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Shade

Monster Junkie
Ghula

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-26.html

Ghula
Medium Outsider (Native, Shapechanger)
Hit Dice: 6d8+6 (33 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +6/+9
Attack: Slam +9 melee (1d6+3)
Full Attack: 2 slams +9 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Scare, spell-like abilities
Special Qualities: Alternate form, darkvision 60 ft., fear of sanctity, immunity to charm and compulsion effects, low-light vision, invisibility, scent, shadow guise
Saves: Fort +6, Ref +7, Will +7
Abilities: Str 16, Dex 15, Con 12, Int 12, Wis 15, Cha 13
Skills: Appraise +7, Bluff +7, Diplomacy +3, Climb +12, Disguise +7 (+9 acting), Hide +11, Intimidate +12, Jump +12, Listen +11, Move Silently +11, Spot +11
Feats: Combat Reflexes, Dodge, Improved Initiative (B), Mobility
Environment: Warm deserts
Organization: Solitary, company (2-4), band (5-20) or tribe (1-20 ghula plus 20-200 humanoids, often gnolls)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 7-9 HD (Medium); 10-15 HD (Huge)
Level Adjustment: —

This horribly ugly creature is built like a lean and sinewy human, with massive spade-like hands and thick, dirt encrusted nails. Some of its features are disturbingly animalistic - large yellow eyes like a lion, hooflike feet, and a hyena's ears and fangs. Its skin is the color of red desert sand, brown soil and gray ash, mixed together in splotches and spots.

Ghula are man-eating genies that have been exiled to the Material Plane. They are mostly found in desert wildernesses and lurking around graveyards. Some efreet and dao keep ghula as slaves or servants, but the majority of other genies regard ghula as despised outcasts.

The name "ghula" is feminine; not because ghula are all female but because both male and female often disguise themselves as women. They find this is an excellent way to deceive their victims.

These genies love the taste of humanoid flesh and spend most of their time plotting how to acquire it. A few "civilized" ghula like finely cooked humanoid meat, but the majority eat it raw.

Ghula often dig up graves to eat the recently interned and steal the goods buried within. They also break into tombs, but only in search for treasure. They have no more interest in eating an old, decaying corpse than a lion would.

Ghula are not irredeemably wicked, a significant minority are not evil and have conquered their lust for humanoid flesh. Most non-evil ghula are Chaotic Neutral pranksters who delight in tricks and petty theft, although their jokes can turn very dangerous if they are angered. A few ghula are even benevolent creatures who help lost pilgrims, only terrorizing wicked or impious folk.Some reformed ghula have taken up a Good- or Neutral-aligned religion.

Good-aligned ghula (and some neutral ghula) have a fear of sacrilege instead of an evil ghula’s fear of sanctity; they recoil from unholy symbols or blasphemous prayers and blasphemies, and refuse to step upon ground that has been desecrated.

Even evil ghula are not invariably hostile. They will associate with humanoids who share their malevolent nature, usually bandits or malevolent spellcasters. They expect their friends and allies to share their taste for humanoid flesh, anyone who refuses to join in their feast will become a meal rather than a guest. A few powerful ghula rule over entire tribes of humanoid cannibals in small, hidden kingdoms. Such “civilized” evil ghula often use id moss to drug strangers and slaves into idiocy, the witless captives are then fattened up with rich foods before being roasted and eaten.

In its natural form, a typical ghula stands between 6 and 7 feet tall and weighs about 250 pounds.

Ghula speak Common and Abyssal, plus one elemental language (Aquan, Auran, Ignan, or Terran).

COMBAT

Ghula are adept shapeshifters, able to take on the appearance of almost any living creature. Their favorite form is a hyena - either regular sized or giant. Ghula can also turn invisible in an instant and have minor power of illusion. Ghula cannot plane shift like most other genies.

The preferred tactic of ghula is to assume the disguise of a friendly stranger and try to tempt a victim to a lonely spot with the promise of fine dining, pleasure or treasure. Another favorite ploy is to lure lost travelers deep into the desert using illusory fires and sounds.

Alternate Form (Su): A ghula can assume the form of a hyena or a hyaenodon.

Fear of Sanctity: Ghula have a pathological terror of holy objects, places and phrases. These things don't harm the ghula — they merely keep it at bay. Ghula will refuse to enter sanctified ground, and recoil from any creature that is reciting prayers (requires a DC 15 Knowledge [religion] check) or strongly presenting a holy symbol. Holding a ghula at bay in this fashion takes a standard action each round. A recoiling ghula must stay at least 5 feet away from the praying or symbol-holding creature, and cannot touch or make melee attacks against the creature.

The recoiling ghula can attempt a DC 20 Will save to overcome its terror, but can only make one attempt per encounter. If it succeeds at the Will save, the ghula can enter the sanctified ground or attack the creature holding it at bay, but is shaken for the remainder of the encounter. If it fails the Will save it becomes frightened and flees for 1 minute.


Invisibility (Su): A ghula can become invisible as a swift action, as per the spell invisibility (caster level 15th) with an unlimited duration. The invisibility ends if the ghula attacks. A ghula can become visible as a free action.

Scare (Su): As a move-equivalent action, a ghula can become a horrible, misshapen apparition for a fraction of a second. This alone is usually sufficient to terrify foes into cooperation or flight (treat as a Bluff or Intimidate check with a +3 bonus).

As a standard action, it can intensify this ability to produce an unsettling effect which works like a scare spell from a 9th-level caster (Will DC 14 partial). A creature that successfully saves cannot be affected again by the same ghula's scare ability for 24 hours. Ghula are not affected by the scare attacks of other ghula. This is a supernatural, sight-based, mind-affecting fear effect. The save DC is Charisma-based.

Shadow Guise (Su): A ghula can take on the form of any living, corporeal creature from two sizes smaller than itself to two sizes larger. Thus a Medium ghula can assume a form of Tiny to Huge size. Although this guise looks, sounds and smells real, the changes to its body are mostly quasi-real illusion, similar to creatures created by a shadow conjuration spell. The ghula's stats do not change except as follows: It gains the Aquatic subtype or the amphibious special quality if it takes the form of a creature with those traits; it gains the natural movement rates of its new form; it applies the size adjustments of its new form to its grapple checks, AC, attacks and skill checks; the damage caused by its attacks is reduced if it diminishes in size, but does not increase it it enlarges itself. Shadow guise gives a ghula a +10 bonus on its Disguise checks.

Spell-Like Abilities: At will—ghost sound (DC 11), minor image (DC 12). Caster level 6th. The save DCs are Charisma-based.

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

Monster Junkie
Shadow Panther

http://www.enworld.org/forum/general-monster-talk/271060-special-conversion-thread-unicorns.html

Shadow Panther
Large Magical Beast
Hit Dice: 6d10+18 (51 hp)
Initiative: +2
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +6/+14
Attack: Claw +9 melee (1d3+4)
Full Attack: 2 claws +9 melee (1d3+4) and 2 tentacles +7 melee (1d3+2) and bite +7 melee (1d8+2)
Space/Reach: 10 ft./5 ft. (10 ft. with tentacles)
Special Attacks: Improved grab, rake 1d3+2, pounce
Special Qualities: Darkvision 60 ft., low-light vision, scent, shadow blend
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 19, Dex 15, Con 16, Int 6, Wis 12, Cha 9
Skills: Balance +10, Climb +12, Hide +9, Jump +16, Listen +6, Move Silently +6, Spot +6
Feats: Alertness, Multiattack, Stealthy
Environment: Temperate plains and mountains
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 4
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral evil
Advancement: 7–9 HD (Large); 10-18 HD (Huge)
Level Adjustment: +4

This creature looks like an emaciated panther, with fur of the deepest black. Its six legs are evenly-spaced along its torso. A pair of tentacles sprout from its shoulders and taper to single bony hooks. A leonine black mane of shaggy hair circles its head and neck.

Shadow panthers, also called "mountain ghosts," are predatory great cats believed to be an evolutionary link between the displacer beast and the wemic. Like a wemic, a shadow panther has a second hip joint at its middle set of legs, allowing it to raise its upper torso and travel on its rear two sets of legs.

Shadow panthers live in small packs, with a dominant male, his mate, their children, and his siblings. They are savage yet show an intelligence beyond that of their animal nature. So far, all attempts as domesticating shadow panther young have failed.

Shadow panthers lair in hidden caves. They are exceptional climbers, using their hooked tentacles to find the narrowest of purchases. Their agility allows them to prey upon mountain goats and sheep, which make up their primary food source. They have no fear of humanoids, and have been known to attack farmers.

Shadow panthers have an innate ability to telepathically contact others of their kind whenever they are seriously injured or imprisoned. Even newborn cubs possess this power, which is unconscious and automatic. Regardless of distance, any shadow panthers on the same plane may decide to come to the aid of their distressed kin. If the call comes from a cub the other shadow panthers always form a "strike team" to rescue the youngster and adopt it into their pack.

A shadow panther is about 9 feet long and weighs about 500 pounds.

Shadow panthers speak Common.

COMBAT

Shadow panthers use pack tactics incredibly well, using teamwork to corner and trap prey.

Improved Grab (Ex): To use this ability, a shadow panther must hit with a tentacle 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 rake.

Pounce (Ex): If a shadow panther charges, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +9 melee, damage 1d3+2.

Shadow Blend (Su): In any condition of illumination other than full daylight, a shadow panther can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Skills: Shadow panthers have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Shadow panthers have a +8 racial bonus on Balance and Climb checks. A shadow panther can always choose to take 10 on a Climb check, even if rushed or threatened.

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

Monster Junkie
Unicorn, Unisus

http://www.enworld.org/forum/general-monster-talk/271060-special-conversion-thread-unicorns.html

Unicorn, Unisus
Large Magical Beast
Hit Dice: 4d10+20 (42 hp)
Initiative: +3
Speed: 60 ft. (12 squares), fly 120 ft. (average)
Armor Class: 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +4/+13
Attack: Horn +11 melee (1d8+8)
Full Attack: Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Impaling dive
Special Qualities: Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24
Skills: Diplomacy +9, Jump +17, Listen +13, Move Silently +9, Sense Motive +7, Spot +13, Survival +8*
Feats: Flyby Attack, Skill Focus (Survival)
Environment: Temperate forests and mountains
Organization: Solitary, pair, or summit (3–6)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic good
Advancement: 5–8 HD (Large)
Level Adjustment: +5 (cohort)

This powerful, equine creature has a gleaming white coat and two large, feathered wings. Long, silky white hair hangs down in a mane and forelock. A single ivory-colored horn, about 2 feet long, grows from the center of the forehead. The hooves are cloven.

Unisi are the results of crossbreeding a unicorn and a pegasus.

Like unicorns, lone unisi occasionally allow themselves to be tamed and ridden by good maidens of pure heart. Such a unisus, if treated kindly, is the maiden's loyal steed and protector for life, even accompanying her beyond its territory.

A typical adult unisus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet. Females are slightly smaller and slimmer than males.

Unisi speak Sylvan and Common.

COMBAT

Unisi normally attack only when defending themselves or their territories. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unisus.

Impaling Dive (Ex): A unisus may make dive attacks using its horn; successful attacks do 2d8+16 hp of damage.

Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A unisus cannot suppress this ability.

Spell-Like Abilities: Unisi can use detect evil and detect good at will as a free action. Once per day a unisus can use greater teleport to move anywhere within its home (an area up to one square mile). It cannot teleport beyond the boundaries of its territory nor back from outside.

A unisus can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a unisus has a +6 racial bonus on the check.

Skills: Unisi have a +4 racial bonus on Listen, Move Silently and Spot checks. *Unisi have a +3 competence bonus on Survival checks within the boundaries of their territory.

Originally appeared in Dragon Magazine #190 (1993).
 
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Shade

Monster Junkie
Magen, Scalos

http://www.enworld.org/forum/genera...verting-original-d-d-mystara-monsters-44.html

Magen, Scalos
Medium Construct
Hit Dice: 4d10+20 (42 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +3/+4
Attack: Short sword +4 melee (1d6+1/19-20) or shortbow +5 ranged (1d6/x3)
Full Attack: Short sword +4 melee (1d6+1/19-20) or shortbow +5 ranged (1d6/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Baleful teleport
Special Qualities: Construct traits, damage reduction 10/bludgeoning, darkvision 60 ft., low-light vision
Saves: Fort +1, Ref +3, Will +1
Abilities: Str 12, Dex 15, Con —, Int 9, Wis 11, Cha 15
Skills: Listen +3, Spot +4
Feats: Ability Focus (baleful teleport), Point Blank Shot
Environment: Any
Organization: Solitary, exclusion (2-8), or concoction (2-12 magen of different types)
Challenge Rating: 3
Treasure: No coins; double goods (gems only); double items
Alignment: Always neutral
Advancement: 5-6 HD (Medium)
Level Adjustment: —

This humanoid is perfectly formed, but its skin is grayish white.

Magens (MAY-jens), also called gens magica, or “magical people”, are alchemical constructs created from a magically charged gelatin using shaped molds. Most are created by spellcasters desiring a construct servant, but lacking the power or resources needed to create a golem. Certainly, magens are not as powerful as golems, and it takes less effort, money, and experience to create them. Some sages speculate that magens were developed merely as practice before attempting to create golems. Magens have greater intelligence than golems, however, and can sometimes pass for humans.

A magen follows its creator’s commands without question, even to the death; it makes an ideal guard. Unlike most other constructs, these creatures can follow detailed commands and learn complex procedures to the same extent as a human of average intelligence. Magens even can be instructed in making simple decisions, if given criteria by which to judge events. Should a magen’s creator die, the construct almost always goes mad, launching itself on a rampage of senseless destruction until it is destroyed.

Scalos magen are capable of teleporting threats away from their masters, making them excellent bodyguards.

A magen is 6 feet tall and weighs 175 to 200 pounds. Magens usually resemble perfectly formed humans, though some vain wizards fashion the magen faces to mirror their own. Although never given non-humanoid shapes, magens sometimes are given bestial features. The creatures typically look grayish white, unless they are painted or otherwise decorated. Their smooth bodies can gain texture or the semblance of hair through the work of a skilled artisan. Magens feel warm to touch, with a consistency similar to that of human flesh.

A magen speaks one language chosen by its creator. Some lonely wizards teach them to respond to conversation and to act in a polite manner. While the constructs have no emotions, they can be taught to emulate them in certain instances.

COMBAT

Magens are imbued with proficiency with one melee and one ranged weapon.

A scalos can teleport adversaries with a mere touch. If faced with a group of enemies, it will attempt to teleport the most powerful seeming opponent first.

Baleful Teleport (Su): A scalos magen can make a touch attack which causes a single opponent to be teleported 1d20x300 feet in a random direction (Will DC 16 negates). Targets that fail their saves arrive safely in the closest open space to the destination (including shifting up or down if necessary) if a solid body occupies that location. A transported opponent takes no damage, but cannot take any actions until their next turn. The save DC is Charisma-based.

Construction
To create a magen requires a custom built laboratory equipped with an electrum-lined mold. This mold defines the shape of the magen (male or female; human, dwarf, half-elf or other humanoid race). The total cost of this laboratory is 15,000 gp, but it can be reused to make multiple magen of any type (demos, caldron, hypnos, etc.). Additional molds to create magen of other shapes cost 5,000 gp apiece.

Constructing a scalos magen requires exotic alchemical reagents and tinctures costing at least 1,000 gp. Molding the body requires a DC 12 Craft (alchemy) check.

CL 5th; Craft Construct, animate dead, dimension door, caster must be at least 5th level; Price 7,000 gp; Cost 4,000 gp + 240 XP.

In Mystara
Some sages speculate that the Immortals of Mystara handed down the knowledge of creating magens to early wizards, but this theory cannot be confirmed.

Originally appeared in Dungeon Magazine #53 (1995).
 
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Shade

Monster Junkie
Weed Giant

http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants-9.html

Weed Giant
Large Plant (Aquatic)
Hit Dice: 8d8+24 (60 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 20 ft.
Armor Class: 15 (–1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: +6/+15
Attack: Slam +11 melee (2d6+5)
Full Attack: 2 slams +11 melee (2d6+5)
Space/Reach: 10 ft./10 ft
Special Attacks: Constrict 2d6+7, expelling wave, improved grab
Special Qualities: Concealed brain, damage reduction 15/piercing, darkvision 60 ft., low-light vision, plant traits, resistance to fire 10
Saves: Fort +9, Ref +2, Will +4
Abilities: Str 21, Dex 10, Con 17, Int 3, Wis 10, Cha 9
Skills: Hide +3*, Listen +8, Move Silently +8, Swim +13
Feats: Iron Will, Power Attack, Weapon Focus (slam)
Environment: Temperate or warm aquatic
Organization: Solitary
Challenge Rating: 6
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: —

This creature looks like a mass of seaweed with a generally humanlike form. It doesn't seem to have a head.

Weed giants are intelligent, carnivorous aquatic plants related to shambling mounds. A single weed giant is composed of several hundred strands of semi-intelligent seaweed. The weed giant is not rooted, and is capable of both swimming and shambling along the seafloor. Although it can sustain itself off nutrients in the water like most seaweed, it also feeds by entrapping creatures or other plants in its strands and decomposing them with its digestive secretions, then absorbing their remains through its strands.

A weed giant's body is a loose mass of weed with a roughly humanoid shape. It is usually about 12 feet long when floating in water, but can gather itself into a compact mass with an 8-foot girth that stands about 6 feet tall. A typical weed giant weighs 3,800 pounds.

COMBAT

A weed giant batters and constricts its prey with armlike appendages.

Concealed Brain (Ex): A weed giant's brain is its only organ vulnerable to weapons. Any melee or ranged attack that hits a weed giant has a 50% chance of missing the brain, either passing through the body or cutting or bruising a few strands of weed, which causes no harm to the weed giant. Even a true seeing effect is useless for determining where and how to strike the creature's brain.

Constrict (Ex): A weed giant deals 2d6+7 points of damage with a successful grapple check.

Expelling Wave (Ex): A weed giant creates a powerful wave whenever it makes a slam attack, which can literally wash away its enemies. This creates a 10-foot cone (15-foot for a Huge weed giant). All creatures within the area (excluding those currently grappled by the weed giant) must make opposed Strength checks, with the same modifiers as a bull rush. A typical weed giant has a +9 modifier on this check. Creatures that fail the check are washed 5 feet away from the giant. For every 5 points by which the weed giant's check result exceeds an opponent's Strength check, it washes the opponent an additional 5 feet further away.

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

Skills: Weed giants have a +4 racial bonus on Hide, Listen, and Move Silently checks. *The Hide bonus improves to +12 in areas containing seaweed. A weed giant 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 #116 (1986).
 
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Shade

Monster Junkie
Damselfish, Giant

http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants-9.html

Damselfish, Giant
Large Animal (Aquatic)
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: Swim 50 ft. (10 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +1/+8
Attack: Slam +3 melee (1d4+3) or bite +3 melee (1d4+3)
Full Attack: Slam +3 melee (1d4+3) and bite -2 melee (1d4+1)
Space/Reach: 10 ft./5 ft.
Special Attacks: Bash n' bite, damsel lure, traumatizing charge
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 17, Dex 14, Con 15, Int 1, Wis 12, Cha 2
Skills: Listen +5, Spot +6, Swim +11
Feats: Alertness
Environment: Temperate and warm aquatic
Organization: Solitary or pair
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-6 HD (Large)
Level Adjustment: —

This slim fish has a bony head and a dull, dun-colored body. Its dorsal fin trails a streamer that vaguely resembles a humanoid female.

Giant damselfish are nocturnal, predatory saltwater fish. Adults are highly aggressive and try to eat any creature that comes near them, occasionally resulting in disaster if the other creature proves to be a shark.

Giant damselfish are fiercely territorial, each staking out an area of one square mile near a shipping lane and staying with it until prey no longer passes by. They come together only to mate, with the male departing swiftly thereafter. The female carries the fertilized eggs in her body until they hatch, giving birth to up to 25 young that swim rapidly away to avoid being eaten by their parent.

Damselfish are inedible, being exceedingly tough and possessing a very strong taste. They are occasionally sought for their colorful dorsal streamers.

A giant damselfish averages 7-1/2 feet in length and weighs about 500 pounds.

COMBAT

A giant damselfish rises to the surface at night to hunt. It deploys its dorsal fin and floats with its head down and tail relaxed. Upon hearing the approach of potential prey along, it wiggles its body and flutters its dorsal fin in such a way as to mislead a viewer into thinking that a humanoid woman is drowning. When prey draws near, it charges with a bash n' bite attack. If the victim is dazed by its traumatizing charge, it simply feeds on the prey each round. Otherwise, it repeats its bash n' bite tactics until the prey succumbs.

Bash n' Bite (Ex): If a giant damselfish hits with its slam attack, it may make a bite attack as a swift action. This bite attack is made with a +2 circumstance bonus (+5 melee and 1d4+3 damage for a typical giant damselfish).

Damsel Lure (Ex): A giant damselfish can flutter its body and dorsal fin so it appears to be a drowning woman, either human or elf, to viewers on or above the water's surface. Viewers can attempt a DC 20 Spot check to notice this "lady" is an imitation. The Spot check will succeed automatically if the viewer is within 10 ft. Of course, by this time it is generally far too close to avoid the damselfish's attack.

Traumatizing Charge (Ex): If a giant damselfish scores a critical hit with its slam attack as part of a charge it dazes its target for 1d3 rounds. If the target succeeds on a DC 14 Fortitude save, it is only dazed for 1 round. The save DC is Strength-based.

Skills: A giant damselfish 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 #165 (1991).
 
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Shade

Monster Junkie
Kobalt

http://www.enworld.org/forum/genera...onverting-monsters-polyhedron-magazine-6.html

Kobalt
Small Monstrous Humanoid (Reptilian)
Hit Dice: 3d8 (13 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +1 Dex, +2 natural, +2 leather), touch 12, flat-footed 15
Base Attack/Grapple: +3/+0
Attack: Spear +5 melee (1d6+1/x3) or sling +5 ranged (1d3+1)
Full Attack: Spear +5 melee (1d6+1/x3) or sling +5 ranged (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Mutations
Special Qualities: Darkvision 60 ft., light blindness, mutations, resist mutation and poison, stonecunning
Saves: Fort +3, Ref +4, Will +5
Abilities: Str 12, Dex 13, Con 10, Int 15, Wis 14, Cha 8
Skills: Craft (trapmaking) +6, Hide +9, Listen +6, Move Silently +5, Profession (miner) +6, Search +6, Spot +6, Use Magic Device +3
Feats: Great Fortitude, Point Blank Shot
Environment: Temperate forests
Organization: Gang (4–9), clan (20–80 plus 60% noncombatants plus 1 kobalt with mass planar travel mutation per 20 adults and 1 3rd-level guard per 20 adults and 1 leader of 4th–6th level), or colony (40–200 plus 1 kobalt with mass planar travel mutation per 20 adults and 1 3rd-level guard per 20 adults, 1 or 2 lieutenants of 4th or 5th level, and 1 leader of 6th–8th level)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +2 (A kobalt with a mutation has +3 Level Adjustment)

This small humanoid has a scaly hide, deep cobalt-blue in color. Its doglike head sprouts two small horns, and a ratlike tail flicks about behind it.

Kobalts are mutant kobolds that survived a cataclysmic battle on another world. Tougher and smarter than their more common brethren, these creatures have managed to not only survive, but prosper, in a barren wasteland.

Kobalts often possess technologically superior items brought from this other world. About 20% of kobalts have an additional mutation, ranging from superior senses to supernatural powers.

Most kobalts adopt the roles of bandits or merchants. When assuming the former path, kobalts launch raids on other worlds, via a kobalt possessing the mass planar travel mutation. Merchant kobalts trade their advanced technology and stolen magic items, using their financial resources to purchase more magical and technological equipment for their clan and to fortify their lairs. Kobalts have little desire to gain territory, preferring to remain virtually unknown and keep a low profile.

A kobalt is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds.

Kobalts speak Draconic with a voice that sounds like that of a yapping dog.

COMBAT

Kobalts are cautious tacticians, carefully planning annual raids into other worlds. When confronting relatively weak adversaries, kobalts demand all magical and technological items (as well as some money) in tribute. Stronger foes are likely to be ambushed, and kobalts are intelligent enough to avoid encounters with very tough adversaries. Kobalts are incredibly brave under the most trying circumstances, a positive result of their long battle to survive in their hostile homeworld, and as a result, rarely surrender.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds kobalts for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Mutation (Ex): A small percentage of kobalts have developed additional mutations. Roll d100 and consult the following table:

1-5 - Mass Planar Travel (Su): This functions like plane shift, except the kobalt can shift itself and up to 40 other kobalts between two Material planes. The kobalt may use this ability once per week. A kobalt with this ability gains a +2 racial bonus on all Cha-based skill checks involving other kobalts.
6 - Carapace: The kobalt's natural armor bonus improves by +2.
7 - Vomit Acid: 1/day, the kobalt can vomit forth a 20-foot line that deals 2d4 points of acid damage (Reflex save for half). The save DC is Constitution-based.
8 - Extra Arm: Gives an additional off-hand attack.
9 - Claws: Each hand can do 1d3 claw damage.
10 - Long Legs: Increase base land speed by 5 feet.
11 - Whiplike Tail: Secondary tail slap attack for 1d6 damage with 1.5 times Strength bonus.
12 - Redundant Organs: The kobalt's extra organs grant it light fortification (25% chance to negate critical hit).
13 - Acidic Blood: The kobalt's acidic blood deals 1d4 points of damage to any creature attacking it with a slashing or piercing weapon who fails to succeed at a Reflex save. The save DC is Constitution-based.
14 - Grotesque Muscles: +2 racial bonus to Strength and +2 racial bonus to Intimidate checks.
15 - Twitchy: +2 racial bonus to Dexterity and +2 racial bonus to Tumbling checks.
16 - Elastic Flesh: +2 racial bonus to Constitution and +2 racial bonus to Escape Artist checks.
17 - Bulging Forehead: +2 racial bonus to Intelligence and +2 racial bonus to Use Magic Devices checks.
18 - Gimlet Eyes: +2 racial bonus to Wisdom and +2 racial bonus to Spot checks.
19 - Soothing Voice: +2 racial bonus to Charisma and +2 racial bonus to Diplomacy checks.
20 - Enormous Nose: The kobalt gains the scent special quality, with a +4 bonus on Survival checks to track by scent.
21-100 - No mutation.

Resist Mutation and Poison (Ex): A kobalt has a +4 bonus on its saving throws against all transmutation spells and polymorph effects, including body-warping powers such as a chaos beast's corporeal instability power. It also has a +4 bonus on its saving throws against poison, including radiation poisoning.

Stonecunning (Ex): A kobalt has a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A kobalt who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a kobalt can use the Search skill to find stonework traps as a rogue can. A kobalt can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Skills: Kobalts have a +2 racial bonus on Craft (trapmaking), Profession (miner), Search, and Use Magic Device checks.

Kobalts as Characters
Most kobalt leaders are fighters or fighter/rogues.

Kobalt characters possess the following racial traits:
  • Str +2, Dex +2, Int +4, Wis +4, Cha -2.
  • Size Small.
  • A kobalt’s base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: A kobalt begins with two levels of monstrous humanoid (reptilian), which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3.
  • Racial Skills: A kobalt’s humanoid levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Craft (trapmaking), Hide, Listen, Move Silently, Profession (miner), Search, Spot and Use Magic Device. Kobalts have a +2 racial bonus on Craft (trapmaking), Profession (miner), Search, and Use Magic Device checks.
  • Racial Feats: A kobalt’s monstrous humanoid levels give it two feats.
  • +2 natural armor bonus.
  • Special Qualities (see above): Light blindness, mutations, resist mutation and poison, stonecunning
  • Automatic Languages: Draconic. Bonus Languages: Common, Elven, Goblin, Gnoll, Orc.
  • Favored Class: Rogue.
  • Level Adjustment: +2 (A kobalt with a mutation has +3 Level Adjustment).
Psionic Kobalts
Psionic kobalts have a +2 racial bonus on Use Psionic Device checks instead of Use Magic Device checks.

Technological Kobalts
Some variant kobalts focus on technology, rather than magic or psionics. These kobalts have access to technology far beyond that of most other races.

These "futuretech items" mimic the effects of standard magic items, but do not detect as magic, and are not vulnerable to antimagic and magic-suppressing effects.

Originally appeared in Polyhedron #18 (1984).
 
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Shade

Monster Junkie
Owlbear, Arctic

http://www.enworld.org/forum/general-monster-talk/82565-send-clowns-converting-oddballs-32.html

Owlbear, Arctic
Large Magical Beast
Hit Dice: 8d10+48 (92 hp)
Initiative: +1
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +8/+19
Attack: Claw +14 melee (1d8+7)
Full Attack: 2 claws +14 melee (1d8+7) and bite +9 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Darkvision 60 ft., immunity to cold, low-light vision, scent, surefooted
Saves: Fort +12, Ref +7, Will +3
Abilities: Str 25, Dex 12, Con 23, Int 2, Wis 12, Cha 10
Skills: Hide -2*, Listen +5, Move Silently +2, Spot +5, Swim +15
Feats: Alertness, Endurance, Track
Environment: Any cold land
Organization: Solitary, pair, or pack (3–8)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 9–15 HD (Huge)
Level Adjustment: —

This creature blends the features of a polar bear and a snowy owl. Its thick, shaggy coat of feathers and fur is snowy white, while its claws and hooked beak are black. Its large round eyes are gleaming yellow.

Arctic owlbears are the polar cousins of the normal owlbear. Whether created by a demented wizard by crossing a giant snowy owl with a polar bear or a more natural form of evolution, it is clear that the arctic owlbear blends traits from both creatures.

Arctic owlbears live in the coldest areas of the arctic, often making their lairs in pre-existing caves or carving dens in snow banks. However, they tend to he wanderers and do not settle in any one place for long.

Arctic owlbears prefer meat, but will prey on anything they can catch. Unlike normal owlbears, the arctic variety hunt primarily by day and, being good swimmers, will aggressively pursue the prey into frigid waters without hesitation. They are well adapted for their environment--rough, leathery pads on the bottom of their paws help them maintain stability on icy surfaces, while their thick coat of fur and feathers provides immunity to extreme cold.

A typical arctic owlbear is about 10 feet long and weighs 1200 pounds, when rearing on its hind paws it can stand up to 8 feet tall. Arctic owlbears live for about 20 years.

COMBAT

Like their cousins, arctic owlbears attack any creature bigger than a mouse on sight, always fighting to the death. They slash with claws and beak, trying to grab their prey and rip it apart.

Improved Grab (Ex): To use this ability, an arctic owlbear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Surefooted (Ex): Arctic owlbears ignore all movement penalties associated with snow on the ground. They also receive a +4 racial bonus on Balance checks when walking on ice or snow.

Skills: An arctic owlbear 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. *An arctic owlbear's white coat bestows a +12 racial bonus on Hide checks in snowy areas.

Originally appeared in Monstrous Compendium Annual Volume Three (1996).
 
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Shade

Monster Junkie
Aoskian Hound

http://www.enworld.org/forum/general-monster-talk/248731-converting-planescape-monsters-21.html

Aoskian Hound
Medium Magical Beast (Extraplanar)
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d6+3)
Full Attack: 2 bites +5 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bark
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 17, Dex 13, Con 15, Int 4, Wis 12, Cha 6
Skills: Jump +11, Listen +10, Search -1, Spot +10, Survival +2*
Feats: Alertness, Track (B)
Environment: Concordant Domain of the Outlands (Sigil)
Organization: Solitary, pair, or pack (3–8)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral, often evil
Advancement: 3-4 HD (Medium), 5-6 HD (Large)
Level Adjustment: —

This large, heavily-muscled hound has two heads.

Aoskian hounds are two-headed dogs found mostly in the planar city of Sigil. Their name derives from their first breeders, followers of the long-dead and nearly forgotten god Aoskar. These carnivorous dogs are primarily nocturnal. Few are found in the wilds of the Outlands, mostly those whose masters were killed while traveling, or their descendants.

A typical Aoskian hound stands 3 feet high at the shoulder and weighs 300 pounds.

COMBAT

An Aoskian hound generally issues a jarring warning bark when intruders or adversaries are first spotted, then closes to bite with its two sets of powerful jaws.

Bark (Su): When an Aoskian hound barks, all creatures except evil outsiders within a 30-foot spread must succeed on a DC 13 Will save or become stunned for 1 round and dazed for 1d4 rounds thereafter. This is a sonic effect. Whether or not the save is successful, an affected creature is immune to the same hound's bark for 24 hours. The save DC is Constitution-based.

Skills: Aoskian hounds have a +4 racial bonus on Jump checks. An Aoskian hound's two heads give it a +2 racial bonus on Listen, Spot, and Search checks. *Aoskian hounds have a +4 racial bonus on Survival checks when tracking by scent.

Training an Aoskian Hound
An Aoskian hound serves readily as a guard animal, but it requires training. Training an Aoskian hound requires a Handle Animal skill check with the normal +5 increase to DCs for training a magical beast. See the Handle Animal skill description for more information on training and handling magical beasts.

A fully trained Aoskian hound costs 1,500 gp. Aoskian hound puppies are worth 200 gp on the open market. Professional trainers charge 500 gp to train an Aoskian hound.

Originally appeared in In the Cage: A Guide to Sigil (1995).
 
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Shade

Monster Junkie
Unicorn, Zebracorn

http://www.enworld.org/forum/general-monster-talk/271060-special-conversion-thread-unicorns.html

Unicorn, Zebracorn
Large Magical Beast (Shapechanger)
Hit Dice: 4d10+20 (42 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +4/+13
Attack: Horn +11 melee (1d8+8)
Full Attack: Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Change shape
Special Qualities: Darkvision 60 ft., spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy
Saves: Fort +9, Ref +7, Will +6
Abilities: Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24
Skills: Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8*
Feats: Alertness, Skill Focus (Survival)
Environment: Warm plains
Organization: Solitary, pair, or zeal (3–6)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic neutral
Advancement: 5–8 HD (Large)
Level Adjustment: +4 (cohort)

This powerful, equine creature has a gleaming black and white coat like a zebra's hide. It has big, doe brown eyes. Long, silky white hair hangs down in a mane and forelock. A single ivory-colored horn, about 2 feet long, grows from the center of the forehead. The hooves are cloven.

Zebracorns are offshoots of unicorns found in equatorial savannahs. These nomadic unicorns roam the savannah in herds, feeding on dry grasses. They avoid overgrazing any area. Each herd generally contains one stallion and several mares.

A zebracorn can be ridden by any being who proves itself friendly, though they can detect evil at will and will immediately attack evil beings. They are unpredictable and willful (some say pig-headed).

When assuming humanoid form, a zebracorn generally takes the form of a muscular, hairless, black human with a warrior’s bearing.

Zebracorns occasionally allow themselves to be tamed and ridden by and friendly, nonevil beings. Such a zebracorn, if treated kindly, is the being's loyal steed and protector for life, even accompanying him or her beyond its territory.

A typical adult zebracorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.

Zebracorns speak Sylvan and Common.

COMBAT

Zebracorns normally attack only when defending themselves or their savannahs. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the zebracorn.

A zebracorn is proficient in all shields as well as all simple and martial weapons, but it must change shape into humanoid form to wield them. It has no armor proficiency.

Change Shape (Su): A zebracorn can take on the form of any Medium or Large animal or humanoid. Its favorite form is a handsome, black-skinned human.

A zebracorn retains its horn while shapechanged. It can use its horn as a primary or secondary attack if it wields weapons when in humanoid shape. A shapechanged zebracorn can hide its horn by retracting it into its forehead, leaving behind a star-shaped mark or "blaze". Retracting or deploying its horn is a swift action.

Spell-Like Abilities: Zebracorns can use detect evil at will as a free action. Once per day a unicorn can use greater teleport to move anywhere within its home (a savannah region up to one square mile). It cannot teleport beyond the boundaries of its territory nor back from outside.

A zebracorn can use color spray three times per day (DC 18, caster level 8th) with the effect emanating from its horn. The save DC is Charisma-based.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a zebracorn has a +6 racial bonus on the check.

Skills: Zebracorns have a +4 racial bonus on Move Silently checks. *Zebracorns have a +3 competence bonus on Survival checks within the boundaries of their territory.

Originally appeared in Dragon Magazine #190 (1993).
 
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