suicide spirit can shift between its apparition and spectral fireball forms as a standard action. In apparition form, it cannot use its fiery touch or fireball attacks, but it can use its Constitution drain. In the form of a spectral fireball, it can make fiery touch attacks, and use its fireball ability, but it cannot use its Constitution drain attack.

A suicide spirit remains in one form until it chooses to take the other form. A change in form cannot be dispelled, nor does a suicide spirit revert to any particular form when killed. A true seeing spell reveals both forms simultaneously.

Aura of Despair (Su): At the end of each of a suicide spirit's turns, creatures within 30 feet must succeed on a DC 15 Will save or take a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 1d6 rounds. The save DC is Charisma-based. Suicide spirits are immune to this aura. A suicide spirit gains a +2 bonus on attack rolls against opponents affected by this aura.

Constitution Drain (Su): Living creatures hit by a suicide spirit's incorporeal touch attack while in its apparition form must succeed on a DC 15 Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the suicide spirit gains 5 temporary hit points.

Create Replacement (Su): If a suicide spirit slays a humanoid with its suicidal urge attack, the suicide spirit and the victim's body will vanish, and the victim's soul is torn free of its corpse and becomes another suicide spirit 1d4 rounds later A humanoid who becomes a suicide spirit in this way retains none of the abilities it possessed in life. It is not under the control of any other suicide spirits.

Fiery Touch (Ex): A suicide spirit in spectral fireball form deals 3d6 points of fire damage with an incorporeal touch attack.

Fireball (Su): As a standard action, a suicide spirit in spectral fireball form can explode in a burst of fire. This functions as a fireball spell cast by a sorcerer of a level equal to the suicide spirt's Hit Dice, but the area is centered on the suicide spirit (caster level 5th and 5d6 damage for a typical suicide spirit). The suicide spirit reforms in the same space in spectral apparition form 1d4 rounds later. A suicide spirit must wait 1 hour before using its fireball ability again.

Rejuvenation (Su): In most cases, it’s difficult to destroy a suicide spirit through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A suicide spirit that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + suicide spirit's HD) against DC 16. As a rule, the only way to get rid of a suicide spirit for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

Suicidal Urge (Su): Once per day, a suicide spirit can attempt to drive another creature to kill itself. This functions like the psionic power death urge (Will save DC 15), except it has a range of 60 feet and a duration of 1 round for every 4 Hit Dice the suicide spirit possesses. The save DC is Charisma-based.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a suicide spirit at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Originally appeared in Dragon Magazine #26 (1979).
 
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Shade

Monster Junkie
Bi-Nou

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-24.html

Bi-Nou
Medium Aberration (Earth)
Hit Dice: 5d8+15 (37 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Base Attack/Grapple: +3/+5
Attack: Claw +6 melee (1d8+2)
Full Attack: 2 claws +6 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict, dig, improved grab, spell-like abilities
Special Qualities: Blind, blindsight 120 ft., deaf, immunity to mind-affection spells and abilities, spell resistance 9, spell vulnerabilities, telepathy 100 ft.
Saves: Fort +6, Ref +3, Will +7
Abilities: Str 15, Dex 15, Con 17, Int 12, Wis 16, Cha 12
Skills: Climb +10, Hide +10*, Move Silently +10
Feats: Great Fortitude, Weapon Focus (claw)
Environment: Underground
Organization: Solitary or clan (2-8)
Challenge Rating: 4
Treasure: 50% coins; standard goods (gems and metallic goods only); standard items (crystalline and metallic only)
Alignment: Usually chaotic evil
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: —

What appeared to be a stalagmite is actually a creature with two short, jagged arms ending in spiky claws.

Bi-nou are carnivorous underdark predators that resemble stalagmites. Their origins are unknown, though some sages speculate they are rocks given life or dark experiments of the drow. As far as scholars can tell, they bear no relation to ropers other than in their appearance and choice of habitats.

Bi-nou gather in clans formed of small family groups ruled by the largest bi-nou present. The leader selects the cavern for their lair, assigns egg-warming duties, and punishes those who fail to guard the eggs. Bi-nou encountered individually are usually rogue young or outcast adults.

Bi-nou eggs are hard and facted like gems, and are greatly prized by dwarves and duergar. The eggs vary in size and color, the younger eggs being smaller but of brighter hue, while the older eggs are larger but lose much of their sheen. Each bi-nou clan will generally have 2d4 eggs present, each worth 100 to 1,000 gp. The remainder of the bi-nou's treasure consists of metallic remnants of previous kills. The bi-nou occasionally use stone shape to craft pedestals upon which to display these trophies, hoping to lure greedy humanoids to their doom. Organic material is absorbed by the bi-nou along with the flesh and blood of their victims.

Bi-nou hate all warm-blooded creatures, particularly humanoids, who covet their gemlike eggs. Dwarves and duergar are their greatest foes, for the dwarves and their dark kin hunt them not only for their eggs, but also for their bodies, which make decent building materials. They have been known to ally with drow on occasion, but only if the dark evles outnumber them signifcantly. Bi-nou may work as sentires or even guards for the drow.

Common bi-nou range from five to seven feet tall and weigh from 600 to 1,000 pounds. Their rocky skin varies in color from off-white to dark gray, and they prefer to live in underground chambers where the natural rock color mimicks their own.

Bi-nou speak telepathically.

COMBAT

Bi-nou stand immobile among stalagmites and rocky outcroppings, blending in while they lie in ambush. When prey approaches within range of their blindsight, bi-nou often first employ their spell-like abilities to slow their adversaries or make escape difficult or impossible. Bi-nou then lash out with their jagged limbs, then squeezing with great force.

When multiple bi-nou are present, they each operate independently, making a contest of seeing which can gain the most kills.

Blind (Ex) A bi-nou is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Constrict (Ex): A bi-nou deals 1d8+2 points of damage with a successful grapple check.

Deaf (Ex): A bi-nou is completely incapable of perceiving sound, and is thus immune to language-dependent effects and sonic effects dependent on hearing. The creature has adapted to this limitation and thus suffers no penalty on initiative checks because of its deafness.

Dig (Su): Once per day, a bi-nou can supernaturally dig through the earth. This functions as a move earth spell, with the following differences. Each round that the bi-nou maintains concentration, it can move a 10-foot cube of earth, and it may maintain concentration for as many rounds as its Hit Dice. Unlike the move earth spell, the bi-nou's dig ability may form tunnels. Caster level 10th. This is the equivalent of an 3rd-level spell.

Improved Grab (Ex): To use this ability, a bi-nou must hit with a claw 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.

Spell-Like Abilities: 1/day—slow (DC 14), stone shape, wall of stone. Caster level 10th. The save DCs are Charisma-based.

Spell Vulnerabilities (Ex): Certain spells and effects function differently against a bi-nou, as noted below.

A passwall spell stuns a bi-nou for 1d4 rounds.

A transmute rock to mud spell slays a bi-nou instantly.

A stone shape spell fully heals a bi-nou.

Skills: *Bin-nou have a +4 racial bonus on Hide checks when in rocky, underground environments. This bonus on Hide checks increases to +8 when the bi-nou is immobile.

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

Monster Junkie
Durocib

http://www.enworld.org/forum/genera...version-thread-supernatural-familiars-11.html

Durocib
Tiny Magical Beast
Hit Dice: 2d10+2 (13 hp)
Initiative: +8
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +2/+3
Attack: Bite +6 melee (1d3–3)
Full Attack: Bite +6 melee (1d3–3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Attach, blood drain, malevolent gaze
Special Qualities: Darkvision 60 ft., low-light vision, trap sense +1, uncanny dodge
Saves: Fort +4, Ref +9, Will +1
Abilities: Str 5, Dex 18, Con 13, Int 6, Wis 13, Cha 14
Skills: Climb +5, Disable Device +1, Hide +14, Listen +3, Move Silently +9, Open Lock +7, Search +1, Spot +3
Feats: Improved Initiative (B), Lightning Reflexes, Weapon Finesse (B)
Environment: Temperate and warm forests
Organization: Solitary or gang (2-12)
Challenge Rating: 2
Treasure: No coins; 1/10th goods (gems); no items
Alignment: Usually neutral evil
Advancement: 3–6 HD (Tiny)
Level Adjustment: — (Improved Familiar)

This creature resembles a small, stocky tailless monkey. Its short, gray fur is banded. Its large, reddish-brown eyes glow with a faint reddish light.

Durocibs are malevolent nocturnal simians that feed on blood. Agile and adventurous, they make excellent familiars for evil spellcasters interested in theft and exploration.

Durocibs covet gems and jewels, hoarding these treasures and occasionally wearing a trinket or bauble. Durocibs use simple tools, and occasionally carry a few upon their person.

A durocib stands 1-1/4 feet tall and weighs 6 to 10 pounds. Fur coloration is always gray, but each has a unique pattern of bands, often dark gray or black in color. Its iron-hard claws are retractable.

Durocibs speak their own language, consisting of harsh hisses and guttural sounds.

A durocib can be acquired as a familiar with the Improved Familiar feat, beginning at 7th level if the character is of lawful evil or neutral evil alignment. A durocib grants its master a +2 bonus on Hide and Move Silently checks.

COMBAT

Although cowardly, durocibs are fierce if cornered. They take great delight in tormenting weak and helpless prey, but only attack when they feel they have a clear advantage. Usually slow and deliberate in their movements, durocibs are capable of sudden darts and lunges. Durocibs usually attempt to surpise prey with a quick bite attack and attempt to drain blood. They generally reserve their gaze attacks for entertainment or long-term endeavors. Although they possess exceptional manual dexterity, durocibs never become proficient with weapons.

Attach (Ex): If a durocib hits with a bite attack, it may choose to latch onto the opponent’s body. An attached durocib is effectively grappling its prey. The durocib loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Durocibs have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached durocib can be struck with a weapon or grappled itself. To remove an attached durocib through grappling, the opponent must achieve a pin against the durocib.

Blood Drain (Ex): A durocib drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and leaves to digest the meal. If its victim dies before the durocib's appetite has been sated, the durocib detaches and seeks a new target.

Malevolent Gaze (Su): A durocib can unsettle a single opponent simply by looking onto his or her eyes. This is similar to a gaze attack with a range of 30 feet, except that the durocib must take a standard action, and those merely looking at it are not affected. Whomever the durocib targets must succeed on a DC 13 Will save or be shaken for 1 round. A creature that fails its save must make a second DC 13 Will save or fall instantly under the durocib's influence as though by a charm person spell from a 2nd-level caster, except the charm effect immediately ends if the durocib is ever further than 30 feet from its victim or if it uses its malevolent gaze on another opponent. The save DC is Charisma-based.

Skills: Durocib have a +2 racial bonus on Disable Device, Hide, Listen, Open Lock, Search, and Spot checks, and a +4 racial bonus on Move Silently checks. Durocib 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 Dragon Magazine #86 (1984).
 
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Shade

Monster Junkie
Bi-Nou, Rockworm

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-24.html

Bi-Nou, Rockworm
Medium Aberration (Earth)
Hit Dice: 7d8+21 (52 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 22 (+2 Dex, +10 natural), touch 12, flat-footed 20
Base Attack/Grapple: +5/+9
Attack: Claw +10 melee (1d12+4)
Full Attack: 2 claws +10 melee (1d12+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict, dig, improved grab
Special Qualities: Blind, blindsight 120 ft., deaf, dig, immunity to mind-affection spells and abilities, scent, spell resistance 10, spell vulnerabilities, telepathy 100 ft.
Saves: Fort +7, Ref +4, Will +8
Abilities: Str 19, Dex 15, Con 17, Int 6, Wis 16, Cha 12
Skills: Climb +6, Hide +2*, Move Silently +5, Survival +7*
Feats: Great Fortitude, Reckless Offense, Track (B), Weapon Focus (claw)
Environment: Underground
Organization: Solitary or pair
Challenge Rating: 5
Treasure: 50% coins; standard goods (gems and metallic goods only); standard items (crystalline and metallic only)
Alignment: Usually chaotic evil
Advancement: 8-10 HD (Medium); 11-21 HD (Large)
Level Adjustment: —

What appeared to be a fallen stalagmite is actually a wormlike creature with two short, jagged arms ending in spiky claws.

Bi-nou are carnivorous underdark predators that resemble stalagmites. Their origins are unknown, though some sages speculate they are rocks given life or dark experiments of the drow. As far as scholars can tell, they bear no relation to ropers other than in their appearance and choice of habitats.

Rockworms are close relatives of the bi-nou, although they are less intelligent and more feral.

Rockworm eggs are hard and facted like gems, and are greatly prized by dwarves and duergar. The eggs vary in size and color, the younger eggs being smaller but of brighter hue, while the older eggs are larger but lose much of their sheen. Each rockworm nest will generally have 2d4 eggs present, each worth 100 to 1,000 gp. The remainder of the rockworm's treasure consists of metallic remnants of previous kills. Organic material is absorbed by the rockworm along with the flesh and blood of their victims.

Rockworms range from five to seven feet long and weigh from 600 to 1,000 pounds. Their rocky skin varies in color from off-white to dark gray.

Rockworms speak telepathically.

COMBAT

Rockworms are more active hunters than bi-nou, stalking prey by scent and then attacking savagely until its quarry is brought down.

Blind (Ex) A rockworm is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Constrict (Ex): A rockworm deals 1d12+4 points of damage with a successful grapple check.

Deaf (Ex): A rockworm is completely incapable of perceiving sound, and is thus immune to language-dependent effects and sonic effects dependent on hearing. The creature has adapted to this limitation and thus suffers no penalty on initiative checks because of its deafness.

Dig (Su): Once per day, a rockworm can supernaturally dig through the earth. This functions as a move earth spell, with the following differences. Each round that the rockworm maintains concentration, it can move a 10-foot cube of earth, and it may maintain concentration for as many rounds as its Hit Dice. Unlike the move earth spell, the rockworm's dig ability may form tunnels. Caster level 10th. This is the equivalent of an 3rd-level spell.

Improved Grab (Ex): To use this ability, a rockworm must hit with a claw 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.

Spell Vulnerabilities (Ex): Certain spells and effects function differently against a rockworm, as noted below.

A passwall spell stuns a rockworm for 1d4 rounds.

A transmute rock to mud spell slays a rockworm instantly.

A stone shape spell fully heals a rockworm.

Skills: *Rockworms have a +4 racial bonus on Hide checks when in rocky, underground environments. This bonus on Hide checks increases to +8 when the rockworm is immobile. *Rockworms have a +4 racial bonus on Survival checks when tracking by scent.

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

Monster Junkie
Vodoni Space Spider, Diamond Spinner

http://www.enworld.org/forum/genera...ing-creatures-other-campaign-settings-32.html

Vodoni Space Spider, Diamond Spinner
Huge Outsider (Earth, Native)
Hit Dice: 15d8+75 (142 hp)
Initiative: +7
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 21 (-2 size, +3 Dex, +10 natural), touch 11, flat-footed 18
Base Attack/Grapple: +15/+30
Attack: Bite +20 melee (2d8+7 plus poison)
Full Attack: Bite +20 melee (2d8+7 plus poison) and 2 pincers +18 melee (2d6+3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Poison, powerful jaws
Special Qualities: Breathless, crystalline, damage reduction 5/-, darkvision 60 ft., immunity to cold and fire, leap, secrete crystal, spell resistance 21, tremorsense 60 ft., vulnerability to sonic
Saves: Fort +13, Ref +12, Will +13
Abilities: Str 24, Dex 16, Con 21, Int 16, Wis 19, Cha 18
Skills: Balance +23, Climb +33, Diplomacy +6, Escape Artist +21, Hide +17, Intimidate +22, Jump +61, Listen +22, Move Silently +21, Sense Motive +22, Spot +26, Tumble +23, Use Rope +3 (+5 bindings)
Feats: Combat Expertise, Combat Reflexes, Improved Initiative, Improved Sunder, Multiattack, Power Attack
Environment: Any land and space
Organization: Solitary or nest (3-18 diamond spinners plus 30-180 vodoni space spiders and one master spinner)
Challenge Rating: 10
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: 16-45 HD (Huge)
Level Adjustment: —

This huge spider seems to be made of glass, with strange, multi-colored internal organs. It occasionally emits a high-pitched tinkling sound.

Vodoni space spiders are shy earth creatures found mostly on diamond-laden asteroids in the void of space. Many scholars believe the spiders are distant relatives of the xorn and xaren, while others postulate that space spiders are actually a more advanced space-based form of the crysmal.

Diamond spinners are the mother spiders, and the crafters of the bubble-like maze in which the hide resides.

The eggs of space spiders contain diamonds in them worth 10-100 gp each, making them highly-coveted by spacefaring races. It is not known whether the gems are produced naturally within the mother spider and then laid with the egg, or whether the egg-laying process requires the location of a suitable supply of diamonds. Hatchlings devour the diamond enclosed in their crystalline shell as they grow, much as a young chicken feeds off the yolk of an egg before it is ready to hatch. The young mature fully within twenty days.

Diamond spinners are 15 feet in diameter and weigh 30,000 pounds.

Vodoni space spiders speak Terran and their own language, which consists of a series of high-pitched tinkling sounds.

COMBAT

Diamond spinners guard the eggs with great tenacity, using their leap ability to ambush intruders or quickly pursue thieves attempting to escape.

Breathless (Ex): Diamond spinners do not breathe, so they are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poisons).

Crystalline (Ex): Diamond spinners are considered crystalline creatures for the purposes of any spells that specifically target (or have greater effects against) crystalline creatures (such as shatter and shout).

Leap (Ex): Diamond spinners are natural jumpers. They have a +30 racial bonus on Jump checks.

Poison (Ex): Injury, Fortitude DC 22, initial and secondary damage 1d8 Con. The save DC is Constitution-based.

Powerful Jaws (Ex): Diamond spinners ignore the first 10 points of hardness with their bite attacks.

Secrete Crystal (Ex): A diamond spinner can secrete a liquid that quickly hardens into a crystalline substance. A diamond spinner can produce up to 50 cubic feet of crystal each day, which may be used as raw materials in the creation of any item that could normally be crafted from wood, stone, or metal. Multiple diamond spinners can combine their crystal to create larger objects (such as the walls of their hives). A weapon or armor created with this crystal functions exactly the same as its wood, stone, or metal counterparts, except the crystal has hardness 8 and 25 hit points per inch of thickness. Crystalline items may be enhanced my magic as if they were a wood, stone, or metal item.

A typical hive wall is one-foot thick, having 300 hit points per 10-ft.-by-10-ft. section. The break and climb DCs are both 30. Crystalline walls and items are more susceptible to shatter spells (see the shatter spell description) and similar effects.

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

Master Spider
The oldest and wisest diamond spinner leads the hive and guides the construction of its lair. The master spider is a fully advanced diamond spinner, with the following additional abilities:

Bubble Maze (Ex): A master spider can create a natural labyrinth in its bubble-like hive. To do so, the master spider must spend at least a month guiding its diamond spinners to construct the maze. This maze may cover up to one square mile. Any creature entering this natural maze must succeed on a DC 25 Survival check or become lost (see Getting Lost in the Dungeon Master\'s Guide).

Telepathic Overmind (Su): A master spider may communicate telepathically with any Vodoni space spider or diamond spinner in its hive.

Originally appeared in SJA4 - Under the Dark Fist (1991).
 
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Shade

Monster Junkie
Fachan, Lesser

http://www.enworld.org/forum/genera...l-conversion-thread-finishing-off-fey-23.html

Fachan, Lesser
Medium Aberration
Hit Dice: 5d8+5 (32 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+7
Attack: Claw +7 melee (1d6+4) or heavy flail +7 melee (1d10+6/19-20)
Full Attack: Claw +7 melee (1d6+4) or weapon +7 melee (1d10+6/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Monodextrous
Special Qualities: Darkvision 60 ft.
Saves: Fort +4, Ref +3, Will +5
Abilities: Str 19, Dex 15, Con 12, Int 7, Wis 12, Cha 6
Skills: Jump +12, Listen +4, Spot +4
Feats: Great Fortitude, Power Attack
Environment: Temperate and cold hills and mountains
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 6-8 HD (Medium); 9-15 (Large)
Level Adjustment: —

This roughly humanoid creature has one leg placed centrally under its body, one arm sprouting from the middle of its chest, and one eye in the middle of its face. A single tuft of extremely tough hair rises from the top of its head.

Lesser fachans are actually larger relatives of the fachan, but lack the paralytic bite and other special attacks of their smaller kin. These creatures are also believed to be relatives of the athach. Despite only having one leg, the lesser fachan is quick and agile.

Fachans make their lairs in caves and other sheltered places in the wildest and bleakest of hills and mountains. They have also been known to lair in abandoned stone cottages in the mountains, and the temporary huts used by shepherds in upland summer pastures. They are entirely solitary. Nothing is known of their reproductive habits, if any, but they can live indefinitely unless they are killed in combat or by some accident.

Fachans eat any form of meat and seem to waylay humans principally for food. Fachans prefer to ambush lone travelers on the mountains at night or in foul weather but have been known to attack isolated farmsteads for food. They also eat any wild animals that they can overcome by force and surprise. They scavenge from carcasses they find on the mountainside but do not set traps for game.

A fachan's lair is littered with bones and debris and any valuables from their previous victims.

A lesser fachan stands 6 feet tall and weighs 300 to 400 pounds.

Lesser fachans speak a crude dialect of Giant.

COMBAT

Fachans prefer brute force over subtlety. Their main tactic is a fast surprise attack, seeking to overwhelm the opponent quickly by sheer force.

A leser fachan is proficient with all simple and martial weapons.

Monodextrous (Ex): A fachan may wield two-handed melee weapons in its single hand with no penalty. It applies one and one-half times its Strength bonus as normal for two-handed weapons. When wielding a one-handed melee weapon, a fachan treats it as if wielded two-handed, allowing it to apply the additional half of its Strength bonus. A fachan wielding a double weapon always treats the weapon as if it were wielded one-handed.

Skills: Lesser fachans have a +12 racial bonus on Jump checks.

Originally appeared in HR3 - Celts Campaign Sourcebook (1992).
 
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