Old conversions from MC11 (FR)

BOZ

Creature Cataloguer
these are some more old conversion i did several months ago, from the second Forgotten Realms Monstreous Compendium.
 

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ALGUDUIR

Medium-Size Magical Beast (aquatic)
Hit Dice: 4d10+4 (26 hp)
Initiative: +3 (Dex)
Speed: 20 ft, fly 60 ft. (good), swim 40 ft.
AC: 17 (+3 Dex, +4 natural)
Attacks: Bill +5 melee, 2 claws +0 melee
Damage: Bill 1d6+1, claws 1d4+1
Face/Reach: 5 ft. by 5 ft./5 ft
Special Attacks: Improved grab
Special Qualities: Spell reflection, SR 19
Saves: Fort +5, Ref +7, Will +1
Abilities: Str 12, Dex 16, Con 12, Int 7, Wis 10, Cha 11
Skills: Hide +8, Listen +5, Move Silently +7, Spot +5, Swim +6
Feats: Alertness

Climate/Terrain: Any marsh
Organization: Solitary, family (2-4)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Medium-Size), 9-12 HD (Large)

The alguduir, sometimes called the swamp dragon, is a rare carnivore that inhabits only large freshwater or saltwater marshes. This creature is a large, amphibious, bipedal bird, standing about 7' tall. An alguduir's body is fat but sleek, covered with tough, durable oil-glistening scales. Its front feet have five black talons each, its rear feet have only four talons each. Its wings are usually a mottled white, brown, and gray. Its head and body are gray or green-gray, and are readily camouflaged by marsh plants. Its eyes are yellow or green. Its gills are located in the throat area behind and beneath the gill.
Its feathered eagle-like wings are oily and can shed water rapidly. This allows the alguduir to swim to the surface, shake its wings out to full span, and fly away without pause. This oil is not flammable and an alguduir suffers no extra damage from fire-based attacks. Its nickname comes from its scaled body that erroneously makes people believe it to be related to dragons.
They cannot speak, although they may understand a word or two, or even complete phrases of any language spoken by intelligent creatures within their hunting ground. Alguduir snarl, grunt, or shriek, showing the full scope of emotion, but when hunting they are eerily silent.

COMBAT
A repeated marsh-bird call may be an alguduir signaling its position to its mate. This allows the two alguduirs to position an enemy between the two. When this occurs, one attacks, driving the opponent to the other, opening the victim to flank and back attacks.
Alguduirs often battle creatures underwater. They commonly capture these aquatic animals in their rear claws, lifting them out of the water to suffocate them. They also like to drag down avian or surface-dwelling creatures and hold them underwater until the prey drowns. They employ their rear claws in combat only when clinging to, or when wrapped around an opponent.
Swoop (Ex): A capable swimmer, the alguduir can breathe underwater and dive with great force and accuracy from the air to an underwater target, gaining a +2 attack bonus.
Improved Grab (Ex): If an adult alguduir (not a young one) hits with both front claw attacks, it may attempt to grapple its victim. If successful, this allows the alguduir to attack with its two rear claws in addition to its normal attacks, giving it 4 claw attacks and a bill.
Spell Reflection (Su?): Alguduirs possess a curious and effective ability to reflect or turn spells and spell-like abilities back at the caster. This natural phenomenon is presently inexplicable. This spell reflection is an unconscious act, and the alguduir cannot willfully negate the reflection deliberately, nor can it willfully exercise it. Even the carcasses of dead alguduir retain the ability for 4d4 minutes.
When a spell is cast upon an alguduir, there is a 65% chance (-2% per effective level of the caster above 10th level, and -5% per spell level of the spell above 6) that it wholly reflects back upon the caster with full effects, and saving throws are applicable. If the caster is completely protected against such an occurrence, the spell reflects upon a randomly chosen unprotected creature within 10 feet of the caster. If unprotected prey is not within range, the reflected spell dissipates. The creature's Spell Resistance should be rolled only if the Spell Reflection fails.
Skills: Alguduir are naturally camouflaged, and receive a +4 to Hide checks while in any type of marsh.

SOCIETY
Alguduir lair in the tangled, weedy clumps of solid ground found at the heart of their large marsh. They protect these small locations with their lives. At any sign of danger, the young go to the ground there while the parents stalk the intruders. If the adults are faced with trespassers that are too strong to defeat, the adults lead them from the nest, flying or diving to escape when the danger no longer threatens the lair. If the alguduirs deem the trespassers edible and easily killed, they hunt or attempt to ambush the prey, feeding the victims to their young. They always deposit the remains far from the lair to avoid calling attention to their safe haven.
The alguduir feeds on fish, snakes, frogs, mussels that it smashes open on rocks, and other aquatic life. The alguduir even feasts upon the giant varieties of these animals if they are available. It usually hunts by flying low over the marsh plants. With its claws and bill it stabs at creatures in the reeds and boggy ground in the marsh and nearby areas.

ALGUDUIR YOUNG
Alguduir young are 1 HD creatures and have the same abilities as their parents, with the following exceptions: their natural armor is only 2, their speed is 10 (fly 40, swim 30), their beak only does 1d4 damage, their front claws only do 1d2 damage and they can't attack with rear claws. They are Small creatures, only 1'-4' long. They are otherwise identical to adults.

The alguduir first appeared in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook)
 

FACHAN

Small Aberration
Hit Dice: 4d8 (18 hp)
Initiative: +7 (Dex)
Speed: 230 ft., swim 380
AC: 23 (+1 size, +7 Dex, +5 natural)
Attacks: Bite +4 melee, club + melee
Damage: Bite 1d4+1 and poison, club 1d6+1
Face/Reach: 5 ft. by 5 ft./5 ft
Special Attacks: Head butt, poison
Saves: Fort +1, Ref +7, Will +4
Abilities: Str 12, Dex 23, Con 10, Int 6, Wis 11, Cha 8
Skills: Balance +10, Listen +4, Jump +7, Spot +4, Swim +7, Tumble +10
Feats: Dodge

Climate/Terrain: Any marsh
Organization: Solitary, band (2-12), tribe (4-48)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 5-8 HD (Small), 9-12 HD (Medium-Size)

The fachan is physically one of the Realms' most unusual creatures. The fachan stands 2'-4' tall, and has one leg, one foot, one arm protruding from the center of its chest, and one eye in the center of its face. Fachan skin varies from a dark gray-brown hue to a mottled green, but the hair of the fachan is always blue-black. Despite these changes, they also share many physical attributes with ogres and orcs.
A fachan moves with a hopping gait upon its foot, its six toes spread equidistantly around the round foot pad for balance. Despite initial appearances of an ungainly and awkward body, fachan are quite agile and fast. They can leap a 10-foot span easily and can hurtle a 6-foot barrier from a standstill. All fachan can leap upright and stand erect from a prone position before taking their actions for a round.

COMBAT
Fachans prefer to take enemies by surprise to put immediate fear into their opponents. They are rarely surprised because of their fantastically keen hearing, which usually gives them the opportunity to prepare ambushes and surprises for their opponents.
A fachan can wield any weapon with his arm except for two-handed weapons (including bows and polearms). A fachan generally wields clubs and flails, though axes and swords are becoming more common. Fachan can wield weapons against their foes, or simply bite opponents with their rotting, muck-encrusted teeth. Once an opponent is downed from its paralytic poison, the fachan can push him under any available water surface to quickly drown their prey.
Fachan often lay in ambush partially submerged in marshes and swamps. When an opponent is within 7 feet of the fachan's location, it launches itself at its target by its strong, powerful leg. The fachan has an exceptionally hard skull, and this leaping sets its target up for its "head butt" attack.
Head Butt (Ex): This attack causes 1d6+1 damage if the opponent fails his Reflex save (DC 18). In addition, the opponent will be stunned for that round and every round thereafter until he makes a successful Fort save (DC 12).
Poison (Ex): Fachan spittle: Injury, Fort Save DC 12. Initial damage: none; secondary damage: paralyzed for 1d4 rounds.
Skills: Fachans receive a +4 racial bonus to Listen checks because of their keen hearing. Their unusual anatomy also gives them a +4 racial bonus to Jump checks.

SOCIETY
The fachan are shunned by most civilized races because of their penchant for humanoid flesh. The fachan are cruel beings, more apt to toy with their prey than kill it quickly and cleanly.
The fachan live in swamps, marshes, and wetlands, their lairs equivalent to the partially-submerged beaver lodges. Lodges are constructed in circular patterns. Each clutch may have as many as six lodges. An average tribe is always at the center of the circle, and is the largest of the lodges for that tribe. Though they average 20 feet in diameter, the fachan lodges are difficult to locate. A Search check (DC 20) is needed to locate a lodge within 50 feet.
The fachan's legendary leaping ability and dexterity can be magically rejuvenated from its footpad. Properly treated and enchanted, the footpads of two fachan can be made into boots of striding and springing. The hearing organs of a fachan can be instrumental in creating potions of clairaudience.

IN THE REALMS
Fachan have never been found further north than the swamps west of the Osraun mountains of Turmish, but they are becoming more common in the swamps near Halruaa and Durpar. The largest collection of fachan in the Known Realms is a group of tribes in the Spider Swamps near Calimshan. There are rumors of even larger numbers and greater varieties of fachan in Chult or the lands further south across the Great Sea.
The orcs have a legend that Gruumsh "blessed" the orc races so that they would bear certain offspring that were "half the beings their parents were yet more than they were as well." The fachan's faces bear striking similarities to the depictions of Gruumsh, supporting the legend. To this end, fachan are sometimes known as "Gruumsh-kin."

The fachan first appeared in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook)
 

FROST

Tiny Fey (cold)
Hit Dice: 1/2 d6+1 (2 hp)
Initiative: +4 (Dex)
Speed: 20 ft., fly 60 ft.
AC: 16 (+2 size, +4 Dex)
Attacks: Dagger +6 melee
Damage: Dagger 1d4-3
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft
Special Attacks: Spell-like abilities
Special Qualities: Immunity to cold, SR 17
Saves: Fort +1, Ref +6, Will +4
Abilities: Str 5, Dex 18, Con 12, Int 15, Wis 14, Cha 15
Skills: Craft (any one) +5, Escape Artist +8, Hide +9, Jump +8, Listen +7, Move Silently +9, Search +7, Sense Motive +5, Spot +7
Feats: Dodge, Improved Initiative, Weapon Finesse (dagger)

Climate/Terrain: Cold forest
Organization: Solitary, tribe (1-6)
Challenge Rating: 1
Treasure: No coins; 50% goods; 50% items, 150% gems
Alignment: Usually neutral good
Advancement: 1-3 HD (Tiny)

Often called snow-faeries, snow sprites, or winter folk, these small, mischievous beings inhabit dense forests, migrating to cooler regions as the seasons dictate. Frosts are tiny elfin creatures that stand about 1' tall, and have whirring, beelike wings. Their skin is a pale blue, though some from subarctic regions are a darker blue. Their hair is white or silvery, their eyes are a silvery blue or green, and their clothing tends to be white or silvery with patches of gray, black, blue, and green.
Frosts speak Common, Sylvan, Elf, and up to three other languages of allied beings in their vicinity. They cannot read or write, and have no interest in doing so.

COMBAT
Frosts, like their cousins the sprites and pixies, are prone to playing pranks on travelers, but they keep their tricks to a minimum. "Clever" pranks usually involve shaking snow down on burly fighters, creating ice patches, or changing the temperature abruptly.
If patently evil or destructive beings (such as trolls and orcs) annoy the frosts, however, they must be prepared for retaliation. Frosts never attack larger beings in hand-to-hand combat, but always flee and use their spells at a distance. They save their weapons skills for hunting small monsters or animals their own size. Their dagger-like weapons are actually hard, sharp icicles. Initial attacks are made using the natural environment. For example, if large foes cross ice-covered lakes or ponds, frosts might use control temperature spells to cause the ice to crack under their foes' boots. Then they use spells to cause the water to refreeze if a being falls through the ice and is submerged or swimming. If the chance to use an avalanche trap presents itself, frosts try this against massed groups of their foes. If this doesn't work, frosts use cone of cold, or another spell-like ability.
Because frosts are so light, they suffer only 1-2 points of damage from falling from any height over 10 feet, but suffer no damage if they land in a snowbank.
Spell-like abilities:
* Invisibility, at will.
* Control temperature, 10' radius at will, as a 10th-level druid. The temperature surrounding the frost is altered by up to +10 or -10 degrees per caster level.
* Cone of Cold, 3 times per day, as a 3rd-level sorceror.
* Ice Hands, touch, at will, as a 12th-level sorceror. This power works just like burning hands, and causes 1-2 points of cold damage to living beings, and can freeze up to one gallon of liquid per round, including potions and holy/unholy water.
* Cold Ray, once per day. One frost in six can cast this ray from his hands. This ray is 90 feet long, one inch wide, and causes 6d4+6 points of cold damage if a Reflex save (DC 14) is unsuccessful, no damage if it succeeds.
* Otilkue's Freezing Sphere, once per day, as 18th-level sorceror. Only one frost in six has this ability.
Immunity to Cold (Ex): Frosts are all immune to cold. They take normal damage from fire- or heat-based spells, and flames causing 1 or more points of damage instantly sear off their wings, which cannot regrow.

SOCIETY
Frosts are nearly always found in small family groups, though some gatherings are exploratory bands out to see the wide world, cause a bit of trouble, or hunt for gems or crystals, which frosts love and hoard. The only frosts that may venture out alone are the community leaders, usually on a specific mission.
Nomadic in nature, frosts make their lairs in hollow trees, rocky shelters, old animal dens, and the like, never staying in one place for more than a year. These sprites inhabit forests and fields during the winter, migrating northward in the spring to the far ice and snow. Frosts manufacture few things, though it is not known how their fine cloth is created. If carefully approached and given gems, frosts can be very helpful to well-behaved beings who don't stay long in the frosts' woodlands, and they are likely to give travelers directions out of their forest.
They like other small woodland fairies best, with elves and dryads running a close second, halflings third, and everyone else somewhere far behind. They war continually with small evil beings such as quicklings. Some frost communities work closely with elven and fairy bands to defend their woods against goblins and other invaders, but they are also likely to attack careless human loggers, hunters, and city-builders.
Frosts have little overall effect on their environment, as their food and material needs are minute at best. Frosts have no known use as spell components, though it is rumored that certain evil wizards have investigated the possibility in the past. A few such wizards are known to have had unfortunate fatal accidents when crossing icy rivers or travelling through dense winter forests, and the losses have probably slowed this research.

The frost first appeared Dragon Magazine #33 (1980, "The Dragon's Bestiary, Roger Moore) Frosts later appeared in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook)
 

GOLDEN AMMONITE

Medium-Size Magical Beast (aquatic)
Hit Dice: 8d10+40 (84 hp)
Initiative: -1 (Dex)
Speed: Swim 5 ft.
AC: 17 (-1 Dex, +8 natural)
Attacks: 10 tentacles +10 melee
Damage: Tentacle 1d4+2
Face/Reach: 5 ft. by 5 ft./10 ft
Special Attacks: Blinding, improved grab, constriction, draining
Special Qualities: Immunities, blindsight, tremorsense, cold resistance 15, regeneration, SR 29
Saves: Fort +11, Ref +5, Will +1
Abilities: Str 14, Dex 8, Con 20, Int 4, Wis 8, Cha 6
Skills: Listen +4, Search +3, Swim +3
Feats: Alertness, Improved Initiative

Climate/Terrain: Cold or temperate aquatic
Organization: Solitary, or clutch (1-3)
Challenge Rating: 9
Treasure: None (but the golden shell is priceless)
Alignment: Always neutral
Advancement: 9-12 HD (Medium-Size), 13-16 HD (Large)

The legendary golden ammonites are sea-dwelling octopoids that live in great coiled shells like hermit crabs. The body and tentacles of a golden ammonite are dark brown with spots of black. The shell, however, is made of pure, solid gold; each shell is 6'-8' in diameter and weighs between 1,200 and 1,800 pounds. So rare and beautiful are these shells that they can be sold for up to 150,000 gp each, if a buyer who can afford one can be found.
A golden ammonite has two great fist-sized multifaceted eyes on either side of its body that project just beyond the rim of its golden shell. The eyes rotate independently and each can thus target a creature in any direction as long as the line of sight is not physically blocked. Its eyes are not especially remarkable in power, as they are very nearsighted and work best when a lighted object is within 30 feet, though they can detect light and heat sources to 120 feet.
While most of its soft body is protected, the creature has 10 tentacles it can use to drag itself slowly across the ocean floor. These tentacles can stretch out up to 12' away from the main body.
The golden ammonites do not speak or communicate by sound. Sages guess that they might have a language based on touch, sound waves, tentacle sign language, or some other medium, but no proof of this exists.

COMBAT
Any being approaching within 90 feet of this monster is made the focus of a *light ball* attack. If attacked physically, these creatures are just as likely to fight with their tentacles as to crawl back into their shells and seal themselves up, in which state their soft parts cannot be harmed by attacks. If beings come within grappling range, the golden ammonite can lash out with its tentacles at up to ten opponents.
Note that the natural armor on the soft parts of the creature (head and tentacles) is only +2. Anyone attacking the creature has only a 50% chance of hitting these parts, all of the rest of the attacks hitting and damaging the shell. Called shots can hit one of the eyes, and any amount of damage destroys an eye instantly. The creature withdraws into its shell immediately if it loses an eye, staying put for hours while it regenerates all of its damage. A single blow with an edged weapon that inflicts 8 or more points of damage, or on a critical hit, will sever a tentacle.
Blinding (Su): Each eye can independently launch a small globe of magical light that looks much like a fireball, one foot in diameter, at its chosen target each round, usually targeting the largest creature in a group first. A victim must succeed at a Reflex save (DC 19) against the *light ball* or be struck in the face by the magically guided missile. Any aquatic creature with eyes is instantly blinded and will flee this attack. A surface dweller suffers a -4 penalty on all attacks, and is also blinded. This light ball has the brilliance of a daylight spell, and can be removed by a dispel magic spell if it succeeds against the ability of an 8th-level sorceror. If the victim is blinded for more than 10 minutes, however, his eyesight is permanently damaged and a wish, heal, or cure blindness spell is required to cure his condition.
Improved Grab (Ex): To use this ability, the ammonite must hit an opponent of Medium-size or smaller with its at least one of its tentacles. If it gets a hold, it constricts and drains blood.
Constrict (Ex): A golden ammonite deals automatic tentacle rake damage each round with a successful grapple check against Medium-size or smaller creatures. The tentacles will constrict until the foe is dead, or the golden ammonite has been slain or driven back into its shell.
Drain (Ex): The suckers on each of an ammonite's tentacles are capable of drawing out the vital fluids in a victim's body. The draining damage caused by each tentacle is equal to 20 minus the victim's Armor Class rating, not counting Dexterity or shield bonuses, as a measure of how many suckers can be fixed to the victim's skin. Thus, an armored man with AC 15 receives 1d4+2 points of damage per round from the constriction and +5 more from the blood drain.
Immunities (Ex): A golden ammonite's thought patterns are so alien that telepathy and ESP are useless in communicating with them, and produce only confused and frightening results. Psionic attacks and spells that affect the mind are similarly rendered worthless. They are effectively immune to all mind-influencing attacks, including Illusions and Enchantments. While not immune to magic altogether, they are amazingly resistant to spells of all sorts.
Because of its soft, elastic body, this creature takes half-damage from all blunt weapons. Many weapons cannot be used underwater anyway because of physical constraints. Any weapons that strike the shell of the golden ammonite have half of their impact absorbed as well. (Thus, a blunt weapon used on its shell causes only one-quarter damage.)
Tremorsense (Ex): This creature's skin is fantastically pressure sensitive, so any sound of motion within 600 feet of it is instantly detected, ruling out all surprise even if an approaching being is magically silenced. Blinding this creature with light spells is very easy, but as a tactic is useless, as the creature can "see" its environment far better with its skin's "sonar sense," which is obviously not hindered by such spells.
Regeneration (Ex): The golden ammonite regenerates damage to its soft body at a rate of 1 hit point per minute. The creature's eyes regenerate completely in 4d6 hours, and it can regrow severed tentacles completely in a few weeks. Shell damage can be regrown in 7-12 months.

SOCIETY
These large-shelled mollusks feed upon the debris and minerals on the sea floor. Gold is extracted from the sludgy silt of the ocean floors that this monster consumes. This metal is then deposited on the creature's shell, creating an eerily beautiful coiled wonder that gives this beast its name. The golden ammonite's shell is valued at an average of 50,000 to 80,000 gold pieces, and the most impressive specimens can fetch even more. The wealthiest of surface-dwelling buyers often pay exorbitant amounts for one of these shells, and some undersea races see them as priceless. Each point of damage inflicted on a shell reduces its overall value by 1,000 gold pieces, to a minimum of 10,000 gold pieces, which would essentially be a smashed shell.
The golden ammonite has adapted to the crushing darkness of the bottoms of great marine trenches, where savage ghastly monsters are rumored to live. Little is known of these dangerous regions, into which it is said even sahuagin fear to venture. So far, this creature is found only in the deepest oceanic canyons, at depths below 1,000 feet, in the coldest and darkest regions of the sea. It moves slowly about the ocean floor, grazing on whatever food it can find. Golden ammonites collect no treasure or property, and they manufacture no known items. The shells of these beings have never been found empty, and no young have ever been seen. Their lifespans are probably very long, perhaps in the hundreds if not thousands of years. The origin of the ammonite's golden shell is as obscure as the details of its day-to-day existence. All that can be said is that it slowly makes its way through the undersea world and most natural predators seem to leave it alone.
If golden ammonites have anything resembling a society, it is yet to be discovered. Now and then, an Eye of the Deep will be found with these creatures. When this occurs, the beholder-kin apparently acts as an ally, for the golden ammonite does not attack it in any way. Aside from consuming the carcasses of dead creatures and sea-floor debris, the effect that the golden ammonite has on its environment has yet to be unveiled.

The golden ammonite first appeared in DRAGON Magazine #48. (it was also featured in MC11, and MC Annual 4, from where this description was taken.)
 

LIGHTNING GOLEM

Golem, Lightning
Large Construct
Hit Dice: 11d10 (60 hp)
Initiative: +2 (Dex)
Speed: 30 ft. (can't run)
AC: 21 (-1 size, +2 Dex, +10 natural)
Attacks: Slam +15 melee
Damage: Slam 2d8+10 plus shock
Face/Reach: 5 ft. by 5 ft./10 ft
Special Attacks: Chain lightning, shock touch
Special Qualities: Construct, magic and psionic immunity, damage reduction 15/+2
Saves: Fort +3, Ref +5, Will +4
Abilities: Str 24, Dex 14, Con ---, Int 3, Wis 12, Cha 3

Climate/Terrain: Any land
Organization: Solitary
Challenge Rating: 10
Treasure: ---
Alignment: Always neutral
Advancement: 12-22 HD (Large), 23-33 HD (Huge)

The lightning golem is an artificial being given animation, if not true life, by the infusion of an elemental spirit. It is created and controlled by powerful magics, like all golems. Like other magically animated creations it is often employed as a guard or ward by those powerful enough to fashion them.
Lightning golems as physically fairly simple. Their bodies are nothing more than a gold framework that is roughly humanoid in shape. The limbs of the creature are articulated, giving it the ability to move its arms and legs in much the same way that a man might. In fact, the "skeleton" of the creature has been likened to a mannequin or doll such as might be used by an artist in place of a model. What makes the construction unusual is the aura of electricity that constantly dances around it. Because of the energies used to empower the creature, it is alive with brush discharges, arcs of electricity, and a general haze of St. Elmo's fire. The shape of this aura is surprisingly man-like.
Lightning golems cannot speak, but obey simple commands given them by their creators. Their understanding is limited, however, making complex tasks beyond them.

COMBAT
The lightning golem moves much more quickly than one might expect an automaton to move. When in close combat, the lightning golem lashes out with its metallic arms, trying to strike its enemies. If possible, the golem begins combat by unleashing its powerful stroke of chain lightning at its enemies. Lightning golems are considered greater golems and are thus always under the control of their creator.
Shock Touch (Ex): Anyone hit by the golem's slam attack suffers an additional 2d8 electrical damage if a Fortitude save (DC 16) is failed. Anyone making a successful save suffers only half damage. Persons who fail their saves may be required (at the DM's option) to make saving throws for some or all of the items they are carrying.
Chain Lightning (Su): This attack is similar to that of the arcane spell of the same name. This attack has a range of 50 yards, and inflicts 6d6 points of electrical damage to the first target that it strikes.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Magic and Psionic Immunity (Ex): Golems completely resist most magical and supernatural effects and psionics except as follows: Attacks that depend upon heat or fire affect the golem normally, causing its golden skeleton to melt and deform. Those based on sleep, cold, ice, lightning or electricity are ineffective. Spells and abilities that have power over metal, such as crystalbrittle, have their normal effects upon the lightning golem.


LIGHTNING GOLEM CONSTRUCTION
The creation of a lightning golem is a task beyond any but an arcane spellcaster of 18th level or higher. The labor begins with the manufacture of the construct's golden body from 2,000 pounds of pure gold. The gold itself, and the materials needed to fashion it into its new form, cost 150,000 gold pieces. The construction of the body requires 10 weeks and requires a successful Craft (sculpting or armorsmithing) check (DC18). Once the body is completed, the enchanting can begin. This must be attempted in an open area during the height of a tremendous thunderstorm. When the storm reaches its peak, the creator must cast a wish, permanency, chain lightning, enchant an item, and geas spell. As soon as the final spell is cast, a bolt of lightning is attracted to the body, striking it and infusing it with its tremendous power. Completing this ritual drains 1,500 XP from the creator.

The lightning golem first appeared in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook)
 

LOXO

Large Monstrous Humanoid
Hit Dice: 4d8+20 (38 hp)
Initiative: +3 (-1 Dex, Improved Initiative)
Speed: 30 ft.
AC: 14 (-1 size, -1 Dex, +6 natural)
Attacks: Dagger or club or heavy mace +10/+5 melee, 2 shurikens +5 ranged; or 2 thrown clubs +2; or 2 slams +10 melee
Damage: Dagger 1d4+7; club 1d6+7; heavy mace 1d8+7; shuriken 1; thrown club 1d6; slam 2d6+7
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Berserker Rage, Trample
Saves: Fort +6 , Ref +3 , Will +5
Abilities: Str 25, Dex 8, Con 20, Int 12, Wis 14, Cha 12
Skills: Appraise +4, Craft (cobbling) +4, Craft (gemcutting) +4, Craft (weaponsmithing) +5, Intimidate +4, Intuit Direction +5, Knowledge (nature) +4, Listen +7, Perform (epic, trumpet) +4, Search +6, Wilderness Lore +6
Feats: Improved Initiative, Multidexterity, Power Attack

Climate/Terrain: Temperate and warm plains
Organization: Solitary, family (2-16), band (6-24 males), herd (10-60, plus 1 5th level fighter-lieutenant per 10 loxo and 1 7th level fighter-chief)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class

A loxo appears to be a humanoid elephant. It skin is bluish-gray and wrinkled, with rough hair sparsely covering it. It has thick round limbs, flat feet, and short stubby fingers. Large ears grace the sides of its head, and tusks protrude from its face.
Its most striking features are the two trunks which grow from the center of its face. Each trunk is about two feet long and has three finger-like digits at the end.
These creatures wear simple, rustic clothing, favoring cloth with patterns, such as circles and diamonds. They usually shun armor and shields.
Loxoth eat a great amount of grass and other plant matter (as much 100 pounds per day) and work hard to protect and preserve their grazing lands.
Loxoth speak their own language, and most of them have learned Common and Dwarf. Loxoth may live as long as 200 years.

COMBAT
Loxoth are normally peaceful, though the males defend their territory with great tenacity. They prefer melee combat to long-range combat, but use few missile weapons, including throwing clubs and shuriken. Preferred melee weapons are dirks (crude daggers), clubs, and heavy iron maces. They fight two-handed with two weapons with no penalty.
If threatened, half of the loxo males remains to defend the females and young, while the other half charges into a counter-attack. They use their trunks to throw shuriken, and can do so in the same round in which they make a melee attack. Their trunks are much more dexterous than their hands, and they receive a +5 bonus when attacking with shurikens this way. Loxoth usually only use their slam attack if they are caught unarmed, or if they go into a berseker rage. If charging medium-sized or smaller opponents, the loxoth may choose to make a trampling attack.
Trample (Ex): Loxoth cause 2d8 points of damage with a trample, and opponents can attempt a Reflex save for half damage (DC 19).
Berserker Rage (Ex): If a male loxo's family is threatened, there is a non-cumulative 10% chance per round that he may enter a berserker-like rage. This rage works the same way as a barbarian's rage ability, and lasts until the danger to the loxo's family has passed. A berserk loxo never attacks another loxo, unless said loxo is the one threatening his family.
If a loxo sees his family die or be killed, he almost always "goes rogue". He enters (or continues) the berserk state, attacking any non-loxo he encounters, and threatening any loxo who approaches. He remains in this state, losing 1d6 hit points per day until he dies from exhaustion.
Skills: Loxo ears are very sensitive, giving them a +4 bonus to Listen checks. Loxo use their trunks for fine craftwork, and gain a +6 to all Craft skills when using their trunks.

SOCIETY
In loxo society, family is the most important thing. Loxoth are semi-nomadic, traveling the grasslands in small clan-like herds. Each herd consists of 1-6 small family units, as well as a band of unattached males seeking mates. Each family unit consists of one male, 1-3 females, and 3-12 young. When a herd becomes too large to support itself, it splits into two parts, with the younger leader taking his herd into a new territory.
Male loxoth are dominant in their society both politically and militarily. Males often have as many mates as they can defend from other males. Loxoth mate during any time of the year, but take only mates who share their ancestry. After an 18-month gestation, the female gives birth to one or two calves.
A loxo lieutenant is called a fithik. Each herd, no matter what the size, has a chief, called a lox-fithik. Half of all herds have a tunnuk, or wizard, and she uses her spells as needed to protect her tribe.
Some loxoth are artisans and work with wood, metal, and ivory from the tusks of their dead. (Loxo tusks are worth up to 250 gold pieces each, but loxoth view stealing, buying, or trading them as the highest crime among their kind.) They make weapons like dirks and blunt weapons with their hands, but they use their more dexterous trunks for finer work. Their ivory is always used to carve religious figurines and kept as family heirlooms. They also make jewelry and shape and sharpen shurikens with their trunks. Loxoth can only produce very crude metalwork with their clumsy hands, or very fine metalwork with their trunks, with nothing in between; swords are beyond their ability to craft.

CHARACTERS
A loxo's favored class is fighter. Half of all herds have a tunnuk, or wizard. Only females may become a tunnuk, and each herd can trace its ancestry to the tunnuk who acted as the spelljammer for its ship.

IN THE REALMS
According to loxo historians, the loxoth used spelljamming ships to settle on the planet Toril nearly three generations ago, or about 240 years ago. Their settlement was rather small, however. They settled in the Shaar, with a few of the more adventurous herds traveling to the Hordelands. The natives accepted them without a fight, allowing them to settle peacefully. However, loxoth are very distrustful of strangers.
There are only a few dozen tribes of loxo throughout the Realms. Each herd is descended from passengers of a single ship, and they remember that ship in their songs and stories. All descendants from a given ship use the same pattern in their clothing. All herds descended from a given ship remain friendly to one another.
Loxoth use their fine artwork for trade. Those who settled in the Shaar trade with the dwarves of the Great Rift and offer them fine jewelry and occasional spellcasting in return for raw materials.

The loxo first appeared in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook)
 


Re: FACHAN

BOZ said:

The fachan first appeared in MC11, Forgotten Realms Monstrous Compendium Appendix II (1991, David "Zeb" Cook)

Actually think it was in the Creature Catalog 1 or 2? Can't remember at the moment...

Later!
Art
 

ALGUDUIR

hey scott, let me know if i can't post these, i'll take em down.
 

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