Creature Catalog new 3.5 conversions

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Shade

Monster Junkie
Golem, Statue that Walks

http://www.enworld.org/forum/genera...-converting-forgotten-realms-monsters-43.html

Golem, Statue that Walks
Huge Construct
Hit Dice: 22d10+40 (161 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 26 (–2 size, –1 Dex, +19 natural), touch 7, flat-footed 26
Base Attack/Grapple: +16/+34
Attack: Slam +13 melee (4d8+10)
Full Attack: 2 slams +13 melee (4d8+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: Double damage against objects
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision, repair structure
Saves: Fort +7, Ref +6, Will +7
Abilities: Str 31, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or gang (2-4)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 23–42 (Huge)
Level Adjustment: —

This massive stone statue begins to move of its own volition, heading toward a nearby building.

Statues that walk are specialized stone golems designed to maintain and repair buildings.

The statues that walk were originally built as caretakers by a long-dead race. Knowing that they faced extinction from a series of plagues, the ancient race built the statues to maintain the glory of their monuments and buildings and tear down anything that would detract from them. Many of the ancient structures have long since sunk beneath the earth, but the statues know where they should be. They would move entire hills or rip apart towns to unearth a buried monument. If the original structure cannot be recovered, the statue becomes rigid and awaits new orders.

A statue that walks will repair any other constructs assigned to the care or protection of its building.

A statue that walks is 18 feet tall and weighs around 22,000 pounds.

COMBAT

A statue that walks has little interest in battle, but will attack any creature openly harming a building under its care. If a statue that walks encounters any new, unauthorized structures in the proximity of its assigned buildings, it batters the foreign structure to rubble.

Double Damage against Objects (Ex): A statue that walks that makes a full attack against an object or structure deals double damage.

Immunity to Magic (Ex): A statue that walks 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 transmute rock to mud spell slows a statue that walks (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.

A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.

A statue that walks is affected normally by any symbol, glyph of warding or sepia snake sigil spell. Furthermore, any of these spells can be inscribed upon the golem as if it were a surface. If the golem is moving or resisting the inscription, the spellcaster must succeed at a touch attack on each round of the spell's casting time (minimum 1 touch attack) to trace the spell out on the golem. If any inscription touch attack misses, the spell fails. If the inscription succeeds, the statue that walks then attempts a Will save (DC equals spell's DC); on a successful save the inscribed spell dissipates harmlessly, if the golem fails its save it is rendered immobile and helpless until the symbol, glyph or sigil is discharged.

Repair Structure (Su): A statue that walks can magically maintain or rebuild a building or other structure, molding stone or wood as if they were putty (treat as the stone shape or wood shape spells). It can smooth damaged sections back to their original condition, or form raw materials into new parts for a structure that is partially destroyed. For every hour the statue spends repairing a structure it can repair 100 hit points of damage. A statue that walks can use repair structure to heal the damage of another wooden or stone golem, including other statues that that walks. It can not heal any other kind of golem or living creatures that have been petrified, nor can it fix a wood or stone golem that has been destroyed.

Construction
A statue that walk's body is chiseled from a single block of hard stone, such as granite, weighing at least 33,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.

CL 14th; Craft Construct, antimagic field, geas/quest, stone shape, symbol of stunning, wood shape, caster must be at least 14th level; Price 125,000 gp; Cost 65,000 gp + 4,800 XP.

In the Realms
Statues that walk are found in the Prefecture of Gheldaneth. The ancient race that created them was wiped out by plague centuries ago, but left the statues to maintain the glory of these structures and tear down anything that would detract from them. Most have been immobilized by glyphs of warding placed on them by the lizard folk who occupied their lands.

The secret of creating statues that walk has been long forgotten. Anyone wishing to create one must first discover the necessary information by succeeding at a DC 35 Knowledge (arcana), a DC 35 Gather Information check, or a DC 30 bardic knowledge check.

Originally appeared in FR6 - Dreams of the Red Wizards (1988).
 
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Shade

Monster Junkie
Unicorn, Pinto

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

Unicorn, Pinto
Large Magical Beast
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: Prismatic cone, spell-like abilities
Special Qualities: Darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, magic circle against evil, scent, spell resistance 9, 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: Temperate plains
Organization: Solitary, pair, or palette (3–6)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral good
Advancement: 5–8 HD (Large)
Level Adjustment: +4 (cohort)

This powerful, equine creature has a gleaming coat of patchwork colors and big, lively doe-brown eyes. Long, gleaming 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.

Pinto unicorns (also known as "chromacorns") are protectors of temperate grasslands. They mate for life and are thus encountered in pairs or families. Pintos do not mark out territories but rather share large expanses of grasslands with other pinto families. They continually wander these grazing lands so that no one area becomes over grazed.

Lone pinto unicorns occasionally allow themselves to be tamed and ridden by good humanoids of either sex that are of pure heart. Such a unicorn, if treated kindly, is the being's loyal steed and protector for life, even accompanying him or her beyond its grasslands.

A typical adult pinto 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 is always a patchwork of different hues, while their eyes are usually doe-brown, although yellow and green eyes are not uncommon.

Pinto unicorns speak Sylvan and Common.

COMBAT

Pinto unicorns normally attack only when defending themselves or their grasslands. 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 Evil (Su): This ability continuously duplicates the effect of the spell. A chromacorn cannot suppress this ability.

Prismatic Cone (Su): Three times per day, a chromacorn can produce a cone of seven shimmering, intertwined, multicolored beams of light from its horn. Each beam has a different power. Creatures in the cone with fewer Hit Dice than the unicorn are automatically blinded for 1d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects. The save DCs are Charisma-based.

1d8 Color of Beam Effect
1 Red 10 points of fire damage (DC 19 Reflex half)
2 Orange 15 points of acid damage (DC 19 Reflex half)
3 Yellow 20 points of electricity damage (DC 19 Reflex half)
4 Green Poison (1d6 points of Str damage)
5 Blue Slowed for 1d4 rounds (DC 19 Will negates)
6 Indigo Confused, as confusion spell for 1d4 rounds (DC 19 Will negates)
7 Violet Teleported to edge of unicorn's territory (DC 19 Will negates)
8 Struck by two colors; roll again twice, ignoring any "8" results.

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

A chromacorn can use persistent image (DC 22) three times per day, with the effects seeming to originate from its horn. Caster level 11th. The save DCs are Charisma-based.

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

Skills: Pinto unicorns have a +4 racial bonus on Move Silently checks. *Pinto unicorns 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
Golem, Wooden Press

http://www.enworld.org/forum/genera...-converting-monsters-dungeon-magazine-11.html

Golem, Wooden Press
Medium Construct
Hit Dice: 2d10+20 (31 hp)
Initiative: -1
Speed: 40 ft. (8 squares)
Armor Class: 13 (–1 Dex, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +1/+5
Attack: Slam +0 melee (2d6+2)
Full Attack: Slam +0 melee (2d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Construct traits, damage reduction 5/magic, darkvision 60 ft., immunity to cold and magic missile, low-light vision, vulnerability to fire
Saves: Fort +0, Ref -1, Will +0
Abilities: Str 19, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or press gang (2-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium), 5-6 HD (Large)
Level Adjustment: —

This short, wooden automaton Inside has huge round discs in place of hands.

Wooden press golems are specialized golems used for the pressing of cheese.

A wooden press golem is 5 feet tall and weighs around 200 pounds.

COMBAT

A wooden press golem is not designed for combat, so it's powerful slam attack functions as a secondary natural attack and adds only half the golem's Strength bonus to the damage roll.

Construction
A wooden press golem's body must be crafted from 250 pounds of high-quality wood and treated with exotic oils and herbal preparations costing at least 250 gp. Assembling the body requires a DC 12 Craft (woodcarving) or Craft (carpentry) check.

CL 5th; Craft Construct, bull's strength, minor creation, caster must be at least 5th level; Price 2,500 gp; Cost 1,375 gp + 90 XP.

Originally appeared in Dungeon Magazine #14 (1988).
 
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Shade

Monster Junkie
Magen, Caldron

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

Magen, Caldron
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/+9
Attack: Slam +6 melee (1d2+2 plus 1d4 acid) or morningstar +5 melee (1d8+2)
Full Attack: 2 slams +6 melee (1d2+2 plus 1d4 acid); or slam +6 melee (1d2+2 plus 1d4 acid) and morningstar +5 melee (1d8+2)
Space/Reach: 5 ft./5 ft. (20 ft. with slams)
Special Attacks: Acid, constrict, improved grab
Special Qualities: Construct traits, damage reduction 10/bludgeoning, darkvision 60 ft., low-light vision, resistance to acid 20, spell resistance 12
Saves: Fort +1, Ref +3, Will +1
Abilities: Str 14, Dex 15, Con —, Int 9, Wis 11, Cha 10
Skills: Listen +3, Spot +4
Feats: Combat Reflexes, Weapon Focus (slam)
Environment: Any
Organization: Solitary, elasticity (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.

One hardly ever sees caldrons used as messengers or domestic help, because of their slight acidic smell and their unsettling ability to strech their limbs.

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 caldron can stretch its arms up to 20 feet, and can grab opponents and pull them close to its acidic body.

Acid (Ex): A caldron secretes an acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 12 Reflex save. A metal or wooden weapon that strikes a caldron also dissolves immediately unless it succeeds on a DC 12 Reflex save. The save DCs are Constitution-based.

The caldron's acidic touch deals 12 points of damage per round to wooden or metal objects, but the magen must remain in contact with the object for 1 full round to deal this damage.

Constrict (Ex): A caldron deals automatic slam damage plus 2d4 points of acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.

Improved Grab (Ex): To use this ability, a caldron must hit with a slam 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. A caldron has a +4 racial bonus on grapple checks, already included in the statistics above.

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 caldron 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, acid arrow, animate dead, bull's strength, shocking grasp, 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 X2 - Castle Amber (1981).
 
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Shade

Monster Junkie
Chont

http://www.enworld.org/forum/general-monster-talk/201788-converting-psionic-creatures-21.html

Chont
Large Magical Beast (Aquatic)
Hit Dice: 6d10+18 (51 hp)
Initiative: +0
Speed: 30 ft. (6 squares), burrow 20 ft., swim 50 ft.
Armor Class: 18 (–1 size, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Claw +10 melee (1d4+5) or electric shock +10 melee touch (5d6 electricity)
Full Attack: 2 claws +10 melee (1d4+5) and bite +5 melee (2d8+2); or electric shock +10 melee touch (5d6 electricity)
Space/Reach: 10 ft./5 ft.
Special Attacks: Electrical strike, ramming, rend 2d8+7
Special Qualities: All-around vision, amphibious, darkvision 60 ft., immunity to cold, electricity, and mind-affecting spells and abilities, low-light vision, reflect mental attacks, scent
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 21, Dex 11, Con 16, Int 2, Wis 11, Cha 8
Skills: Listen +6, Spot +11, Search +4, Swim +13
Feats: Alertness, Endurance, Power Attack, Toughness (B)
Environment: Temperate aquatic
Organization: Solitary or colony (2–10)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 7–11 HD (Large); 12-18 (Huge)
Level Adjustment: —

This massive horseshoe crab has a dark brown segmented carapace. Five pairs of legs protrude along its underside, with a pair of crablike claws preceding them. Its body tapers to a fearsome-looking tail. A large pair of compound eyes sits atop the carapace, while a second pair sits on the underside of its front rim.

A chont is a magical giant horseshoe crab. These armored predators roam coastal waters and beaches, feeding on mollusks, worms, plants, carrion, and anything else they can catch.

Like a regular horseshoe crab, a chont's body and limbs are covered by a thick, dome-shaped shell and carapace, so from above it resembles a helmet with a tail trailing after it. Its tail is powerful and highly mobile, and is used as a prow when burrowing through sand and to right an overturned crab. Horseshoe crabs have three pairs of eyes: one set on the underside of its front rim, a large pair on the carapace, and a small hidden pair atop the abdomen.

On its underside a chont has a sucking mouth, flanked by two crablike claws. Behind this are bony, grinding ridges that crush food; everything a chont seizes is passed here by its claws, crushed and then transferred forward into the mouth, which will regurgitate undigestible material. (The name "chont" is due to the crushing noise the creature makes while eating.) Behind these mouthparts are five pairs of legs. The first four can be used as pincers and have spurlike spikes to grip and break up food; the last pair sport leaflike "wings" which aid in swimming and clear away mud when the crab is burrowing. Behind these legs, under the second segment of the carapace, are five pairs of gills with long flaps that keep water moving over the gill membranes and aid in swimming.

Chonts come ashore on certain beaches at certain times to mate, the eggs they lay then hatch into marine larvae that slowly grow to full size. Huge numbers of regular horseshoe crabs come ashore to breed at the same times and places. Chonts will always defend their smaller brethren if the latter are attacked.

A typical chont is 13 to 25 feet long, including a 5 to 10 foot long tail, and has a shell between 6 and 12 feet across. They weigh from 500 to 4,000 pounds.

COMBAT

Chonts will always defend nearby horseshoe crabs of any size. Sailors report that these normally placid creatures occasionally attack and smash small craft, attacking en masse and ramming the boat with their armored snouts and then seizing creatures in the water.

All-Around Vision (Ex): A chont's many eyes give it a +4 racial bonus on Spot and Search checks, and it can't be flanked.

Electrical Strike (Su): A chont may make a melee touch attack to deal 5d6 points of electricity damage. It gains a +3 bonus on its attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).

Thrice per day, a chont can generate enough of a charge to release a 120-foot line of lightning that deals 6d6 points of electricity damage to all creatures within the area (Reflex DC 16 half). This otherwise functions like a lightning bolt spell. The save DC is Constitution-based.

Ramming (Ex): As a standard action, a chont can swim at up to quadruple speed (200 feet) and ram a waterborne target (such as a ship or another creature). To ram, the chont must end its movement in the target's space. This attack deals 2d8+5 points of damage. If the target is a creature, it can attempt either an attack of opportunity or a DC 18 Reflex save for half damage. The save DC is Strength-based.

Upon ramming a ship, the chont can make a Strength check to breach its hull, which causes the ship to sink in 1d10 minutes. The break DC varies with the type of vessel rammed, as follows: rowboat DC 20, keelboat DC 23, sailing ship or longship DC 25, warship DC 27, or galley DC 30. (See Chapter 5 of the DMG for information about ships). Regardless of the check result, every creature aboard must attempt a DC 15 Reflex saving throw. Success means the creature takes 1d6 points of damage from being thrown about by the impact; failure means the creature is hurled overboard.

Reflect Mental Attacks (Ex): All mind-affecting attacks targeting a chont are automatically turned back upon their original caster. Area effect attacks are not reflected. The attacker saves against the attack as normal.

Rend (Ex): A chont that hits with both claw attacks latches onto the opponent’s body and crushes it between bony, grinding plates behind its mouth. This attack automatically deals an extra 2d8+7 points of damage.

Skills: A chont 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 #89 (1984).
 
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Shade

Monster Junkie
Magen, Galvan

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

Magen, Galvan
Medium Construct
Hit Dice: 5d10+20 (47 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: +3/+8
Attack: Longsword +4 melee (1d8+1/19-20) or composite longbow (+1 Str bonus) +7 ranged (1d8+1/×3)
Full Attack: Longsword +4 melee (1d8+1/19-20) or composite longbow (+1 Str bonus) +7 ranged (1d8+1/×3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Lightning
Special Qualities: Construct traits, damage reduction 10/bludgeoning, darkvision 60 ft., low-light vision, spell resistance 14
Saves: Fort +1, Ref +5, Will +1
Abilities: Str 12, Dex 18, Con —, Int 9, Wis 11, Cha 10
Skills: Listen +4, Spot +4
Feats: Ability Focus (lightning), Point Blank Shot
Environment: Any
Organization: Solitary, fulmination (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: 6-7 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.

Galvan magen make excellent attendants and diplomatic functions and other events where weapons are not permitted, for they can unleash blasts of electricity at adversaries.

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 galvan can unleash stored static electricity as powerful blasts of lightning.

Lightning (Su): Three times per day a galvan can discharge a 60-foot line of lightning dealing 1d6 points of electricity damage per Hit Die it possesses (5d6 for a standard galvan). A DC 16 Reflex save halves the damage. 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 galven 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, cat's strength, lightning bolt, 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 X2 - Castle Amber (1981).
 
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Shade

Monster Junkie
Strangler

http://www.enworld.org/forum/general-monster-talk/273448-special-conversion-thread-plants-8.html

Strangler
Large Plant
Hit Dice: 6d8+24 (55 hp)
Initiative: +1
Speed: 0 ft. (immobile)
Armor Class: 16 (-1 size, +1 Dex, +6 natural) touch 10, flat-footed 15
Base Attack/Grapple: +4/+13
Attack: Tentacle +8 melee (1d4+5)
Full Attack: 8 tentacles +8 melee (1d4+5)
Space/Reach: 10 ft./10 ft. (20 ft. with tentacles)
Special Attacks: Constrict 1d8+7, improved grab, paralysis, swallow whole
Special Qualities: Blind, camouflage, deaf, plant traits, tremorsense 40 ft., vulnerability to fire
Saves: Fort +9, Ref +3, Will +1
Abilities: Str 20, Dex 13, Con 18, Int —, Wis 8, Cha 3
Skills: —
Feats: —
Environment: Warm and temperate plains
Organization: Solitary
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-7 (Large), 8-12 HD (Huge); 13-18 HD (Gargantuan)
Level Adjustment: —

This plant consists of a greenish-yellow, spherical central body, roughly three feet in diameter. Eight thick, dark green vines, each over ten feet in length, are arrayed evenly around the plant. These vines extend outward along the ground.

Stranglers are semi-carnivorous, semi-photosynthetic plants.

Every 250 days or so, a single beautiful blood-red flower blooms atop a strangler's central body. This flower smells of carrion. The flower remains open for several days, then the seed pod below the flower bursts, scattering seeds to the winds. Aarakocra consider the red blossoms to be the greatest of delicacies, and sometimes will risk attacks from stranglers to snatch the flowers.

A typical strangler grows to 25 feet in diameter and weighs about 600 pounds.

COMBAT

Stranglers are virtually perfect "opportunistic predators." If animal prey wanders close, the strangler attacks. If no animals come near, however, the plant is perfectly happy to subsist purely on photosynthesis.

Stranglers attack with their tentacles, which they use to crush opponents before attempting to swallow them. A strangler can attack a single target with up to 6 tentacles.

Opponents can attack a strangler's tentacles with a sunder attempt as if they were weapons. A strangler's tendrils are AC 13 and have 10 hit points each, but damage inflicted to a tentacle doesn't count against the strangler's normal hit point pool. If a strangler is currently grappling a target with the tentacle that is being attacked, it usually uses another tentacle to make its attack of opportunity against the opponent making the sunder attempt. The creature regrows severed tentacles in 1d6 days.

Blind (Ex): Stranglers are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Camouflage (Ex): Since a strangler 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.

Constrict (Ex): A strangler can automatically deals 1d8+7 points of damage with a successful grapple check.

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

Improved Grab (Ex): To use this ability, a strangler 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.

Paralysis (Ex): Any creature that a strangler constricts, swallows or hits with a tentacle must make a DC 17 Fortitude save or be paralyzed for 1d6 rounds. The save DC is Constitution-based.

Swallow Whole (Ex): A strangler can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 1d10+5 points of crushing damage per round plus 4 points of acid damage, as well as being exposed to the strangler's paralysis attack. 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 strangler's interior can hold 2 Medium, 8 Small, 32 Tiny or 128 Diminutive smaller creatures.

In Spelljammer
In the Spelljammer setting, stranglers are native to the disk world of Plata.

Since there are no insects or birds on Plata to fertilize the stranglers, the plants must depend solely on the wind to spread their seeds. The relative frequency of the plants proves that this scheme is effective.

Originally appeared in SJR4 - Practical Planetology (1991).
 
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Shade

Monster Junkie
Dragonfly Turtle

http://www.enworld.org/forum/general-monster-talk/82565-send-clowns-converting-oddballs-31.html

Dragonfly Turtle
Large Magical Beast
Hit Dice: 8d10+24 (68 hp)
Initiative: +1
Speed: 10 ft. (2 squares), fly 80 ft. (average), swim 20 ft.
Armor Class: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +8/+18
Attack: Bite +12 melee (2d8+9)
Full Attack: Bite +12 melee (2d8+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., low-light vision, scent, vulnerable wings
Saves: Fort +9, Ref +7, Will +2
Abilities: Str 22, Dex 12, Con 17, Int 1, Wis 10, Cha 8
Skills: Spot +11, Swim +14
Feats: Endurance, Flyby Attack, Hover (B), Wingover
Environment: Any land
Organization: Solitary or pair
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 9-11 HD (Large), 12-23 HD (Huge), 24-32 HD (Gargantuan)
Level Adjustment: —

This massive terrapin creature has the head and wings of a dragonfly.

Dragonfly turtles, also known as “hovershells,” are a magical hybrid of a giant turtle and a giant dragonfly. Originally created by wizards as a means of aerial transportation, these creatures now breed true. However, they are almost never encountered in the wild.

Dragonfly turtles are omnivorous, eating mostly insects captured in flight and fish, although they also ingest small quantities of plant matter (especially algae).

Domesticated dragonfly turtles are kept in comfortable “stables” until needed. As long as they cannot see outside, dragonfly turtles will not seek to escape confinement. Any barn-like structure will suffice to keep them in one place. If they must be “parked” outside, a strong chain is necessary, as they easily chew through even the strongest rope. They are intelligent enough to obey simple commands if properly trained: dragonfly turtles are controlled by a bridle and reins.

In order to improved the comfort of riding a dragonfly turtle, wizards often apply sovereign glue to the shell, attaching such things as chairs, chests, and the like. Dragonfly turtles are quite a sight, buzzing through the air with their legs pulled into their shells, ridden by a wizard seated comfortably on a padded chair mounted to the creature’s shell.

While dragonfly turtles do not understand the concept of treasure, there are often valuables in the furniture glued to them. The type of treasure, if any, varies on a case-by-case basis depending upon the needs and habits of the wizard using the dragonfly turtle as a riding mount. For obvious reasons, any chests making up part of a dragonfly turtle’s “furniture” are equipped with strong locks to prevent them from being accidentally opened while in flight.

If a wizard possesses a male and a female of these creatures, they can be induced to mate. Mating is a much simpler procedure for the beasts if there’s no “furniture” glued to the female’s shell, however. The female lays 2-5 leathery eggs that hatch in about 4 months. Newly-hatched dragonfly turtles are about 3 feet in length, and are wingless and aquatic. Each year thereafter they grow about one foot longer. Their wings develop when they reach 4 years of age, at which point they mostly stop swimming.

A typical dragonfly turtle is 10 feet long with a shell up to 6 feet across, weighing around 2,000 pounds. Lifespans average around 20 years.

COMBAT

Dragonfly turtles bite with their razorsharp mandibles.

Vulnerable Wings (Ex): A dragonfly turtle's wings are highly flammable, and can be damaged by area-of-effect fire attacks. The dragonfly turtle must succeed on a Fortitude save (DC equal to 10 plus the fire damage taken) or lose wings (one wing per 4 points of damage). A dragonfly turtle which has lost a single wing cannot fly, but can land without taking falling damage as per the feather fall spell. A dragonfly turtle that has lost two or more wings takes normal falling damage.

Additionally, dragonfly turtles cannot fly with wet wings. If a dragonfly turtle is struck by a water based attack or effect while flying, it must succeed at a Fortitude save (DC equal to that of the attack or effect, DC 15 if not otherwise specified) or be forced to land as if it had lost one wing. A dragonfly turtle can dry wet wings by buzzing them for at least one minute, or longer depending on the circumstances.

Skills: A dragonfly turtle 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.

Training A Dragonfly Turtle
A dragonfly turtle requires training before it can bear a rider in combat.

Training a dragonfly turtle requires six weeks of work and a DC 25 Handle Animal check. Riding a dragonfly turtle requires an exotic saddle A dragonfly turtle can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.

A dragonfly turtle's saddle usually takes the form of a throne-like chair glued to the back of the turtle's shell. Some dragonfly turtles also have chests or lockers glued to their shell for storing their master's possessions.

Dragonfly turtle eggs are worth 3,500 gp apiece on the open market, while young are worth 7,000 gp each. Professional trainers charge 1,500 gp to rear or train a dragonfly turtle.

Carrying Capacity: A light load for a dragonfly turtle is up to 519 pounds; a medium load, 520-1,038 pounds; and a heavy load, 1,039-1,560 pounds.

Originally appeared in Dragon Magazine #243 (1998).
 
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Shade

Monster Junkie
Unicorn, Sea

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

Unicorn, Sea
Large Magical Beast (Aquatic)
Hit Dice: 3d10+18 (34 hp)
Initiative: +3
Speed: 20 ft. (4 squares), swim 80 ft.
Armor Class: 16 (–1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
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: Alternate form, spell-like abilities
Special Qualities: Blindsight 60 ft., darkvision 60 ft., immunity to charm, compulsion, and poison, low-light vision, magic circle against chaos, scent, water walking, wild empathy
Saves: Fort +9, Ref +6, Will +6
Abilities: Str 20, Dex 17, Con 22, Int 10, Wis 21, Cha 24
Skills: Jump +2, Listen +11, Move Silently +9, Spot +11, Survival +8*, Swim +13
Feats: Alertness, Skill Focus (Survival)
Environment: Any aquatic
Organization: Solitary, pair, or school (3–10)
Challenge Rating: 3
Treasure: None
Alignment: Always lawful neutral
Advancement: 4–6 HD (Large)
Level Adjustment: +4 (cohort)

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

Sea unicorns are aquatic offshoots of unicorns. Despite their name, they are found in any body of water larger than a large lake. These strictly-ordered creatures carefully cultivate kelp beds to graze on. Sea unicorns mate for life and have very carefully mapped-out territories. Sea unicorns are often mistaken for narwhals.

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

A typical adult sea 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 is always blue-white, while their eyes are always deep blue.

Sea unicorns speak Sylvan and Common.

COMBAT

Sea unicorns generally stay out of conflicts, but will defend themselves and 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.

Alternate Form (Su): A sea unicorn can assume three forms: a "hippocampus" form (the front half of a unicorn with a fish's tail) with the stats given above; a "dolphin" form (a cross between a porpoise and a swordfish with a long unicorn's horn); or an "equine" form (a unicorn of normal shape). All three forms have a blue-white coloration and blue eyes. A sea unicorn can only change form if it is submerged in water. It does not change form if it is slain.

In dolphin form the sea unicorn's horn does 1d8 damage, its blindsight range increases to 120 ft and it loses water walking.

Dolphin Form
Speed: Swim 80 ft.
Attack: Horn +10 melee (2d6+10)
Full Attack: Horn +10 melee (2d6+10)
Special Attacks: Powerful charge 3d6+13
Special Qualities: Blindsight 120 ft., darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, scent, spell-like abilities, wild empathy

In equine form the sea unicorn loses its blindsight but gains the amphibious quality, allowing it to breathe air and water.

Unicorn Form
Speed: 50 ft. (4 squares), swim 50 ft.
Special Qualities: Amphibious darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, scent, spell-like abilities, water walking, wild empathy
Skills: Jump +16, Listen +11, Move Silently +9, Spot +11, Survival +8*, Swim +13

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

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

A sea unicorn can use control weather once per day (caster level 14th), with the effects seeming to originate from its horn.

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

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

A sea unicorn 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 #190 (1993).
 
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Shade

Monster Junkie
Genie, Tasked, Guardian

http://www.enworld.org/forum/general-monster-talk/268436-converting-al-qadim-creatures-30.html

Genie, Tasked, Guardian
Large Outsider (Extraplanar)
Hit Dice: 14d8+42 (105 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 24 (-1 size, +4 Dex, +4 deflection, +7 natural), touch 17, flat-footed 20
Base Attack/Grapple: +14/+25
Attack: Longsword +20 (2d6+8/17-20) or slam +20 (1d10+8); or throwing axe +17 ranged (1d8+8)
Full Attack: Longsword +20/+15/+10 (2d6+8/17-20) and 3 longswords +20 (2d6+4/17-20); or 4 slams +20 (1d10+8); or 4 throwing axes +17 ranged (1d8+8)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon, spell-like abilities
Special Qualities: All-around vision, change shape, darkvision 60 ft., mmunity to charms, compulsions, and illusions, plane shift, spell resistance 18, telepathy 100 ft.
Saves: Fort +12, Ref +13, Will +11
Abilities: Str 26, Dex 19, Con 16, Int 14, Wis 15, Cha 15
Skills: Balance +6, Bluff +17, Climb +13 (+15 ropes), Concentration +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +21, Jump +28, Listen +23, Move Silently +21, Search +6, Sense Motive +19, Spot +23, Tumble +20, Use Magic Device +17, Use Rope +14
Feats: Combat Expertise, Combat Reflexes, Improved Critical (longsword), Improved Initiative (B), Multiweapon Fighting (B), Hold the Line, Power Attack
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 12
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful
Advancement: 15-19 HD (Large); 20–30 HD (Huge)
Level Adjustment: —

This muscular being resembles a giant with dark red skin. It has a face on each side of its head, both with fiery eyes, small horns, and jutting tusks. Its four arms each wield a wicked-looking blade.

Guardian genies are powerful outsiders sworn to defend specific items and locations tirelessly and without fail. They were once efreet, but have been reshaped to be both sleepless and loyal to the exact wording of their oath.

Guardian tasked genies are completely humorless about their tasks, following their routines and procedures with methodical precision. They are perfectly willing to describe what they are guarding and who commanded them to guard it, though they will not tell anyone about what they can do to prevent its theft. (One of the conditions of their service is that they be told everything about the items left in their care.) Guardian genies will not guard living creatures. Guardian genies cannot be bribed and will attack any creature that attempts to do so.

Guardian tasked genies serve for limited periods of time; when their tour of duty at a given site is up, their services must be renegotiated. Since their contracts are typically for 101 or 1001 years, their former masters are often not around to renew their arrangements.

In some ways, guardian tasked genies are frustrated creatures, for they can never finish a task and go on to do something else as craftsmen genies of various kinds can. They are required by their nature to be constantly vigilant. No genie will touch a treasure guarded by the tasked guardian genies, though they may advise others how a guarded treasure might be taken.

A typical guardian genie stands 10 feet tall and weighs 2,700 pounds.

Guardian genies speak Auran, Common, Ignan, and Infernal in clipped sentences. However, they dislike social interaction and do not encourage questioning.

COMBAT

Guardian tasked genies have no love of death and violence, although they are more than competent at dealing out both. They issue threats and warnings rather than immediately resorting to combat whenever possible.

Guardian tasked genies target spellcasters before all others, using detect magic to single them out if not immediately apparent from their garb or accoutrements. Guardian genies wield weapons in all four hands simultaneously. They generally concentrate their attacks on just one or two targets. Their preferred weapons are longswords, scimitars, falchions, throwing axes, and daggers.

Guardian genies do not wear armor, as their thick hide and magical nature make them very difficult to hit, and armor would merely slow them down. Their masters occasionally give them protective magical items, which they are expected to use.

All-Around Vision (Ex): A guardian genie's multiple faces give it a +4 racial bonus on Spot and Search checks, and it can't be flanked.

Breath Weapon (Su): Once per day a guardian genie can breath a 30-foot cone of green flames that deals 1d6 point of fire damage per Hit Dice it possesses (14d6 for a typical guardian genie). A DC 20 Reflex save halves the damage. The save DC is Constitution-based.

Change Shape (Su): A guardian 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—detect magic; 3/day—dimension door, discern lies (DC 16), fly, hold portal; 2/day—alarm, guards and wards (DC 18), see invisibility, sepia snake sigil (DC 15), shout (DC 16), silence (DC 14); 1/day—blade barrier (DC 18), explosive runes (DC 15), glyph of warding (DC 15). Caster level 14th. The save DCs are Charisma-based.

Feats: In combination with its natural abilities, a guardian genie's Multiweapon Fighting feat allows it to attack with all its arms at no penalty.

Skills: A guardian genie has a +4 racial bonus on Listen checks.

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