Creature Catalog new 3.5 conversions

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Monster Junkie
Unicorn, Gray

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

Unicorn, Gray
Large Magical Beast
Hit Dice: 3d10+18 (34 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +3/+12
Attack: Horn +10 melee (1d6+8)
Full Attack: Horn +10 melee (1d6+8) and 2 hooves +3 melee (1d4+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Retributive strike
Special Qualities: Darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, scent, spell-like abilities, spell resistance 13, telepathy 60 ft., wild empathy
Saves: Fort +9, Ref +6, Will +6
Abilities: Str 20, Dex 17, Con 22, Int 10, Wis 21, Cha 24
Skills: Jump +15, Listen +11, Move Silently +9, Spot +11, Survival +8*
Feats: Alertness, Skill Focus (Survival)
Environment: Warm plains
Organization: Solitary, pair, or herd (3–10)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4–6 HD (Large)
Level Adjustment: +4 (cohort)

This powerful, equine creature has a gray coat and big, lively gray eyes. Long, silky gray hair hangs down in a mane and forelock. A single grayish horn, about 2 feet long, grows from the center of the forehead. The hooves are cloven.

Gray unicorns (sometimes called “graycorns”) are bastions of neutrality. Gray unicorns wander subtropical grasslands in herds, each consisting of one stallion and several mares.

Lone gray unicorns occasionally allow themselves to be tamed and ridden by female humanoid creatures who display a complete focus on neutrality. Such a gray unicorn, if treated kindly, is the creature's loyal steed and protector for life, even accompanying her beyond its territory.

A typical adult gray unicorn 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.

Gray unicorns speak Sylvan and Common.

COMBAT

Gray unicorns 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 unicorn.

Retributive Strike (Su): Whenever a gray unicorn is struck by a melee attack (including melee touch delivered spells) the attacker must succeed on a DC 18 Fortitude save or take damage equal to that inflicted upon the unicorn. The damage dealt to the attacker is not subject to negation or reduction because of resistance, immunity, damage reduction, spell resistance, or the like. The save DC is Charisma-based.

Spell-Like Abilities: Gray unicorns can use detect evil at will as a free action. Once per day a gray unicorn can use greater teleport to move anywhere within its territory (an area of grasslands of up to ten miles across). It cannot teleport beyond the boundaries of its territory nor back from outside.

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

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

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

Monster Junkie
Helborn

http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants-5.html

Helborn
Large Plant
Hit Dice: 8d8+32 (68 hp)
Initiative: +1
Speed: 10 ft. (2 squares)
Armor Class: 17 (-1 size, +1 Dex, +7 natural) touch 10, flat-footed 16
Base Attack/Grapple: +6/+15
Attack: Tendril +11 melee (1d6+5)
Full Attack: 4 tendrils +11 melee (1d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 1d4+5, improved grab, spell-like abilities, swallow whole
Special Qualities: Low-light vision, plant traits, spell resistance 13, telepathy 60 ft.
Saves: Fort +10, Ref +3, Will +5
Abilities: Str 20, Dex 13, Con 18, Int 7, Wis 13, Cha 16
Skills: Bluff +10, Hide +1*, Listen +5, Spot +5
Feats: Iron Will, Power Attack, Weapon Focus (tendril)
Environment: Warm swamps
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral evil
Advancement: 9-11 HD (Large), 12-17 HD (Huge), 18-24 HD (Gargantuan)
Level Adjustment: —

This plant has a long trunk from which sprout four long tendrils. Two lobes that open like a clamshell form something resembling a mouth. It creeps along the surface on its motive roots.

A helborn is a sentient, carnivorous plant with magial powers. Found only in swamps, helborns prey on all living creatures except other plants, tolerating no rivals near them.

Helborns are very cunning, often using treasure as a bribe or as a lure to trick prey into coming within reach of its tendrils. Helborns also try to telepathically convince potential prey that it wants to assist them in return for “food.” Of course, those it communicates with are the actual food.

Although generally stationary, a helborn can travel short distances by using its roots to grasp objects and pull itself along.

A typical helborn grows to 10 to 12 feet in height.

A helborn does not speak, but can communicate telepathically with any creature within 60 feet.

COMBAT

Helborns are cunning predators, relying on trickery as often as their spell-like abilities to lure prey into reach of their tendrils.

An opponent can attack a helborn's tendrils with a sunder attempt as if they were weapons. A helborn's tendrils have 10 hit points each. If a helborn is currently grappling a target with the tendril that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a helborn's tendrils deals 5 points of damage to the creature. A helborn usually withdraws from combat if it loses two tendrils. The creature regrows severed limbs in 1d10+10 days.

Constrict (Ex): A helborn deals 1d4+5 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a helborn must hit an opponent of any size 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 constrict and swallow whole.

Spell-Like Abilities: At will—read thoughts; 3/day—hypnotism (DC 14), suggestion (DC 16); 1/day—dominate person (DC 18), mass suggestion (DC 19). Caster level 12th. The save DCs are Charisma-based.

Swallow Whole (Ex): A helborn can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 1d6+5 points of crushing damage per round plus 1d6 points of acid damage. A swallowed creature can cut its way out by dealing 20 points of damage to the plant's interior (AC 13). Once the creature exits, muscular action close the hole; another swallowed opponent must cut its own way out. A Large helborn's interior can hold 2 Medium, 8 Small, 32 Tiny or 128 Diminutive smaller creatures.

Skills: A helborn has a +4 racial bonus on Bluff checks. *A helborn gains a +8 racial bonus on Hide checks made in areas of light undergrowth. This bonus improves to +12 in areas of heavy undergrowth.

Advanced Helborns
A helborn gains an additional tendril attack for each 2 Hit Dice added.

A helborn can use only four tendrils at once against a Small or Medium opponent. Against a larger foe, it can use four additional tendrils for each extra 5 feet of face the opponent has, provided that it has the reach. Against a Tiny or smaller opponent, the creature can use only one tendril. It can use a maximum of four tendrils against all foes in any single 5-foot by 5-foot area.

Originally appeared in Dragon Magazine #167 (1991).
 
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Shade

Monster Junkie
Golem, Brass

http://www.enworld.org/forum/general-monster-talk/270413-converting-monsters-dungeon-magazine-9.html

Golem, Brass
Large Construct
Hit Dice: 16d10+30 (118 hp)
Initiative: -1
Speed: 20 ft. (4 squares)
Armor Class: 28 (-1 size, -1 Dex, +20 natural), touch 8, flat-footed 28
Base Attack/Grapple: +12/+26
Attack: Slam +21 melee (2d10+10)
Full Attack: 2 slams +21 melee (2d10+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Breath weapon, ringing retribution
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 31, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any land and underground
Organization: Solitary or gang (2–4)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 17-24 HD (Large), 25-48 HD (Huge)
Level Adjustment: —

This animated statue of gleaming brass is fashioned to resemble an ancient warrior. Bound in a golden circlet on its brow is a magnificent topaz gem that bathes the room in yellow light.

Like an iron golem, a brass golem has a humanoid body made from metal, and can be fashioned to resemble an armored humanoid or other form.

A brass golem is 10-1/2 feet tall and weighs around 3,600 pounds.

A brass golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait.

COMBAT

Unless commanded otherwise, brass golems pound foes with their heavy fists, releasing nauseating gas whenever possible.

Breath Weapon (Su): 10-foot cube of noxious gas lasting 1 round, once every 1d4+1 rounds. All living creatures within the cloud must succeed at a DC 18 Fortitude save or be nauseated for 1d4+1 rounds. The save DC is Constitution-based.

Immunity to Magic (Ex): A brass golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A magical attack that deals electricity damage slows a brass golem (as the slow spell) for 3 rounds, with no saving throw.

Magical cold and magical fire deals half its cold or fire damage to the golem. e.g. an ice storm that does 10 bludgeoning and 7 cold damage would do 3 points of damage to the golem (half the 7 points of cold damage).

If a brass golem is targeted by or within the area of a spell with the darkness or shadow descriptor, the golem is rendered helpless for 1 round unless it succeeds on a Fortitude save.

Ringing Retribution (Ex): If a brass golem is struck by an attack that does sonic, piercing or bludgeoning damage, it resonates with destructive energy, dealing sonic damage to everything within a 20-foot burst (DC 18 Fort save for half damage). The reflected damage equals half the damage rolled for the attack before the golem's damage reduction or immunity to magic is applied. The golem's ringing retribution functions even if the attack does not bypass the golem's defenses. The save DC is Constitution-based.

Construction
A brass golem’s body is sculpted from 3,600 pounds of copper and zinc, smelted with rare tinctures and admixtures costing at least 7,500 gp. Assembling the body requires a DC 19 Craft (armorsmithing) check or a DC 19 Craft (weaponsmithing) check.

CL 15th; Craft Construct, geas/quest, limited wish, shout, stinking cloud, caster must be at least 15th level; Price 125,000 gp; Cost 66,250 gp + 4,700 XP.

Originally appeared in Dungeon Magazine #45 (1994).
 
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Shade

Monster Junkie
Magen, Demos

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

Magen, Demos
Medium Construct
Hit Dice: 3d10+20 (36 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (+2 Dex, +3 natural, +3 masterwork studded leather), touch 12, flat-footed 16
Base Attack/Grapple: +3/+5
Attack: Halberd +6 melee (1d10+3/x3) or throwing axe +5 ranged (1d6+2)
Full Attack: Halberd +6 melee (1d10+3/x3) or throwing axe +5 ranged (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constructed warrior
Special Qualities: Construct traits, damage reduction 10/bludgeoning, darkvision 60 ft., low-light vision, spell resistance 7
Saves: Fort +1, Ref +3, Will +1
Abilities: Str 14, Dex 15, Con —, Int 9, Wis 11, Cha 10
Skills: Listen +3, Spot +3
Feats: Point Blank Shot, Power Attack, Precise Shot, Weapon Focus (halberd)
Environment: Any
Organization: Solitary, brew (2-8), or concoction (2-12 magen of different types)
Challenge Rating: 2
Treasure: No coins; double goods (gems only); double items
Alignment: Always neutral
Advancement: 4-6 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.

Demos are the most common type of magen. They are most often used as domestic servants and 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 demos fights with weapons as well as a trained warrior.

Constructed Warrior (Ex): A demon has a base attack bonus and gains bonus feats as a fighter of a level equal to its Hit Dice.

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, caldren, hypnos, etc.). Additional molds to create magen of other shapes cost 5,000 gp apiece.

Constructing a demos magen requires exotic alchemical reagents and tinctures costing at least 1000 gp. Molding the body requires a DC 12 Craft (alchemy) check.

CL 5th; Craft Construct, animate dead, bull's strength, shocking grasp, caster must be at least 5th level; Price 5,000 gp; Cost 3,000 gp + 160 XP.

The listed cost does not include any equipment carried by the magen. The sample magen has a suit of masterwork studded leather, halberd, and two throwing axes, which would add 201 gp to its construction cost.

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 X2 - Castle Amber (1981).
 
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Shade

Monster Junkie
Genie, Tasked, Artist

http://www.enworld.org/forum/general-monster-talk/268436-converting-al-qadim-creatures-22.html

Genie, Tasked, Artist
Large Outsider (Extraplanar)
Hit Dice: 7d8+7 (38 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +7/+10
Attack: Slam +10 melee (1d6+3)
Full Attack: 2 slams +10 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Change shape, darkvision 60 ft., plane shift, telepathy 100 ft.
Saves: Fort +6, Ref +9, Will +10
Abilities: Str 16, Dex 19, Con 12, Int 18, Wis 17, Cha 15
Skills: Appraise +14*, Concentration +11, Craft (any one) +14*, Craft (any one) +9*, Diplomacy +14, Forgery +14, Knowledge (any 4) +9, Perform (any one) +12*, Profession (any one) +13*, Sense Motive +13, Sleight of Hand +9, Use Magic Device +12
Feats: Combat Reflexes, Improved Initiative (B), Iron Will, Quicken Spell-Like Ability (invisibility), Skill Focus (Craft)(B)
Environment: Elemental Plane of Air and Elemental Plane of Earth
Organization: Solitary
Challenge Rating: 4
Treasure: Standard coins; triple goods; standard items
Alignment: Always chaotic neutral
Advancement: 8-10 HD (Medium); 11-21 HD (Large)
Level Adjustment: —

This creature resembles a bald, muscular human nearly seven feet in height. It wears highly-fashionable clothing and carries artisan tools upon its person.

Artist genies range from incredibly skilled craftsmen to aesthetically brilliant artists in fields widely accepted as high art. Tasked artist genies are poets, composers, musicians, sculptors, painters, and weavers. The craftsmen genies (who bitterly deny that their work is any less artistic than that of the pure artists) are potters, woodworkers, furniture makers, silversmiths, goldsmiths, decorative ironmongers, gemcutters, jade and ivory carvers, calligraphers, illuminators, gardeners, maskmakers, tailors, haberdashers, and seamstresses.

Artist genies were originally dao or djinn long ago. They will willingly serve a generous master, though they always undertake work they enjoy before doing work that they must do. Mistreated artist genies will never produce superior work, though they have too much devotion to their craft to deliberately flaw a work (unless they are consistently abused with no hope of escape). Regardless of how hard they try, works produced by enslaved or charmed artist genies are never quite as good as those they make when they are free to pursue their work as they choose.

The pure artists are entirely hedonistic, though this is manifested in various ways. Some artist genies require odd foods, such as stewed apples or fermented fish while others must have parks and scenic vistas to stroll along each day for relaxation and contemplation before their work will achieve its highest level. Others still wallow in drink or gluttony, constant hot scented baths, or exotic companionship.

An artist genie is 7 feet tall and weighs 200 to 400 pounds. In their dress, artist genies either push the boundaries of the latest design and daring or wear the most shabby and dated clothing imaginable.

Artist genies speak Auran, Terran, and Common.

COMBAT

Although not generally interested in the martial arts, an artist genie whose work has been slighted always seeks some form of retribution. Artist genies prefer to rely on their spell-like powers in battle, especially their potent illusions.

Change Shape (Su): An artist genie can assume the form of any Small, Medium, or Large humanoid or giant.

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

Spell-Like Abilities: At will—ghost sound (DC 12), minor image (DC 12); 3/day—invisibility; 2/day—mirror image, stone shape; 1/day—shadow conjuration (DC 16). Caster level 19th. The save DCs are Charisma-based.

Skills: *An artist genie gains a +4 racial bonus on Appraise, Craft, Perform, and Profession checks related to its specialization (painting, sculpting, etc.)

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

Monster Junkie
Minidragon

http://www.enworld.org/forum/general-monster-talk/265785-converting-true-dragons-24.html

Minidragon
Tiny Dragon
Hit Dice: 3d12+3 (22 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 70 ft. (perfect)
Armor Class: 18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15
Base Attack/Grapple: +3/-6
Attack: Bite +8 melee (1d4-1)
Full Attack: Bite +8 melee (1d4-1)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Spit acid
Special Qualities: Darkvision 60 ft., empathy, immunity to charm, paralysis, and sleep, low-light vision, resistance to acid 5, spell resistance CR+8
Saves: Fort +4 (+8 vs. poison), Ref +6, Will +4
Abilities: Str 8, Dex 17, Con 13, Int 4, Wis 12, Cha 5
Skills: Hide +21*, Intimidate +7, Listen +7, Move Silently +9, Spot +7, Swim +5
Feats: Flyby Attack, Point Blank Shot, Weapon Finesse (B)
Environment: Temperate or warm marshes
Organization: Solitary or mated pair
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral
Advancement: 4 HD (Tiny); 5-6 HD (Small)
Level Adjustment: —

This tiny dragon resembles a winged serpent. Its scales are dull green, while its underbelly is scarlet. Their wings are patterned in alternating stripes of green and scarlet.

Minidragons are distant cousins to faerie dragons. They make their lairs in the trunks of giant trees in or near wilderness swamps. They freely associate with black dragons, who accept minidragons outside their lairs.

Minidragons prize shiny objects such as pieces of glass, coins, or jewels. Their diet primarily consists of insects, rodents, berries, tubers, and nuts, although they are capable of downing larger prey. Minidragons are fond of salt, reacting to it in a manner of a cat to catnip.

A minidragon ranges from 1-1/2 to 3 feet long and weighs up to 5 pounds. Most minidragons have green scales with underbellies of orange or scarlet, with wings alternating in stripes of similar colors. Rarer minidragons have bluish or yellowish tinges. Males and females are nearly identical.

Minidragons speak a rudimentary form of Draconic.

A minidragon can be acquired with the Improved Familiar feat, beginning at 9th level.

COMBAT

Minidragons are fairly even-tempered and will not generally attack unless provoked. If an intruder wanders into its lair, a minidragon can sense the intent of the intrusion with its empathy ability. If it senses an accidental intrusion, the minidragon tries to warn off the intruder with a loud, piercing hiss or by spitting a glob of harmless spittle. If the minidragon senses hostile intent, it attempts to evade capture. A minidragon’s swift, darting aerial movements, combined with its ability to blend into its surroundings, make it difficult to catch.

Empathy (Su): Minidragons continuously sense the emotional state of creatures within 20 feet. They gain a +2 insight bonus on saving throws against effects originated by creatures within this area. Furthermore, they gain a +4 insight bonus on Listen, Sense Motive, and Spot checks made against creatures within 20 feet.

Spit Acid (Su): Once every 1d4 rounds a minidragon can spit corrosive fluid as a 60-foot ranged touch attack. Any creature struck by this spittle suffers 4d4 points of acid damage and must make a DC 12 Fort save or suffer excruciating agony for 1d4+2 rounds. This agony manifests as a -4 penalty on attack rolls, skill checks and ability checks. Furthermore, this acid dissolves wood, stone and metal as easily as it does flesh, ignoring the first 10 points of hardness of any object it strikes. The save DC is Constitution-based.

Skills: Minidragons have a +4 racial bonus on Intimidate checks, and have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. *In marshes or overgrown areas, the Hide bonus improves to +8.

Advanced Minidragons
A Small minidragon retains the Dexterity score of a Tiny minidragon.

Originally appeared in Dragon Magazine #146 (1989).
 
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Shade

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

Unicorn, Palomino
Large Magical Beast
Hit Dice: 5d10+25 (52 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 19 (–1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Base Attack/Grapple: +5/+14
Attack: Horn +12 melee (1d8+8)
Full Attack: Horn +12 melee (1d8+8) and 2 hooves +7 melee (1d6+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge 2d8+16, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to cold, charm, compulsion, and poison, low-light vision, magic circle against good, scent, wild empathy
Saves: Fort +10, Ref +7, Will +6
Abilities: Str 21, Dex 17, Con 21, Int 7, Wis 21, Cha 24
Skills: Hide -1*, Listen +7, Move Silently +7, Spot +7, Survival +11*
Feats: Multiattack, Power Attack, Track (B)
Environment: Cold plains
Organization: Solitary, pair, or chill (3–6)
Challenge Rating: 4
Treasure: Standard
Alignment: Always lawful evil
Advancement: 5–9 HD (Large)
Level Adjustment: +4 (cohort)

This powerful, equine creature has a gleaming white coat and big, lively eyes. Long, gleaming yellow 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.

Palomino unicorns (occasionally called “criocorns”) are evil offshoots of unicorns found roaming the frozen tundra. Palomino unicorns mate for life, though a few solitary wanderers may be seen.

Lone palomino unicorns occasionally allow themselves to be tamed and ridden by female humanoid creatures who have an affinity for cold magic or who worship a god of cold. Such a palomino unicorn, if treated respectfully, is the creature's loyal steed and protector for life, even accompanying her beyond its territory.

A typical adult palomino unicorn 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. Hair coloration ranges from white to creamy yellow, while their eyes are usually gray to brown in color.

Palomino unicorns speak Sylvan and Common.

COMBAT

Palomino unicorns are carnivorous, attacking any prey they find. They also attack any creature that enters 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 unicorn.

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

Powerful Charge (Ex): When a criocorn charges, its gore attack deals 2d8+16 points of damage.

Spell-Like Abilities: Palomino unicorns can use detect good at will as a free action. Once per day a criocorn can use greater teleport to move anywhere within its territory (an area of frozen tundra of up to ten miles across). It cannot teleport beyond the boundaries of its territory nor back from outside.

A criocorn can use chill metal (DC 19), cone of cold (DC 22), and ice storm each once per day (caster level 11th), with the effects seeming to originate from its horn. The save DCs are Charisma-based.

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

Skills: Palomino unicorns have a +4 racial bonus on Move Silently checks. *Palomino unicorns have a +3 competence bonus on Survival checks within the boundaries of its territory. *Palomino unicorns have a +4 racial bonus on Hide checks when in cold desert or plains environments. This bonus on Hide checks increases to +8 when the criocorn is immobile. *It also has a +4 racial bonus on Survival checks when tracking by scent.

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

Monster Junkie
Golem, Tombheart

http://www.enworld.org/forum/genera...eneric-setting-second-edition-monsters-3.html

Golem, Tombheart
Medium Construct
Hit Dice: 11d10+30 (80 hp)
Initiative: +0
Speed: 0 ft. (immobile)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +8/+13
Attack: Tentacle +13 melee (1d10+5)
Full Attack: 4 tentacles +13 melee (1d10+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dispelling blow
Special Qualities: Construct traits, damage reduction 10/bludgeoning, darkvision 60 ft., fast healing 1, immunity to magic, low-light vision, wall bound
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 21, Dex 11, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Buttress (1 plus 2-4 tomb wardens) or wall (1 plus 4-24 tomb wardens)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: Special (see below)
Level Adjustment: —

A large crystalline sphere nearly five feet across, lies within the wall. Suddenly, it sprouts crystalline tentacles and lashes out.

Tombhearts are specialized stone golems constructed by dwarven priests to serve as the controlling force for a contingent of tomb wardens. A tombheart is buried within a wall that houses its associated tomb wardens.

A tombheart is 5 feet in diameter and weighs around 700 pounds.

COMBAT

A tombheart activates when threatened, then flails at adversaries with its crystalline tentacles.

Dispelling Blow (Su): Whenever a tombheart successfully hits with a tentacle attack, its victim is affected by a targeted dispel magic. Treat the tombheart as having a caster level equal to its Hit Dice. This otherwise functions as a targeted use of dispel magic.

Immunity to Magic (Ex): A tombheart is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A passwall spell cast in the right area exposes a tombheart to attack.

A disintegrate spell cast upon a tombheart inflicts only 2d12 points of damage, with no further effects.

A shatter spell cast upon a tombheart inflicts damage as normal for a crystalline creature.

A magical sonic attack affects a tombheart normally.

A transmute rock to mud spell slows a tombheart (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.

Wall Bound (Su): A tombheart is linked to two or more tomb wardens, all of which are part of an enchanted stone wall. The wall must be at least 5 feet thick and voluminous enough to contain all the tomb wardens that are part of it (i.e. a wall with 4 Medium wardens must occupy at least 4 5-foot squares).

A tombheart is hidden somewhere within its wall, the stone wall covering it is at least a foot thick, and often 5 feet or more. There is no bulge, mark or other sign upon the wall's surface to indicate the tombheart's location. To attack a tombheart, an opponent must enter the wall to reach it via excavation, or using passwall or similar magic. The tombheart's immobile body cannot flee attack, but it can produce four powerful tentacles to defend itself. These tentacles can move through solid stone as easily as an octopus's tentacles reach through water, leaving no hole or ripple in their wake.

A tomb warden can walk through a tombheart as easily as any other part of the wall, and a tombheart's tentacles can strike through a tomb warden as if the warden was not there.

Advancement
The size and Hit Dice of a tombheart depends on the number, size and Hit Dice of the tomb wardens to which it is linked. A tombheart must be linked to at least two tomb wardens, which must all have the same Hit Dice. The tombheart has a size and Hit Dice according to the following table:

# of Tomb Wardens / Size / Hit Dice
2 / As warden / As warden * 1
3-4 / As warden / As warden * 1.5
5-6 / As warden / As warden * 2
7-8 / As warden +1 / As warden * 2.5
9-12 / As warden +1 / As warden * 3
13-16 / As warden +2 / As warden * 3.5
17-24 / As warden +2 / As warden * 4
25-32 / As warden +3 / As warden * 4.5
33-40 / As warden +3 / As warden * 5

Construction
A tombheart's body is chiseled from a single block of hard stone, such as granite, weighing at least 1500 pounds, and then built into a 5 ft. square stone wall. This stonework must be of exceptional quality, costing at least 1,500 gp. Each additional 5 ft. square of wall increases the cost by another 500 gp. Assembling the body and wall requires a DC 15 Craft (sculpting) check or a DC 15 Craft (stonemasonry) check.

CL 10; Craft Construct, geas/quest, greater dispel magic, meld into stone, caster must be at least 10th level, creator must be a dwarf; Price 30,000 gp; Cost 15,750 gp + 1,140 XP.

Originally appeared in Axe of the Dwarvish Lords (1999).
 
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Shade

Monster Junkie
Prikolic

http://www.enworld.org/forum/genera...ial-conversion-thread-moldvays-undead-23.html

Prikolic, Zombie Form
Medium Undead
Hit Dice: 4d12+3 (29 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 13 (-1 Dex, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +2/+4
Attack: Slam +4 melee (1d8+2)
Full Attack: 2 slams +4 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Alternate form, damage reduction 5/slashing, darkvision 60 ft., scent, undead traits
Saves: Fort +1, Ref +0, Will +6
Abilities: Str 15, Dex 9, Con —, Int —, Wis 10, Cha 1
Skills: Survival +0*
Feats: Iron Will (B). Toughness (B), Track (B)
Environment: Temperate forests
Organization: Solitary, pair, pack (3–6), or troupe (3–6 plus 1–4 werewolves)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 5-8 HD (Medium); 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: —

Prikolic, Hybrid Form
Medium Undead
Hit Dice: 4d12+3 (29 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +2/+5
Attack: Claw +5 melee (1d4+3)
Full Attack: 2 claws +5 melee (1d4+3) and bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Create spawn, curse of lycanthropy
Special Qualities: Alternate form, damage reduction 5/slashing and silver, darkvision 60 ft., scent, undead traits
Saves: Fort +1, Ref +1, Will +4
Abilities: Str 17, Dex 13, Con —, Int —, Wis 10, Cha 1
Skills: Survival +0*
Feats: Iron Will (B). Multiattack (B), Toughness (B), Track (B)
Environment: Temperate forests
Organization: Solitary, pair, pack (3–6), or troupe (3–6 plus 1–4 werewolves)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 5-8 HD (Medium); 9-16 HD (Large); 17-24 HD (Huge)
Level Adjustment: —

This shambling humanoid corpse begains to shudder, its face elongating into a wolf's snout, its nails lengthening and hardening into claws, and patches of fur sprouting upon its rotting frame.

Prikolics are dead werewolves that have re-animated as zombies. They create others of their kind by killing humanoids and giants in combat; survivors often find themselves transformed into werewolves at the next full moon.

COMBAT

Prikolics fight much like zombies, although as soon as they take damage, they shift into their hybrid forms.

Alternate Form (Su): A prikolic can assume a bipedal hybrid form.

Create Spawn (Su): The corpse of any humanoid of giant slain by a prikolic in hybrid form becomes a prikolic in 1d4 rounds. Such spawn are not under the control of their killer, but will instinctively join other prikolic in hunting the living. They do not possess any of the abilities they had in life.

Curse of Lycanthropy (Su): Any humanoid or giant hit by a prikolic's bite attack in hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy (always becoming a living werewolf).

Skills: *A prikolic in hybrid form gains a +4 racial bonus on Survival checks when tracking by scent.

Originally appeared in Dragon Magazine #158 (1990).
 
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Shade

Monster Junkie
Clubthorn

http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants-6.html

Clubthorn
Huge Plant
Hit Dice: 6d8+32 (63 hp)
Initiative: -1
Speed: 5 ft. (1 square)
Armor Class: 16 (-2 size, -1 Dex, +9 natural) touch 7, flat-footed 16
Base Attack/Grapple: +4/+21
Attack: Slam +13 melee (1d8+9)
Full Attack: 6 slams +13 melee (1d8+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Adhesive sap, entangling roots
Special Qualities: Camouflage, damage reduction 5/slashing and piercing, low-light vision, plant traits, tremorsense 20 ft.
Saves: Fort +11, Ref +3, Will +2
Abilities: Str 28, Dex 9, Con 22, Int 1, Wis 10, Cha 3
Skills: Listen +9
Feats: Lightning Reflexes, Power Attack, Weapon Focus (slam)
Environment: Temperate forests and swamps
Organization: Solitary
Challenge Rating: 4
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 7-10 HD (Huge); 11-16 HD (Gargantuan); 17-24 HD (Colossal)
Level Adjustment: —

This evergreen tree is covered with glossy green leaves and bright red berries. The leaves are as stiff as boiled leather, with sharp spines along their serrated edges.

A clubthorn is a predatory plant that feeds on blood and decaying bodies. The clubthorn is somewhat mobile, rendering attempts to cultivate it as a hedge plant for defensive purposes difficult at best.

A typical clubthorn grows to 20 to 30 feet in height, with the largest known specimens towering nearly 200 feet tall.

COMBAT

A clubthorn lies in wait until prey comes near, then its roots erupt from the ground and entangle the prey. The clubthorn gets its name from its follow-up attacks, pummeling its victims with clublike branches.

A clubthorn's slam attacks deal bludgeoning and piercing damage due to the serrated leaves and thorns.

Adhesive Sap (Ex): Clubthorns have a birdlime-like adhesive sap that leaks out whenever their outer bark is penetrated. Any piercing or slashing weapon that strikes a clubthorn is stuck fast unless the wielder succeeds on a DC 19 Reflex save. Prying off a stuck weapon requires a DC 19 Strength check. Clubthorns have a +8 circumstance bonus on disarm checks against weapons stuck in their adhesive sap. The save DC is Constitution-based.

Vinegar, wine and strong alcohol can dissolve the clubthorn's adhesive sap. The substance breaks down 1 minute after the creature dies.

Camouflage (Ex): Since a clubthorn looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant.

Entangling Roots (Ex): A clubthorn can wrap specialized root-tendrils around every creature within its reach as a move-equivalent action. Every creature within the area must succeed on a DC 22 Reflex save or be entangled and held fast. Creatures that make their saves can still move at half speed through the area. Creatures entangled by the roots can break free and move half their normal speed by using a full-round action to make a DC 22 Strength check or a DC 22 Escape Artist check. The save and check DCs are Strength-based.

Advanced Clubthorns
A Gargantuan or Colossal clubthorn can make eight slam attacks as a full attack.

Originally appeared in Dragon Magazine #167 (1991).
 
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